From 7d3e1b11373f664833362b3887dfe96e44dbf0da Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 25 一月 2019 16:07:51 +0800
Subject: [PATCH] 2954 【1.5.100】【1.5.0】跨服竞技场地图报错 -- 男号技能极光琉璃的减攻速buff  被敌方反弹导致报错问题

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py |  100 ++++++++++++++++++-------------------------------
 1 files changed, 37 insertions(+), 63 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index ed418c1..22c8681 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -99,6 +99,13 @@
     coolDownTime = curSkill.GetCoolDownTime()
     remainTime = coolDownTime
     if isPassiveSkill(curSkill):
+        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+            # 天赋有减CD效果
+            reduceSkillCDPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, None, curSkill, ChConfig.TriggerType_GiftReduceCD)
+            # 减CD比率
+            if reduceSkillCDPer > 0:
+                remainTime = int(remainTime * max(0, ShareDefine.Def_MaxRateValue - reduceSkillCDPer) / ShareDefine.Def_MaxRateValue)
+                
         # 被动技能的处理和主动技能区分
         curSkill.SetRemainTime(remainTime)
         return
@@ -213,11 +220,12 @@
 def PlayerLoginMergeServerSkillLogic(curPlayer, tick):
     playerID = curPlayer.GetPlayerID()
 
-    if not GameWorld.IsMergeServer():
+    if not GameWorld.IsCrossServer():
         GameWorld.DebugLog("非跨服服务器上线不清除buff...", playerID)
         return
     
-    ClearBuffSkillTypeIDList = ReadChConfig.GetEvalChConfig("ClearBuffSkillTypeID")
+    #ClearBuffSkillTypeIDList = ReadChConfig.GetEvalChConfig("ClearBuffSkillTypeID")
+    ClearBuffSkillTypeIDList = []
     # 跨服服务器上线清除增益/减益buff
     GameWorld.Log("跨服服务器上线清除buff...", playerID)
     clearBuffList = [] # 先汇总再清除,不然索引会变更
@@ -272,6 +280,15 @@
             curSkill.SetRemainTime(0)
             GameWorld.DebugLog("        SetRemainTime 0 skillName=%s,skillTypeID=%s" 
                                % (curSkill.GetSkillName(), curSkill.GetSkillTypeID()), playerID)
+    return
+
+def ResetAllSkillCD(curPlayer):
+    skillManager = curPlayer.GetSkillManager()
+    for i in xrange(skillManager.GetSkillCount()):
+        skill = skillManager.GetSkillByIndex(i)
+        if skill.GetRemainTime() != 0:
+            skill.SetRemainTime(0)
+            skill.Sync_Skill()
     return
 
 ## 刷新玩家所有技能的剩余时间(上线)
@@ -624,10 +641,10 @@
 # @param curNPC NPC实例
 # @param summonID 召唤兽的NPCID
 # @return 召唤兽数量
-def GetSummonCountByNPCID(curNPC, summonID):
+def GetSummonCountByNPCID(gameObj, summonID):
     count = 0
-    for i in range(0, curNPC.GetSummonCount()):
-        summonNPC = curNPC.GetSummonNPCAt(i)
+    for i in range(0, gameObj.GetSummonCount()):
+        summonNPC = gameObj.GetSummonNPCAt(i)
         
         if not summonNPC:
             continue
@@ -1127,6 +1144,10 @@
     if curHP <= 0:
         return
     
+    if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curObj, None, None, ChConfig.TriggerType_ForbidenCure):
+        # 禁止治疗
+        return
+    
     # 治疗加成
     curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue 
     addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
@@ -1195,6 +1216,11 @@
         GameWorld.Log('###技能伤害血量异常,数值错误 = %s,技能类型ID = %s' % (lostValue, skillTypeID))
         return
     
+    if not curObj.GetCanAttack():
+        # 无敌不掉血
+        ## 后续有其他情况也应考虑进来,如镖车是否某状态不掉血
+        return
+    
     #lostValue = GetGoblinLostHP(curObj, lostValue)
     curObjType = curObj.GetGameObjType()
     curSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, 1)
@@ -1206,10 +1232,13 @@
     
     notifyLostValue = lostValue
     curObjHP_BeforeAttack = GameObj.GetHP(curObj)
+    if curObjHP_BeforeAttack == 0:
+        # 没有血量不能再触发
+        return
     
     if reduceHP :
+        lostValue = AttackCommon.CalcAtkProDef(buffOwner, curObj, lostValue, curSkill, tick)
         # 血盾 
-
         lostValue = AttackCommon.CalcBloodShield(buffOwner, curObj, lostValue)
         
         #剩余血量
@@ -1237,11 +1266,11 @@
     # 濒死状态触发技能
     if GameObj.GetHP(curObj) == 0:
         PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, curSkill, ChConfig.TriggerType_WillDead, tick)
-    
+        PassiveBuffEffMng.OnPassiveBuffTrigger(curObj, None, curSkill, ChConfig.TriggerType_WillDead, tick)
     
     #无法找到Buff拥有者
     if not buffOwner:
-        AttackCommon.DoLogic_ObjDead(curObj)
+        AttackCommon.DoLogic_ObjDead(None, curObj, curSkill, tick)
         return
         
     #NPC需要手动添加伤血和仇恨, 因为无调用DoAttack
@@ -2077,61 +2106,6 @@
     #GameWorld.DebugLog("GetRestoreMP restoreType=%s,restoreMP=%s" % (restoreType, restoreMP))
     return restoreMP
         
-
-## 获取技能对最终伤害影响的效果比例
-#  @param skill 使用的技能
-#  @return 
-#===============================================================================
-# def GetSkillFinalHurtPer(atkObj, defObj, skill, tick):
-#    
-#    atkObjType = atkObj.GetGameObjType()
-#    defObjType = defObj.GetGameObjType()
-#    
-#    finalPer = ChConfig.Def_MaxRateValue # 默认10000
-#    
-#    if atkObjType != IPY_GameWorld.gotPlayer:
-#        return finalPer
-#    
-#    # 技能对玩家的影响
-#    if defObjType == IPY_GameWorld.gotPlayer:
-#    
-#        # 减少值
-#        reduceHurtPerEff = GetSkillEffectByEffectID(skill, ChConfig.Def_Skill_Effect_ReduceFinalHurtPer)
-#        curReducePer = 0 if not reduceHurtPerEff else reduceHurtPerEff.GetEffectValue(0)
-#        finalPer -= curReducePer
-#        
-#        # 增加值
-#        addHurtPerEff = GetSkillEffectByEffectID(skill, ChConfig.Def_Skill_Effect_AddFinalHurtPer)
-#        curAddPer = 0 if not addHurtPerEff else addHurtPerEff.GetEffectValue(0)
-#        finalPer += curAddPer
-#        
-#        #根据防守方职业 计算攻击方伤害加成
-#        if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
-#            finalPer += PlayerControl.GetJobAHurtAddPer(atkObj)
-#        elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
-#            finalPer += PlayerControl.GetJobBHurtAddPer(atkObj)
-#        elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
-#            finalPer += PlayerControl.GetJobCHurtAddPer(atkObj)
-#    
-#    # 对NPC的影响
-#    elif defObjType == IPY_GameWorld.gotNPC:
-#        finalPer += PlayerControl.GetNPCHurtAddPer(atkObj)
-#        if defObj.GetNPCID() in ReadChConfig.GetEvalChConfig("PlayerSpecialAttrBossID"):
-#            finalPer += PlayerControl.GetBossIDHurtAddPer(atkObj)
-#            
-#    # 技能连击加成
-#    curSkillTypeID = skill.GetSkillTypeID()
-#    comboSkillTypeID = atkObj.GetDictByKey(ChConfig.Def_PlayerKey_ComboSkillTypeID)
-#    # 如果是触发连击的技能, 则附加连击伤害加成
-#    if curSkillTypeID == comboSkillTypeID:
-#        comboAddPer = atkObj.GetDictByKey(ChConfig.Def_PlayerKey_ComboAddHurtPer)
-#        finalPer += comboAddPer
-#        GameWorld.DebugLog("连击最终伤害加成%s, skillID=%s" % (comboAddPer, curSkillTypeID))
-#        
-#    finalPer = max(0, finalPer)
-#    
-#    return finalPer
-#===============================================================================
 
 ## 更新技能连击数
 #  @param attacker 

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