From 4070cde64fce44caf818d8aefa985c2cdbdde0a2 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 23 五月 2022 17:00:06 +0800
Subject: [PATCH] 9415 【BT】【后端】古神战场(修改战场结算信息同步内容)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py |  136 +++++++++++++++++++++++++++++++++++---------
 1 files changed, 107 insertions(+), 29 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py
index fcc507e..4d4d88d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py
@@ -16,52 +16,58 @@
 import ChConfig
 import IPY_GameWorld
 import IpyGameDataPY
+import SkillCommon
+import PlayerControl
 
 # 关于血量的函数这里只包装最简单的超DWORD处理
 
 def GetMaxHP(gameObj):
-    if not hasattr(gameObj, "GetMaxHPEx"):
-        return gameObj.GetMaxHP()
-    
-    else:
-        return gameObj.GetMaxHPEx()*ShareDefine.Def_PerPointValue + gameObj.GetMaxHP()
-
+    return gameObj.GetMaxHPEx() * ShareDefine.Def_PerPointValue + gameObj.GetMaxHP()
 
 def SetMaxHP(gameObj, value):
-    if not hasattr(gameObj, "SetMaxHPEx"):
-        gameObj.SetMaxHP(value)
-    
-    else:
-        gameObj.SetMaxHPEx(value/ShareDefine.Def_PerPointValue)
-        gameObj.SetMaxHP(value%ShareDefine.Def_PerPointValue)
-
+    gameObj.SetMaxHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue)
+    return
 
 def GetHP(gameObj):
-    if not hasattr(gameObj, "GetHPEx"):
-        return gameObj.GetHP()
-    
-    else:
-        return gameObj.GetHPEx()*ShareDefine.Def_PerPointValue + gameObj.GetHP()
+    return gameObj.GetHPEx() * ShareDefine.Def_PerPointValue + gameObj.GetHP()
 
-
-def SetHP(gameObj, value, isNotify=True, isByTime=False):
+def SetHP(gameObj, value, isNotify=None, isByTime=False):
     if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
-        gameObj.SetHP(value, isNotify)
+        if isNotify == None:
+            isNotify = True
+        gameObj.SetHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue, isNotify)
     else:
+        if isNotify == None:
+            isNotify = False
         if gameObj.GetGameObjType() == IPY_GameWorld.gotNPC:
             npcID = gameObj.GetNPCID()
             if IpyGameDataPY.GetIpyGameDataNotLog("NPCTimeLostHP", npcID) and not isByTime and value not in [GetMaxHP(gameObj), 0]:
                 #GameWorld.DebugLog("不能设置按时间掉血的怪物血量! id=%s,npciD=%s,value=%s,isByTime=%s" % (gameObj.GetID(), gameObj.GetNPCID(), value, isByTime))
                 return
-        gameObj.SetHPEx(value/ShareDefine.Def_PerPointValue)
-        gameObj.SetHP(value%ShareDefine.Def_PerPointValue)
-        
-        
+        gameObj.SetHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue, isNotify)
+    return
+
+def SetHPFull(gameObj):
+    SetHP(gameObj, GetMaxHP(gameObj))
+    return
+
+def SetBaseMaxHP(gameObj, value):
+    gameObj.SetBaseMaxHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue)
+    return
+    
+def GetAngryValue(curAngry):
+    return curAngry.GetAngryValue() + curAngry.GetAngryValueEx() * ShareDefine.Def_PerPointValue
+def SetAngryValue(curAngry, value):
+    curAngry.SetAngryValue(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue)
+    return
+
 ## 设置buff状态(脚本自定义枚举)
 #  @param pyState 状态
 #  @param isTrue 是否设置该状态
 #  @return None
 def SetPyPlayerState(gameObj, pyState, isAdd):
+    if pyState == 0:
+        return
     if pyState not in ChConfig.Def_PlayerStateList:
         return
     
@@ -86,17 +92,89 @@
 #  @param pyState 状态
 #  @return 是否该状态
 #  @remarks 该状态为buff对应的自定义状态效果
-#  目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态
-#  故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态)
-def GetPyPlayerState(gameObj, pyState):
+
+#===============================================================================
+# 此问题在4012 消失时处理
+# #  目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态
+# #  故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态)
+#===============================================================================
+def GetPyPlayerState(gameObj, pyState, ownerID=0, ownerType=0):
+    if not gameObj:
+        return False
+    if pyState == 0:
+        # 0不需要判断
+        return True
     curState = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_CurState)
     
     state = curState & pow(2, pyState) 
+    
+    if state and ownerID:
+        # 进一步判断是否释放者
+        return True if IsInStateEffectByOwner(gameObj, ChConfig.Def_Skill_Effect_BuffState, pyState, ownerID, ownerType) else False
     return state
 
+# 大于等于2个状态 则不清理状态
+def IsInStateEffectByOwner(curObj, effectID, stateType, ownerID, ownerType):
+    
+    for buffType in xrange(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
+        if buffType in ChConfig.Def_BuffType_OnlyPlayer:
+            continue
+        
+        buffTuple = SkillCommon.GetBuffManagerByBuffType(curObj, buffType)
+        #通过类型获取目标的buff管理器为空,则跳出
+        if buffTuple == ():
+            continue
+    
+        buffManager = buffTuple[0]
+        
+        for i in range(buffManager.GetEffectCount()):
+            effect = buffManager.GetEffect(i)
+            if not effect:
+                continue
+            
+            if effect.GetEffectID() != effectID:
+                continue
+            
+            if effect.GetEffectValue(0) != stateType:
+                continue
+            
+            if buffManager.GetEffectOwnerID(i) != ownerID:
+                continue
+            
+            if buffManager.GetEffectOwnerType(i) != ownerType:
+                continue
+            
+            return True
+    return False
+
+
+def ClearPyPlayerState(gameObj):
+    gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, 0)
+    return
 
 def GetPetDamPer(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
 def SetPetDamPer(gameObj, value): 
     gameObj.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
     if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
-        gameObj.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
+        PlayerControl.SendPropertyRefresh(gameObj, ShareDefine.CDBPlayerRefresh_PetDamPer, value)
+    return
+
+def GetLastHurtValue(gameObj):
+    ## 最后一击伤害值
+    hurt = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_LastHurtValue)
+    hurtEx = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_LastHurtValueEx)
+    return hurtEx * ShareDefine.Def_PerPointValue + hurt
+def SetLastHurtValue(gameObj, value):
+    gameObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, value % ShareDefine.Def_PerPointValue)
+    gameObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValueEx, value / ShareDefine.Def_PerPointValue)
+    return
+
+def GetBloodShiledHurt(gameObj):
+    ## 伤害值用于血盾抵消
+    hurt = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_BloodShiledHurt)
+    hurtEx = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_BloodShiledHurtEx)
+    return hurtEx * ShareDefine.Def_PerPointValue + hurt
+def SetBloodShiledHurt(gameObj, value):
+    gameObj.SetDict(ChConfig.Def_PlayerKey_BloodShiledHurt, value % ShareDefine.Def_PerPointValue)
+    gameObj.SetDict(ChConfig.Def_PlayerKey_BloodShiledHurtEx, value / ShareDefine.Def_PerPointValue)
+    return

--
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