From acbbad4fb7e7aff47ce3066d0ec6eccc34b43d30 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 11 一月 2019 10:44:18 +0800
Subject: [PATCH] 5817 【后端】【1.5】限时抢购支持对应不同的职业
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 360 +++++++++++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 310 insertions(+), 50 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 92de7e1..018883c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -41,7 +41,7 @@
import PlayerTruck
#import PlayerPrestigeSys
import PlayerFamily
-import BossHurtMng
+#import BossHurtMng
import PassiveBuffEffMng
import PlayerSuccess
import GameFuncComm
@@ -56,7 +56,9 @@
import PlayerState
import ChPyNetSendPack
import NetPackCommon
+import FamilyRobBoss
import FBCommon
+import ChNPC
import datetime
import math
@@ -440,6 +442,18 @@
return ChConfig.Def_BattleRelationType_PVE
+# 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
## 获取攻击类型
# @param attack 攻击方对象
@@ -610,7 +624,7 @@
# @remarks 获得curPlayer是否是新手
def GetIsNewGuy(curPlayer):
- if curPlayer.GetLV() < ReadChConfig.GetEvalChConfig("MinPKLV"):
+ if curPlayer.GetLV() < IpyGameDataPY.GetFuncCfg("PKConfig", 5):
return True
return False
@@ -679,7 +693,8 @@
defNPCHurtList = curTagObj.GetPlayerHurtList()
curObjType = curObj.GetGameObjType()
if curObjType == IPY_GameWorld.gotPlayer:
- BossHurtMng.BossAddPlayerInHurtList(curObj, curTagObj, hurtHP)
+ #BossHurtMng.BossAddPlayerInHurtList(curObj, curTagObj, hurtHP)
+ FamilyRobBoss.OnPlayerHurtFamilyOwnerBoss(curObj, curTagObj, hurtHP)
if curTagObj.GetGameObjType() == IPY_GameWorld.gotNPC:
FBLogic.DoFB_Player_HurtNPC(curObj, curTagObj, hurtHP)
if GameObj.GetHP(curTagObj) == 0:
@@ -748,6 +763,10 @@
if not CheckKillNPCByCnt(attacker, defender):
return False
+ #仙盟归属NPC判断
+ if not CheckCanAttackFamilyOwnerNPC(attacker, defender):
+ return False
+
# NPC打玩家,反过来判断
elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
##攻击次数判断
@@ -758,12 +777,19 @@
if not CheckKillNPCByCnt(defender, attacker, False):
return False
+ #仙盟归属NPC判断
+ if not CheckCanAttackFamilyOwnerNPC(defender, attacker, False):
+ return False
# NPC打NPC
elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotNPC:
if PetControl.IsPet(attacker) or attacker.GetGameNPCObjType()== IPY_GameWorld.gnotSummon:
#击杀次数判断
if not CheckKillNPCByCnt(attacker, defender, False):
+ return False
+
+ #仙盟归属NPC判断
+ if not CheckCanAttackFamilyOwnerNPC(attacker, defender, False):
return False
#攻击NPC等级限制
@@ -817,6 +843,34 @@
return False
+def CheckCanAttackFamilyOwnerNPC(attacker, defender, isNotify=True):
+ ''' 判断可否攻击仙盟归属的NPC '''
+ if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
+ #GameWorld.DebugLog("只判断被攻击的是NPC的情况")
+ return True
+
+ if NPCCommon.GetDropOwnerType(defender) != ChConfig.DropOwnerType_Family:
+ return True
+
+ atkPlayer, npcObjType = GetAttackPlayer(attacker)
+ # 攻击者非玩家不限制
+ if not atkPlayer:
+ #GameWorld.DebugLog("攻击者非玩家不限制")
+ return True
+
+ atkLimitNotifyMark = ""
+ if GetIsNewGuy(atkPlayer):
+ atkLimitNotifyMark = "FairyGrabBossNotAtk"
+ elif not atkPlayer.GetFamilyID():
+ atkLimitNotifyMark = "FairyGrabBossNoFairy"
+
+ if atkLimitNotifyMark:
+ if npcObjType is None and isNotify:
+ PlayerControl.NotifyCode(atkPlayer, atkLimitNotifyMark)
+ return False
+
+ return True
+
def CheckKillNPCByCnt(attacker, defender, isNotify=True):
''' 判断当日击杀该NPC次数是否已满 '''
if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
@@ -853,9 +907,9 @@
if hasKillCnt >= limitCnt + itemAddKillCnt:
- if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
- GameWorld.DebugLog("攻击过该boss可继续攻击")
- return True
+ #if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
+ # GameWorld.DebugLog("攻击过该boss可继续攻击")
+ # return True
#次数不足
# 实际攻击者类型None则需要提示玩家
if npcObjType is None:
@@ -888,9 +942,9 @@
hasAttackCnt = atkPlayer.NomalDictGetProperty(ChConfig.Def_PDict_WorldBoss_HurtCnt, 0)
if hasAttackCnt >= limitCnt:
- if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
- GameWorld.DebugLog("攻击过该boss可继续攻击")
- return True
+ #if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
+ # GameWorld.DebugLog("攻击过该boss可继续攻击")
+ # return True
#次数不足
# 实际攻击者类型None则需要提示玩家
if npcObjType is None:
@@ -1417,11 +1471,58 @@
if npcType == IPY_GameWorld.ntElf:
# 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
- owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+ # 2018-11-16 Elf 支持主人为NPC
+ # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+
+ owner = NPCCommon.GetSummonOwnerDetel(attacker)
return attacker if not owner else owner
return attacker
+
+# 检查对象是否属于玩家,比如用于纯PVP验证
+def CheckIsPlayerOnwer(gameObj):
+ if not gameObj:
+ return False
+ objType = gameObj.GetGameObjType()
+
+ if objType == IPY_GameWorld.gotPlayer:
+ return True
+
+ objNPCType = gameObj.GetGameNPCObjType()
+ if objNPCType == IPY_GameWorld.gnotNormal:
+ return False
+
+ if objNPCType == IPY_GameWorld.gnotSummon:
+ owner = NPCCommon.GetSummonOwnerDetel(gameObj)
+ if not owner:
+ return False
+ if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return False
+
+ return True
+
+# 攻击时防守方神兵护盾的处理
+def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
+ if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return hurtValue
+
+ if not CheckIsPlayerOnwer(atkObj):
+ return hurtValue
+
+ curProDef = PlayerControl.GetProDef(defObj)
+ if not curProDef:
+ return hurtValue
+
+ absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
+
+ PlayerControl.SetProDef(defObj, curProDef - absortValue)
+
+ # 被动技能触发
+ defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
+ PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
+ return hurtValue - absortValue
+
## 计算伤血值
# @param atkObj 攻击者
# @param defObj 防御者
@@ -1433,8 +1534,8 @@
# @param finalHurtPer 对最终计算出来的伤害影响效果(有正负,默认10000)
# @return None or HurtType 伤害结构体类
# @remarks 函数详细说明.
-def GetHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
- atkObj = ElfChangeAttacker(atkObj) # Elf灵为替身攻击,要取玩家的属性
+def GetHurtHP(attacker, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
+ atkObj = ElfChangeAttacker(attacker) # Elf灵为替身攻击,要取玩家的属性
resultHurtType = HurtType()
defObjType = defObj.GetGameObjType()
@@ -1454,7 +1555,7 @@
# 理论伤害一致, 多加点预算伤害避免计算误差
#hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
#atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
- hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit() # 加入被动计算不准确改成估算
+ hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20 # 加入被动计算不准确改成估算
clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
if clientValue <= hurtValue:
@@ -1466,8 +1567,23 @@
#GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
else:
- hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick)
+ hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
+ # 优先处理神兵护盾
+ hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
+
+ # 伤害吸收盾回血型
+ buffManager = defObj.GetBuffState()
+ curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
+ if skillID:
+ absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
+ if absortValue:
+ hurtValue -= absortValue
+ findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
+ if findBuff:
+ # 用于回血
+ findBuff.SetValue(int(findBuff.GetValue() + absortValue))
+
if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
# 麒麟护盾吸收伤害,将抵消的伤害存储
absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)
@@ -1478,18 +1594,20 @@
if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue) # 记录护盾吸收的伤害用于爆炸
-
+
# buff减少伤害百分比
reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
+
# 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
-
+
# 斩杀,濒死等情况的处理
if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
# 斩杀
+ hurtType = ChConfig.Def_HurtType_Zhansha
hurtValue = GameObj.GetHP(defObj)
#伤害结构体
resultHurtType.HurtHP = hurtValue
@@ -1506,13 +1624,24 @@
# 血盾
hurtValue = CalcBloodShield(atkObj, defObj, hurtValue)
-
remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
remainHP = int(remainHP) #防范
-
if defObjType == IPY_GameWorld.gotPlayer:
+ curHP = GameObj.GetHP(defObj)
GameObj.SetHP(defObj, remainHP, False)
+
+ lockHPPer = PassiveBuffEffMng.OnObjsPassiveSkillLockHP(defObj, atkObj, curSkill, ChConfig.TriggerType_LockHP, tick)
+ if lockHPPer:
+ # 锁血情况
+ lockHP = GameObj.GetMaxHP(defObj)*lockHPPer/ChConfig.Def_MaxRateValue
+ if lockHP < curHP and remainHP < lockHP:
+ remainHP = lockHP
+ elif lockHP >= curHP:
+ remainHP = curHP
+
+ #锁血纠正血量
+ GameObj.SetHP(defObj, remainHP, False)
elif defObjType == IPY_GameWorld.gotNPC:
if defObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
@@ -1522,12 +1651,23 @@
elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
GameObj.SetHP(defObj, remainHP)
+
+ elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
+ remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
+ GameObj.SetHP(defObj, remainHP)
+
else:
#防守方是怪物NPC,只扣其血
GameObj.SetHP(defObj, remainHP)
else:
GameWorld.ErrLog('计算伤血值时,防守方类型错误:defObjType = %s' % (defObjType))
return resultHurtType
+
+ if GameObj.GetHP(defObj) > 0:
+ # 被攻击者将部分伤害转化为血量, 返回转化的百分比(小数点)
+ changePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ChangeHurtToHP)
+ if changePer:
+ SkillCommon.SkillAddHP(defObj, 0, int(changePer*hurtValue))
lostValue = dHP - GameObj.GetHP(defObj) # 实际掉血量
resultHurtType.LostHP = lostValue
@@ -1536,7 +1676,7 @@
#攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
#因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
- AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
+ AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
#===========================================================================
# if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
# GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
@@ -1557,13 +1697,27 @@
# 计算攻击伤害
# maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, maxHurt=False):
+def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs):
# 翻滚闪避特殊处理
if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500:
return 0, ChConfig.Def_HurtType_Miss
+ summonAtkPer = 1 # 召唤继承提高基础攻击力,取表
+ summonAtkObj = atkwargs.get('orgAtkObj', None) if atkwargs.get('orgAtkObj', None) else atkObj
+ if summonAtkObj.GetGameObjType() == IPY_GameWorld.gotNPC and summonAtkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+ summonAtkPerValue = summonAtkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
+ if summonAtkPerValue > 0:
+ # 暴风雪类召唤兽转化为主人计算伤害
+ ownerAtkObj = NPCCommon.GetSummonOwnerDetel(summonAtkObj)
+ if not ownerAtkObj:
+ return 0, ChConfig.Def_HurtType_Miss
+
+ summonAtkPer = summonAtkPerValue*1.0/ChConfig.Def_MaxRateValue
+ #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(ownerAtkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
+
atkObjType = atkObj.GetGameObjType()
defObjType = defObj.GetGameObjType()
+
atkType = GetBattleType(atkObj, curSkill)
happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
@@ -1587,13 +1741,14 @@
suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
suppressNPCFightPower = 0 # 压制NPC战力
+ fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
#当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
# 境界压制技能不对高等级境界玩家产生攻击
aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
- if aRealmLV >= dRealmLV:
+ if aRealmLV <= dRealmLV:
return 0, ChConfig.Def_HurtType_Immune # 免疫
atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
@@ -1606,11 +1761,26 @@
if suppressNPCFightPower:
suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
+ mustHit = False
+ helpBattleFormatKey = ""
+ if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
+ mustHit = True
+ suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
+ fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
+ fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
+ helpBattleFormatKey = "HelpRobot_Atk"
+ if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
+ mustHit = True
+ suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
+ fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
+ fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
+ helpBattleFormatKey = "HelpRobot_Def"
+
#命中公式 攻击方类型不同,公式不同
hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
- if not maxHurt and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
- ChConfig.TriggerType_Buff_MustBeHit): # maxHurt用于模拟计算, 被动有必命中效果
+ if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
+ ChConfig.TriggerType_Buff_MustBeHit):
# 技能对指定BOSS无效果的返回MISS
if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
@@ -1626,27 +1796,28 @@
and eval(hitFormula) < 0:
return 0, ChConfig.Def_HurtType_Miss
- if maxHurt: # 用于模拟计算最大伤害
- rand = 1
- isLuckyHit, aLuckyHit, dLuckyHitReduce = True, atkObj.GetLuckyHitVal(), 0
- isSuperHit, aSuperHit, dSuperHitReduce = True, atkObj.GetSuperHit(), 0
- dDamChanceDef = 0
- hurtType = ChConfig.Def_HurtType_SuperHit
- else:
- hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
- #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
- isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
- isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
- dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
+
+ hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
+ #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
+ isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
+ isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
+ dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
return 1, hurtType
+
+ wReFightPower = 0
+ worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
+ if worldLV:
+ wLVIpyData = PlayerControl.GetPlayerLVIpyData(worldLV)
+ wReFightPower = 0 if not wLVIpyData else wLVIpyData.GetReFightPower() # 当前世界等级参考战力
# 改变技能伤害
atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
# atkSkillPer 包含普攻,所以不是用技能增强处理
atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
+
atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
@@ -1662,12 +1833,19 @@
# 暴击增加技能伤害
atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
+ if isLuckyHit:
+ # 会心一击时增加会心伤害百分比
+ aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
+ aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
+ aLuckyHit = max(aLuckyHit, 0)
+
#参与运算的数值
rand = random.random() #种子数 0~1
#------- 攻击方
- aMinAtk = atkObj.GetMinAtk() # 攻击方最小攻击
- aMaxAtk = atkObj.GetMaxAtk() # 攻击方最大攻击
+ aMinAtk = atkObj.GetMinAtk() * summonAtkPer # 攻击方最小攻击
+ aMaxAtk = atkObj.GetMaxAtk() * summonAtkPer # 攻击方最大攻击
+
aIceAtk = atkObj.GetIceAtk() # 冰攻, 元素真伤, 玩家及NPC通用
aIceAtk += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtk)
#------- 防守方
@@ -1687,7 +1865,11 @@
aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
+ aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
+ aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
+ aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
+
aFinalHurt = PlayerControl.GetFinalHurt(atkObj) # 最终固定伤害
# 被动增加最终伤害
aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
@@ -1698,14 +1880,16 @@
else:
aIgnoreDefRate = 0 # 无视防御比率
+ aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj) # 技能攻击力加成
if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
aSkillAtkRate += atkObj.GetSkillAtkRate()
+
+ aNPCHurtAddPer = 0 # PVE伤害加成
aDamagePer = 0 # 外层伤害加成
aDamagePerPVP = 0 # 外层PVP伤害加成
aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
-
#防守方的类型
if defObjType == IPY_GameWorld.gotPlayer:
@@ -1742,7 +1926,7 @@
suppressFPFormula = hurtDist[suppressFormulaKeyFP]
suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
- # 境界压制百分比, 仅限PVP
+ # 境界压制百分比
SuppressValueRealmRate = 10000 # 默认值
suppressRealm = 0
if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
@@ -1761,17 +1945,47 @@
#GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s"
# % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate))
- else:
- #PVE 境界压制
+ elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
+ # EVP 境界压制
aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
if aRealmLV + dRealmLV != 0:
#有压制
- suppressRealm = aRealmLV - dRealmLV
+ suppressRealm = aRealmLV - dRealmLV # 存在负数
+ suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 2) # 境界压制加成百分比,存在负数
+ suppressFormulaKeyRealm = "EVPSuppressValueRealm"
+ if suppressFormulaKeyRealm in hurtDist:
+ SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
+
+ elif atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC:
+ # PVE 境界压制
+ aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
+ if aRealmLV + dRealmLV != 0:
+ #有压制
+ suppressRealm = aRealmLV - dRealmLV # 存在负数
+ suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 3) # 境界压制加成百分比,存在负数
suppressFormulaKeyRealm = "PVESuppressValueRealm"
if suppressFormulaKeyRealm in hurtDist:
SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
-
-
+
+
+ # 骑宠争夺最终伤害衰减
+ if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
+ ownerPlayer = None
+ # 召唤兽和宠物需要从人物获取状态
+ if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
+ if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
+ ownerPlayer = PetControl.GetPetOwner(atkObj)
+ elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+ ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
+ else:
+ ownerPlayer = atkObj
+
+ if ownerPlayer:
+ findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
+ if findBuff:
+ reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
+ aFinalHurtPer -= reduceFinalHurtPer
+
atkStateMark = GetObjAtkStateMark(atkObj)
defStateMark = GetObjAtkStateMark(defObj)
hurtFormulaKey = "%sV%s_%s" % (atkStateMark, defStateMark, atkType)
@@ -1790,16 +2004,43 @@
suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
if suppressLVHurtKey in hurtDist:
hurtFormulaKey = suppressLVHurtKey
-
+
+ # 助战机器人特殊伤血key
+ if helpBattleFormatKey:
+ hurtFormulaKey = helpBattleFormatKey
+
if hurtFormulaKey not in hurtDist:
GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
return 0, ChConfig.Def_HurtType_Miss
hurtFormula = hurtDist[hurtFormulaKey]
hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
+
+ if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
+ # 存在压制
+ return hurtValue, ChConfig.Def_HurtType_RealmSupress
return hurtValue, hurtType
+# 获取EVP和PVE伤害百分比差,PVE无境界压制, 境界等级对应列表的index,越界取最高
+def GetRealmHurtPer(aRealmLV, dRealmLV, gridIndex):
+ suppressRealmHurtPer = 0
+ suppressRealmDict = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", gridIndex)
+
+ plus_minus = 1 # 负数为反压制
+ if aRealmLV >= dRealmLV:
+ suppressList = range(dRealmLV+1, aRealmLV+1)
+ else:
+ suppressList = range(aRealmLV+1, dRealmLV+1)
+ plus_minus = -1
+
+
+ for realmLV in suppressList:
+ suppressRealmHurtPer += suppressRealmDict.get(realmLV, 0)
+
+ return suppressRealmHurtPer*plus_minus
+
+# 获取双方境界值
def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
if atkObjType == IPY_GameWorld.gotNPC:
aRealmLV = NPCCommon.GetRealmLV(atkObj)
@@ -1823,16 +2064,18 @@
## 攻击时事件处理,反弹吸血或者额外触发技能等
# @param resultHurtType 伤害结构体
# @return
-def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
+def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
#反弹伤害
CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
#吸血
- CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
+ CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
# 记录最后一次伤害值
atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
+ if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
+ atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
return
@@ -1843,6 +2086,12 @@
if objType == IPY_GameWorld.gotPlayer:
return "P"
+ if objType == IPY_GameWorld.gotNPC:
+ if obj.GetType() == ChConfig.ntRobot:
+ return "Robot"
+ if obj.GetType() == ChConfig.ntHelpBattleRobot:
+ return "HelpRobot"
+
objType = obj.GetGameNPCObjType()
if objType == IPY_GameWorld.gnotPet:
return "Pet"
@@ -1950,7 +2199,7 @@
# @param atkObj 攻击者
# @param defObj 防守者
# @return None
-def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
+def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
return
@@ -1976,7 +2225,9 @@
#PVP 攻击回血
atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
# 百分比吸血
- atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, None, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+ atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+ atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
+
atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
suckHP += atkBackHP
@@ -2160,6 +2411,12 @@
if tagPlayer.GetPlayerAction() == IPY_GameWorld.paSit:
return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_SitNotPK
+ if GetIsNewGuy(curPlayer):
+ return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NewGuy
+
+ if GetIsNewGuy(tagPlayer):
+ return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NotAttackNewGuy
+
#攻守双方同一队伍,不可PK,可加增益buff
#if curPlayerAreaType not in [ShareDefine.gatManor] and CanAlikeTeam(curPlayer, tagPlayer):
# #副本队友特殊判断
@@ -2324,7 +2581,7 @@
# @param curObjDetel 对象实例
# @return 返回值无意义
# @remarks 理对象死亡逻辑
-def DoLogic_ObjDead(curObjDetel):
+def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
if GameObj.GetHP(curObjDetel) > 0:
return
@@ -2335,6 +2592,9 @@
return
#---NPC处理---
+ if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
+ return
+
npcControl = NPCCommon.NPCControl(curObjDetel)
npcControl.SetKilled()
return
--
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