From 84f9abc7067dde4e6b504a1ba2e9f0600a6de46b Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 12 三月 2019 20:58:56 +0800
Subject: [PATCH] 4042 【后端】【2.0】邮件包含附件时不能删除邮件 -  服务端添加防范

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |   86 ++++++++++++++++++++++++------------------
 1 files changed, 49 insertions(+), 37 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index 319aa2a..e262780 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -279,6 +279,7 @@
              2102:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
              2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
              2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
+             2106:ChConfig.TriggerType_BeSuperHit,  # 被暴击触发技能
              
              4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
              4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
@@ -348,6 +349,8 @@
              4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
              4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
              4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
+             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
+             4070:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -385,6 +388,7 @@
              4519:ChConfig.TriggerType_WillDead,   # BUFF类: 进入濒死状态 25
              4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
              4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
+             4522:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
              
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -727,36 +731,6 @@
     return PyGameData.g_PassiveEffManager
 
 
-## 当前释放技能 skillData
-#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
-#    #===========================================================================
-#    # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
-#    # if not passiveEff:
-#    #    return
-#    # #影响技能的BUFF
-#    # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
-#    # if not buffTriggerSkillDict:
-#    #    return
-#    # 
-#    # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
-#    #===========================================================================
-#    OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
-
-#===============================================================================
-# # 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
-#===============================================================================
-
 # 查找被动技能时的对象
 def GetPassiveDefender(attacker, defender):
     # 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列    
@@ -778,7 +752,15 @@
         return
     
     return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
-        
+
+# 当前有效被动触发技能, 可用于基础使用判定   
+def IsValidPassiveSkill(curSkill):
+    validMap = SkillShell.GetAttrMapID(curSkill)
+    if validMap and validMap != GameWorld.GetMap().GetMapID():
+        # 有效地图可触发
+        return False
+    
+    return True
 
 # 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
 # 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
@@ -823,6 +805,9 @@
         if not curSkill:
             continue
 
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
         if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
             # 只有天赋才可以再次被触发
             continue 
@@ -973,6 +958,9 @@
         if not curSkill:
             continue
 
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
         if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
             # 只有天赋才可以再次被触发
             continue 
@@ -1068,6 +1056,10 @@
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
             continue
+        
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
         if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
             # 只有天赋才可以再次被触发
             continue 
@@ -1131,6 +1123,9 @@
         if not curSkill:
             continue
         
+        if not IsValidPassiveSkill(curSkill):
+            continue
+
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
             continue
@@ -1174,6 +1169,9 @@
             continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
             continue
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1223,6 +1221,13 @@
     
     for skillID, effectList in buffDict.items():
         if tagSkillID == skillID:
+            continue
+        
+        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
             continue
         for passiveEffect in effectList:
             # 被动触发的技能
@@ -1283,15 +1288,19 @@
     for skillID, effectList in buffDict.items():
         if skillID == useSkillID:
             continue
+        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        if not curSkill:
+            continue
+        
+        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+            # 只有天赋才可以再次被触发
+            continue 
+        
+        if not IsValidPassiveSkill(curSkill):
+            continue
         for passiveEffect in effectList:
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
-            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
-            if not curSkill:
-                continue
-            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
-                # 只有天赋才可以再次被触发
-                continue 
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
             if not callFunc:
                 continue
@@ -1363,6 +1372,9 @@
         if not curSkill:
             continue
         
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
         for passiveEffect in effectList:
             if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                 # 只有天赋才可以再次被触发

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