From 47e583801c89ba24233de12ddd4291945ef15827 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 28 十一月 2018 15:46:58 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 111 +++++++++++++++++++++++++++++++++++++++++++++++++++----
1 files changed, 102 insertions(+), 9 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 b776166..d96af81 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
@@ -58,6 +58,7 @@
import NetPackCommon
import FamilyRobBoss
import FBCommon
+import ChNPC
import datetime
import math
@@ -1470,11 +1471,58 @@
if npcType == IPY_GameWorld.ntElf:
# ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
# 那么ntElf执行人物的伤害计算和被动触发效果
- owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+ # 2018-11-16 Elf 支持主人为NPC
+ # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+
+ owner = NPCCommon.GetSummonOwnerDetel(attacker)
return attacker if not owner else owner
return attacker
+
+# 检查对象是否属于玩家,比如用于纯PVP验证
+def CheckIsPlayerOnwer(gameObj):
+ if not gameObj:
+ return False
+ objType = gameObj.GetGameObjType()
+
+ if objType == IPY_GameWorld.gotPlayer:
+ return True
+
+ objNPCType = gameObj.GetGameNPCObjType()
+ if objNPCType == IPY_GameWorld.gnotNormal:
+ return False
+
+ if objNPCType == IPY_GameWorld.gnotSummon:
+ owner = NPCCommon.GetSummonOwnerDetel(gameObj)
+ if not owner:
+ return False
+ if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return False
+
+ return True
+
+# 攻击时防守方神兵护盾的处理
+def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
+ if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return hurtValue
+
+ if not CheckIsPlayerOnwer(atkObj):
+ return hurtValue
+
+ curProDef = PlayerControl.GetProDef(defObj)
+ if not curProDef:
+ return hurtValue
+
+ absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
+
+ PlayerControl.SetProDef(defObj, curProDef - absortValue)
+
+ # 被动技能触发
+ defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
+ PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
+ return hurtValue - absortValue
+
## 计算伤血值
# @param atkObj 攻击者
# @param defObj 防御者
@@ -1507,7 +1555,7 @@
# 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*10 + atkObj.GetSuperHit() # 加入被动计算不准确改成估算
+ hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20 # 加入被动计算不准确改成估算
clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
if clientValue <= hurtValue:
@@ -1521,6 +1569,21 @@
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)
@@ -1531,15 +1594,16 @@
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
-
+
# buff减少伤害百分比
reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
+
# 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
-
+
# 斩杀,濒死等情况的处理
if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
# 斩杀
@@ -1562,7 +1626,6 @@
remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
remainHP = int(remainHP) #防范
-
if defObjType == IPY_GameWorld.gotPlayer:
GameObj.SetHP(defObj, remainHP, False)
@@ -1574,6 +1637,11 @@
elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
GameObj.SetHP(defObj, remainHP)
+
+ elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
+ remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
+ GameObj.SetHP(defObj, remainHP)
+
else:
#防守方是怪物NPC,只扣其血
GameObj.SetHP(defObj, remainHP)
@@ -1659,6 +1727,7 @@
suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
suppressNPCFightPower = 0 # 压制NPC战力
+ fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
#当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
@@ -1678,10 +1747,25 @@
if suppressNPCFightPower:
suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
+ mustHit = False
+ helpBattleFormatKey = ""
+ if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
+ mustHit = True
+ suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
+ fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
+ fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
+ helpBattleFormatKey = "HelpRobot_Atk"
+ if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
+ mustHit = True
+ suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
+ fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
+ fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
+ helpBattleFormatKey = "HelpRobot_Def"
+
#命中公式 攻击方类型不同,公式不同
hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
- if not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
+ if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
ChConfig.TriggerType_Buff_MustBeHit):
# 技能对指定BOSS无效果的返回MISS
if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
@@ -1889,13 +1973,17 @@
suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
if suppressLVHurtKey in hurtDist:
hurtFormulaKey = suppressLVHurtKey
-
+
+ # 助战机器人特殊伤血key
+ if helpBattleFormatKey:
+ hurtFormulaKey = helpBattleFormatKey
+
if hurtFormulaKey not in hurtDist:
GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
return 0, ChConfig.Def_HurtType_Miss
hurtFormula = hurtDist[hurtFormulaKey]
hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
-
+
if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
# 存在压制
return hurtValue, ChConfig.Def_HurtType_RealmSupress
@@ -1955,6 +2043,8 @@
if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
# 记录最后一次伤害值
atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
+ if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
+ atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
return
@@ -2454,7 +2544,7 @@
# @param curObjDetel 对象实例
# @return 返回值无意义
# @remarks 理对象死亡逻辑
-def DoLogic_ObjDead(curObjDetel):
+def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
if GameObj.GetHP(curObjDetel) > 0:
return
@@ -2465,6 +2555,9 @@
return
#---NPC处理---
+ if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
+ return
+
npcControl = NPCCommon.NPCControl(curObjDetel)
npcControl.SetKilled()
return
--
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