From 69af48cc1a7c0a6b71b3464b15bd8ffba4958b5c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 22 十一月 2018 20:42:32 +0800
Subject: [PATCH] 4919 [主干]增加玩家战力流向记录
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 65 +++++++++++++++++---------------
1 files changed, 35 insertions(+), 30 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 4392192..129f1b8 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
@@ -1470,7 +1471,10 @@
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
@@ -1486,8 +1490,8 @@
# @param finalHurtPer 对最终计算出来的伤害影响效果(有正负,默认10000)
# @return None or HurtType 伤害结构体类
# @remarks 函数详细说明.
-def GetHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
- atkObj = ElfChangeAttacker(atkObj) # Elf灵为替身攻击,要取玩家的属性
+def GetHurtHP(attacker, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
+ atkObj = ElfChangeAttacker(attacker) # Elf灵为替身攻击,要取玩家的属性
resultHurtType = HurtType()
defObjType = defObj.GetGameObjType()
@@ -1507,7 +1511,7 @@
# 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:
@@ -1519,7 +1523,7 @@
#GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
else:
- hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick)
+ hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
# 麒麟护盾吸收伤害,将抵消的伤害存储
@@ -1531,15 +1535,16 @@
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 +1567,6 @@
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)
@@ -1615,22 +1619,23 @@
# 计算攻击伤害
# maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, maxHurt=False):
+def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs):
# 翻滚闪避特殊处理
if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500:
return 0, ChConfig.Def_HurtType_Miss
summonAtkPer = 1 # 召唤继承提高基础攻击力,取表
- if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
- summonAtkPerValue = atkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
+ summonAtkObj = atkwargs.get('orgAtkObj', None) if atkwargs.get('orgAtkObj', None) else atkObj
+ if summonAtkObj.GetGameObjType() == IPY_GameWorld.gotNPC and summonAtkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+ summonAtkPerValue = summonAtkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
if summonAtkPerValue > 0:
# 暴风雪类召唤兽转化为主人计算伤害
- atkObj = NPCCommon.GetSummonOwnerDetel(atkObj)
- if not atkObj:
+ ownerAtkObj = NPCCommon.GetSummonOwnerDetel(summonAtkObj)
+ if not ownerAtkObj:
return 0, ChConfig.Def_HurtType_Miss
summonAtkPer = summonAtkPerValue*1.0/ChConfig.Def_MaxRateValue
- #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(atkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
+ #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(ownerAtkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
atkObjType = atkObj.GetGameObjType()
defObjType = defObj.GetGameObjType()
@@ -1680,8 +1685,8 @@
#命中公式 攻击方类型不同,公式不同
hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
- if not maxHurt and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
- ChConfig.TriggerType_Buff_MustBeHit): # maxHurt用于模拟计算, 被动有必命中效果
+ if 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 \
and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
@@ -1697,18 +1702,12 @@
and eval(hitFormula) < 0:
return 0, ChConfig.Def_HurtType_Miss
- if maxHurt: # 用于模拟计算最大伤害
- rand = 1
- isLuckyHit, aLuckyHit, dLuckyHitReduce = True, atkObj.GetLuckyHitVal(), 0
- isSuperHit, aSuperHit, dSuperHitReduce = True, atkObj.GetSuperHit(), 0
- dDamChanceDef = 0
- hurtType = ChConfig.Def_HurtType_SuperHit
- else:
- hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
- #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
- isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
- isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
- dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
+
+ hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
+ #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
+ isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
+ isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
+ dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
return 1, hurtType
@@ -1771,6 +1770,8 @@
aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
+ aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
+
aFinalHurt = PlayerControl.GetFinalHurt(atkObj) # 最终固定伤害
# 被动增加最终伤害
aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
@@ -1898,7 +1899,7 @@
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
@@ -2457,7 +2458,7 @@
# @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
@@ -2468,6 +2469,10 @@
return
#---NPC处理---
+ if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
+ GameObj.SetHP(curObjDetel, 1)
+ return
+
npcControl = NPCCommon.NPCControl(curObjDetel)
npcControl.SetKilled()
return
--
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