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 |   94 ++++++++++++++++++++++++++++-------------------
 1 files changed, 56 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 f179550..116989f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -350,6 +350,12 @@
              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) 
     #===========================================================================
@@ -374,12 +380,12 @@
              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
@@ -387,6 +393,10 @@
              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
@@ -729,36 +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    
@@ -780,7 +760,15 @@
         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
@@ -825,6 +813,9 @@
         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 
@@ -975,6 +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 
@@ -1070,6 +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 
@@ -1133,6 +1131,9 @@
         if not curSkill:
             continue
         
+        if not IsValidPassiveSkill(curSkill):
+            continue
+
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
             continue
@@ -1176,6 +1177,9 @@
             continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
             continue
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1225,6 +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
@@ -1285,15 +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
@@ -1365,6 +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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