From 7addbe94218179036af49b5845e3635b9b3796cf Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 10 十一月 2018 20:54:02 +0800
Subject: [PATCH] 4359 子 【1.2.0】背包物品排序修改 / 【后端】背包物品排序修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |   79 ++++++++++++++++++++++-----------------
 1 files changed, 45 insertions(+), 34 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 967058e..b4089f6 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
@@ -441,6 +441,18 @@
     
     return ChConfig.Def_BattleRelationType_PVE
 
+# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
+def CheckBattleRelationType(skillBattleType, battleRelationType):
+    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+        return True
+    
+    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+    #    return True
+    
+    if skillBattleType != battleRelationType:
+        # PK模式的判定
+        return False
+    return True
 
 ## 获取攻击类型
 #  @param attack 攻击方对象
@@ -1474,8 +1486,8 @@
 #  @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()
@@ -1495,7 +1507,7 @@
             # 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:
@@ -1507,7 +1519,7 @@
         #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
@@ -1519,15 +1531,16 @@
         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
@@ -1550,7 +1563,6 @@
         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)
             
@@ -1582,7 +1594,7 @@
         
     #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
     #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
-    AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
+    AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
     #===========================================================================
     # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
     #    GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
@@ -1603,22 +1615,23 @@
 
 # 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()
@@ -1668,8 +1681,8 @@
     #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:
@@ -1685,18 +1698,12 @@
             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
@@ -1710,6 +1717,7 @@
     
     #  atkSkillPer 包含普攻,所以不是用技能增强处理
     atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
+    
     atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
     
     
@@ -1758,6 +1766,8 @@
         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)
@@ -1885,7 +1895,7 @@
         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
@@ -1935,12 +1945,12 @@
 ## 攻击时事件处理,反弹吸血或者额外触发技能等
 #  @param resultHurtType 伤害结构体
 #  @return 
-def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
+def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
     
     #反弹伤害
     CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
     #吸血
-    CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
+    CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
         
     if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
         # 记录最后一次伤害值
@@ -2062,7 +2072,7 @@
 #  @param atkObj 攻击者
 #  @param defObj 防守者
 #  @return None
-def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
+def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
 
     if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return
@@ -2088,8 +2098,9 @@
         #PVP 攻击回血
         atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
         # 百分比吸血
-        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, None, None, ChConfig.TriggerType_Buff_SuckBloodPer)
-        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, None, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
+        
         atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
 
     suckHP += atkBackHP

--
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