From c1b3a0b95ee7e09e434389120e35cc73893b9ae4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 21 一月 2019 19:40:46 +0800
Subject: [PATCH] 5931 【后端】【1.5.100】诛仙装备开发(增加诛仙装备穿脱包)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  454 +++++++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 381 insertions(+), 73 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 926c040..cef9985 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
@@ -322,6 +324,10 @@
     if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
         return
     
+    crossNotifyList = []
+    isCrossServer = GameWorld.IsCrossServer()
+    atkServerGroupID = PlayerControl.GetPlayerServerGroupID(attacker)
+    defServerGroupID = PlayerControl.GetPlayerServerGroupID(defender)
     lineID = GameWorld.GetGameWorld().GetLineID()
     # 杀人玩家有帮会
     if attacker.GetFamilyID() > 0:
@@ -336,30 +342,40 @@
         notifyCode = 'PK_pan_318691'
         paramList = [defFamilyMemberLv, defName, defMapID, atkName,defPosX, defPosY, lineID]
     
-    PlayerControl.FamilyNotify(defFamilyID, notifyCode, paramList)
-
+    if isCrossServer:
+        crossNotifyList.append(PlayerControl.GetCrossFamilyNotifyInfo(defFamilyID, notifyCode, paramList))
+    else:
+        PlayerControl.FamilyNotify(defFamilyID, notifyCode, paramList)
+    
     # 有职位被杀,全服广播
-    if defFamilyMemberLv <= 0:
-        return
+    if defFamilyMemberLv > 0:
+        defFamilyName = defender.GetFamilyName()
     
-    defFamilyName = defender.GetFamilyName()
-
-    killCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID()) + 1
-    attacker.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID(), killCnt)
-    #被杀重置击杀数
-    defender.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % attacker.GetPlayerID(), 0)
-    
-    killPlayerNotifyDict = IpyGameDataPY.GetFuncEvalCfg('FamilyKilledNotify')
-    
-    killKeys = sorted(killPlayerNotifyDict.keys())
-    notifyKey = 0 
-    for killCntKey in killKeys:
-        if killCnt < killCntKey:
-            break
-        notifyKey = killCntKey
-    if notifyKey in killPlayerNotifyDict:
-        notifyMark = killPlayerNotifyDict[notifyKey]
-        PlayerControl.WorldNotify(0, notifyMark, [atkName, defMapID, defFamilyName, defFamilyMemberLv, defName])
+        killCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID()) + 1
+        attacker.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID(), killCnt)
+        #被杀重置击杀数
+        defender.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % attacker.GetPlayerID(), 0)
+        
+        killPlayerNotifyDict = IpyGameDataPY.GetFuncEvalCfg('FamilyKilledNotify')
+        
+        killKeys = sorted(killPlayerNotifyDict.keys())
+        notifyKey = 0 
+        for killCntKey in killKeys:
+            if killCnt < killCntKey:
+                break
+            notifyKey = killCntKey
+        if notifyKey in killPlayerNotifyDict:
+            notifyMark = killPlayerNotifyDict[notifyKey]
+            msgParamList = [atkName, defMapID, defFamilyName, defFamilyMemberLv, defName]
+            if isCrossServer:
+                crossNotifyList.append(PlayerControl.GetCrossWorldNotifyInfo(0, notifyMark, msgParamList))
+                if atkServerGroupID != defServerGroupID:
+                    PlayerControl.NotifyCode(attacker, notifyMark, msgParamList)
+            else:
+                PlayerControl.WorldNotify(0, notifyMark, msgParamList)
+                
+    if crossNotifyList:
+        PlayerControl.CrossNotify([defServerGroupID], crossNotifyList)
         
     return
 
@@ -440,6 +456,18 @@
     
     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 +638,7 @@
 #  @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 +707,8 @@
     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 +777,10 @@
         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 +791,19 @@
         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 +857,34 @@
               
     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 +921,9 @@
     
     
     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 +956,9 @@
     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:
@@ -1233,11 +1301,12 @@
                           ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
                           ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
                           ChConfig.Def_HurtType_Parry:[False, 0, 0],
+                          ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
                           }
     
     calcTypeList =  []
     if atkObjType == IPY_GameWorld.gotPlayer:
-        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit]
+        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Zhuxian]
     if defObjType == IPY_GameWorld.gotPlayer:
         calcTypeList += [ChConfig.Def_HurtType_Parry]
     # 暂时只计算玩家
@@ -1250,6 +1319,7 @@
                   ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
+                  ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
                   }
     
     hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1336,6 +1406,17 @@
         return True, 0, chanceDefPer
     return
 
+def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
+    """诛仙一击"""
+    rate = PlayerControl.GetZhuXianRate(atkObj)
+    if not rate:
+        return
+    
+    if GameWorld.CanHappen(rate):
+        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
+    return
+
+
 
 # 改变技能伤害(效果ID1010), 野外小怪1009替换1010伤害(2018-03-07增加精英怪)
 def ChangeSkillHurt(curPlayer, defObj, curSkill, skillPer, skillValue):
@@ -1417,11 +1498,58 @@
     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 +1561,8 @@
 #  @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 +1582,7 @@
             # 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 +1594,23 @@
         #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 +1621,32 @@
         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):
+    # 终极斩杀新效果,必须和斩杀严格区分,会涉及到CD概率,已经触发其他技能等问题
+    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_ZhongjiZhansha):
         # 斩杀
+        hurtType = ChConfig.Def_HurtType_ZhognjiZhansha
+        hurtValue = GameObj.GetHP(defObj)
+        #伤害结构体
+        resultHurtType.HurtHP = hurtValue
+        resultHurtType.HurtType = hurtType
+        resultHurtType.RealHurtHP = hurtValue
+        
+        remainHP = 0 # 剩余血量
+
+    # 斩杀,濒死等情况的处理
+    elif 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 +1663,24 @@
         
         # 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 +1690,23 @@
         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 +1715,7 @@
         
     #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 +1736,27 @@
 
 # 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)
@@ -1580,14 +1773,23 @@
     dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
     skillID = curSkill.GetSkillID() if curSkill else 0
     
+    
     atkIsBoss = 0 # 攻击方是否boss
     suppressValueLV = 0 # 等级最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
     suppressValueFP = 0 # 战力最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
     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:
+                return 0, ChConfig.Def_HurtType_Immune   # 免疫
+        
         atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
         if NPCCommon.GetIsLVSuppress(atkObj):
             suppressLV = max(0, aLV - dLV)
@@ -1598,11 +1800,26 @@
         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:
@@ -1618,27 +1835,29 @@
             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
+    isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
+    
     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)
     
     
@@ -1654,12 +1873,19 @@
         # 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
@@ -1679,7 +1905,11 @@
         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)
@@ -1690,14 +1920,16 @@
         
     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:
@@ -1734,7 +1966,7 @@
             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:
@@ -1753,17 +1985,47 @@
         #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)
@@ -1782,16 +2044,43 @@
         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)
@@ -1815,16 +2104,18 @@
 ## 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
 
@@ -1835,6 +2126,12 @@
     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"
@@ -1942,7 +2239,7 @@
 #  @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
@@ -1968,7 +2265,9 @@
         #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
@@ -2152,6 +2451,12 @@
     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
@@ -2316,7 +2621,7 @@
 # @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
     
@@ -2327,6 +2632,9 @@
         return
     
     #---NPC处理---
+    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
+        return
+    
     npcControl = NPCCommon.NPCControl(curObjDetel)
     npcControl.SetKilled()
     return

--
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