From b830b04b3de84fadca2f03e4d9625ecdfc4429a1 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期一, 20 五月 2019 21:45:55 +0800 Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 491 +++++++++++++++++++++++++++++++++++++++++++++--------- 1 files changed, 406 insertions(+), 85 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 a2c7478..2484859 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -21,7 +21,6 @@ #导入 import IPY_GameWorld -import ReadChConfig import PassiveBuff import GameWorld import ChConfig @@ -44,7 +43,12 @@ GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff") - +# 被动关联的技能模块 +# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID +Def_ConnSkill_Template = { + ChConfig.Def_SkillFuncType_FbSkill:[1,2], + ChConfig.Def_SkillFuncType_NormalAttack:[1,3], + } # --------被动功法设置-------------------------------------------------------------------- @@ -122,7 +126,7 @@ # 刷被动效果和属性 page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive) if clientData.Page == page: - GetPassiveEffManager().RegistPassiveEffSet(curPlayer) + GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True) PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() EventShell.EventRespons_PassiveSet(curPlayer) @@ -158,7 +162,7 @@ NetPackCommon.SendFakePack(curPlayer, sendPack) # 刷被动效果和属性 - GetPassiveEffManager().RegistPassiveEffSet(curPlayer) + GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True) PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() return @@ -260,6 +264,8 @@ # 助战神兽技能 GetPassiveEffManager().RegistPassiveEffDogz(curPlayer) + + GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer) #-被动逻辑处理-------------------------------------------------------------------------------------------------- ##离开地图处理 @@ -276,14 +282,19 @@ 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 + 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64 + 2106:ChConfig.TriggerType_BeSuperHit, # 被暴击触发技能 + 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 - 4003:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3 + 4002:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4003:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 4004:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 4005:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6, - 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7, + 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7, 4008:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8, 4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD @@ -291,7 +302,7 @@ 4013:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11 4014:ChConfig.TriggerType_HappenState, #必定触发 4015:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 - 4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13 + #4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13 4017:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14, 4018:ChConfig.TriggerType_BuffDisappear, # buff消失后触发技能15, 4019:ChConfig.TriggerType_BuffTime, # 延长BUFF时间16, @@ -299,13 +310,12 @@ 4021:ChConfig.TriggerType_AddSingleSkillPer, # 持续性攻击的单次攻击逐次增加技能伤害18, 4022:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19, 4023:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20 - 4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21 + #4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21 4025:ChConfig.TriggerType_AddIceAtk, # 攻击附加真实伤害固定值 22 4026:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23 4027:ChConfig.TriggerType_AttackKill, # 斩杀 24 4028:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25 4029:ChConfig.TriggerType_BuffBoom, # 中毒后爆炸 26 - 4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27 4031:ChConfig.TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28 4032:ChConfig.TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29 4033:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 @@ -326,7 +336,7 @@ 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 + 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 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 @@ -341,8 +351,45 @@ 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 + 4066:ChConfig.TriggerType_AddPVPDamagePer, # 提高PVP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 + 4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64 + 4070:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23 + 4071:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血 + 4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68 + 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69 + 4074:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比 + 4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 + 4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59 + 4078:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 + 4079:ChConfig.TriggerType_IsDealy, # 是否触发致命一击 72 + 4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17, + 4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73 + 4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能 + 4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比 + 4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能 + 4085:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 加印记 + 4086:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4087:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4088:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4089:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4090:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 + 4091:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19, + 4092:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 减印记 + 4093:ChConfig.TriggerType_NoControl, # 使关联技能不受控制 78 + 4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率 + 4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79 + 4096:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80 + 4098:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4099:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25 + 4100:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 + 4101:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4102:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4103:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血 + 4104:ChConfig.TriggerType_HitSuccess, # 命中成功率 83 } return tdict.get(effectID, -1) #=========================================================================== @@ -359,26 +406,46 @@ # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补 def GetBuffTriggerTypeByEffectID(effectID): tdict = { + 1011:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失 4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能 4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害 4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 - 4503:ChConfig.TriggerType_AddDamagePer, # BUFF类: 攻击时提高增加伤害 + 4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能 4504:ChConfig.TriggerType_BounceHP, # BUFF类: 反弹伤害固定值 + 4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害 4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 只刷新属性 不触发技能 4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率 4508:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失 - 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失 4509:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类 4510:ChConfig.TriggerType_Buff_MustBeHit, # BUFF类: 无视闪避必中 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 + 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失 + #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 + 4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65 + 4522:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff + 4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10 + 4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67 + 4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68 + 4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率 + 4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率 + 4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75 + 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类 + 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失 + 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77 + 4532:ChConfig.TriggerType_SuperHit, # buff中对第一目标暴击触发技能 + 4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81 + 4534:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff + 4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害 + 4536:ChConfig.TriggerType_AddBuffOver, + 4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80 + 803:ChConfig.TriggerType_BloodShield, # 血盾 806:ChConfig.TriggerType_BloodShield, # 血盾 807:ChConfig.TriggerType_BloodShield, # 血盾 @@ -399,9 +466,11 @@ 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 + self.AffectSuperEquipSkillDict = {} # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用 + self.AffectSuperEquipEffectCntDict = {} # 特殊装备技能效果对应的已计算后的数值,直接调用 #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): + def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType): effectID = effect.GetEffectID() #{(触发方式/点, 关联技能):{BUFFID:【效果】}} @@ -416,7 +485,7 @@ if skillID not in self.AffectBuffDict[keyTuple]: self.AffectBuffDict[keyTuple][skillID] = [] - self.AffectBuffDict[keyTuple][skillID].append(effect) # 存储受影响的信息 + self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType]) # 存储受影响的信息 return @@ -484,16 +553,61 @@ return self.AffectDogzSkillDict + # 重刷特殊装备技能 + def RefreshSuperEquipSkillDict(self): + self.AffectSuperEquipSkillDict = {} + self.AffectSuperEquipEffectCntDict = {} + skillsDict = FindSuperEquipSkills(self.gameObj) + + for skillID, value in skillsDict.items(): + curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not curSkill: + continue + 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.AffectSuperEquipSkillDict: + self.AffectSuperEquipSkillDict[key] = [] + + self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID)) + # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数) + self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value) + + GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict)) + + return self.AffectSuperEquipSkillDict + + # 重刷可装备的被动技能 - def RefreshPassiveSkillSet(self): + def RefreshPassiveSkillSet(self, isCD=False): self.AffectPassiveSkillSetDict = {} skillManager = self.gameObj.GetSkillManager() skills = FindUsePassiveSkills(self.gameObj) + + tick = GameWorld.GetGameWorld().GetTick() for skillID in skills: curSkill = skillManager.FindSkillBySkillID(skillID) if not curSkill: continue + + if isCD: + # 重切需进入CD + SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj) skillTypeID = curSkill.GetSkillTypeID() connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能 @@ -584,17 +698,35 @@ return self.AffectSkillDict - def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0): + def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None): + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 skillList = [] ## bug:2018-03-15 ## 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), [])) + skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), [])) + + # 指定特殊类型可触发 + # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID + if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]: + funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), []) + for funcType in funcTypeList: + skillList.extend(self.AffectSkillDict.get((triggerType, funcType), [])) + skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), [])) + skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), [])) + skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), [])) + + # 被动再触发被动限制为指定 + if connSkill and SkillCommon.isPassiveSkill(connSkill): + return skillList + 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), [])) + skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), [])) return skillList #所有obj的被动效果管理 @@ -644,16 +776,16 @@ return # 人物需同步注册被动技能 - def RegistPassiveEffSet(self, gameObj): + def RegistPassiveEffSet(self, gameObj, isCD=False): passiveEff = self.GetPassiveEff(gameObj) if not passiveEff: # 强制刷新所有被动技能 passiveEff = PassiveEff(gameObj) - if not passiveEff.RefreshPassiveSkillSet(): + if not passiveEff.RefreshPassiveSkillSet(isCD): return self.AddPassiveEff(gameObj, passiveEff) else: - passiveEff.RefreshPassiveSkillSet() + passiveEff.RefreshPassiveSkillSet(isCD) return @@ -668,6 +800,21 @@ self.AddPassiveEff(gameObj, passiveEff) else: passiveEff.RefreshDogzBattleSkill() + return + + + + # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分 + def RegistSuperEquipSkillDict(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.RefreshSuperEquipSkillDict(): + return + self.AddPassiveEff(gameObj, passiveEff) + else: + passiveEff.RefreshSuperEquipSkillDict() return @@ -693,6 +840,8 @@ buffSkill = curBuff.GetSkill() if not buffSkill: continue + + onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType() for effectIndex in range(0, buffSkill.GetEffectCount()): curEffect = buffSkill.GetEffect(effectIndex) effectID = curEffect.GetEffectID() @@ -703,7 +852,7 @@ if triggerType == -1: continue passiveEff = self.InitObjPassiveEff(gameObj) - passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID()) + passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType) return @@ -719,36 +868,6 @@ PyGameData.g_PassiveEffManager = PassiveEffManager() return PyGameData.g_PassiveEffManager - -## 当前释放技能 skillData -#def CalcBuffTriggerSkill(attacker, skillData, target, tick): -# #=========================================================================== -# # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False) -# # if not passiveEff: -# # return -# # #影响技能的BUFF -# # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID()) -# # if not buffTriggerSkillDict: -# # return -# # -# # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick) -# #=========================================================================== -# 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 -#=============================================================================== # 查找被动技能时的对象 def GetPassiveDefender(attacker, defender): @@ -771,7 +890,167 @@ return return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType()) + +# 当前有效被动触发技能, 可用于基础使用判定 +def IsValidPassiveSkill(curSkill): + validMap = SkillShell.GetAttrMapID(curSkill) + if validMap and validMap != GameWorld.GetMap().GetMapID(): + # 有效地图可触发 + return False + + return True + +# 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 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 0, 0 + if SkillCommon.isPassiveSkill(connSkill): + 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 + stopPassiveSkill = True + + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) + if not passiveEff: + return 0, 0 + + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) + if not skills: + return 0, 0 + + defender = GetPassiveDefender(attacker, defender) + + # 当前战斗关系 pvp pve + battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + #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 not IsValidPassiveSkill(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 + + skillBattleType = SkillCommon.GetSkillBattleType(curSkill) + 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): @@ -779,28 +1058,17 @@ 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) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return False @@ -817,9 +1085,8 @@ 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 not IsValidPassiveSkill(curSkill): + continue effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) if not effect: @@ -897,7 +1164,7 @@ if not passiveEff: return 0 connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return 0 @@ -912,6 +1179,10 @@ curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: continue + + if not IsValidPassiveSkill(curSkill): + continue + if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: # 只有天赋才可以再次被触发 continue @@ -958,7 +1229,7 @@ if not passiveEff: return [] connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return [] @@ -975,6 +1246,9 @@ if not curSkill: continue + if not IsValidPassiveSkill(curSkill): + continue + effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) if not effect: continue @@ -1004,7 +1278,7 @@ if not passiveEff: return connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return @@ -1018,6 +1292,9 @@ continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: + continue + + if not IsValidPassiveSkill(curSkill): continue effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) @@ -1068,7 +1345,15 @@ for skillID, effectList in buffDict.items(): if tagSkillID == skillID: continue - for passiveEffect in effectList: + + curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not curSkill: + continue + + if not IsValidPassiveSkill(curSkill): + continue + for effectInfo in effectList: + passiveEffect = effectInfo[0] # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1076,7 +1361,7 @@ if not callFunc: continue - if not callFunc(attacker, defender, passiveEffect, tagSkill): + if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic")) @@ -1127,20 +1412,25 @@ for skillID, effectList in buffDict.items(): if skillID == useSkillID: continue - for passiveEffect in effectList: + 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 + + if not IsValidPassiveSkill(curSkill): + continue + for effectInfo in effectList: + passiveEffect = effectInfo[0] # 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): + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData")) @@ -1207,11 +1497,14 @@ if not curSkill: continue - for passiveEffect in effectList: + if not IsValidPassiveSkill(curSkill): + continue + + for effectInfo in effectList: if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: # 只有天赋才可以再次被触发 continue - + passiveEffect = effectInfo[0] # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1220,7 +1513,7 @@ continue # 条件不满足 - if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue")) @@ -1228,7 +1521,7 @@ 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 += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue) curValue += callFunc(attacker, defender, passiveEffect) return curValue @@ -1296,3 +1589,31 @@ skills.append(curSkill) return skills + + +# 遍历身上装备技能以及各自个数,装备技能不需要学习 +# 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数) +def FindSuperEquipSkills(gameObj): + skillsDict = {} + if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer: + return skillsDict + + equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip) + for i in xrange(equipPack.GetCount()): + curEquip = equipPack.GetAt(i) + + if not curEquip or curEquip.IsEmpty(): + continue + + if curEquip.GetAddSkill(0) == 0: + #无技能 + continue + + for j in xrange(curEquip.GetAddSkillCount()): + skillID = curEquip.GetAddSkill(j) + if skillID == 0: + break + + skillsDict[skillID] = skillsDict.get(skillID, 0) + 1 + + return skillsDict -- Gitblit v1.8.0