From 8748bbbb0bcf027f0e77cc203aa60b2d68ddcebc Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期四, 06 六月 2019 10:26:29 +0800 Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 248 ++++++++++++++++++++++++++++++++++++++---------- 1 files changed, 194 insertions(+), 54 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py index 9cdb1eb..b7ce734 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -22,7 +22,6 @@ import PlayerControl import NPCCommon import ChConfig -import ChEquip import SkillCommon import AttackLogic import ItemControler @@ -36,7 +35,6 @@ import OperControlManager import DataRecordPack import ChItem -import ReadChConfig import GameObj import ChPyNetSendPack import ChNetSendPack @@ -79,7 +77,7 @@ # global hurtTypeIndance # hurtTypeIndance = indance # -### 获得本次攻击是否是致命一击 +### 获得本次攻击是否是暴击 ## @param 无参数 ## @return True or False ## @remarks 函数详细说明. @@ -214,6 +212,46 @@ return None + + +# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前 +# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill +def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick): + AttackCommon.ClearFirstDefender(attacker) + + skillHurtLists = [] # 内部触发清除g_skillHurtList + for i in xrange(g_skillHurtList.GetHurtCount()): + hurtObj = g_skillHurtList.GetHurtAt(i) + if not hurtObj: + continue + + skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) + + + for hurtList in skillHurtLists: + defender = GameWorld.GetObj(hurtList[0], hurtList[1]) + if not defender: + continue + + if GameObj.GetHP(defender) > 0: + continue + + if hurtList[1] == IPY_GameWorld.gotPlayer: + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) + elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2) + + # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常 + PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) + + #--------------------------------------------------------------------- ## 攻击通用函数 # @param attacker 攻击Obj @@ -226,7 +264,7 @@ # @param isEnhanceSkill 是否为附加技能 # @return True 攻击成功 None 不可攻击 # @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值 -def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False): +def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False): global g_skillHurtList if attacker.GetGameObjType() == IPY_GameWorld.gotNPC: @@ -291,6 +329,8 @@ __AttackSuccess(attacker, attackerHP, defender, useSkill, tick) #调用触发附加技能 SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY) + else: + OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick) #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult if AttackCommon.GetIsDead(defender): @@ -557,6 +597,10 @@ #关系 relation = GetTagRelation(attacker, defender, curSkill, tick) return relation[0] == ChConfig.Type_Relation_Friend + elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC: + if defender and GameObj.GetHP(defender) > 0 : + return True + return False return __CheckCanAttack(attacker , defender , curSkill , tick) @@ -612,7 +656,7 @@ # 防守者自己通知 __Sync_AttackResult(defender, defender, curSkill) - + OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) DoLogic_AttackResult(attacker, defender, curSkill, tick) return True @@ -814,7 +858,9 @@ SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick) else: SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick) - + else: + OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) + for defObj in attackList: #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult @@ -873,12 +919,19 @@ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: return None - useSkillTagID = attacker.GetUseSkillTagID() - useSkillTagType = attacker.GetUseSkillTagType() - - curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType) + curTag = None + if attacker.GetAttackMode() == IPY_GameWorld.amContest: + # 单一目标锁定模式 + curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID), + attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType)) + if not curTag: - return None + useSkillTagID = attacker.GetUseSkillTagID() + useSkillTagType = attacker.GetUseSkillTagType() + + curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType) + if not curTag: + return None if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC: if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): @@ -921,20 +974,22 @@ if not curTag: continue - if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: - if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): - #npc主人是玩家不能攻击 + #非自定义场景才需要判断 + if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: + if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): + #npc主人是玩家不能攻击 + continue + + if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight(): + # 最远距离防范 + GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) continue - - if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight(): - # 最远距离防范 - GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) - continue - - if CheckFunc != None: - #检查是否受影响 - if not CheckFunc(attacker, curTag, curSkill, tick): - continue + + if CheckFunc != None: + #检查是否受影响 + if not CheckFunc(attacker, curTag, curSkill, tick): + continue resultList.append(curTag) @@ -1040,6 +1095,9 @@ #不在影响对象列表中 if curObjType not in hurtTypeList: + return None, None + + if attacker.GetSightLevel() != curObj.GetSightLevel(): return None, None #攻击对象 @@ -1376,6 +1434,21 @@ PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False) return + +# 通知客户端表现封包 无其他作用 +def Sync_AttackResult(attacker, curSkill): + global g_skillHurtList + g_skillHurtList.Clear() + + defender = None + if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj: + useSkillTagID = attacker.GetUseSkillTagID() + useSkillTagType = attacker.GetUseSkillTagType() + defender = GameWorld.GetObj(useSkillTagID, useSkillTagType) + + __Sync_AttackResult(attacker, defender, curSkill) + + ##############################主动攻击成功############################# ## 玩家攻击成功 # @param curPlayer 攻击Obj @@ -1402,9 +1475,13 @@ if curPlayerSkill: SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) - if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]: UseSkillOver(curPlayer, target, curSkill, tick) + else: + OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick) return True + + AttackCommon.ClearFirstDefender(curPlayer) #玩家进入战斗状态 #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态 @@ -1439,9 +1516,10 @@ curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if curPlayerSkill: - - #设置玩家所学技能冷却CD - SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) + + if not IsSkipSkillCD: + #设置玩家所学技能冷却CD + SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) #调用任务触发器 #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID) #执行连环被动技能处理 @@ -1456,10 +1534,52 @@ # 普攻和对敌技能 UseSkillOver(curPlayer, target, curSkill, tick) return True + +# 无冷却状态 +def IsSkipSkillCD(curPlayer, target, curSkill, tick): + # 暴击情况下 + isSuperHit = False + for i in xrange(g_skillHurtList.GetHurtCount()): + hurtObj = g_skillHurtList.GetHurtAt(i) + if not hurtObj: + continue + + if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit: + isSuperHit = True + break + if isSuperHit: + if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD): + return True + if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD): + return True + return False + +### 不管什么技能都会到此处 +#只对第一目标造成某伤害类型时触发技能 +def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick): + if g_skillHurtList.GetHurtCount() == 0: + return + + hurtObj = g_skillHurtList.GetHurtAt(0) + if not hurtObj: + return + + objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType() + + defender = GameWorld.GetObj(objID, objType) + if not defender: + return + if hurtType == ChConfig.Def_HurtType_SuperHit: + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) + PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) + elif hurtType == ChConfig.Def_HurtType_ThumpHit: + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick) + return + + # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick): - isSuperHit = False usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环 usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环 @@ -1471,41 +1591,47 @@ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) skillIDSet = set() for hurtList in skillHurtLists: - if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: - # 暴击只对主目标做处理 - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick) - isSuperHit = True - - defender = GameWorld.GetObj(hurtList[0], hurtList[1]) + objID, objType, hurtType = hurtList + defender = GameWorld.GetObj(objID, objType) if not defender: continue if GameObj.GetHP(defender) <= 0: - if hurtList[1] == IPY_GameWorld.gotPlayer: + if objType == IPY_GameWorld.gotPlayer: + if hurtType == ChConfig.Def_HurtType_Zhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) + elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2) # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) continue if usePassiveSkillResult: usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet) - if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: + if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit: # 暴击对目标一一触发被动 usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet) - if hurtList[2] == ChConfig.Def_HurtType_SuperHit: + if hurtType == ChConfig.Def_HurtType_SuperHit: #被暴击触发技能 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) - elif hurtList[2] == ChConfig.Def_HurtType_Miss: + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) + elif hurtType == ChConfig.Def_HurtType_Miss: PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick) - - - if hurtList[2] in ChConfig.Def_RealAttack_Type: + elif hurtType == ChConfig.Def_HurtType_LuckyHit: + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick) + + if hurtType in ChConfig.Def_RealAttack_Type: # 被攻击处理层级 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick) @@ -1544,6 +1670,10 @@ else: PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick) + #释放技能即可处理的 不区分攻击和非攻击 + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick) + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick) + return @@ -1575,7 +1705,8 @@ tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0 - rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0) + # 添加最高60%击晕效果 + rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000) if not GameWorld.CanHappen(rate): return @@ -1805,8 +1936,13 @@ # 暂且只有玩家被攻击触发 if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: + # 优先触发,如无敌可以抵挡后续的被动伤害技能 + PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick) + PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick) + # 由主人条件触发宠物被动技能 + PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick) return ## NPC被攻击(当前NPC,技能,当前时间) @@ -2128,7 +2264,7 @@ dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(), defender.GetPosX(), defender.GetPosY()) - skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue) + skillPer = (skillPercent - dist * changePer) #GameWorld.Log("skillPer :%s"%skillPer) #执行群攻 并取得被攻击对象列表 @@ -2275,6 +2411,7 @@ #=========================================================================== Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList) + OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick) skillIDSet = set() #攻击结果 不处理触发逻辑 for defObj in attackList: @@ -2288,14 +2425,17 @@ isEnhanceSkill=False, skillIDSet=skillIDSet) DoLogic_AttackResult(attacker, defObj, curSkill, tick) - skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack) - if skillEffect: - skillID = skillEffect.GetEffectValue(2) - if skillID != 0: - triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) - if not triggerSkill: - continue - SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick) + #======================================================================= + # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能 + # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack) + # if skillEffect: + # skillID = skillEffect.GetEffectValue(2) + # if skillID != 0: + # triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + # if not triggerSkill: + # continue + # SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick) + #======================================================================= # 一一触发技能需要在最后设置CD for skillTypeID in skillIDSet: @@ -2490,7 +2630,7 @@ if not hurtEffect: continue - hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue # 单层伤害 + hurtPer = hurtEffect.GetEffectValue(0) # 单层伤害 # 伤害乘以层 skillPercent = hurtPer * max(buff.GetLayer(), 1) @@ -2596,7 +2736,7 @@ sendPack.HurtCount = len(sendPack.HurtList) - PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0) + PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1) # py重现View_UseSkillPos效果,对地通知,只用于玩家 -- Gitblit v1.8.0