From c68d28b333ae625e4a0fd0ebefa3ebb74d352d00 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 14 三月 2019 16:25:42 +0800
Subject: [PATCH] 6356 【主干】补充合成双属性聚魂消耗材料流向记录

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |  297 +++++++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 228 insertions(+), 69 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index 21abbde..4edf89d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -46,6 +46,11 @@
 #---------------------------------------------------------------------
 g_skillHurtList = IPY_GameWorld.IPY_HurtList()
 
+
+# 特殊处理搜索范围,一般用于副本
+Def_SearchMap_NPC = 200 # 本线全图搜索NPC
+Def_SearchMap_Player = 201 # 本线全图搜索玩家
+
 #伤害结构体
 #hurtTypeIndance = None
 #---------------------------------------------------------------------
@@ -209,6 +214,41 @@
     
     return None
 
+
+    
+# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
+# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
+def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+    
+    skillHurtLists = [] # 内部触发清除g_skillHurtList
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+    
+    for hurtList in skillHurtLists:
+        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+        if not defender:
+            continue
+        
+        if GameObj.GetHP(defender) > 0:
+            continue
+        
+        if hurtList[1] == IPY_GameWorld.gotPlayer:
+            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
+                
+            # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
+            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
 #---------------------------------------------------------------------
 ## 攻击通用函数
 #  @param attacker 攻击Obj
@@ -286,6 +326,8 @@
         __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
         #调用触发附加技能
         SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
         
     #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
     if AttackCommon.GetIsDead(defender):
@@ -552,6 +594,10 @@
         #关系
         relation = GetTagRelation(attacker, defender, curSkill, tick)
         return relation[0] == ChConfig.Type_Relation_Friend
+    elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
+        if defender and GameObj.GetHP(defender) > 0 :
+            return True
+        return False
     
     return __CheckCanAttack(attacker , defender , curSkill , tick)
 
@@ -607,7 +653,7 @@
     # 防守者自己通知
     __Sync_AttackResult(defender, defender, curSkill)
     
-
+    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
     DoLogic_AttackResult(attacker, defender, curSkill, tick)
     
     return True
@@ -809,7 +855,9 @@
                     SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
             else:
                 SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+        
     for defObj in attackList:
             
         #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -948,13 +996,11 @@
         GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag)
         return resultList
     
-    gameMap = GameWorld.GetMap()
-   
     if skillMatrix == None:
         #作用范围 作用矩阵
         attackDis = curSkill.GetAtkRadius()
-        skillMatrix = ChConfig.MatrixDict.get(attackDis)
-        if skillMatrix == None:
+        skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
+        if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
             GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" 
                              % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
             return resultList
@@ -962,7 +1008,6 @@
     #技能攻击最大数量
     hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
     
-    ownerTag = None
     ownerPlayerID = 0
     isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
     if isSummonNPCAtker:
@@ -975,7 +1020,29 @@
     if attackAim:
         hurtCount -= 1
         resultList.append(attackAim)
-           
+        
+    if skillMatrix:
+        # 按范围搜索
+        resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
+                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList)
+    elif attackDis == Def_SearchMap_Player:
+        # 搜索本地图当前线路玩家
+        ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+    elif attackDis == Def_SearchMap_NPC:
+        # 搜索本地图当前线路NPC
+        ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+    return resultList
+
+
+# 按范围搜索目标对象
+def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
+                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList):
+    ownerTag = None
+    gameMap = GameWorld.GetMap()
     for curPos in skillMatrix:
         #伤害次数到了
         if hurtCount <= 0:
@@ -995,41 +1062,100 @@
                 break
         
             curObj = mapObj.GetObjByIndex(i)
-            curObjType = curObj.GetGameObjType()
-            
-            #不在影响对象列表中
-            if curObjType not in hurtTypeList:
-                continue
-            
-            #攻击对象
-            curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+            curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, 
+                                             CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
             if not curTag:
+                if ownerTag:
+                    hurtCount -= 1
                 continue
             
-            if attackAim and attackAim.GetID() == curTag.GetID():
-                # 不在攻击主目标
-                continue
-            
-            #群攻技能不能对镖车释放, 永恒版本屏蔽此限制
-            #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
-            #    continue
-            
-            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
-                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
-                    #npc主人是玩家不能攻击
-                    continue
-            
-            if CheckFunc != None:
-                #检查是否受影响
-                if not CheckFunc(attacker, curTag, curSkill, tick):
-                    continue
-            
-            # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
-            if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
-                ownerTag = curTag
-                continue
             hurtCount -= 1
             resultList.append(curTag)
+            
+    if ownerTag:
+        resultList.append(ownerTag)
+    return resultList
+
+
+def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
+    curObjType = curObj.GetGameObjType()
+    
+    #不在影响对象列表中
+    if curObjType not in hurtTypeList:
+        return None, None
+    
+    #攻击对象
+    if not curTag:
+        curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+    if not curTag:
+        return None, None
+    
+    if attackAim and attackAim.GetID() == curTag.GetID():
+        # 不在攻击主目标
+        return None, None
+    
+    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
+        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
+            #npc主人是玩家不能攻击
+            return None, None
+    
+    if CheckFunc != None:
+        #检查是否受影响
+        if not CheckFunc(attacker, curTag, curSkill, tick):
+            return None, None
+    
+    # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
+    if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
+        ownerTag = curTag
+        return None, ownerTag
+    return curTag, None
+
+
+# 搜索本地图当前线路NPC
+def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+    gameNPCManager = GameWorld.GetNPCManager()
+    for index in xrange(gameNPCManager.GetNPCCount()):
+        curNPC = gameNPCManager.GetNPCByIndex(index)
+        if curNPC == None or curNPC.GetID() == 0:
+            continue
+        
+        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
+        if not curTag:
+            if ownerTag:
+                hurtCount -= 1
+            continue
+        
+        hurtCount -= 1
+        resultList.append(curTag)
+            
+    if ownerTag:
+        resultList.append(ownerTag)
+        
+    return resultList
+
+
+# 搜索本地图当前线路玩家
+def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
+    for i in range(copyMapPlayerManager.GetPlayerCount()):
+        curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
+        
+        if curPlayer == None or curPlayer.IsEmpty():
+            continue
+        
+        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
+        if not curTag:
+            if ownerTag:
+                hurtCount -= 1
+            continue
+        
+        hurtCount -= 1
+        resultList.append(curTag)
             
     if ownerTag:
         resultList.append(ownerTag)
@@ -1293,6 +1419,21 @@
         PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
     
     return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    defender = None
+    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+        useSkillTagID = attacker.GetUseSkillTagID()
+        useSkillTagType = attacker.GetUseSkillTagType()
+        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+    
+    __Sync_AttackResult(attacker, defender, curSkill)
+
+
 ##############################主动攻击成功#############################
 ## 玩家攻击成功
 #  @param curPlayer 攻击Obj
@@ -1321,6 +1462,8 @@
         
         if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
             UseSkillOver(curPlayer, target, curSkill, tick)
+        else:
+            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
         return True
     
     #玩家进入战斗状态
@@ -1388,7 +1531,6 @@
         
         skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
     
-    
     skillIDSet = set()
     for hurtList in skillHurtLists:
         if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
@@ -1402,9 +1544,15 @@
         
         if GameObj.GetHP(defender) <= 0:
             if hurtList[1] == IPY_GameWorld.gotPlayer:
+                if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+                elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                 # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+                if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
             continue
         
         if usePassiveSkillResult:
@@ -1418,10 +1566,12 @@
         if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
             #被暴击触发技能
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
         elif hurtList[2] == ChConfig.Def_HurtType_Miss:
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-        
-
+        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
+            
         if hurtList[2] in ChConfig.Def_RealAttack_Type:
             # 被攻击处理层级
             PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
@@ -1492,7 +1642,8 @@
 
     tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
 
-    rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+    # 添加最高60%击晕效果
+    rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
     if not GameWorld.CanHappen(rate):
         return
 
@@ -1551,32 +1702,34 @@
 #  @return None
 #  @remarks 设置玩家属性消耗,如魔法,XP点,HP
 def SetSkillLostAttr(curPlayer, curSkill, tick):
-    #-----------扣魔法
-    lostMPValue = curSkill.GetMP()
-    curPlayerMP = curPlayer.GetMP()
-    
-    if curPlayerMP < lostMPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
-    
-    if lostMPValue > 0:
-        curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
-        #自动回魔
-        PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
-    
-    #----------扣XP点
-    lostXPValue = curSkill.GetXP()
-    curPlayerXP = curPlayer.GetXP()
-    
-    if curPlayerXP < lostXPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
-    
-    if lostXPValue > 0:
-        remain = curPlayer.GetXP() - lostXPValue
-        remain = max(0, remain)
-        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
-        curPlayer.SetXP(remain)
+    #===========================================================================
+    # #-----------扣魔法
+    # lostMPValue = curSkill.GetMP()
+    # curPlayerMP = curPlayer.GetMP()
+    # 
+    # if curPlayerMP < lostMPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
+    # 
+    # if lostMPValue > 0:
+    #    curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
+    #    #自动回魔
+    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
+    # 
+    # #----------扣XP点
+    # lostXPValue = curSkill.GetXP()
+    # curPlayerXP = curPlayer.GetXP()
+    # 
+    # if curPlayerXP < lostXPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
+    # 
+    # if lostXPValue > 0:
+    #    remain = curPlayer.GetXP() - lostXPValue
+    #    remain = max(0, remain)
+    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
+    #    curPlayer.SetXP(remain)
+    #===========================================================================
 
     #----------扣HP点
     lostHPValue = curSkill.GetHP()
@@ -1720,8 +1873,13 @@
 
     # 暂且只有玩家被攻击触发
     if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
+        # 优先触发,如无敌可以抵挡后续的被动伤害技能
+        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
+        
         PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
         PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
+        # 由主人条件触发宠物被动技能
+        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
     return
 
 ## NPC被攻击(当前NPC,技能,当前时间)
@@ -2190,6 +2348,7 @@
     #===========================================================================
     Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
         
+    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
     skillIDSet = set()
     #攻击结果 不处理触发逻辑
     for defObj in attackList:
@@ -2511,7 +2670,7 @@
         
     sendPack.HurtCount = len(sendPack.HurtList)
 
-    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0)
+    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
 
 
 # py重现View_UseSkillPos效果,对地通知,只用于玩家

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