From 7473f41b83c2921add6c7e41ff2459bb9260a8d7 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 27 四月 2019 17:18:59 +0800
Subject: [PATCH] 6628 【2.0】【后端】查看玩家装备和查看玩家战力功能(定期删除过期查看玩家缓存,暂定30天未登录更新数据且不在榜上的删除)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |  199 ++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 163 insertions(+), 36 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 82323c4..b8fe78a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
 import PlayerControl
 import NPCCommon
 import ChConfig
-import ChEquip
 import SkillCommon
 import AttackLogic
 import ItemControler
@@ -36,7 +35,6 @@
 import OperControlManager
 import DataRecordPack
 import ChItem
-import ReadChConfig
 import GameObj
 import ChPyNetSendPack
 import ChNetSendPack
@@ -79,7 +77,7 @@
 #    global hurtTypeIndance
 #    hurtTypeIndance = indance
 #
-### 获得本次攻击是否是致命一击
+### 获得本次攻击是否是暴击
 ##  @param 无参数
 ##  @return True or False
 ##  @remarks 函数详细说明.
@@ -214,6 +212,46 @@
     
     return None
 
+
+    
+# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
+# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
+def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+    AttackCommon.ClearFirstDefender(attacker)
+    
+    skillHurtLists = [] # 内部触发清除g_skillHurtList
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+    
+    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
+    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
+    
+    
+    for hurtList in skillHurtLists:
+        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+        if not defender:
+            continue
+        
+        if GameObj.GetHP(defender) > 0:
+            continue
+        
+        if hurtList[1] == IPY_GameWorld.gotPlayer:
+            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
+                
+            # 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)
+            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
 #---------------------------------------------------------------------
 ## 攻击通用函数
 #  @param attacker 攻击Obj
@@ -291,6 +329,8 @@
         __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
         #调用触发附加技能
         SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
         
     #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
     if AttackCommon.GetIsDead(defender):
@@ -616,7 +656,7 @@
     # 防守者自己通知
     __Sync_AttackResult(defender, defender, curSkill)
     
-
+    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
     DoLogic_AttackResult(attacker, defender, curSkill, tick)
     
     return True
@@ -818,7 +858,9 @@
                     SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
             else:
                 SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+        
     for defObj in attackList:
             
         #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -877,12 +919,19 @@
     if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return None
     
-    useSkillTagID = attacker.GetUseSkillTagID()
-    useSkillTagType = attacker.GetUseSkillTagType()
-    
-    curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+    curTag = None
+    if attacker.GetAttackMode() == IPY_GameWorld.amContest:
+        # 单一目标锁定模式
+        curTag = GameWorld.GetObj(attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjID), 
+                                  attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjType))
+        
     if not curTag:
-        return None
+        useSkillTagID = attacker.GetUseSkillTagID()
+        useSkillTagType = attacker.GetUseSkillTagType()
+        
+        curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+        if not curTag:
+            return None
     
     if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
         if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
@@ -1380,6 +1429,21 @@
         PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
     
     return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    defender = None
+    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+        useSkillTagID = attacker.GetUseSkillTagID()
+        useSkillTagType = attacker.GetUseSkillTagType()
+        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+    
+    __Sync_AttackResult(attacker, defender, curSkill)
+
+
 ##############################主动攻击成功#############################
 ## 玩家攻击成功
 #  @param curPlayer 攻击Obj
@@ -1408,7 +1472,11 @@
         
         if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
             UseSkillOver(curPlayer, target, curSkill, tick)
+        else:
+            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
         return True
+    
+    AttackCommon.ClearFirstDefender(curPlayer)
     
     #玩家进入战斗状态
     #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
@@ -1443,9 +1511,10 @@
         curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         
         if curPlayerSkill:
-
-            #设置玩家所学技能冷却CD
-            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+            
+            if not IsSkipSkillCD:
+                #设置玩家所学技能冷却CD
+                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
             #调用任务触发器
             #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
             #执行连环被动技能处理
@@ -1460,10 +1529,50 @@
     # 普攻和对敌技能
     UseSkillOver(curPlayer, target, curSkill, tick)
     return True
+
+# 无冷却状态
+def IsSkipSkillCD(curPlayer, target, curSkill, tick):
+    # 暴击情况下
+    isSuperHit = False
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
+            isSuperHit = True
+            break
+    
+    if isSuperHit:
+        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+    return False
+    
+
+#只对第一目标造成某伤害类型时触发技能
+def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
+    if g_skillHurtList.GetHurtCount() == 0:
+        return
+    
+    hurtObj = g_skillHurtList.GetHurtAt(0)
+    if not hurtObj:
+        return
+    
+    objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()   
+    
+    defender = GameWorld.GetObj(objID, objType)
+    if not defender:
+        return
+    if hurtType == ChConfig.Def_HurtType_SuperHit:
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
+    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
+    return
     
 # 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
     
@@ -1475,41 +1584,47 @@
         
         skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
     
+    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
+    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
     
     skillIDSet = set()
     for hurtList in skillHurtLists:
-        if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
-            # 暴击只对主目标做处理
-            PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
-            isSuperHit = True
-        
-        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+        objID, objType, hurtType = hurtList
+        defender = GameWorld.GetObj(objID, objType)
         if not defender:
             continue
         
         if GameObj.GetHP(defender) <= 0:
-            if hurtList[1] == IPY_GameWorld.gotPlayer:
+            if objType == IPY_GameWorld.gotPlayer:
+                if hurtType == ChConfig.Def_HurtType_Zhansha:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+                elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                 # 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)
+                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
             continue
         
         if usePassiveSkillResult:
             usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                 ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
         
-        if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
+        if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
             # 暴击对目标一一触发被动
             usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                         ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
-        if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
+        if hurtType == ChConfig.Def_HurtType_SuperHit:
             #被暴击触发技能
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
-        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
+        elif hurtType == ChConfig.Def_HurtType_Miss:
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-        
-
-        if hurtList[2] in ChConfig.Def_RealAttack_Type:
+        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
+            
+        if hurtType in ChConfig.Def_RealAttack_Type:
             # 被攻击处理层级
             PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
         
@@ -1527,6 +1642,8 @@
     
     # 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)
+    #释放技能即可处理的 不区分攻击和非攻击
+    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
     
     # 普通或者可以主动释放的攻击性技能
     if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\
@@ -1579,7 +1696,8 @@
 
     tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
 
-    rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+    # 添加最高60%击晕效果
+    rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
     if not GameWorld.CanHappen(rate):
         return
 
@@ -1809,8 +1927,13 @@
 
     # 暂且只有玩家被攻击触发
     if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
+        # 优先触发,如无敌可以抵挡后续的被动伤害技能
+        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
+        
         PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
         PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
+        # 由主人条件触发宠物被动技能
+        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
     return
 
 ## NPC被攻击(当前NPC,技能,当前时间)
@@ -2279,6 +2402,7 @@
     #===========================================================================
     Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
         
+    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
     skillIDSet = set()
     #攻击结果 不处理触发逻辑
     for defObj in attackList:
@@ -2292,14 +2416,17 @@
                                                 isEnhanceSkill=False, skillIDSet=skillIDSet)
         
         DoLogic_AttackResult(attacker, defObj, curSkill, tick)
-        skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
-        if skillEffect:
-            skillID = skillEffect.GetEffectValue(2)
-            if skillID != 0:
-                triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
-                if not triggerSkill:
-                    continue
-                SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
+        #=======================================================================
+        # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
+        # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
+        # if skillEffect:
+        #    skillID = skillEffect.GetEffectValue(2)
+        #    if skillID != 0:
+        #        triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        #        if not triggerSkill:
+        #            continue
+        #        SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
+        #=======================================================================
 
     # 一一触发技能需要在最后设置CD
     for skillTypeID in skillIDSet:

--
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