From b0e88ac9edef42aa6fcc529bb31905ab76ff86a2 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期二, 16 四月 2019 16:30:20 +0800 Subject: [PATCH] 6516 【后端】【2.0】战斗公式增加系数 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 171 ++++++++++++++++++++++++++++++++++++++++---------------- 1 files changed, 122 insertions(+), 49 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py index d1bdcc9..57cb74c 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -27,15 +27,11 @@ import FBLogic import ItemCommon import OperControlManager -import GameLogic_ManorWar import PetControl import ReadChConfig import DataRecordPack -import ChItem -import PlayerActivity +#import ChItem import ShareDefine -import PlayerGodWeapon -import PlayerSuccess import PlayerGreatMaster import PlayerHorse import GameObj @@ -48,6 +44,7 @@ import SkillShell import FBCommon import IpyGameDataPY +#import EquipZhuXian #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -168,6 +165,10 @@ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: return False + if not curSkill: + # 玩家普通也是技能,正常是不会走到这边 + return False + useSkillData = attacker.GetUseSkill() if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID(): # 默认群攻附加触发buff的对象与攻击对象一致 @@ -245,7 +246,8 @@ #还在冷却时间内无法释放 if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0: PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit") - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) + #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) + playerSkill.Sync_Skill() return False #5:检查玩家的魔法值是否够用这个技能 @@ -345,6 +347,13 @@ # @return 返回值真, 检查通过 # @remarks 自定义函数, NPC使用有对象技能 def NPCUseSkillTag(curNPC, curTag, curSkill, tick): + skillTag = GetSkillAffectTag(curSkill) + if skillTag == ChConfig.Def_UseSkillTag_AppointNPC: + # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用 + curTag = GetAppointNPCBySkillEffect(curSkill) + if not curTag: + return False + if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick): return False @@ -361,6 +370,29 @@ curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0) return result + +# 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用 +def GetAppointNPCBySkillEffect(curSkill): + npcID = 0 + effectID = ChConfig.Def_Skill_Effect_AppointNPC + for i in xrange(0, curSkill.GetEffectCount()): + curEffect = curSkill.GetEffect(i) + curEffectID = curEffect.GetEffectID() + + if not curEffectID: + #策划有可能中途删除,不用return + continue + + #不是需要的效果 + if curEffectID != effectID: + continue + + npcID = curEffect.GetEffectValue(0) + break + + if not npcID: + return None + return GameWorld.FindNPCByNPCID(npcID) # 计算NPC技能位移坐标,预警和非预警都可以用 @@ -509,6 +541,9 @@ # @return 返回值真, 检查通过 def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick): skillTag = GetSkillAffectTag(curSkill) + if skillTag == ChConfig.Def_UseSkillTag_AppointNPC: + return True + #---对象判定--- if IsToPetOwnerSkill(curNPC, skillTag): return True @@ -852,6 +887,7 @@ Def_Attack_DelayTick = 5000 # tick 误差过大则过滤 if abs(clientTick - tick) > Def_Attack_DelayTick: + curPlayer.Sync_ClientTick() GameWorld.DebugLog("tick 误差过大则过滤 > 5000") return False @@ -929,10 +965,12 @@ #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID) return - if not CheckClientAttackTick(curPlayer, clientTick, tick): - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) - curPlayer.Sync_ClientTick() - return + if pack_SkillID != ChConfig.Def_SkillID_Somersault: + # 翻滚特殊处理,实时响应, 由CD 总控制 + if not CheckClientAttackTick(curPlayer, clientTick, tick): + AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) + curPlayer.Sync_ClientTick() + return #已经在攻击中 if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack: @@ -1028,6 +1066,7 @@ def AttackFailNotify(curPlayer, curSkill, reason=0): sendPack = ChPyNetSendPack.tagMCAttackFail() sendPack.SkillID = curSkill.GetSkillID() + sendPack.Reason = reason NetPackCommon.SendFakePack(curPlayer, sendPack) #--------------------------玩家使用技能 #=============================================================================== @@ -1797,8 +1836,11 @@ #升级技能CD直接冷却 curSkill.SetRemainTime(0) + learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {}) if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID]) + elif skillTypeID in learnSkillNotifyDict: + PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID]) else: #通知技能已升级成功 GeRen_admin_31379 PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()]) @@ -1840,6 +1882,11 @@ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer): return False + #诛仙技能学习判断 + #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian: + # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID): + # return False + #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -1924,35 +1971,29 @@ return False skillManager = curPlayer.GetSkillManager() - #姿态需求 - #hasStateSkillReq = False + #前置技能需求 hasLearnSkillReq = False #分支点总和 numLearnSkillPoint = 0 - #当前技能姿态需求,姿态等级需求 - #curSkillStateReq = curSkill.GetStateSkillReq() - #lvCurSkillStateReq = curSkill.GetStateSkillLV() #当前技能前置技能需求,前置技能等级需求 curSkillLearnReq = curSkill.GetLearnSkillReq() lvCurSkillLearnReq = curSkill.GetLearnSkillLV() #需要对应天赋系别点数 - learnSkillPointReq = curSkill.GetLearnSkillPointReq() + learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数 needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000 - ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID()) + curSkillTypeID = curSkill.GetSkillTypeID() + ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID) curTalentType = ipyData.GetTalentType() if ipyData else 0 #获取玩家目前所有技能 - for i in range(0, skillManager.GetSkillCount()): + for i in xrange(skillManager.GetSkillCount()): skill = skillManager.GetSkillByIndex(i) if skill == None: continue skillTypeID = skill.GetSkillTypeID() lvSkill = skill.GetSkillLV() - - #满足姿态ID需求 -# if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq: -# hasStateSkillReq = True + #满足前置技能需求 if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq: @@ -1966,16 +2007,29 @@ if curSkillLearnReq != 0 and not hasLearnSkillReq: PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq]) return False - -# #有姿态ID需求 -# if curSkillStateReq != 0 and not hasStateSkillReq: -# PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ]) -# return False #有分支点总和要求 if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint: PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] ) return False + + #玩家属性点要求 + stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点 + needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000 + if needBaseAttrID and needBaseAttrValue: + baseAttrDict = { + ShareDefine.Def_Effect_STR:curPlayer.GetSTR(), + ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(), + ShareDefine.Def_Effect_CON:curPlayer.GetCON(), + ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(), + } + if needBaseAttrID not in baseAttrDict: + GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID)) + return False + curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0) + if curBaseAttrValue < needBaseAttrValue: + GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue)) + return False return True @@ -2198,14 +2252,6 @@ #GameWorld.Log("删除场景Buff %d"%skillID) processResult = True continue - else: - # 非领地战期间, 该区域有领地旗buff, 删除区域buff - if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk(): - mapBuffManager.DeleteBuffByIndex(index) - ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType) - processResult = True - #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff") - continue index += 1 @@ -2231,10 +2277,7 @@ continue if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV(): continue - - if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk(): - #GameWorld.DebugLog(" i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID)) - continue + #添加场景buff isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick) processResult = processResult or isOK @@ -2339,6 +2382,9 @@ #骑马触发技能 houseSkill = ChConfig.Def_Skill_TypeID_Speed curSkillType = curSkill.GetSkillTypeID() + + if not SkillCommon.IsBuff(curSkill): + continue if curSkillType in houseSkill: #不使用,不添加buff @@ -2578,7 +2624,7 @@ buffState.DeleteEffectByIndex(i) -# 通过技能ID列表删除buff对应的效果ID +# 通过技能ID列表删除buff对应的效果ID, 死亡调用 def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList): effectIndexList = [] @@ -2588,11 +2634,17 @@ if curEffectID == 0: continue - # [技能ID, 来源对象ID,对象类型] - if [buffState.GetEffectFromSkillID(i), - buffState.GetEffectOwnerID(i), - buffState.GetEffectOwnerType(i)] not in skillIDList: + #======================================================================= + # # [技能ID, 来源对象ID,对象类型] + # if [buffState.GetEffectFromSkillID(i), + # buffState.GetEffectOwnerID(i), + # buffState.GetEffectOwnerType(i)] not in skillIDList: + # continue + #======================================================================= + # 改成只判断技能ID + if buffState.GetEffectFromSkillID(i) not in skillIDList: continue + effectIndexList.append(i) # 倒序删除 @@ -2639,6 +2691,20 @@ OperControlManager.SetObjActState(curObj, buffSkill) +# 非属性技能算属性 特殊处理 +# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果 +def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList): + if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill: + return + + value = GetMaxHPAttrValue(curPlayerSkill) + if value == 0: + return + + PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList) + return + + # 计算属性类技能的属性,同buff层不算战力 def CalcPassiveAttr_Effect(curPlayer, allAttrList): skillManager = curPlayer.GetSkillManager() @@ -2647,13 +2713,15 @@ if curPlayerSkill == None: continue + CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList) if not SkillCommon.isPassiveAttr(curPlayerSkill): continue if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbSPSkill, ChConfig.Def_SkillFuncType_GiftSkill, - ChConfig.Def_SkillFuncType_GWSkill]: + ChConfig.Def_SkillFuncType_GWSkill, + ChConfig.Def_SkillFuncType_ZhuXian]: # 根据技能情况调整 continue @@ -3362,7 +3430,7 @@ return curSkill.GetExAttr2() -# 只有在指定地图才能生效的buff效果 +# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发 def GetAttrMapID(curSkill): return curSkill.GetExAttr3() @@ -3379,6 +3447,9 @@ def GetUpLVCostItemNum(curSkill): return curSkill.GetExAttr5() +# 技能特殊增加属性配置,目前只支持生命,潜力技能专用 +def GetMaxHPAttrValue(curSkill): + return curSkill.GetMP() ##获得当前技能升级消耗的真气值 # @param curSkill 当前技能技能 @@ -3426,9 +3497,11 @@ if skillAim == ChConfig.Def_UseSkillAim_None: if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: - if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetType() == IPY_GameWorld.ntElf: - # 有害技能特殊处理,不能对自己的召唤物释放 - target = None + if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: + owner = NPCCommon.GetNpcObjOwnerDetail(target) + if owner and owner.GetID() == attacker.GetID(): + # 有害技能特殊处理,不能对自己的召唤物释放 + target = None result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill) else: -- Gitblit v1.8.0