From 6756646e51ad28afa1abf296a28330b34e159e69 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 11 四月 2019 18:14:23 +0800
Subject: [PATCH] 6442 子 【2.0】装备莲台 / 【后端】【2.0】装备莲台

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |   94 +++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 94 insertions(+), 0 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index 6362eda..b38ce07 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -259,6 +259,8 @@
 
     # 助战神兽技能
     GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
+    
+    GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
 
 #-被动逻辑处理--------------------------------------------------------------------------------------------------
 ##离开地图处理
@@ -355,6 +357,11 @@
              4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
              4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
              4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
+             4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 
+             4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
+             4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4079:ChConfig.TriggerType_IsDealy,  # 是否触发致命一击 72
+             4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -417,6 +424,8 @@
         self.AffectSkillDict = {}    # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
         self.AffectPassiveSkillSetDict = {}    # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
         self.AffectDogzSkillDict = {}   # 神兽助战技能
+        self.AffectSuperEquipSkillDict = {}   # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
+        self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
     
     #记录会影响其他技能或者被动触发释放技能的BUFF
     def AddBuffInfoByEffect(self, effect, skillID):
@@ -500,6 +509,45 @@
                 self.AffectDogzSkillDict[key].append((skillTypeID, effectID))
         
         return self.AffectDogzSkillDict
+    
+    
+    # 重刷特殊装备技能
+    def RefreshSuperEquipSkillDict(self):
+        self.AffectSuperEquipSkillDict = {}
+        self.AffectSuperEquipEffectCntDict = {}
+        skillsDict = FindSuperEquipSkills(self.gameObj)
+        
+        for skillID, value in skillsDict.items():
+            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+            if not curSkill:
+                continue
+            if not SkillCommon.isPassiveTriggerSkill(curSkill):
+                continue
+            
+            skillTypeID = curSkill.GetSkillTypeID()
+            
+            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
+            for i in xrange(curSkill.GetEffectCount()):
+                curEffect = curSkill.GetEffect(i)
+                effectID = curEffect.GetEffectID()
+                if effectID == 0:
+                    continue
+                
+                triggerType = GetTriggerTypeByEffectID(effectID)
+                if triggerType == -1:
+                    continue
+                
+                key = (triggerType,connSkillID)
+                if key not in self.AffectSuperEquipSkillDict:
+                    self.AffectSuperEquipSkillDict[key] = []
+                    
+                self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
+                # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
+                self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
+        
+        GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
+        
+        return self.AffectSuperEquipSkillDict
     
     
     # 重刷可装备的被动技能
@@ -609,10 +657,13 @@
         skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
         skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
         skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
+        skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
+        
         if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
             skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
             skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
             skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
+            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
         return skillList
         
 #所有obj的被动效果管理
@@ -686,6 +737,21 @@
             self.AddPassiveEff(gameObj, passiveEff)
         else:
             passiveEff.RefreshDogzBattleSkill()
+        return
+        
+        
+        
+    # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
+    def RegistSuperEquipSkillDict(self, gameObj):
+        passiveEff = self.GetPassiveEff(gameObj)
+        if not passiveEff:
+            # 强制刷新所有被动技能
+            passiveEff = PassiveEff(gameObj)
+            if not passiveEff.RefreshSuperEquipSkillDict():
+                return
+            self.AddPassiveEff(gameObj, passiveEff)
+        else:
+            passiveEff.RefreshSuperEquipSkillDict()
         return
         
         
@@ -1471,3 +1537,31 @@
         skills.append(curSkill)
         
     return skills
+
+
+# 遍历身上装备技能以及各自个数,装备技能不需要学习
+# 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
+def FindSuperEquipSkills(gameObj):
+    skillsDict = {}
+    if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return skillsDict
+    
+    equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for i in xrange(equipPack.GetCount()):
+        curEquip = equipPack.GetAt(i)
+        
+        if not curEquip or curEquip.IsEmpty():
+            continue
+        
+        if curEquip.GetAddSkill(0) == 0:
+            #无技能
+            continue
+        
+        for j in xrange(curEquip.GetAddSkillCount()):
+            skillID = curEquip.GetAddSkill(j)
+            if skillID == 0:
+                break
+            
+            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1  
+            
+    return skillsDict

--
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