From 8262e09b6dbb9e955cf19ef880eaae459a1ff111 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 27 六月 2019 10:04:55 +0800 Subject: [PATCH] 7584 【后端】【主干】神兽装备评分(暴击抗性参数 SuperHitRateReduce) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 104 ++++++++++++++++++++++++++++++++++++---------------- 1 files changed, 72 insertions(+), 32 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 ca70991..35e701d 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -47,7 +47,6 @@ 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 @@ -157,7 +164,8 @@ return False g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType] - + + g_UseSkillPlayerID = curPlayer.GetID() return True #--------------------------------------------------------------------- # 非客户端玩家释放的技能 @@ -169,11 +177,16 @@ # 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 @@ -1358,6 +1371,10 @@ if curPlayer.GetHP() <= 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(): # GameWorld.DebugLog("移动中不可使用技能") @@ -1899,10 +1916,6 @@ 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() @@ -2060,6 +2073,8 @@ ## 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 # @@ -2067,6 +2082,7 @@ #{ # 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) @@ -2084,36 +2100,46 @@ 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 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, updSelectSkillLV) + 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) + if curElementSkillID and curElementSkillID != selectSkillID: + #原技能删除 + skillManager.DeleteSkillBySkillTypeID(curElementSkillID) # 重刷被动技能 @@ -2128,9 +2154,10 @@ 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), @@ -2150,15 +2177,16 @@ 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): @@ -2167,10 +2195,11 @@ ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID) mainSkillID = ipyData.GetMainSkillID() PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0) + 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 @@ -2195,9 +2224,12 @@ 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 @@ -2206,11 +2238,14 @@ curControl = PlayerControl.PlayerControl(curPlayer) curControl.RefreshAllSkill() curControl.RefreshPlayerAttrState() - NotifyElementSkillInfo(curPlayer) + if needNotify: + NotifyElementSkillInfo(curPlayer) return -def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV): +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()): @@ -2223,6 +2258,10 @@ 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 @@ -3232,7 +3271,8 @@ #--- 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())) @@ -3428,7 +3468,7 @@ #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) @@ -3727,7 +3767,7 @@ 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(): -- Gitblit v1.8.0