From 89cd1373014cea5337624c82d25fa6f84c7fe7c7 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 25 四月 2019 17:38:48 +0800
Subject: [PATCH] 6607 【2.0】【后端】技能升级功能改版

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py |  205 +++++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 180 insertions(+), 25 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 af21d9c..3511579 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -27,12 +27,10 @@
 import FBLogic
 import ItemCommon
 import OperControlManager
-import GameLogic_ManorWar
 import PetControl
 import ReadChConfig
 import DataRecordPack
-import ChItem
-import PlayerActivity
+#import ChItem
 import ShareDefine
 import PlayerGreatMaster
 import PlayerHorse
@@ -43,9 +41,12 @@
 import GameMap
 import collections
 import PassiveBuffEffMng
+import EffGetSet
 import SkillShell
 import FBCommon
 import IpyGameDataPY
+import PyGameData
+#import EquipZhuXian
 #---------------------------------------------------------------------
 GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
 GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -966,10 +967,12 @@
         #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID)
         return
 
-    if not CheckClientAttackTick(curPlayer, clientTick, tick):
-        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)  
-        curPlayer.Sync_ClientTick() 
-        return
+    if pack_SkillID != ChConfig.Def_SkillID_Somersault:
+        # 翻滚特殊处理,实时响应, 由CD 总控制
+        if not CheckClientAttackTick(curPlayer, clientTick, tick):
+            AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)  
+            curPlayer.Sync_ClientTick() 
+            return
 
     #已经在攻击中
     if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack:
@@ -1835,8 +1838,11 @@
     
     #升级技能CD直接冷却
     curSkill.SetRemainTime(0)
+    learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {})
     if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
         PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID])
+    elif skillTypeID in learnSkillNotifyDict:
+        PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID])        
     else:
         #通知技能已升级成功 GeRen_admin_31379
         PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()])
@@ -1878,6 +1884,11 @@
     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()
     
@@ -2009,10 +2020,11 @@
     needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
     if needBaseAttrID and needBaseAttrValue:
         baseAttrDict = {
-                            ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
-                            ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
-                            ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
-                            ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
+                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
+                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
+                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
+                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
+                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                          }
         if needBaseAttrID not in baseAttrDict:
             GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
@@ -2024,6 +2036,156 @@
     
     return True
 
+#// A5 16 选择技能五行专精 #tagCMSelectSkillElement
+#
+#struct    tagCMSelectSkillElement
+#{
+#    tagHead        Head;
+#    DWORD    SkillTypeID;    // 专精技能ID
+#};
+def OnSelectSkillElement(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    selectSkillID = clientData.SkillTypeID
+    ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
+    if not ipyData:
+        return
+    mainSkillID = ipyData.GetMainSkillID()
+    
+    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
+    if selectSkillID == curElementSkillID:
+        GameWorld.DebugLog('已经是该专精技能!')
+        return
+    skillManager = curPlayer.GetSkillManager()
+    mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
+    if not mainSkill:
+        GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
+        return
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
+    #原技能删除
+    skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
+    #更新新技能
+    RefreshElementSkill(curPlayer, selectSkillID)
+    # 重刷被动技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
+    # 重刷技能战力
+    PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
+    
+    NotifyElementSkillInfo(curPlayer, mainSkillID)
+    return
+
+def RefreshElementSkill(curPlayer, skillTypeID):
+    ##更新专精技能生效的等级
+    __InitElementSkillInfo()
+    if skillTypeID not in PyGameData.g_elemntSkillDict:
+        return
+    baseAttrDict = {
+                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
+                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
+                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
+                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
+                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
+                         }
+    
+    limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
+    maxSkillLV = len(limitInfoList)
+    updSkillLV = 0
+    for i, limitInfo in enumerate(limitInfoList):
+        needAttrID, needAttrValue = limitInfo /10000, limitInfo%10000
+        curAttrValue = baseAttrDict.get(needAttrID, 0)
+        if curAttrValue >= needAttrValue:
+            updSkillLV = maxSkillLV - i
+            break
+    skillManager = curPlayer.GetSkillManager()
+    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
+    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
+        
+    if updSkillLV == curSkillLV:
+        return
+    elif updSkillLV < curSkillLV:
+        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
+        for _ in xrange(updSkillLV):
+            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
+    else:
+        for _ in xrange(updSkillLV-curSkillLV):
+            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
+    return True
+
+def RefreshElementSkillByAttr(curPlayer, attrIDList):
+    #加点、丹药、境界、洗点 会影响灵根点
+    __InitElementSkillInfo()
+    isRefresh = False
+    skillManager = curPlayer.GetSkillManager()
+    for i in xrange(skillManager.GetSkillCount()):
+        hasSkill = skillManager.GetSkillByIndex(i)
+        hasSkillID = hasSkill.GetSkillID()
+        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
+        if not ipyData:
+            continue
+        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
+        if not curElementSkillID:
+            continue
+        if curElementSkillID not in PyGameData.g_elemntSkillDict:
+            continue
+        if PyGameData.g_elemntSkillDict[curElementSkillID][0] /10000 not in attrIDList:
+            continue
+        if RefreshElementSkill(curPlayer, curElementSkillID):
+            isRefresh = True
+    if isRefresh:
+        # 重刷被动技能
+        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
+        # 重刷技能战力
+        PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
+    return
+
+def __InitElementSkillInfo():
+    #缓存技能专精信息{skillID:[attrID*10000+needValue,..]}
+    if not PyGameData.g_elemntSkillDict:
+        ipyMgr = IpyGameDataPY.IPY_Data()
+        for i in xrange(ipyMgr.GetSkillElementCount()):
+            ipyData = ipyMgr.GetSkillElementByIndex(i)
+            elementSkillID = ipyData.GetElementSkillID()
+            skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
+            if not skill:
+                continue
+            skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
+            for skillLV in xrange(skillMaxLV, 0, -1):
+                curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
+                if not curSkill:
+                    continue
+                if elementSkillID not in PyGameData.g_elemntSkillDict:
+                    PyGameData.g_elemntSkillDict[elementSkillID] = []
+                PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
+    return
+
+def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
+    ##通知五行专精信息
+    if not mainSkillID:
+        syncMainSkillList = []
+        skillManager = curPlayer.GetSkillManager()
+        for i in xrange(skillManager.GetSkillCount()):
+            hasSkill = skillManager.GetSkillByIndex(i)
+            hasSkillID = hasSkill.GetSkillID()
+            ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
+            if not ipyData:
+                continue
+            syncMainSkillList.append(hasSkillID)
+            
+    else:
+        syncMainSkillList = [mainSkillID]
+    sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
+    sendPack.InfoList = []
+    for mSkillID in syncMainSkillList:
+        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
+        if not curElementSkillID:
+            continue
+        elementData = ChPyNetSendPack.tagMCSkillElementData()
+        elementData.MainSkillID = mSkillID
+        elementData.ElementSkillID = curElementSkillID
+        sendPack.InfoList.append(elementData)
+    sendPack.Cnt = len(sendPack.InfoList)
+    NetPackCommon.SendFakePack(curPlayer, sendPack)
+    return
+    
 #---------------------------------------------------------------------
 ##当前buff是否能够触发BuffProcess_%d 的脚本
 # @param curObj 对象
@@ -2243,14 +2405,6 @@
             #GameWorld.Log("删除场景Buff %d"%skillID)
             processResult = True
             continue
-        else:
-            # 非领地战期间, 该区域有领地旗buff, 删除区域buff
-            if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
-                mapBuffManager.DeleteBuffByIndex(index)
-                ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType)
-                processResult = True
-                #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff")
-                continue
         
         index += 1
         
@@ -2276,10 +2430,7 @@
                 continue
             if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV():
                 continue
-        
-        if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
-            #GameWorld.DebugLog("    i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID))
-            continue
+            
         #添加场景buff
         isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick)
         processResult = processResult or isOK
@@ -2384,6 +2535,9 @@
         #骑马触发技能
         houseSkill = ChConfig.Def_Skill_TypeID_Speed
         curSkillType = curSkill.GetSkillTypeID()
+        
+        if not SkillCommon.IsBuff(curSkill):
+            continue
         
         if curSkillType in houseSkill:
             #不使用,不添加buff
@@ -2719,7 +2873,8 @@
         if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
                                             ChConfig.Def_SkillFuncType_FbSPSkill,
                                             ChConfig.Def_SkillFuncType_GiftSkill,
-                                            ChConfig.Def_SkillFuncType_GWSkill]:
+                                            ChConfig.Def_SkillFuncType_GWSkill,
+                                            ChConfig.Def_SkillFuncType_ZhuXian]:
             # 根据技能情况调整
             continue
         
@@ -3428,7 +3583,7 @@
     
     return curSkill.GetExAttr2()
 
-# 只有在指定地图才能生效的buff效果
+# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发
 def GetAttrMapID(curSkill):
     return curSkill.GetExAttr3()
 

--
Gitblit v1.8.0