From 4f48659ed51c0e087e55da91ec76cbcdd7a87486 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 15 十一月 2018 17:40:58 +0800
Subject: [PATCH] 4788 【后端】【1.3】洗炼必增由消耗仙玉改为消耗道具

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |   70 +++++++++++++++++++++++++++++++----
 1 files changed, 62 insertions(+), 8 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index aa5586e..21abbde 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -714,6 +714,52 @@
     return True
 
 
+# 按仙盟成员均摊伤害
+def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
+                            skillPercent, skillEnhance, tick, isExSkill = False):
+    #清空伤血列表
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    #攻击方原有血量,用来通知反弹
+    attackerHP = GameObj.GetHP(attacker)
+    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
+            
+    #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
+    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
+
+    # 计算仙盟成员数量, 按人头均摊伤害
+    resultDict = {}
+    for obj in resultList:
+        if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            continue
+        
+        familyID = obj.GetFamilyID()
+        if familyID not in resultDict:
+            resultDict[familyID] = []
+
+        resultDict[familyID].append(obj)
+        
+    skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
+    minSkillPer = 0.01   # 如果未配置默认最低值
+    if skillEffect:
+        minSkillPer = skillEffect.GetEffectValue(0)
+        
+    attackList = []
+    for familyID in resultDict:
+        cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
+        
+        skillPercent = max(skillPercent/cnt, minSkillPer)
+        attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
+                                     [], g_skillHurtList, tick))
+
+    
+    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
+    
+    return True
+
+
+
 # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
 # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
 # 返回真表示可以对每个伤害目标触发,返回假则为单体
@@ -789,7 +835,7 @@
                    powerList, g_skillHurtList, tick):
     attackList = []   #被攻击对象列表
 
-    checkComboOK = False
+    #checkComboOK = False
 
     #执行攻击结果
     for obj in resultList:
@@ -805,10 +851,10 @@
         if powerList != []:
             skillPercent, skillEnhance = powerList.pop(0)
 
-        if not checkComboOK:
+        #if not checkComboOK:
             #攻击前连击检查
-            SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
-            checkComboOK = True
+        #    SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
+        #    checkComboOK = True
             
         callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
         
@@ -1272,6 +1318,9 @@
 
         if curPlayerSkill:
             SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+        
+        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+            UseSkillOver(curPlayer, target, curSkill, tick)
         return True
     
     #玩家进入战斗状态
@@ -1327,7 +1376,6 @@
     
 # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
-    
     isSuperHit = False
     usePassiveSkillResult = True    # 第一次判断不能调用,即代表都不可用无需循环
     usePassiveSkillResultOnSuperHit = True    # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
@@ -1356,6 +1404,7 @@
             if hurtList[1] == IPY_GameWorld.gotPlayer:
                 # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+                PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
             continue
         
         if usePassiveSkillResult:
@@ -1388,6 +1437,7 @@
 # 灵为玩家的替身需要走此逻辑
 # 技能使用结束,在处理技能逻辑和通知封包之后调用
 def UseSkillOver(attacker, defender, curSkill, tick):
+    
     # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
     OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
     
@@ -1398,10 +1448,9 @@
                                                     ChConfig.Def_SkillFuncType_NormalAttack]):
         # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级
         PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
-        
+    
     # 普攻和对敌技能
     if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
-        
         PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
         PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
 
@@ -2150,7 +2199,7 @@
             continue
         
         #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表
-        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick,
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
                                                 isEnhanceSkill=False, skillIDSet=skillIDSet)
         
         DoLogic_AttackResult(attacker, defObj, curSkill, tick)
@@ -2170,6 +2219,11 @@
             continue
         SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
     
+    if attackList:
+        PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
+
+
 ## 清空伤血列表
 #  @param 无
 #  @return 无

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