From c64bb9ef583f2d456c56b0593901da573e9adab1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 16 一月 2019 20:11:22 +0800
Subject: [PATCH] 5722 【后端】【1.5】跨服BOSS开发(跨服状态下断线重连设置视野逻辑优化)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |  428 ++++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 353 insertions(+), 75 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 845061b..319aa2a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -276,6 +276,10 @@
 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
+             
              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
@@ -328,8 +332,24 @@
              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
              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
+             4055:ChConfig.TriggerType_StormAttackReduceCD, # 类剑刃风暴攻击后触发效果
+             4056:ChConfig.TriggerType_PassiveBuffValue, ## 被动buff值计算中二次获取被动值 54
+             4057:ChConfig.TriggerType_AttackKillHappen, ## 对被动技能斩杀的概率增强 55
+             4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56
+             4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能  57
+             4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能  57
+             4061:ChConfig.TriggerType_AttackOverPassive,  # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因
+             4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
+             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
+             4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
+             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
              }
-    return tdict.get(effectID, -1)
+    return tdict.get(effectID, -1) 
     #===========================================================================
     # # 此表配置 影响类型
     # ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID)
@@ -360,8 +380,15 @@
              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
              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
+             
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
+             807:ChConfig.TriggerType_BloodShield,  # 血盾
              808:ChConfig.TriggerType_BloodShield,  # 血盾
              }
     return tdict.get(effectID, -1)
@@ -715,18 +742,20 @@
 #    #===========================================================================
 #    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
+#===============================================================================
+# # 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):
@@ -751,44 +780,53 @@
     return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
         
 
-# 被动技能触发释放
-def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
+# 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 False
+        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 False
+            return 0, 0
         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("被动技能不能再次触发被动技能---%s"%triggerType)
-        return
+        stopPassiveSkill = True
     
     passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
     if not passiveEff:
-        return False
-    
+        return 0, 0
+        
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
     skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
     if not skills:
-        return False
-    
+        return 0, 0
+        
     defender = GetPassiveDefender(attacker, defender)
 
     # 当前战斗关系 pvp pve
     battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
-    #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+    #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 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
@@ -797,7 +835,158 @@
             continue
         
         skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
-        if not CheckBattleRelationType(skillBattleType, battleRelationType):
+        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):
+    attacker = FindRealAttacker(attacker)
+    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)
+    if not skills:
+        return False
+        
+    defender = GetPassiveDefender(attacker, defender)
+
+    result = False
+    # 当前战斗关系 pvp pve
+    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+    #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+    for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
+        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+        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 
+        
+        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
+        if not effect:
+            continue
+
+        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
+            continue
+        result = True   # 代表有效触发,但不关系触发结果
+        
+        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
             # PK模式的判定
             continue
         
@@ -813,8 +1002,14 @@
                 curSkill.SetRemainTime(0)  # 一次攻击多次调用 ,在外层统一调用CD
                 skillIDSet.add(skillTypeID)
         SkillCommon.SetUsingPassiveSkill(attacker, 0)
-        
-    return True
+      
+    # 代表有效触发,但不关系触发结果, 外层根据需求使用,如减少循环判断  
+    return result
+
+
+#ntSummon:(3)普通召唤兽,可继承主人基础属性如攻击 
+#ntElf:(4)玩家替身,完全拥有玩家属性和被动功能
+#ntFairy :(7)同ntSummon,但技能可触发被动功能
 
 # 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
@@ -825,7 +1020,7 @@
         return attacker
     
     npcType = attacker.GetType()
-    if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf]:
+    if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf, IPY_GameWorld.ntFairy]:
         if attacker.GetIsBoss():
             return attacker
         return
@@ -834,7 +1029,7 @@
         # --宠物
         return attacker
     
-    if npcType == IPY_GameWorld.ntElf:
+    else:
         # 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
         attacker = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
@@ -848,9 +1043,12 @@
     if not attacker:
         return 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 and SkillCommon.isPassiveSkill(connSkill):
         #GameWorld.DebugLog("被动技能不能再次触发被动技能")
-        return 0
+        #return 0
+        stopPassiveSkill = True
+        
     passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
     if not passiveEff:
         return 0
@@ -865,9 +1063,15 @@
     curValue = 0
 
     for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         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 curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
             #有配置CD的才判断
             continue
@@ -876,11 +1080,11 @@
         if not effect:
             continue
         skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
-        if not CheckBattleRelationType(skillBattleType, battleRelationType):
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
             continue
         
         pyName = "PassiveSkill_%s" % effectID
-        
+
         callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
         
         # 条件不满足
@@ -919,6 +1123,8 @@
     #tick = GameWorld.GetGameWorld().GetTick()
     skillList = []
     for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         #if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
         #    continue
@@ -929,7 +1135,7 @@
         if not effect:
             continue
         skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
-        if not CheckBattleRelationType(skillBattleType, battleRelationType):
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
             continue
         
         pyName = "PassiveSkill_%s" % effectID
@@ -964,6 +1170,8 @@
     battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
     
     for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
             continue
@@ -974,7 +1182,7 @@
         if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
             continue
         skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
-        if not CheckBattleRelationType(skillBattleType, battleRelationType):
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
             # PK模式的判定
             continue
             
@@ -992,42 +1200,30 @@
     return False
 
 
-
-#------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
-
-#buff类触发释放技能,无CD验证
-def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
+# 被动技能触发但无需释放,如抵消debuff,只需走CD即可
+def OnPassiveBuffHappen(attacker, defender, tagSkill, triggerType, tick):
     attacker = FindRealAttacker(attacker)
     if not attacker:
-        return
-    if useSkill:
-        if not useSkill.GetFuncType():
-            # 非功能类技能,避免死循环
-            return
-        if SkillCommon.isPassiveSkill(useSkill):
-            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
-            return
-        
-    if SkillCommon.GetUsingPassiveSkill(attacker):
-        # 防范被动技能触发的 非被动技能
-        GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
-        return
-        
-        
+        return False
+
     passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
     if not passiveEff:
-        return
-    
+        return False
     buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
     if not buffDict:
-        return
+        return False
     
-    defender = GetPassiveDefender(attacker, defender)
-        
     # 当前战斗关系 pvp pve
     battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+    skillBattleType = SkillCommon.GetSkillBattleType(tagSkill)
+    if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
+        return
+
+    tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
     
     for skillID, effectList in buffDict.items():
+        if tagSkillID == skillID:
+            continue
         for passiveEffect in effectList:
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -1036,7 +1232,71 @@
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, skillID):
+            if not callFunc(attacker, defender, passiveEffect, tagSkill):
+                continue
+            
+            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
+            if callFunc:
+                callFunc(attacker, defender, passiveEffect, tagSkill, skillID)
+
+            return True
+        
+    return False
+#------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
+
+#buff类触发释放技能,无CD验证
+def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
+    attacker = FindRealAttacker(attacker)
+    if not attacker:
+        return
+
+    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 useSkill:
+        if not useSkill.GetFuncType():
+            # 非功能类技能,避免死循环
+            return
+        if SkillCommon.isPassiveSkill(useSkill):
+            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
+            #return
+            stopPassiveSkill = True
+        
+    if SkillCommon.GetUsingPassiveSkill(attacker):
+        # 防范被动技能触发的 非被动技能
+        #GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
+        #return
+        stopPassiveSkill = True
+        
+    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+    if not passiveEff:
+        return
+    
+    buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
+    if not buffDict:
+        return
+
+    defender = GetPassiveDefender(attacker, defender)
+        
+    # 当前战斗关系 pvp pve
+    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+    useSkillID = useSkill.GetSkillID() if useSkill else 0
+
+    for skillID, effectList in buffDict.items():
+        if skillID == useSkillID:
+            continue
+        for passiveEffect in effectList:
+            # 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):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1048,7 +1308,7 @@
                 continue
 
             skillBattleType = SkillCommon.GetSkillBattleType(skillData)
-            if not CheckBattleRelationType(skillBattleType, battleRelationType):
+            if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
                 # PK模式的判定
                 continue
             
@@ -1071,9 +1331,13 @@
     attacker = FindRealAttacker(attacker)
     if not attacker:
         return 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 useSkill and SkillCommon.isPassiveSkill(useSkill):
         #GameWorld.DebugLog("被动技能不能再次触发被动技能")
-        return 0
+        #return 0
+        stopPassiveSkill = True
+
 
     passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
     if not passiveEff:
@@ -1085,14 +1349,25 @@
     # 当前战斗关系 pvp pve
     battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
     skillBattleType = SkillCommon.GetSkillBattleType(useSkill)
-    if not CheckBattleRelationType(skillBattleType, battleRelationType):
+    if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
         return 0
-            
+    
+    useSkillID = useSkill.GetSkillID() if useSkill else 0
     #tick = GameWorld.GetGameWorld().GetTick()
     curValue = 0
-
+    
     for skillID, effectList in buffDict.items():
+        if skillID == useSkillID:
+            continue
+        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        if not curSkill:
+            continue
+        
         for passiveEffect in effectList:
+            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+                # 只有天赋才可以再次被触发
+                continue 
+            
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1100,17 +1375,16 @@
             if not callFunc:
                 continue
             
-            if not callFunc:
-                continue
-            
             # 条件不满足
-            if not callFunc(attacker, defender, passiveEffect, skillID):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
             if callFunc is None:
                 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 += callFunc(attacker, defender, passiveEffect)
             
     return curValue
@@ -1135,21 +1409,25 @@
         if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
             continue
         skillID = curSkill.GetSkillID()
-        if skillID in dogzSkills:
-            dogzSkills.pop(skillID)
-            continue
         
         delDogzSkills.append(skillID)
         
     GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills))
     
-    # 删除非助战技能
+    # 删除神兽技能
     for skillID in delDogzSkills:
         skillManager.DeleteSkillBySkillID(skillID, False)
     
     # 添加助战技能,同类技能取最高
     dogzSkills.sort()
     for skillID in dogzSkills:
+        skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        if not skillData:
+            continue
+        if skillData.GetSkillType() == ChConfig.Def_SkillType_AttrSkillNoLearn:
+            # 同技能可多个叠加的技能不能学,算属性时直接取表
+            continue
+        
         skillManager.LearnSkillByID(skillID, False)
     
     # 刷被动效果

--
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