From a68fd82869f2b29ae2beea2ef4b27afd88359e1a Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 06 十二月 2018 14:16:58 +0800 Subject: [PATCH] 5265 【后端】【1.3】【1.3.100】炼丹新增特殊规则 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 542 ++++++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 463 insertions(+), 79 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 1529906..360890f 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -26,7 +26,6 @@ import GameWorld import ChConfig import IpyGameDataPY -#import SkillBoosts import SkillCommon import BuffSkill import SkillShell @@ -43,7 +42,6 @@ import PetControl import QuestCommon -#GameWorld.ImportAll("Script\\Skill\\", "SkillBoosts") GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff") @@ -106,7 +104,7 @@ if not mission_1: return - if int(strIndex) > mission_1.GetProperty("OpenSkillSlots"): + if (pow(2, int(strIndex)) & mission_1.GetProperty("OpenSkillSlots")) == 0: return PlayerControl.NomalDictSetProperty(curPlayer, @@ -260,6 +258,8 @@ GetPassiveEffManager().RegistPassiveBuff(curPlayer) + # 助战神兽技能 + GetPassiveEffManager().RegistPassiveEffDogz(curPlayer) #-被动逻辑处理-------------------------------------------------------------------------------------------------- ##离开地图处理 @@ -276,6 +276,9 @@ 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 + 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 @@ -326,8 +329,26 @@ 4048:ChConfig.TriggerType_MissSkill, # 闪避后触发释放技能 4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升 4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点 + 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50 + 4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血 + 4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52 + 4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4055:ChConfig.TriggerType_StormAttackReduceCD, # 类剑刃风暴攻击后触发效果 + 4056:ChConfig.TriggerType_PassiveBuffValue, ## 被动buff值计算中二次获取被动值 54 + 4057:ChConfig.TriggerType_AttackKillHappen, ## 对被动技能斩杀的概率增强 55 + 4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56 + 4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能 57 + 4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能 57 + 4061:ChConfig.TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 + 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 } - return tdict.get(effectID, -1) + return tdict.get(effectID, -1) #=========================================================================== # # 此表配置 影响类型 # ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID) @@ -356,9 +377,15 @@ 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 - 4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比 + 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 52 803: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) @@ -375,7 +402,7 @@ self.AffectBuffDict = {} # 当前正受影响的效果buff, key为触发点 self.AffectSkillDict = {} # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果] self.AffectPassiveSkillSetDict = {} # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果] - + self.AffectDogzSkillDict = {} # 神兽助战技能 #记录会影响其他技能或者被动触发释放技能的BUFF def AddBuffInfoByEffect(self, effect, skillID): @@ -430,6 +457,37 @@ return self.AffectBuffDict.get((triggerType, 0), {}) + # 重刷神兽助战技能 + def RefreshDogzBattleSkill(self): + self.AffectDogzSkillDict = {} + skills = FindDogzBattleSkills(self.gameObj) + + for curSkill in skills: + if not SkillCommon.isPassiveTriggerSkill(curSkill): + continue + + skillTypeID = curSkill.GetSkillTypeID() + + connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能 + for i in xrange(curSkill.GetEffectCount()): + curEffect = curSkill.GetEffect(i) + effectID = curEffect.GetEffectID() + if effectID == 0: + continue + + triggerType = GetTriggerTypeByEffectID(effectID) + if triggerType == -1: + continue + + key = (triggerType,connSkillID) + if key not in self.AffectDogzSkillDict: + self.AffectDogzSkillDict[key] = [] + + self.AffectDogzSkillDict[key].append((skillTypeID, effectID)) + + return self.AffectDogzSkillDict + + # 重刷可装备的被动技能 def RefreshPassiveSkillSet(self): self.AffectPassiveSkillSetDict = {} @@ -474,8 +532,9 @@ if not SkillCommon.isPassiveTriggerSkill(curSkill): continue - if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbPassiveSkill: - # 被动技能需装备 + if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill, + ChConfig.Def_SkillFuncType_Dogz]: + # 被动技能和神兽需设置才有效 continue skillTypeID = curSkill.GetSkillTypeID() @@ -535,10 +594,11 @@ ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长 skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), [])) skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), [])) + skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), [])) if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault: skillList.extend(self.AffectSkillDict.get((triggerType, 0), [])) skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), [])) - + skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), [])) return skillList #所有obj的被动效果管理 @@ -598,6 +658,20 @@ self.AddPassiveEff(gameObj, passiveEff) else: passiveEff.RefreshPassiveSkillSet() + return + + + # 人物需同步注册神兽技能 + def RegistPassiveEffDogz(self, gameObj): + passiveEff = self.GetPassiveEff(gameObj) + if not passiveEff: + # 强制刷新所有被动技能 + passiveEff = PassiveEff(gameObj) + if not passiveEff.RefreshDogzBattleSkill(): + return + self.AddPassiveEff(gameObj, passiveEff) + else: + passiveEff.RefreshDogzBattleSkill() return @@ -665,18 +739,20 @@ # #=========================================================================== # 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 +#=============================================================================== +# # 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): @@ -701,44 +777,53 @@ return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType()) -# 被动技能触发释放 -def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None): +# 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 False + 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 False + return 0, 0 if SkillCommon.isPassiveSkill(connSkill): - #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return False + 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 - GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType) - return + stopPassiveSkill = True passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: - return False - + return 0, 0 + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) if not skills: - return False - + return 0, 0 + defender = GetPassiveDefender(attacker, defender) # 当前战斗关系 pvp pve battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) - #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType)) + #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 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 @@ -747,7 +832,158 @@ continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + 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): + attacker = FindRealAttacker(attacker) + if not attacker: + return False + + 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 False + if SkillCommon.isPassiveSkill(connSkill): + #GameWorld.DebugLog("被动技能不能再次触发被动技能") + #return False + 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 + #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType) + #return + stopPassiveSkill = True + + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) + if not passiveEff: + return False + + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + if not skills: + return False + + defender = GetPassiveDefender(attacker, defender) + + result = False + # 当前战斗关系 pvp pve + battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType)) + for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue + curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) + 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 + + effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) + if not effect: + continue + + if SkillCommon.RefreshSkillRemainTime(curSkill, tick): + continue + result = True # 代表有效触发,但不关系触发结果 + + skillBattleType = SkillCommon.GetSkillBattleType(curSkill) + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -763,8 +999,14 @@ curSkill.SetRemainTime(0) # 一次攻击多次调用 ,在外层统一调用CD skillIDSet.add(skillTypeID) SkillCommon.SetUsingPassiveSkill(attacker, 0) - - return True + + # 代表有效触发,但不关系触发结果, 外层根据需求使用,如减少循环判断 + return result + + +#ntSummon:(3)普通召唤兽,可继承主人基础属性如攻击 +#ntElf:(4)玩家替身,完全拥有玩家属性和被动功能 +#ntFairy :(7)同ntSummon,但技能可触发被动功能 # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况 # 那么ntElf执行人物的伤害计算和被动触发效果 @@ -775,7 +1017,7 @@ return attacker npcType = attacker.GetType() - if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf]: + if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf, IPY_GameWorld.ntFairy]: if attacker.GetIsBoss(): return attacker return @@ -784,7 +1026,7 @@ # --宠物 return attacker - if npcType == IPY_GameWorld.ntElf: + else: # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况 # 那么ntElf执行人物的伤害计算和被动触发效果 attacker = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker) @@ -798,9 +1040,12 @@ if not attacker: return 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 and SkillCommon.isPassiveSkill(connSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return 0 + #return 0 + stopPassiveSkill = True + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: return 0 @@ -815,9 +1060,15 @@ curValue = 0 for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) 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 curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick): #有配置CD的才判断 continue @@ -826,11 +1077,11 @@ if not effect: continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): continue pyName = "PassiveSkill_%s" % effectID - + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen")) # 条件不满足 @@ -869,6 +1120,8 @@ #tick = GameWorld.GetGameWorld().GetTick() skillList = [] for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) #if SkillCommon.RefreshSkillRemainTime(curSkill, tick): # continue @@ -879,7 +1132,7 @@ if not effect: continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): continue pyName = "PassiveSkill_%s" % effectID @@ -914,6 +1167,8 @@ battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: continue @@ -924,7 +1179,7 @@ if SkillCommon.RefreshSkillRemainTime(curSkill, tick): continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -942,42 +1197,30 @@ return False - -#------------------------Buff类 被动触发, 并非全是被动技能----------------------------------------------- - -#buff类触发释放技能,无CD验证 -def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick): +# 被动技能触发但无需释放,如抵消debuff,只需走CD即可 +def OnPassiveBuffHappen(attacker, defender, tagSkill, triggerType, tick): attacker = FindRealAttacker(attacker) if not attacker: - return - if useSkill: - if not useSkill.GetFuncType(): - # 非功能类技能,避免死循环 - return - if SkillCommon.isPassiveSkill(useSkill): - #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return - - if SkillCommon.GetUsingPassiveSkill(attacker): - # 防范被动技能触发的 非被动技能 - GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType) - return - - + return False + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: - return - + return False buffDict = passiveEff.GetBuffsByTriggerType(triggerType) if not buffDict: - return + return False - defender = GetPassiveDefender(attacker, defender) - # 当前战斗关系 pvp pve battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + skillBattleType = SkillCommon.GetSkillBattleType(tagSkill) + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): + return + + tagSkillID = tagSkill.GetSkillID() if tagSkill else 0 for skillID, effectList in buffDict.items(): + if tagSkillID == skillID: + continue for passiveEffect in effectList: # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -986,7 +1229,71 @@ if not callFunc: continue - if not callFunc(attacker, defender, passiveEffect, skillID): + if not callFunc(attacker, defender, passiveEffect, tagSkill): + continue + + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic")) + if callFunc: + callFunc(attacker, defender, passiveEffect, tagSkill, skillID) + + return True + + return False +#------------------------Buff类 被动触发, 并非全是被动技能----------------------------------------------- + +#buff类触发释放技能,无CD验证 +def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick): + attacker = FindRealAttacker(attacker) + if not attacker: + return + + 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 useSkill: + if not useSkill.GetFuncType(): + # 非功能类技能,避免死循环 + return + if SkillCommon.isPassiveSkill(useSkill): + #GameWorld.DebugLog("被动技能不能再次触发被动技能") + #return + stopPassiveSkill = True + + if SkillCommon.GetUsingPassiveSkill(attacker): + # 防范被动技能触发的 非被动技能 + #GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType) + #return + stopPassiveSkill = True + + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) + if not passiveEff: + return + + buffDict = passiveEff.GetBuffsByTriggerType(triggerType) + if not buffDict: + return + + defender = GetPassiveDefender(attacker, defender) + + # 当前战斗关系 pvp pve + battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + useSkillID = useSkill.GetSkillID() if useSkill else 0 + + for skillID, effectList in buffDict.items(): + if skillID == useSkillID: + 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 + + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData")) @@ -998,7 +1305,7 @@ continue skillBattleType = SkillCommon.GetSkillBattleType(skillData) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -1021,9 +1328,13 @@ attacker = FindRealAttacker(attacker) if not attacker: return 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 useSkill and SkillCommon.isPassiveSkill(useSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return 0 + #return 0 + stopPassiveSkill = True + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: @@ -1035,14 +1346,25 @@ # 当前战斗关系 pvp pve battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) skillBattleType = SkillCommon.GetSkillBattleType(useSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): return 0 - + + useSkillID = useSkill.GetSkillID() if useSkill else 0 #tick = GameWorld.GetGameWorld().GetTick() curValue = 0 - + for skillID, effectList in buffDict.items(): + if skillID == useSkillID: + continue + curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not 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 + continue + # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1050,18 +1372,80 @@ if not callFunc: continue - if not callFunc: - continue - # 条件不满足 - if not callFunc(attacker, defender, passiveEffect, skillID): + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue")) if callFunc is None: continue + # 如被动技能:千幻冥炎真实伤害从2变4倍 + curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue) curValue += callFunc(attacker, defender, passiveEffect) return curValue + +# 因为要兼容低等级技能,所以技能只能是在助战的时候,先删除神兽技能再学习新的助战神兽技能 +def PlayerDogzSkill(curPlayer): + + dogzSkills = [] # 需要学习的技能 + ipyDataMgr = IpyGameDataPY.IPY_Data() + for i in xrange(ipyDataMgr.GetDogzCount()): + ipyData = ipyDataMgr.GetDogzByIndex(i) + if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i): + continue + + dogzSkills.extend(ipyData.GetHelpBattleSkills()) + + delDogzSkills = [] # 删除不在助战神兽队列的技能 + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + curSkill = skillManager.GetSkillByIndex(i) + if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz: + continue + skillID = curSkill.GetSkillID() + + delDogzSkills.append(skillID) + + GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills)) + + # 删除神兽技能 + for skillID in delDogzSkills: + skillManager.DeleteSkillBySkillID(skillID, False) + + # 添加助战技能,同类技能取最高 + dogzSkills.sort() + for skillID in dogzSkills: + skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not skillData: + continue + if skillData.GetSkillType() == ChConfig.Def_SkillType_AttrSkillNoLearn: + # 同技能可多个叠加的技能不能学,算属性时直接取表 + continue + + skillManager.LearnSkillByID(skillID, False) + + # 刷被动效果 + GetPassiveEffManager().RegistPassiveEffDogz(curPlayer) + return + + +# 获取助战神兽的技能列表 +def FindDogzBattleSkills(gameObj): + skills = [] + if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer: + return skills + + skillManager = gameObj.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + curSkill = skillManager.GetSkillByIndex(i) + if not curSkill: + continue + + if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz: + continue + skills.append(curSkill) + + return skills -- Gitblit v1.8.0