From 8a5a4dc89554504aa6f106744498319b8ce4f2b8 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期三, 20 三月 2019 10:53:39 +0800
Subject: [PATCH] 6381 【后端】【2.0】任务接口开发

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |   97 +++++++++++++++++++++++++++++-------------------
 1 files changed, 59 insertions(+), 38 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 360890f..8c38c83 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -278,6 +278,8 @@
     tdict = {
              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
@@ -347,6 +349,11 @@
              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
+             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
+             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -371,18 +378,24 @@
              4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
              4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
              4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
-             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
              4509:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
              4510:ChConfig.TriggerType_Buff_MustBeHit,   # BUFF类: 无视闪避必中
              4511:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
              4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
              4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
+             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
              4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
              4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
              4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
              4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
              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
+             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
+             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
+             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+             
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
              807:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -724,36 +737,6 @@
     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    
@@ -775,7 +758,15 @@
         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
@@ -820,6 +811,9 @@
         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 
@@ -970,6 +964,9 @@
         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 
@@ -1065,6 +1062,10 @@
         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 
@@ -1128,6 +1129,9 @@
         if not curSkill:
             continue
         
+        if not IsValidPassiveSkill(curSkill):
+            continue
+
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
             continue
@@ -1171,6 +1175,9 @@
             continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
             continue
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1220,6 +1227,13 @@
     
     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
@@ -1280,15 +1294,19 @@
     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
@@ -1360,6 +1378,9 @@
         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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