From 5759384f488b6bb4a99e6cddc6761a1ce6c94309 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 11 五月 2019 13:47:14 +0800
Subject: [PATCH] 6740 【后端】【2.0】怪物时间掉血增加战力附加掉血
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 16 +++++++-
PySysDB/PySysDBPY.h | 4 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 53 +++++++++++++++++++-------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 1
4 files changed, 58 insertions(+), 16 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index ab3df3a..eb00701 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -405,6 +405,10 @@
DWORD LostHPPerSecond; //单人每秒掉血量
BYTE MaxPlayerCount; //最大人数
DWORD LostHPPerSecondEx; //每增加一人附加掉血量
+ DWORD FightPowerMin; //标准战力
+ DWORD FightPowerMax; //上限战力
+ DWORD EveryFightPower; //每x点战力
+ DWORD EveryFightPowerLostHPEx; //每x点战力附加伤害
};
//装备套装属性表
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 e091ed9..0a3a31a 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
@@ -1790,9 +1790,9 @@
def UpdateTimeMonsterHP(curNPC, ipyData, tick):
'''
NPC总血量 = 单人每秒掉血量*理论击杀所需时间
- 掉血值 = 单人每秒掉血量+min(当前人数, 最大人数)*附加掉血量
+ 掉血值 = 单人每秒掉血量+min(当前人数, 最大人数)*附加掉血量+(有效战力-标准战力)/x战力*x战力附加掉血
'''
-
+
lastLostHPTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPTick)
curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPTick, tick)
if not lastLostHPTick or tick - lastLostHPTick >= 2000:
@@ -1806,11 +1806,17 @@
lostHPPerSecond = ipyData.GetLostHPPerSecond()
maxPlayerCount = ipyData.GetMaxPlayerCount()
lostHPPerSecondEx = ipyData.GetLostHPPerSecondEx()
+ fightPowerMin = ipyData.GetFightPowerMin()
+ fightPowerMax = ipyData.GetFightPowerMax()
+ everyFightPower = ipyData.GetEveryFightPower()
+ everyFightPowerLostHPEx = ipyData.GetEveryFightPowerLostHPEx()
+ effFightPower = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPFightPower)
effPlayerCount = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount)
refreshPlayerCountTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick)
if not refreshPlayerCountTick or tick - refreshPlayerCountTick >= 3000:
curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick, tick)
+ fightPowerTotal = 0
effPlayerCount = 0
for i in xrange(curNPC.GetInSightObjCount()):
seeObj = curNPC.GetInSightObjByIndex(i)
@@ -1819,24 +1825,43 @@
if not seeObj.GetVisible():
continue
seeObjType = seeObj.GetGameObjType()
- if seeObjType == IPY_GameWorld.gotPlayer:
- effPlayerCount += 1
- if maxPlayerCount and effPlayerCount >= maxPlayerCount:
- effPlayerCount = maxPlayerCount
- break
+ if seeObjType != IPY_GameWorld.gotPlayer:
+ continue
+ effPlayerCount += 1
+ if fightPowerMin:
+ seePlayer = GameWorld.GetObj(seeObj.GetID(), seeObjType)
+ fightPowerTotal += (0 if not seePlayer else seePlayer.GetFightPower())
+
+ effFightPower = int(fightPowerTotal / effPlayerCount)
+ if fightPowerMax and effFightPower > fightPowerMax:
+ effFightPower = fightPowerMax
+
+ if maxPlayerCount and effPlayerCount > maxPlayerCount:
+ effPlayerCount = maxPlayerCount
+
+ curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPFightPower, effFightPower)
curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount, effPlayerCount)
- #GameWorld.DebugLog("刷新影响人数: effPlayerCount=%s" % effPlayerCount)
+ #GameWorld.DebugLog("刷新影响人数: effPlayerCount=%s,effFightPower=%s" % (effPlayerCount, effFightPower))
+ hurtValuePerSecond = lostHPPerSecond
+ #人数附加伤害
if effPlayerCount > 1:
- hurtValuePerSecond = lostHPPerSecond + (effPlayerCount - 1) * lostHPPerSecondEx
- else:
- hurtValuePerSecond = lostHPPerSecond
- lostHPTotal = int(hurtValuePerSecond * passTick / 1000.0)
+ playerCountHurtEx = (effPlayerCount - 1) * lostHPPerSecondEx
+ hurtValuePerSecond += playerCountHurtEx
+ #GameWorld.DebugLog("playerCountHurtEx=%s,hurtValuePerSecond=%s" % (playerCountHurtEx, hurtValuePerSecond))
+
+ #战力附加伤害
+ if fightPowerMin and effFightPower and everyFightPower and everyFightPowerLostHPEx:
+ fightPowerHurtEx = (effFightPower - fightPowerMin) / float(everyFightPower) * everyFightPowerLostHPEx # 可能为负值
+ hurtValuePerSecond += fightPowerHurtEx
+ #GameWorld.DebugLog("fightPowerHurtEx=%s,hurtValuePerSecond=%s" % (fightPowerHurtEx, hurtValuePerSecond))
+
+ lostHPTotal = max(1, int(hurtValuePerSecond * passTick / 1000.0))
remainHP = min(GameObj.GetMaxHP(curNPC), max(0, GameObj.GetHP(curNPC) - lostHPTotal))
GameObj.SetHP(curNPC, remainHP, isByTime=True)
- #GameWorld.DebugLog("怪物按时间掉血: npcID=%s,effPlayerCount=%s,hurtValuePerSecond=%s,passTick=%s,lostHPTotal=%s"
- # % (npcID, effPlayerCount, hurtValuePerSecond, passTick, lostHPTotal))
+ #GameWorld.DebugLog("怪物按时间掉血: npcID=%s,effPlayerCount=%s,effFightPower=%s,hurtValuePerSecond=%s,passTick=%s,lostHPTotal=%s"
+ # % (curNPC.GetNPCID(), effPlayerCount, effFightPower, hurtValuePerSecond, passTick, lostHPTotal))
return
# 计算伤害后,因各种buff和状态的影响处理
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index fa4bf21..aadc296 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3005,6 +3005,7 @@
Def_NPC_Dict_TimeLostHPTick = 'TimeLostHPTick' # 上次按时间掉血tick
Def_NPC_Dict_TimeLostHPPlayerCountTick = 'TimeLostHPPlayerCountTick ' # 上次刷新按时间掉血人数tick
Def_NPC_Dict_TimeLostHPPlayerCount = 'TimeLostHPPlayerCount' # 按时间掉血有效人数
+Def_NPC_Dict_TimeLostHPFightPower = 'TimeLostHPFightPower' # 按时间掉血战力
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index ec990cc..2617274 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -340,6 +340,10 @@
("DWORD", "LostHPPerSecond", 0),
("BYTE", "MaxPlayerCount", 0),
("DWORD", "LostHPPerSecondEx", 0),
+ ("DWORD", "FightPowerMin", 0),
+ ("DWORD", "FightPowerMax", 0),
+ ("DWORD", "EveryFightPower", 0),
+ ("DWORD", "EveryFightPowerLostHPEx", 0),
),
"EquipSuitAttr":(
@@ -2107,13 +2111,21 @@
self.NPCID = 0
self.LostHPPerSecond = 0
self.MaxPlayerCount = 0
- self.LostHPPerSecondEx = 0
+ self.LostHPPerSecondEx = 0
+ self.FightPowerMin = 0
+ self.FightPowerMax = 0
+ self.EveryFightPower = 0
+ self.EveryFightPowerLostHPEx = 0
return
def GetNPCID(self): return self.NPCID # NPCID
def GetLostHPPerSecond(self): return self.LostHPPerSecond # 单人每秒掉血量
def GetMaxPlayerCount(self): return self.MaxPlayerCount # 最大人数
- def GetLostHPPerSecondEx(self): return self.LostHPPerSecondEx # 每增加一人附加掉血量
+ def GetLostHPPerSecondEx(self): return self.LostHPPerSecondEx # 每增加一人附加掉血量
+ def GetFightPowerMin(self): return self.FightPowerMin # 标准战力
+ def GetFightPowerMax(self): return self.FightPowerMax # 上限战力
+ def GetEveryFightPower(self): return self.EveryFightPower # 每x点战力
+ def GetEveryFightPowerLostHPEx(self): return self.EveryFightPowerLostHPEx # 每x点战力附加伤害
# 装备套装属性表
class IPY_EquipSuitAttr():
--
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