From 7e061666ff94ee05d08028ab0e4ac41afd3d4419 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 07 十一月 2018 11:50:00 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 195 ++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 171 insertions(+), 24 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 701b6e3..4bb0a12 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
@@ -41,7 +41,7 @@
import PlayerTruck
#import PlayerPrestigeSys
import PlayerFamily
-import BossHurtMng
+#import BossHurtMng
import PassiveBuffEffMng
import PlayerSuccess
import GameFuncComm
@@ -56,6 +56,7 @@
import PlayerState
import ChPyNetSendPack
import NetPackCommon
+import FamilyRobBoss
import FBCommon
import datetime
@@ -440,6 +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
@@ -610,7 +623,7 @@
# @remarks 获得curPlayer是否是新手
def GetIsNewGuy(curPlayer):
- if curPlayer.GetLV() < ReadChConfig.GetEvalChConfig("MinPKLV"):
+ if curPlayer.GetLV() < IpyGameDataPY.GetFuncCfg("PKConfig", 5):
return True
return False
@@ -679,7 +692,8 @@
defNPCHurtList = curTagObj.GetPlayerHurtList()
curObjType = curObj.GetGameObjType()
if curObjType == IPY_GameWorld.gotPlayer:
- BossHurtMng.BossAddPlayerInHurtList(curObj, curTagObj, hurtHP)
+ #BossHurtMng.BossAddPlayerInHurtList(curObj, curTagObj, hurtHP)
+ FamilyRobBoss.OnPlayerHurtFamilyOwnerBoss(curObj, curTagObj, hurtHP)
if curTagObj.GetGameObjType() == IPY_GameWorld.gotNPC:
FBLogic.DoFB_Player_HurtNPC(curObj, curTagObj, hurtHP)
if GameObj.GetHP(curTagObj) == 0:
@@ -748,6 +762,10 @@
if not CheckKillNPCByCnt(attacker, defender):
return False
+ #仙盟归属NPC判断
+ if not CheckCanAttackFamilyOwnerNPC(attacker, defender):
+ return False
+
# NPC打玩家,反过来判断
elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
##攻击次数判断
@@ -758,12 +776,19 @@
if not CheckKillNPCByCnt(defender, attacker, False):
return False
+ #仙盟归属NPC判断
+ if not CheckCanAttackFamilyOwnerNPC(defender, attacker, False):
+ return False
# NPC打NPC
elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotNPC:
if PetControl.IsPet(attacker) or attacker.GetGameNPCObjType()== IPY_GameWorld.gnotSummon:
#击杀次数判断
if not CheckKillNPCByCnt(attacker, defender, False):
+ return False
+
+ #仙盟归属NPC判断
+ if not CheckCanAttackFamilyOwnerNPC(attacker, defender, False):
return False
#攻击NPC等级限制
@@ -817,6 +842,34 @@
return False
+def CheckCanAttackFamilyOwnerNPC(attacker, defender, isNotify=True):
+ ''' 判断可否攻击仙盟归属的NPC '''
+ if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
+ #GameWorld.DebugLog("只判断被攻击的是NPC的情况")
+ return True
+
+ if NPCCommon.GetDropOwnerType(defender) != ChConfig.DropOwnerType_Family:
+ return True
+
+ atkPlayer, npcObjType = GetAttackPlayer(attacker)
+ # 攻击者非玩家不限制
+ if not atkPlayer:
+ #GameWorld.DebugLog("攻击者非玩家不限制")
+ return True
+
+ atkLimitNotifyMark = ""
+ if GetIsNewGuy(atkPlayer):
+ atkLimitNotifyMark = "FairyGrabBossNotAtk"
+ elif not atkPlayer.GetFamilyID():
+ atkLimitNotifyMark = "FairyGrabBossNoFairy"
+
+ if atkLimitNotifyMark:
+ if npcObjType is None and isNotify:
+ PlayerControl.NotifyCode(atkPlayer, atkLimitNotifyMark)
+ return False
+
+ return True
+
def CheckKillNPCByCnt(attacker, defender, isNotify=True):
''' 判断当日击杀该NPC次数是否已满 '''
if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
@@ -853,9 +906,9 @@
if hasKillCnt >= limitCnt + itemAddKillCnt:
- if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
- GameWorld.DebugLog("攻击过该boss可继续攻击")
- return True
+ #if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
+ # GameWorld.DebugLog("攻击过该boss可继续攻击")
+ # return True
#次数不足
# 实际攻击者类型None则需要提示玩家
if npcObjType is None:
@@ -888,9 +941,9 @@
hasAttackCnt = atkPlayer.NomalDictGetProperty(ChConfig.Def_PDict_WorldBoss_HurtCnt, 0)
if hasAttackCnt >= limitCnt:
- if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
- GameWorld.DebugLog("攻击过该boss可继续攻击")
- return True
+ #if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
+ # GameWorld.DebugLog("攻击过该boss可继续攻击")
+ # return True
#次数不足
# 实际攻击者类型None则需要提示玩家
if npcObjType is None:
@@ -1506,7 +1559,6 @@
# 血盾
hurtValue = CalcBloodShield(atkObj, defObj, hurtValue)
-
remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
remainHP = int(remainHP) #防范
@@ -1528,6 +1580,12 @@
else:
GameWorld.ErrLog('计算伤血值时,防守方类型错误:defObjType = %s' % (defObjType))
return resultHurtType
+
+ if GameObj.GetHP(defObj) > 0:
+ # 被攻击者将部分伤害转化为血量, 返回转化的百分比(小数点)
+ changePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ChangeHurtToHP)
+ if changePer:
+ SkillCommon.SkillAddHP(defObj, 0, int(changePer*hurtValue))
lostValue = dHP - GameObj.GetHP(defObj) # 实际掉血量
resultHurtType.LostHP = lostValue
@@ -1536,7 +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()))
@@ -1562,8 +1620,21 @@
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)
+ 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:
+ 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))
+
atkObjType = atkObj.GetGameObjType()
defObjType = defObj.GetGameObjType()
+
atkType = GetBattleType(atkObj, curSkill)
happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
@@ -1580,6 +1651,7 @@
dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
skillID = curSkill.GetSkillID() if curSkill else 0
+
atkIsBoss = 0 # 攻击方是否boss
suppressValueLV = 0 # 等级最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
suppressValueFP = 0 # 战力最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
@@ -1588,6 +1660,13 @@
suppressNPCFightPower = 0 # 压制NPC战力
#当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
+
+ if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
+ # 境界压制技能不对高等级境界玩家产生攻击
+ aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
+ if aRealmLV <= dRealmLV:
+ return 0, ChConfig.Def_HurtType_Immune # 免疫
+
atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
if NPCCommon.GetIsLVSuppress(atkObj):
suppressLV = max(0, aLV - dLV)
@@ -1634,16 +1713,23 @@
if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
return 1, hurtType
+ worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
+ wLVIpyData = PlayerControl.GetPlayerLVIpyData(worldLV)
+ wReFightPower = 0 if not wLVIpyData else wLVIpyData.GetReFightPower() # 当前世界等级参考战力
+
# 改变技能伤害
atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
# 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)
aIceAtkSuperHit = 1 # 元素真伤倍值,暂时默认为1,之后扩展
aIceAtkSuperHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtkPer)
+ aIceAtkSuperHit += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtkPer)
+
if isSuperHit:
addASuperHit = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitValue)
@@ -1652,15 +1738,22 @@
# 暴击增加技能伤害
atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
+ if isLuckyHit:
+ # 会心一击时增加会心伤害百分比
+ aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
+
#参与运算的数值
rand = random.random() #种子数 0~1
#------- 攻击方
- aMinAtk = atkObj.GetMinAtk() # 攻击方最小攻击
- aMaxAtk = atkObj.GetMaxAtk() # 攻击方最大攻击
+ aMinAtk = atkObj.GetMinAtk() * summonAtkPer # 攻击方最小攻击
+ aMaxAtk = atkObj.GetMaxAtk() * summonAtkPer # 攻击方最大攻击
+
aIceAtk = atkObj.GetIceAtk() # 冰攻, 元素真伤, 玩家及NPC通用
aIceAtk += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtk)
#------- 防守方
+ dMinAtk = defObj.GetMinAtk() # 防守方最小攻击
+ dMaxAtk = defObj.GetMaxAtk() # 防守方最大攻击
dDef = defObj.GetDef() # 防守方防御力
dHP = GameObj.GetHP(defObj) # 防守方当前血量
dMaxHP = GameObj.GetMaxHP(defObj) # 防守方最大血量
@@ -1675,7 +1768,11 @@
aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
+ 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)
@@ -1689,11 +1786,12 @@
aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj) # 技能攻击力加成
if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
aSkillAtkRate += atkObj.GetSkillAtkRate()
+ aNPCHurtAddPer = 0 # PVE伤害加成
aDamagePer = 0 # 外层伤害加成
aDamagePerPVP = 0 # 外层PVP伤害加成
+ aFinalHurtPer = 0 # 最外层伤害加成, 可能为负值
aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
-
#防守方的类型
if defObjType == IPY_GameWorld.gotPlayer:
@@ -1730,7 +1828,7 @@
suppressFPFormula = hurtDist[suppressFormulaKeyFP]
suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
- # 境界压制百分比, 仅限PVP
+ # 境界压制百分比
SuppressValueRealmRate = 10000 # 默认值
suppressRealm = 0
if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
@@ -1749,17 +1847,35 @@
#GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s"
# % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate))
- else:
- #PVE 境界压制
+ elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
+ # EVP 境界压制
aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
if aRealmLV + dRealmLV != 0:
#有压制
- suppressRealm = aRealmLV - dRealmLV
+ suppressRealm = aRealmLV - dRealmLV # 存在负数
+ suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 2) # 境界压制加成百分比,存在负数
+ suppressFormulaKeyRealm = "EVPSuppressValueRealm"
+ if suppressFormulaKeyRealm in hurtDist:
+ SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
+
+ elif atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC:
+ # PVE 境界压制
+ aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
+ if aRealmLV + dRealmLV != 0:
+ #有压制
+ suppressRealm = aRealmLV - dRealmLV # 存在负数
+ suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 3) # 境界压制加成百分比,存在负数
suppressFormulaKeyRealm = "PVESuppressValueRealm"
if suppressFormulaKeyRealm in hurtDist:
SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
-
-
+
+ # 骑宠争夺最终伤害衰减
+ if FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
+ findBuff = SkillCommon.FindBuffByID(atkObj, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
+ if findBuff:
+ reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
+ aFinalHurtPer -= reduceFinalHurtPer
+
atkStateMark = GetObjAtkStateMark(atkObj)
defStateMark = GetObjAtkStateMark(defObj)
hurtFormulaKey = "%sV%s_%s" % (atkStateMark, defStateMark, atkType)
@@ -1785,9 +1901,32 @@
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
+
return hurtValue, hurtType
+# 获取EVP和PVE伤害百分比差,PVE无境界压制, 境界等级对应列表的index,越界取最高
+def GetRealmHurtPer(aRealmLV, dRealmLV, gridIndex):
+ suppressRealmHurtPer = 0
+ suppressRealmDict = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", gridIndex)
+
+ plus_minus = 1 # 负数为反压制
+ if aRealmLV >= dRealmLV:
+ suppressList = range(dRealmLV+1, aRealmLV+1)
+ else:
+ suppressList = range(aRealmLV+1, dRealmLV+1)
+ plus_minus = -1
+
+
+ for realmLV in suppressList:
+ suppressRealmHurtPer += suppressRealmDict.get(realmLV, 0)
+
+ return suppressRealmHurtPer*plus_minus
+
+# 获取双方境界值
def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
if atkObjType == IPY_GameWorld.gotNPC:
aRealmLV = NPCCommon.GetRealmLV(atkObj)
@@ -1811,12 +1950,12 @@
## 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
@@ -1938,7 +2077,7 @@
# @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
@@ -1964,7 +2103,9 @@
#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.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
@@ -2148,6 +2289,12 @@
if tagPlayer.GetPlayerAction() == IPY_GameWorld.paSit:
return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_SitNotPK
+ if GetIsNewGuy(curPlayer):
+ return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NewGuy
+
+ if GetIsNewGuy(tagPlayer):
+ return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NotAttackNewGuy
+
#攻守双方同一队伍,不可PK,可加增益buff
#if curPlayerAreaType not in [ShareDefine.gatManor] and CanAlikeTeam(curPlayer, tagPlayer):
# #副本队友特殊判断
--
Gitblit v1.8.0