From ae9f73d422020a792b2615d7f094d629d81c5123 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 15 三月 2019 19:54:27 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |   93 +++++++++++++++++++++++++++++++++++++++++++---
 1 files changed, 86 insertions(+), 7 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 e5ed31d..d70b3fb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -214,6 +214,41 @@
     
     return None
 
+
+    
+# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
+# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
+def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+    
+    skillHurtLists = [] # 内部触发清除g_skillHurtList
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+    
+    for hurtList in skillHurtLists:
+        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+        if not defender:
+            continue
+        
+        if GameObj.GetHP(defender) > 0:
+            continue
+        
+        if hurtList[1] == IPY_GameWorld.gotPlayer:
+            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
+                
+            # 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] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
 #---------------------------------------------------------------------
 ## 攻击通用函数
 #  @param attacker 攻击Obj
@@ -291,6 +326,8 @@
         __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
         #调用触发附加技能
         SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
         
     #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
     if AttackCommon.GetIsDead(defender):
@@ -616,7 +653,7 @@
     # 防守者自己通知
     __Sync_AttackResult(defender, defender, curSkill)
     
-
+    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
     DoLogic_AttackResult(attacker, defender, curSkill, tick)
     
     return True
@@ -818,7 +855,9 @@
                     SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
             else:
                 SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+        
     for defObj in attackList:
             
         #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -1380,6 +1419,21 @@
         PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
     
     return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    defender = None
+    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+        useSkillTagID = attacker.GetUseSkillTagID()
+        useSkillTagType = attacker.GetUseSkillTagType()
+        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+    
+    __Sync_AttackResult(attacker, defender, curSkill)
+
+
 ##############################主动攻击成功#############################
 ## 玩家攻击成功
 #  @param curPlayer 攻击Obj
@@ -1408,6 +1462,8 @@
         
         if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
             UseSkillOver(curPlayer, target, curSkill, tick)
+        else:
+            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
         return True
     
     #玩家进入战斗状态
@@ -1443,9 +1499,10 @@
         curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         
         if curPlayerSkill:
-
-            #设置玩家所学技能冷却CD
-            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+            
+            if not IsSkipSkillCD:
+                #设置玩家所学技能冷却CD
+                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
             #调用任务触发器
             #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
             #执行连环被动技能处理
@@ -1460,6 +1517,27 @@
     # 普攻和对敌技能
     UseSkillOver(curPlayer, target, curSkill, tick)
     return True
+
+# 无冷却状态
+def IsSkipSkillCD(curPlayer, target, curSkill, tick):
+    # 暴击情况下
+    isSuperHit = False
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
+            isSuperHit = True
+            break
+    
+    if isSuperHit:
+        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+    return False
+    
     
 # 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):
@@ -1474,7 +1552,6 @@
             continue
         
         skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
-    
     
     skillIDSet = set()
     for hurtList in skillHurtLists:
@@ -1587,7 +1664,8 @@
 
     tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
 
-    rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+    # 添加最高60%击晕效果
+    rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
     if not GameWorld.CanHappen(rate):
         return
 
@@ -2292,6 +2370,7 @@
     #===========================================================================
     Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
         
+    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
     skillIDSet = set()
     #攻击结果 不处理触发逻辑
     for defObj in attackList:

--
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