From 77c5ef1b8155e0d87468d9e9fccd18232d281a14 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 07 四月 2021 16:13:55 +0800 Subject: [PATCH] 8870 【BT2】【后端】战力、伤害、玩家生命的数值调整为大数值(buff值限制不超过20E) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 184 ++++++++++++++++++++++++++++++++------------- 1 files changed, 131 insertions(+), 53 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py index 1b2f8a6..dfab201 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -41,13 +41,12 @@ import GameMap import collections import PassiveBuffEffMng -import EffGetSet +import ChEquip import SkillShell import FBCommon import IpyGameDataPY import PyGameData import EventShell -#import EquipZhuXian #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -55,6 +54,7 @@ # 记录客户端伤害 {(objID, objType):[HurtHP, AttackType]} g_ClientHurtDict = collections.OrderedDict() +g_UseSkillPlayerID = 0 # 全服攻击为单线程 记录的是当前使用技能的玩家 用于判断g_ClientHurtDict的归属 #--------------------------------------------------------------------- ##C++调用函数, 重新读取所有技能 @@ -92,6 +92,10 @@ def GetSkillFireAim(curSkill): return curSkill.GetTag()%10 +# 当前释放主动技能的玩家 +def GetUseSkillPlayerID(): + global g_UseSkillPlayerID + return g_UseSkillPlayerID # 客户端伤血列表,修改了遍历对象和计算血量 def GetClientHurtDict(): @@ -100,7 +104,9 @@ def ClearClientHurtDict(curPlayer): global g_ClientHurtDict + global g_UseSkillPlayerID g_ClientHurtDict = collections.OrderedDict() + g_UseSkillPlayerID = 0 def GetClientHurtByObj(objID, objType): @@ -122,6 +128,7 @@ # 技能开始初始化客户端伤血列表 def InitClientHurtDict(curPlayer, curSkill, hurtList): global g_ClientHurtDict + global g_UseSkillPlayerID ClearClientHurtDict(curPlayer) #技能攻击最大数量 @@ -133,8 +140,9 @@ # mapType = GameWorld.GetMap().GetMapFBType() # 野外小怪或者其他指定的怪为了更及时的打击感,由客户端计算 for hurobj in hurtList: - if hurobj.HurtHP == 0: - g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType] + hurtHP = hurobj.HurtHP + hurobj.HurtHPEx * ShareDefine.Def_PerPointValue + if hurtHP == 0: + g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurtHP, hurobj.AttackType] continue if hurobj.ObjType != IPY_GameWorld.gotNPC: # 非NPC @@ -156,8 +164,9 @@ # 重复对象 return False - g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType] - + g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurtHP, hurobj.AttackType] + + g_UseSkillPlayerID = curPlayer.GetID() return True #--------------------------------------------------------------------- # 非客户端玩家释放的技能 @@ -169,11 +178,16 @@ # 玩家普通也是技能,正常是不会走到这边 return False + if GetUseSkillPlayerID() != attacker.GetID(): + # 非释放者 + return False + useSkillData = attacker.GetUseSkill() if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID(): # 默认群攻附加触发buff的对象与攻击对象一致 if not SkillCommon.IsBuff(curSkill): return False + if not GetClientHurtDict(): return False @@ -193,7 +207,7 @@ PlayerControl.NotifyCode(curPlayer , "Play_Attack_Null") return - if curPlayer.GetHP() <= 0: + if GameObj.GetHP(curPlayer) <= 0: #玩家已经死亡 PlayerControl.NotifyCode(curPlayer, "PK_chenxin_612029") return False @@ -245,7 +259,7 @@ #还在冷却时间内无法释放 if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0: - PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit") + #PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit") #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) playerSkill.Sync_Skill() return False @@ -277,7 +291,7 @@ # #7:检查玩家的HP是否足够 # curSkillNeedHP = curSkill.GetHP() # -# if curSkillNeedHP > 0 and curPlayer.GetHP() < curSkillNeedHP: +# if curSkillNeedHP > 0 and GameObj.GetHP(curPlayer) < curSkillNeedHP: # curPlayer.Notify_AttackFail(0, 0, 0, 0, IPY_GameWorld.afrHP) # PlayerControl.NotifyCode(curPlayer, "PK_jin_0") # GameWorld.DebugLog("检查玩家的HP是否足够") @@ -566,6 +580,18 @@ return True +def IsNPCSkillResist(curNPC): + ## NPC是否技能抵抗,对应技能表中伤害类型HurtType为3的技能,即对boss无效的技能 + + if curNPC.GetCurAction() == IPY_GameWorld.laNPCSkillWarning: + #GameWorld.DebugLog("预警状态下默认抵抗") + return True + + bossIpyData = IpyGameDataPY.GetIpyGameDataNotLog("BOSSInfo", curNPC.GetNPCID()) + if bossIpyData and bossIpyData.GetSkillResist(): + return True + + return False ##是否召唤兽对主人使用技能 # @param curNPC NPC实例 @@ -762,7 +788,7 @@ # NPC仇恨吸引,由客户端决定,适用于小怪 # ''' # curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) - # if curPlayer.GetHP() <= 0: + # if GameObj.GetHP(curPlayer) <= 0: # return # # if not curPlayer.GetVisible(): @@ -781,7 +807,7 @@ # npcAngry = npcObj.GetNPCAngry() # angryValue = npcAngry.FindNPCAngry(playerID, IPY_GameWorld.gotPlayer) # - # if angryValue != None and angryValue.GetAngryValue() != 0 : + # if angryValue != None and GameObj.GetAngryValue(angryValue) != 0 : # #该对象已经在仇恨列表中,不重复添加 # continue # @@ -945,6 +971,7 @@ # DWORD ObjID; # BYTE AttackType; //爆击, miss # DWORD HurtHP; +# DWORD HurtHPEx; # }; # # struct tagCMSuperAtk @@ -1355,8 +1382,12 @@ # @return 返回值真, 检查通过 # @remarks 检查客户端发送技能封包, 这里只简单检查一下 def __CheckPlayerUseSkill_ClientPack(curPlayer, posX, posY, curSkill): - if curPlayer.GetHP() <= 0: + if GameObj.GetHP(curPlayer) <= 0: return + + if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + #GameWorld.DebugLog("自定义场景中,不检查!") + return True #=========================================================================== # if curPlayer.IsMoving(): @@ -1854,11 +1885,8 @@ #升级技能CD直接冷却 curSkill.SetRemainTime(0) - learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {}) if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID]) - elif skillTypeID in learnSkillNotifyDict: - PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID]) else: #通知技能已升级成功 GeRen_admin_31379 PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()]) @@ -1891,18 +1919,14 @@ if not CheckLearnSkillCondition(curPlayer, upSkill): return False - #坐骑技能学习判断 - if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: - if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID): - return False +# #坐骑技能学习判断 +# if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: +# if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID): +# return False #天赋技学习点数判断 if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer): return False - #诛仙技能学习判断 - #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian: - # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID): - # return False #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -2069,6 +2093,7 @@ #{ # tagHead Head; # DWORD SkillTypeID; // 专精技能ID +# BYTE DoType; // 0-激活升级 1-使用 #}; def OnSelectSkillElement(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) @@ -2086,37 +2111,47 @@ if not mainSkill: GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID) return + doType = clientData.DoType curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID) activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID) - #先判断是否可升级 - updSelectSkillLV = activeSkillLV - nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1) - if nextSkill: - if CheckLearnSkillNeedAttr(curPlayer, nextSkill): - updSelectSkillLV = activeSkillLV + 1 - skillElementType = GetSkillElementType(nextSkill) isChangeSkill = False #是否变更生效的技能 - if updSelectSkillLV != activeSkillLV: + updSelectSkillLV = activeSkillLV + #先判断是否可升级 + if doType is 0: + nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1) + if not nextSkill: + return + + if not CheckLearnSkillNeedAttr(curPlayer, nextSkill): + return + updSelectSkillLV = activeSkillLV + 1 + skillElementType = GetSkillElementType(nextSkill) + #可升级则激活升一级 EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV) PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV) if curElementSkillID == selectSkillID: #正在使用的专精技能,则立即生效 isChangeSkill = True - elif selectSkillID != curElementSkillID: + else: # 使用 + if not activeSkillLV: + #未激活不能使用 + return + if selectSkillID == curElementSkillID: + return isChangeSkill = True - + if isChangeSkill: #更换专精 - if not RefreshElementSkill(curPlayer, selectSkillID): + if not RefreshElementSkill(curPlayer, selectSkillID)[1]: GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID) return - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID) - if curElementSkillID: - if curElementSkillID != selectSkillID: - #原技能删除 - skillManager.DeleteSkillBySkillTypeID(curElementSkillID) + UpdateElementSkillSelect(curPlayer, mainSkillID, selectSkillID) + #ChEquip.ChangeEquipfacadeByLingGen(curPlayer) + if curElementSkillID and curElementSkillID != selectSkillID: + #原技能删除 + skillManager.DeleteSkillBySkillTypeID(curElementSkillID) # 重刷被动技能 @@ -2129,11 +2164,46 @@ NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0) return +def UpdateElementSkillSelect(curPlayer, mainSkillID, selectSkillID): + ## 更新专精技能选择, selectSkillID 可能被重置为0 + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID) + #GameWorld.DebugLog("更新专精技能选择 mainSkillID=%s, selectSkillID=%s" % (mainSkillID, selectSkillID)) + + # 以下额外更新选择的专精技能对应编号,用于表现其他玩家不同专精技能特效用 + mainSkillList = IpyGameDataPY.GetFuncEvalCfg("SkillActTypeIdSort", curPlayer.GetJob()) + if mainSkillID not in mainSkillList: + return + mainSkillIndex = mainSkillList.index(mainSkillID) + if mainSkillIndex < ShareDefine.Def_PDictDigitCnt: + exAttrValue = curPlayer.GetExAttr7() + exAttrIndex = mainSkillIndex + else: + exAttrValue = curPlayer.GetExAttr8() + exAttrIndex = mainSkillIndex - ShareDefine.Def_PDictDigitCnt + + elementSkillNum = 0 + if selectSkillID: + ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID) + if ipyData: + elementSkillNum = ipyData.GetElementSkillNum() + + updExAttrValue = GameWorld.ChangeDataByDigitPlace(exAttrValue, exAttrIndex, elementSkillNum) + #GameWorld.DebugLog(" exAttrValue=%s,exAttrIndex=%s,elementSkillNum=%s,updExAttrValue=%s" + # % (exAttrValue, exAttrIndex, elementSkillNum, updExAttrValue)) + + # 需要广播周围玩家 + if mainSkillIndex < ShareDefine.Def_PDictDigitCnt: + curPlayer.SetExAttr7(updExAttrValue, True) + else: + curPlayer.SetExAttr8(updExAttrValue, True) + return + def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True): ##更新专精技能生效的等级 + isNotify, hasChangeLV = False, False __InitElementSkillInfo() if skillTypeID not in PyGameData.g_elemntSkillDict: - return + return isNotify, hasChangeLV baseAttrDict = { ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), @@ -2153,15 +2223,16 @@ break if activeSkillLV > updSkillLV: PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV) + isNotify = True updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级 skillManager = curPlayer.GetSkillManager() curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID) curSkillLV = curSkill.GetSkillLV() if curSkill else 0 #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV)) if not isChangeLV: - return + return isNotify, hasChangeLV if updSkillLV == curSkillLV: - return + return isNotify, hasChangeLV elif updSkillLV < curSkillLV: skillManager.DeleteSkillBySkillTypeID(skillTypeID) for _ in xrange(updSkillLV): @@ -2169,11 +2240,13 @@ if updSkillLV == 0:#重置为未选状态 ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID) mainSkillID = ipyData.GetMainSkillID() - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0) + UpdateElementSkillSelect(curPlayer, mainSkillID, 0) + #ChEquip.ChangeEquipfacadeByLingGen(curPlayer) + isNotify = True else: for _ in xrange(updSkillLV-curSkillLV): skillManager.LVUpSkillBySkillTypeID(skillTypeID) - return True + return isNotify, True def RefreshElementSkillByAttr(curPlayer, attrIDList): #加点、丹药、境界、洗点 会影响灵根点 @@ -2198,9 +2271,12 @@ needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList)) - isRefresh = False + needNotify, isRefresh = False, False for skillID, isChangeLV in needRefreshSkillIDDict.items(): - if RefreshElementSkill(curPlayer, skillID, isChangeLV): + isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV) + if isNotify: + needNotify = True + if hasChangeLV: isRefresh = True if isRefresh: # 重刷被动技能 @@ -2209,7 +2285,8 @@ curControl = PlayerControl.PlayerControl(curPlayer) curControl.RefreshAllSkill() curControl.RefreshPlayerAttrState() - NotifyElementSkillInfo(curPlayer) + if needNotify: + NotifyElementSkillInfo(curPlayer) return def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0): @@ -3241,7 +3318,8 @@ #--- 1. 先取得触发技能--- #先检查数据库有没该类技能,如果最高等级不一样会找不到 - exSkill = GameWorld.GetGameData().FindSkillByType(skillEnhanceID, skillLV) + #exSkill = GameWorld.GetGameData().FindSkillByType(skillEnhanceID, skillLV) + exSkill = GameWorld.GetGameData().GetSkillBySkillID(skillEnhanceID) #异常 if not exSkill: GameWorld.ErrLog("对象 = %s, 找不到附加技能ID = %s, skillLv = %s"%(attacker.GetID() , skillEnhanceID , useSkill.GetSkillLV())) @@ -3437,7 +3515,7 @@ #这个技能是Buff if SkillCommon.IsBuff(curSkill): - if ChConfig.Def_SkillType_LstPlsBuffAtk == curSkill.GetSkillType(): + if curSkill.GetSkillType() in [ChConfig.Def_SkillType_LstPlsBuffAtk, ChConfig.Def_SkillType_PassiveLstPlsBuffAtk]: defender = attacker return __DoLogic_AddBuff(attacker, defender, curSkill, isEnhanceSkill, tick, tagRoundPosX, tagRoundPosY) @@ -3721,11 +3799,11 @@ # 当技能类型为被动技能并且tag字段为0,则此技能为媒介用于触发技能 SkillEnhance1 SkillEnhance2 skill1 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance1()) - if skill1: + if skill1 and GameWorld.CanHappen(skill1.GetHappenRate(), ChConfig.Def_MaxRateValue): result = True if UsePassiveTriggerSkill(attacker, skill1, target, tick, True) else result skill2 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance2()) - if skill2: + if skill2 and GameWorld.CanHappen(skill2.GetHappenRate(), ChConfig.Def_MaxRateValue): result = True if UsePassiveTriggerSkill(attacker, skill2, target, tick, True) else result SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker) @@ -3736,7 +3814,7 @@ GameWorld.DebugLog("释放被动触发技能 : %s- %s"%(skillAim, curSkill.GetSkillID())) if skillAim == ChConfig.Def_UseSkillAim_None: - if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: + if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List and affectTag != ChConfig.Def_UseSkillTag_Self: if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: owner = NPCCommon.GetNpcObjOwnerDetail(target) if owner and owner.GetID() == attacker.GetID(): @@ -3765,7 +3843,7 @@ return False target = petOwner - if target.GetHP() <= 0: + if GameObj.GetHP(target) <= 0: return False if affectTag not in [ChConfig.Def_UseSkillTag_None, ChConfig.Def_UseSkillTag_Self]: -- Gitblit v1.8.0