From 3da8e5eb44d92945d64ddd9bc075b9322a088d94 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 19 三月 2019 17:08:55 +0800
Subject: [PATCH] 6341  【后端】【2.0】境界改版开发单(经验buff)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  251 +++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 196 insertions(+), 55 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 018883c..2be3515 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,6 +57,7 @@
 import ChPyNetSendPack
 import NetPackCommon
 import FamilyRobBoss
+#import EquipZhuXian
 import FBCommon
 import ChNPC
 
@@ -324,6 +325,10 @@
     if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
         return
     
+    crossNotifyList = []
+    isCrossServer = GameWorld.IsCrossServer()
+    atkServerGroupID = PlayerControl.GetPlayerServerGroupID(attacker)
+    defServerGroupID = PlayerControl.GetPlayerServerGroupID(defender)
     lineID = GameWorld.GetGameWorld().GetLineID()
     # 杀人玩家有帮会
     if attacker.GetFamilyID() > 0:
@@ -338,30 +343,40 @@
         notifyCode = 'PK_pan_318691'
         paramList = [defFamilyMemberLv, defName, defMapID, atkName,defPosX, defPosY, lineID]
     
-    PlayerControl.FamilyNotify(defFamilyID, notifyCode, paramList)
-
+    if isCrossServer:
+        crossNotifyList.append(PlayerControl.GetCrossFamilyNotifyInfo(defFamilyID, notifyCode, paramList))
+    else:
+        PlayerControl.FamilyNotify(defFamilyID, notifyCode, paramList)
+    
     # 有职位被杀,全服广播
-    if defFamilyMemberLv <= 0:
-        return
+    if defFamilyMemberLv > 0:
+        defFamilyName = defender.GetFamilyName()
     
-    defFamilyName = defender.GetFamilyName()
-
-    killCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID()) + 1
-    attacker.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID(), killCnt)
-    #被杀重置击杀数
-    defender.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % attacker.GetPlayerID(), 0)
-    
-    killPlayerNotifyDict = IpyGameDataPY.GetFuncEvalCfg('FamilyKilledNotify')
-    
-    killKeys = sorted(killPlayerNotifyDict.keys())
-    notifyKey = 0 
-    for killCntKey in killKeys:
-        if killCnt < killCntKey:
-            break
-        notifyKey = killCntKey
-    if notifyKey in killPlayerNotifyDict:
-        notifyMark = killPlayerNotifyDict[notifyKey]
-        PlayerControl.WorldNotify(0, notifyMark, [atkName, defMapID, defFamilyName, defFamilyMemberLv, defName])
+        killCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID()) + 1
+        attacker.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID(), killCnt)
+        #被杀重置击杀数
+        defender.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % attacker.GetPlayerID(), 0)
+        
+        killPlayerNotifyDict = IpyGameDataPY.GetFuncEvalCfg('FamilyKilledNotify')
+        
+        killKeys = sorted(killPlayerNotifyDict.keys())
+        notifyKey = 0 
+        for killCntKey in killKeys:
+            if killCnt < killCntKey:
+                break
+            notifyKey = killCntKey
+        if notifyKey in killPlayerNotifyDict:
+            notifyMark = killPlayerNotifyDict[notifyKey]
+            msgParamList = [atkName, defMapID, defFamilyName, defFamilyMemberLv, defName]
+            if isCrossServer:
+                crossNotifyList.append(PlayerControl.GetCrossWorldNotifyInfo(0, notifyMark, msgParamList))
+                if atkServerGroupID != defServerGroupID:
+                    PlayerControl.NotifyCode(attacker, notifyMark, msgParamList)
+            else:
+                PlayerControl.WorldNotify(0, notifyMark, msgParamList)
+                
+    if crossNotifyList:
+        PlayerControl.CrossNotify([defServerGroupID], crossNotifyList)
         
     return
 
@@ -1287,11 +1302,12 @@
                           ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
                           ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
                           ChConfig.Def_HurtType_Parry:[False, 0, 0],
+                          ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
                           }
     
     calcTypeList =  []
     if atkObjType == IPY_GameWorld.gotPlayer:
-        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit]
+        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Zhuxian]
     if defObjType == IPY_GameWorld.gotPlayer:
         calcTypeList += [ChConfig.Def_HurtType_Parry]
     # 暂时只计算玩家
@@ -1304,6 +1320,7 @@
                   ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
+                  ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
                   }
     
     hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1390,6 +1407,56 @@
         return True, 0, chanceDefPer
     return
 
+def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
+    """诛仙一击"""
+    rate = PlayerControl.GetZhuXianRate(atkObj)
+    if not rate:
+        return
+    
+    if GameWorld.CanHappen(rate):
+        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
+    return
+
+
+def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
+    ## 改变技能伤害百分比
+    
+    if not curSkill:
+        return skillPer
+    
+    if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return skillPer
+    
+    #skillTypeID = curSkill.GetSkillTypeID()
+    
+    addPer = 0
+    reducePer = 0
+    #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
+    
+    if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
+        
+        #根据防守方职业 计算攻击方伤害加成
+        if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+            addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
+        elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+            addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
+        elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+            addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
+        
+        #根据攻击方职业 计算防守方伤害减免
+        if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+            reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
+        elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+            reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
+        elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+            reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
+        
+    if addPer or reducePer:
+        addSkillPer = (addPer - reducePer) / 10000.0
+        skillPer = max(0, skillPer + addSkillPer)
+        
+    return skillPer
 
 # 改变技能伤害(效果ID1010), 野外小怪1009替换1010伤害(2018-03-07增加精英怪)
 def ChangeSkillHurt(curPlayer, defObj, curSkill, skillPer, skillValue):
@@ -1538,6 +1605,7 @@
     atkObj = ElfChangeAttacker(attacker)  # Elf灵为替身攻击,要取玩家的属性
     
     resultHurtType = HurtType()
+    atkObjType = attacker.GetGameObjType()
     defObjType = defObj.GetGameObjType()
     dHP = GameObj.GetHP(defObj)                # 防守方当前血量
     dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
@@ -1555,45 +1623,23 @@
             # 理论伤害一致, 多加点预算伤害避免计算误差
             #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
             #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
-            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
+            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*40   # 加入被动计算不准确改成估算
             
         clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
         if clientValue <= hurtValue:
             hurtValue = clientValue
         else:
             # 外挂最高伤害基本防范
-            GameWorld.DebugAnswer(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
+            GameWorld.DebugLog(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
             hurtValue = int(hurtValue*0.8)
         #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
 
     else:
         hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
     
-    # 优先处理神兵护盾
-    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
-
-    # 伤害吸收盾回血型
-    buffManager = defObj.GetBuffState()
-    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
-    if skillID:
-        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
-        if absortValue:
-            hurtValue -= absortValue
-            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
-            if findBuff:
-                # 用于回血
-                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
-
-    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
-        # 麒麟护盾吸收伤害,将抵消的伤害存储
-        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
-        hurtValue -= absortValue
-        
-        # 吸收至指定血量比例值
-        absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
-        if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
-            maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
-            defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
+    WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
+    
+    hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
 
     # buff减少伤害百分比
     reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
@@ -1603,9 +1649,21 @@
     reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
     hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
     
+    
+    # 终极斩杀新效果,必须和斩杀严格区分,会涉及到CD概率,已经触发其他技能等问题
+    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_ZhongjiZhansha):
+        # 斩杀
+        hurtType = ChConfig.Def_HurtType_ZhognjiZhansha
+        hurtValue = GameObj.GetHP(defObj)
+        #伤害结构体
+        resultHurtType.HurtHP = hurtValue
+        resultHurtType.HurtType = hurtType
+        resultHurtType.RealHurtHP = hurtValue
+        
+        remainHP = 0 # 剩余血量
 
     # 斩杀,濒死等情况的处理
-    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
+    elif PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
         # 斩杀
         hurtType = ChConfig.Def_HurtType_Zhansha
         hurtValue = GameObj.GetHP(defObj)
@@ -1673,7 +1731,9 @@
     resultHurtType.LostHP = lostValue
     if defObjType == IPY_GameWorld.gotPlayer:
         FBLogic.OnFBLostHP(defObj, lostValue)
-        
+    
+    WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
+    
     #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
     #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
     AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
@@ -1684,6 +1744,78 @@
     
     return resultHurtType
 
+# 计算伤害后,因各种buff和状态的影响处理
+def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
+    # 优先处理神兵护盾
+    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
+
+    # 伤害吸收盾回血型
+    buffManager = defObj.GetBuffState()
+    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
+    if skillID:
+        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
+        if absortValue:
+            hurtValue -= absortValue
+            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
+            if findBuff:
+                # 用于回血
+                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
+
+    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
+        # 麒麟护盾吸收伤害,将抵消的伤害存储
+        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
+        hurtValue -= absortValue
+        
+        # 吸收至指定血量比例值
+        absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
+        if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
+            maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
+            defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
+
+    # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
+    curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
+    if skillID2:
+        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
+        if absortValue:
+            findBuff = SkillCommon.FindBuffByID(defObj, skillID2)[0]
+            if findBuff:
+                # 用于回血
+                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
+    return hurtValue
+
+
+
+# GM 命令  HurtLog 查看战斗伤害日志
+def WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, msg):
+    logLevel = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HurtLog)
+    if not logLevel:
+        return
+    
+    if logLevel == 1:
+        # 只看玩家伤害
+        if not attacker:
+            return
+        
+        if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            return
+        msg = "玩家" + msg
+    
+    attackerID = attacker.GetID() if attacker else 0
+    defenderID = defObj.GetID() if defObj else 0
+    skillID = curSkill.GetSkillID() if curSkill else 0
+    skillName = curSkill.GetSkillName()  if curSkill else ""
+    attackerName = attacker.GetName() if attacker else ""
+    defenderName = defObj.GetName() if defObj else ""
+    
+    if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        attackerName = attackerName.decode("utf8").encode('gbk')
+        
+    if defObj and defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        defenderName = defenderName.decode("utf8").encode('gbk')
+        
+    GameWorld.DebugLog("攻击伤害-%s:(%s %s)攻击(%s %s), 技能ID:(%s %s), 伤害值:%s, 伤害类型:%s "%(
+                        msg, attackerID, attackerName, defenderID, defenderName,
+                        skillID, skillName, hurtValue, hurtType))
 
 # 血盾支持多个同时存在
 def CalcBloodShield(atkObj, defObj, hurtValue):
@@ -1802,7 +1934,8 @@
     isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
     isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
     dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
-
+    isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
+    
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
         return 1, hurtType
     
@@ -1814,6 +1947,8 @@
     
     # 改变技能伤害
     atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
+    
+    atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
     
     #  atkSkillPer 包含普攻,所以不是用技能增强处理
     atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
@@ -1832,6 +1967,11 @@
 
         # 暴击增加技能伤害
         atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
+        atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
+        
+        # buff中暴击减层,无触发技能
+        PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
+
 
     if isLuckyHit:
         # 会心一击时增加会心伤害百分比 
@@ -2076,7 +2216,8 @@
         atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
         if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
             atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
-        
+        else:
+            defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
     return
 
 
@@ -2229,7 +2370,7 @@
         atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
         
         atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
-
+        
     suckHP += atkBackHP
     
     if suckHP <= 0:

--
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