From a15e3af5eb36a3c4eb6016e824faca23d6d6a9dc Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期一, 14 一月 2019 11:06:06 +0800 Subject: [PATCH] 5768 【后端】【1.5】新增8-14天活动功能(通知修改) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 245 +++++++++++++++++++++++++++++++++++------------- 1 files changed, 176 insertions(+), 69 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 28cfd70..c32efd6 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -46,6 +46,11 @@ #--------------------------------------------------------------------- g_skillHurtList = IPY_GameWorld.IPY_HurtList() + +# 特殊处理搜索范围,一般用于副本 +Def_SearchMap_NPC = 200 # 本线全图搜索NPC +Def_SearchMap_Player = 201 # 本线全图搜索玩家 + #伤害结构体 #hurtTypeIndance = None #--------------------------------------------------------------------- @@ -552,6 +557,10 @@ #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) @@ -948,13 +957,11 @@ GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag) return resultList - gameMap = GameWorld.GetMap() - if skillMatrix == None: #作用范围 作用矩阵 attackDis = curSkill.GetAtkRadius() - skillMatrix = ChConfig.MatrixDict.get(attackDis) - if skillMatrix == None: + skillMatrix = ChConfig.MatrixDict.get(attackDis, None) + if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]: GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict)) return resultList @@ -962,7 +969,6 @@ #技能攻击最大数量 hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill) - ownerTag = None ownerPlayerID = 0 isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker) if isSummonNPCAtker: @@ -975,7 +981,29 @@ if attackAim: hurtCount -= 1 resultList.append(attackAim) - + + if skillMatrix: + # 按范围搜索 + resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, + srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList) + elif attackDis == Def_SearchMap_Player: + # 搜索本地图当前线路玩家 + ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, hurtCount) + elif attackDis == Def_SearchMap_NPC: + # 搜索本地图当前线路NPC + ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, hurtCount) + return resultList + + +# 按范围搜索目标对象 +def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, + srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList): + ownerTag = None + gameMap = GameWorld.GetMap() for curPos in skillMatrix: #伤害次数到了 if hurtCount <= 0: @@ -995,41 +1023,100 @@ break curObj = mapObj.GetObjByIndex(i) - curObjType = curObj.GetGameObjType() - - #不在影响对象列表中 - if curObjType not in hurtTypeList: - continue - - #攻击对象 - curTag = GameWorld.GetObj(curObj.GetID(), curObjType) + curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, + CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList) if not curTag: + if ownerTag: + hurtCount -= 1 continue - if attackAim and attackAim.GetID() == curTag.GetID(): - # 不在攻击主目标 - continue - - #群攻技能不能对镖车释放, 永恒版本屏蔽此限制 - #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck: - # continue - - if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: - if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): - #npc主人是玩家不能攻击 - continue - - if CheckFunc != None: - #检查是否受影响 - if not CheckFunc(attacker, curTag, curSkill, tick): - continue - - # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常 - if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID(): - ownerTag = curTag - continue hurtCount -= 1 resultList.append(curTag) + + if ownerTag: + resultList.append(ownerTag) + return resultList + + +def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, curTag=None): + curObjType = curObj.GetGameObjType() + + #不在影响对象列表中 + if curObjType not in hurtTypeList: + return None, None + + #攻击对象 + if not curTag: + curTag = GameWorld.GetObj(curObj.GetID(), curObjType) + if not curTag: + return None, None + + if attackAim and attackAim.GetID() == curTag.GetID(): + # 不在攻击主目标 + return None, None + + if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: + if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): + #npc主人是玩家不能攻击 + return None, None + + if CheckFunc != None: + #检查是否受影响 + if not CheckFunc(attacker, curTag, curSkill, tick): + return None, None + + # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常 + if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID(): + ownerTag = curTag + return None, ownerTag + return curTag, None + + +# 搜索本地图当前线路NPC +def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, hurtCount): + gameNPCManager = GameWorld.GetNPCManager() + for index in xrange(gameNPCManager.GetNPCCount()): + curNPC = gameNPCManager.GetNPCByIndex(index) + if curNPC == None or curNPC.GetID() == 0: + continue + + curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC) + if not curTag: + if ownerTag: + hurtCount -= 1 + continue + + hurtCount -= 1 + resultList.append(curTag) + + if ownerTag: + resultList.append(ownerTag) + + return resultList + + +# 搜索本地图当前线路玩家 +def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, hurtCount): + copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager() + for i in range(copyMapPlayerManager.GetPlayerCount()): + curPlayer = copyMapPlayerManager.GetPlayerByIndex(i) + + if curPlayer == None or curPlayer.IsEmpty(): + continue + + curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc, + ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer) + if not curTag: + if ownerTag: + hurtCount -= 1 + continue + + hurtCount -= 1 + resultList.append(curTag) if ownerTag: resultList.append(ownerTag) @@ -1318,6 +1405,9 @@ if curPlayerSkill: SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) + + if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + UseSkillOver(curPlayer, target, curSkill, tick) return True #玩家进入战斗状态 @@ -1373,7 +1463,6 @@ # 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 @@ -1400,8 +1489,13 @@ if GameObj.GetHP(defender) <= 0: if hurtList[1] == IPY_GameWorld.gotPlayer: + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict("zhansha", 1) # 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] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict("zhansha", 0) continue if usePassiveSkillResult: @@ -1417,8 +1511,9 @@ PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) elif hurtList[2] == ChConfig.Def_HurtType_Miss: PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick) - - + elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit: + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick) + if hurtList[2] in ChConfig.Def_RealAttack_Type: # 被攻击处理层级 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick) @@ -1434,6 +1529,7 @@ # 灵为玩家的替身需要走此逻辑 # 技能使用结束,在处理技能逻辑和通知封包之后调用 def UseSkillOver(attacker, defender, curSkill, tick): + # 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 OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick) @@ -1444,10 +1540,9 @@ ChConfig.Def_SkillFuncType_NormalAttack]): # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级 PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick) - + # 普攻和对敌技能 if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick) @@ -1548,32 +1643,34 @@ # @return None # @remarks 设置玩家属性消耗,如魔法,XP点,HP def SetSkillLostAttr(curPlayer, curSkill, tick): - #-----------扣魔法 - lostMPValue = curSkill.GetMP() - curPlayerMP = curPlayer.GetMP() - - if curPlayerMP < lostMPValue: - GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % ( - curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue)) - - if lostMPValue > 0: - curPlayer.SetMP(curPlayer.GetMP() - lostMPValue) - #自动回魔 - PlayerControl.PlayerAutoRestoreMP(curPlayer, tick) - - #----------扣XP点 - lostXPValue = curSkill.GetXP() - curPlayerXP = curPlayer.GetXP() - - if curPlayerXP < lostXPValue: - GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % ( - curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue)) - - if lostXPValue > 0: - remain = curPlayer.GetXP() - lostXPValue - remain = max(0, remain) - curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain) - curPlayer.SetXP(remain) + #=========================================================================== + # #-----------扣魔法 + # lostMPValue = curSkill.GetMP() + # curPlayerMP = curPlayer.GetMP() + # + # if curPlayerMP < lostMPValue: + # GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % ( + # curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue)) + # + # if lostMPValue > 0: + # curPlayer.SetMP(curPlayer.GetMP() - lostMPValue) + # #自动回魔 + # PlayerControl.PlayerAutoRestoreMP(curPlayer, tick) + # + # #----------扣XP点 + # lostXPValue = curSkill.GetXP() + # curPlayerXP = curPlayer.GetXP() + # + # if curPlayerXP < lostXPValue: + # GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % ( + # curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue)) + # + # if lostXPValue > 0: + # remain = curPlayer.GetXP() - lostXPValue + # remain = max(0, remain) + # curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain) + # curPlayer.SetXP(remain) + #=========================================================================== #----------扣HP点 lostHPValue = curSkill.GetHP() @@ -1717,8 +1814,13 @@ # 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) @@ -2196,7 +2298,7 @@ continue #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表 - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick, + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick, isEnhanceSkill=False, skillIDSet=skillIDSet) DoLogic_AttackResult(attacker, defObj, curSkill, tick) @@ -2216,6 +2318,11 @@ continue SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker) + if attackList: + PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD) + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick) + + ## 清空伤血列表 # @param 无 # @return 无 @@ -2503,7 +2610,7 @@ 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