From 8de6a6994a0dd623514899310e415269d42e4685 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 20 三月 2019 16:11:59 +0800
Subject: [PATCH] 6382 【后端】【2.0】功能是否绑定及拍品优化调整(部分绑定修改为是否拍品)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |  254 +++++++++++++++++++++++++++++++++++++++++++-------
 1 files changed, 217 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 4cac370..116989f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -276,6 +276,11 @@
 def GetTriggerTypeByEffectID(effectID):
     # 临时配置
     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
              4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
@@ -340,6 +345,17 @@
              4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
              4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
              4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
+             4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
+             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
+             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
+             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -364,20 +380,27 @@
              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
              808:ChConfig.TriggerType_BloodShield,  # 血盾
              }
     return tdict.get(effectID, -1)
@@ -716,36 +739,6 @@
     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    
@@ -767,7 +760,167 @@
         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
+def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
+    attacker = FindRealAttacker(attacker)
+    if not attacker:
+        return 0, 0
+
+    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
+    if connSkill:
+        if not connSkill.GetFuncType():
+            # 非功能类技能,避免死循环
+            return 0, 0
+        if SkillCommon.isPassiveSkill(connSkill):
+            stopPassiveSkill = True
         
+    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
+        # 防范被动技能触发的 非被动技能
+        stopPassiveSkill = True
+    
+    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+    if not passiveEff:
+        return 0, 0
+        
+    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    if not skills:
+        return 0, 0
+        
+    defender = GetPassiveDefender(attacker, defender)
+
+    # 当前战斗关系 pvp pve
+    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+    #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+    
+    lockHPPerMax = 0  ## 取有效的最高血量
+    lockHPSkillID = 0
+    for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
+        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 
+        
+        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
+        if not effect:
+            continue
+
+        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
+            continue
+        
+        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
+            # PK模式的判定
+            continue
+        
+        pyName = "PassiveSkill_%s" % effectID
+        callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
+        if not callFunc:
+            continue
+        if not callFunc(attacker, defender, effect, curSkill):
+            continue
+        
+        # 最终取最高值来决定当前生命值,卡血设定
+        if effect.GetEffectValue(0) > lockHPPerMax:
+            lockHPPerMax = effect.GetEffectValue(0)
+            lockHPSkillID = skillTypeID
+        
+    return lockHPSkillID, lockHPPerMax
+
+
+# 锁血功能的技能 含人物和宠物
+def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return 0
+    
+    lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
+    rolePet = attacker.GetPetMgr().GetFightPet()
+    if rolePet:
+        lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
+    
+        if lockHPPerMax + lockHPPerMaxPet == 0:
+            # 无触发
+            return 0
+        
+        # 触发宠物技能标志
+        if lockHPPerMaxPet > lockHPPerMax:
+            rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
+            return lockHPPerMaxPet
+    
+    if lockHPPerMax == 0:
+        return 0
+    
+    # 触发人物技能标志
+    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
+    return lockHPPerMax
+
+
+# 从伤血延后到技能结束触发被动技能
+def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    # 检查是宠物还是人物技能
+    skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+    if not skillTypeID:
+        rolePet = attacker.GetPetMgr().GetFightPet()
+        if not rolePet:
+            return
+        skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+        if not skillTypeID:
+            return
+        attacker = rolePet
+        GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
+    
+    # 一定要清标志
+    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
+    
+    curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+    if not curSkill:
+        return
+    
+    GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
+    # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
+    SkillCommon.SetUsingPassiveSkill(attacker, 1)
+    if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+        # 不管技能是否是否成功都必须进入CD
+        SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
+        
+    SkillCommon.SetUsingPassiveSkill(attacker, 0)
+    return
+
+
+# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
+def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    rolePet = attacker.GetPetMgr().GetFightPet()
+    #无出战宠物
+    if rolePet == None:
+        return
+
+    OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
+
 
 # 被动技能触发释放
 def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
@@ -813,6 +966,9 @@
         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 
@@ -908,6 +1064,10 @@
         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 
@@ -971,6 +1131,9 @@
         if not curSkill:
             continue
         
+        if not IsValidPassiveSkill(curSkill):
+            continue
+
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
             continue
@@ -1014,6 +1177,9 @@
             continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
             continue
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1063,6 +1229,13 @@
     
     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
@@ -1123,15 +1296,19 @@
     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
@@ -1203,6 +1380,9 @@
         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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