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 | 525 +++++++++++++++++++++++++++++++++++++++++++++++---------- 1 files changed, 429 insertions(+), 96 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 ba1c674..dfab201 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -41,10 +41,12 @@ import GameMap import collections import PassiveBuffEffMng +import ChEquip import SkillShell import FBCommon import IpyGameDataPY -#import EquipZhuXian +import PyGameData +import EventShell #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -52,6 +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 @@ -89,6 +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(): @@ -97,10 +104,9 @@ def ClearClientHurtDict(curPlayer): global g_ClientHurtDict + global g_UseSkillPlayerID g_ClientHurtDict = collections.OrderedDict() - - # 缓存单次技能攻击的最大伤害, 减少计算量 - curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, 0) + 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 @@ -717,9 +743,27 @@ continue npcObj.StopMove() npcObj.ChangePos(npcPos.PosX, npcPos.PosY) - + BeatBackMove(curPlayer, npcObj) return +# 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些 +def BeatBackMove(curPlayer, npcObj): + if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon: + return + if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning: + return + + posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex()) + #范围校验 + posMapX = posMap.GetPosX() + posMapY = posMap.GetPosY() + if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8: + # 单次位移不超过5米 + return + npcControl = NPCCommon.NPCControl(npcObj) + moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5) + npcObj.Move(moveDestX, moveDestY) + return #=============================================================================== # //B4 03 吸引NPC仇恨 #tagNPCAttention @@ -744,7 +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(): @@ -763,7 +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 # @@ -927,6 +971,7 @@ # DWORD ObjID; # BYTE AttackType; //爆击, miss # DWORD HurtHP; +# DWORD HurtHPEx; # }; # # struct tagCMSuperAtk @@ -965,10 +1010,12 @@ #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID) return - if not CheckClientAttackTick(curPlayer, clientTick, tick): - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) - curPlayer.Sync_ClientTick() - return + if pack_SkillID != ChConfig.Def_SkillID_Somersault: + # 翻滚特殊处理,实时响应, 由CD 总控制 + if not CheckClientAttackTick(curPlayer, clientTick, tick): + AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) + curPlayer.Sync_ClientTick() + return #已经在攻击中 if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack: @@ -978,7 +1025,7 @@ #使用技能行为状态, 客户端限制 if not OperControlManager.IsObjCanDoAction(curPlayer, ChConfig.Def_Obj_ActState_ClientSkill, - curSkill.GetSkillOfSeries()): + curSkill.GetSkillOfSeries(), curSkill): AttackFailNotify(curPlayer, curSkill) return @@ -1335,8 +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(): @@ -1834,20 +1885,16 @@ #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()]) #获得技能等级 curSkillLV = curSkill.GetSkillLV() - DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV) - + EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV) GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID()) return True @@ -1872,18 +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() @@ -2012,25 +2055,321 @@ return False #玩家属性点要求 - stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点 - needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000 + if not CheckLearnSkillNeedAttr(curPlayer, curSkill): + return False + + return True + +def CheckLearnSkillNeedAttr(curPlayer, curSkill): + #玩家属性点要求 + curSkillTypeID = curSkill.GetSkillTypeID() + stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点 + needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV) if needBaseAttrID and needBaseAttrValue: baseAttrDict = { - ShareDefine.Def_Effect_STR:curPlayer.GetSTR(), - ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(), - ShareDefine.Def_Effect_CON:curPlayer.GetCON(), - ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(), + ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), + ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), + ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer), + ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer), + ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer), } if needBaseAttrID not in baseAttrDict: - GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID)) + GameWorld.ErrLog(' 技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID)) return False curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0) if curBaseAttrValue < needBaseAttrValue: - GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue)) + #GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue)) return False - return True +## 获取技能升级属性需求 rutrun attrID, attrvalue +def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000 +## 获取技能专精类型 +def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000 + +#// A5 16 选择技能五行专精 #tagCMSelectSkillElement +# +#struct tagCMSelectSkillElement +#{ +# 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) + selectSkillID = clientData.SkillTypeID + ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID) + if not ipyData: + return + mainSkillID = ipyData.GetMainSkillID() + if curPlayer.GetLV() < ipyData.GetNeedLV(): + GameWorld.DebugLog('选择技能五行专精等级不足!') + return + + skillManager = curPlayer.GetSkillManager() + mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID) + 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) + isChangeSkill = False #是否变更生效的技能 + 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 + 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)[1]: + GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID) + return + + 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 + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) + # 重刷技能战力 + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshAllSkill() + curControl.RefreshPlayerAttrState() + + 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 isNotify, hasChangeLV + baseAttrDict = { + ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), + ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), + ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer), + ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer), + ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer), + } + activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID) + limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID] + maxSkillLV = len(limitInfoList) + updSkillLV = 0 + for i, limitInfo in enumerate(limitInfoList): + needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo) + curAttrValue = baseAttrDict.get(needAttrID, 0) + if curAttrValue >= needAttrValue: + updSkillLV = maxSkillLV - i + 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 isNotify, hasChangeLV + if updSkillLV == curSkillLV: + return isNotify, hasChangeLV + elif updSkillLV < curSkillLV: + skillManager.DeleteSkillBySkillTypeID(skillTypeID) + for _ in xrange(updSkillLV): + skillManager.LVUpSkillBySkillTypeID(skillTypeID) + if updSkillLV == 0:#重置为未选状态 + ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID) + mainSkillID = ipyData.GetMainSkillID() + UpdateElementSkillSelect(curPlayer, mainSkillID, 0) + #ChEquip.ChangeEquipfacadeByLingGen(curPlayer) + isNotify = True + else: + for _ in xrange(updSkillLV-curSkillLV): + skillManager.LVUpSkillBySkillTypeID(skillTypeID) + return isNotify, True + +def RefreshElementSkillByAttr(curPlayer, attrIDList): + #加点、丹药、境界、洗点 会影响灵根点 + __InitElementSkillInfo() + + needRefreshSkillIDDict = {} #{skillid:是否变更技能等级} + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + hasSkill = skillManager.GetSkillByIndex(i) + hasSkillID = hasSkill.GetSkillTypeID() + ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False) + if not ipyDataList: + continue + curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID) + for ipyData in ipyDataList: + curElementSkillID = ipyData.GetElementSkillID() + if curElementSkillID not in PyGameData.g_elemntSkillDict: + continue + attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0] + if attrID not in attrIDList: + continue + needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID + + #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList)) + needNotify, isRefresh = False, False + for skillID, isChangeLV in needRefreshSkillIDDict.items(): + isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV) + if isNotify: + needNotify = True + if hasChangeLV: + isRefresh = True + if isRefresh: + # 重刷被动技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) + # 重刷技能战力 + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshAllSkill() + curControl.RefreshPlayerAttrState() + if needNotify: + NotifyElementSkillInfo(curPlayer) + return + +def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0): + ##获取已选择的专精技能数量 + # @param elementType: 专精类型,对应灵根ID + gameData = GameWorld.GetGameData() + cnt = 0 + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + hasSkill = skillManager.GetSkillByIndex(i) + hasSkillID = hasSkill.GetSkillTypeID() + if hasSkillID not in mainSkillIDList: + continue + ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False) + if not ipyDataList: + continue + for ipyData in ipyDataList: + elementSkillID = ipyData.GetElementSkillID() + if elementType: + elementSkillData = gameData.GetSkillBySkillID(elementSkillID) + if GetSkillElementType(elementSkillData) != elementType: + continue + curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID) + if curActiveLV >= activeLV: + cnt += 1 + return cnt + +def __InitElementSkillInfo(): + #缓存技能专精信息{skillID:[attrID*100000+needValue,..]} + if not PyGameData.g_elemntSkillDict: + ipyMgr = IpyGameDataPY.IPY_Data() + for i in xrange(ipyMgr.GetSkillElementCount()): + ipyData = ipyMgr.GetSkillElementByIndex(i) + elementSkillID = ipyData.GetElementSkillID() + skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1) + if not skill: + continue + skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级 + for skillLV in xrange(skillMaxLV, 0, -1): + curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV) + if not curSkill: + continue + if elementSkillID not in PyGameData.g_elemntSkillDict: + PyGameData.g_elemntSkillDict[elementSkillID] = [] + PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV()) + return + +def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0): + ##通知五行专精信息 + if not mainSkillID: + syncMainSkillDict = {} + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + hasSkill = skillManager.GetSkillByIndex(i) + hasSkillID = hasSkill.GetSkillTypeID() + ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False) + if not ipyDataList: + continue + syncMainSkillDict[hasSkillID] = [] + for ipyData in ipyDataList: + syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID()) + + else: + syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]} + sendPack = ChPyNetSendPack.tagMCSkillElementInfo() + sendPack.InfoList = [] + for mSkillID, elementList in syncMainSkillDict.items(): + curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID) + elementData = ChPyNetSendPack.tagMCSkillElementData() + elementData.MainSkillID = mSkillID + elementData.ElementSkillID = curElementSkillID + elementData.ActiveSkill = [] + for elementSkillID in elementList: + activeData = ChPyNetSendPack.tagMCSkillElementActiveData() + activeData.SkillID = elementSkillID + activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID) + elementData.ActiveSkill.append(activeData) + elementData.SkillCnt = len(elementData.ActiveSkill) + sendPack.InfoList.append(elementData) + sendPack.Cnt = len(sendPack.InfoList) + NetPackCommon.SendFakePack(curPlayer, sendPack) + return + #--------------------------------------------------------------------- ##当前buff是否能够触发BuffProcess_%d 的脚本 # @param curObj 对象 @@ -2381,6 +2720,9 @@ houseSkill = ChConfig.Def_Skill_TypeID_Speed curSkillType = curSkill.GetSkillTypeID() + if not SkillCommon.IsBuff(curSkill): + continue + if curSkillType in houseSkill: #不使用,不添加buff if playerVehicle != IPY_GameWorld.pvHorse : @@ -2489,6 +2831,13 @@ callFunc(objDetel, curEffect, allAttrList[index], plusValue) else: callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx")) + if callFunc: + callFunc(objDetel, curEffect, allAttrList[index], curBuff) + + #是否持续性技能 + if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List: + # 持续性属性变化的buff,目前只有持续减益 + callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx")) if callFunc: callFunc(objDetel, curEffect, allAttrList[index], curBuff) return @@ -2686,19 +3035,6 @@ OperControlManager.SetObjActState(curObj, buffSkill) -# 非属性技能算属性 特殊处理 -# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果 -def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList): - if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill: - return - - value = GetMaxHPAttrValue(curPlayerSkill) - if value == 0: - return - - PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList) - return - # 计算属性类技能的属性,同buff层不算战力 def CalcPassiveAttr_Effect(curPlayer, allAttrList): @@ -2708,7 +3044,6 @@ if curPlayerSkill == None: continue - CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList) if not SkillCommon.isPassiveAttr(curPlayerSkill): continue @@ -2752,15 +3087,15 @@ def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]): for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax): + #这些类型不影响玩家计算属性 + if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff, + IPY_GameWorld.bfMapBuff, + IPY_GameWorld.bfEquipBuff]: + continue + buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType) #通过类型获取目标的buff管理器为空,则跳出 if buffTuple == (): - continue - - #这些类型不影响玩家计算属性 - if buffType in [IPY_GameWorld.bfProcessBuff, - IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff, - IPY_GameWorld.bfEquipBuff]: continue buffManager = buffTuple[0] @@ -2983,7 +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())) @@ -3179,7 +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) @@ -3189,7 +3525,6 @@ # 不受限制和影响的技能 def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False): - #这个技能是Buff if SkillCommon.IsBuff(curSkill): @@ -3262,6 +3597,7 @@ # return True if isEnhanceSkill: + BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) return True #在这边调用避免群攻时多次扣除消耗 @@ -3269,16 +3605,6 @@ BaseAttack.DoAttackSuccessEx(attacker, GameObj.GetHP(attacker), defender, curSkill, tick) return True - -#=============================================================================== -# Def_Effect_GoddessAddHP = 1300 # 加血 (压总值血量百分比) -# Def_Effect_AddHPValue_All = 1027 # 持续加血(压总值攻击) -# Def_Effect_LostHPValue_All = 1033 # 持续减血(压总值攻击) -# Def_Effect_LostAndAddHPValue_All = 1050 # 持续吸血(压总值攻击) -# Def_Effect_LostHPValue_Single = 1201 # 持续单次减血计算 攻击 -# Def_Effect_AddHPValue_Single = 1202 # 持续单次加血计算 攻击 -# Def_Effect_LostHP_MaxHP = 1089 # 持续减血(压总值, 血量百分比) -#=============================================================================== #waring: 此值影响了BUFF的替换规则,值大替换小的 ##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff @@ -3288,7 +3614,6 @@ def GetAddBuffValue(attacker, curSkill, defender): #验证该技能效果1的ID,提取公式 curEffect = curSkill.GetEffect(0) - effectID = curEffect.GetEffectID() moduleSuffix = GetBuffModuleSuffix(curEffect) @@ -3405,7 +3730,7 @@ return #--------------------------------------------------------------------- -# 获得关联技能 +# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID def GetConnectSkillID(curSkill): return curSkill.GetExAttr1() @@ -3442,9 +3767,7 @@ def GetUpLVCostItemNum(curSkill): return curSkill.GetExAttr5() -# 技能特殊增加属性配置,目前只支持生命,潜力技能专用 -def GetMaxHPAttrValue(curSkill): - return curSkill.GetMP() + ##获得当前技能升级消耗的真气值 # @param curSkill 当前技能技能 @@ -3476,11 +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) @@ -3491,7 +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(): @@ -3520,7 +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]: @@ -3546,25 +3869,35 @@ -## 获取技能总等级 +## 获取某类型技能达到X等级的个数 # @param curPlayer -# @return allSkillLV:总技能等级 -def GetAllSkillLV(curPlayer): - successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList") - allSkillLV = 0 +# @return +def GetSkillCntByFunc(curPlayer, funcType, skilllv=0): + allSkillCnt = 0 skillManager = curPlayer.GetSkillManager() - for i in range(0 , skillManager.GetSkillCount()): + for i in xrange(skillManager.GetSkillCount()): curPlayerSkill = skillManager.GetSkillByIndex(i) if curPlayerSkill == None: continue - - skillTypeID = curPlayerSkill.GetSkillTypeID() - if skillTypeID not in successSkillIDList: + if curPlayerSkill.GetFuncType() != funcType: continue + if curPlayerSkill.GetSkillLV() >= skilllv: + allSkillCnt += 1 + return allSkillCnt + +## 获取技能总等级 +# @param curPlayer +# @return allSkillLV:总技能等级 +def GetAllSkillLV(curPlayer, funcType): + allSkillLV = 0 + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + curPlayerSkill = skillManager.GetSkillByIndex(i) + if curPlayerSkill == None: + continue + if curPlayerSkill.GetFuncType() != funcType: + continue skillLV = curPlayerSkill.GetSkillLV() allSkillLV += skillLV - return allSkillLV - - -- Gitblit v1.8.0