From cd1c6abe4db4c87fbd7dcd827d2af58a36496cb0 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 26 四月 2019 22:58:25 +0800
Subject: [PATCH] 6613 子 【开发】【2.0】增加重击字体战斗飘字 / 【后端】【2.0】增加重击属性

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  106 +++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 83 insertions(+), 23 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 37e2c0f..b6c4339 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
@@ -1293,7 +1293,10 @@
 def IsHappenStateByType(happenState, cmpType):
     return happenState & cmpType
 
-def CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState):
+
+# 表现形式 致命一击>(重击>暴击)>会心>格挡>境界压制
+# 重击定义:当触发重击时,则增加双倍暴击固定值伤害(重击与暴击互斥,优先判断重击,当重击触发时,暴击不触发)
+def CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill):
     ''' 获取伤害类型结果 
     支持多种伤害类型同时触发, 飘字表现以最终表现伤害类型为主
     @return: 最终表现伤害类型, {伤害类型:[是否触发, 伤害计算值, 触发时防守方的伤害减免值], ...}
@@ -1306,12 +1309,14 @@
                           ChConfig.Def_HurtType_Parry:[False, 0, 0],
                           ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
                           ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
+                          ChConfig.Def_HurtType_ThumpHit:[False, 0, 0],
                           }
     
     calcTypeList =  []
     if atkObjType == IPY_GameWorld.gotPlayer:
         calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, 
-                         ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit]
+                         ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit,
+                         ChConfig.Def_HurtType_ThumpHit]
     if defObjType == IPY_GameWorld.gotPlayer:
         calcTypeList += [ChConfig.Def_HurtType_Parry]
     # 暂时只计算玩家
@@ -1321,11 +1326,12 @@
     # 优先级列表, 互斥列表
     priorityList, mutexList = ReadChConfig.GetEvalChConfig("CalcHurtTypeInfo")
     happenFunc = {
-                  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),
-                  ChConfig.Def_HurtType_DeadlyHit:lambda aObj, dObj, hState:__HurtTypeHappen_Deadly(aObj, dObj, hState),
+                  ChConfig.Def_HurtType_LuckyHit:__HurtTypeHappen_LuckyHit,
+                  ChConfig.Def_HurtType_SuperHit:__HurtTypeHappen_SuperHit,
+                  ChConfig.Def_HurtType_Parry:__HurtTypeHappen_Parry,
+                  #ChConfig.Def_HurtType_Zhuxian:__HurtTypeHappen_Zhuxian,
+                  ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
+                  ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
                   }
     
     hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1342,7 +1348,7 @@
             if curMHHappen:
                 # 只要其中一个已触发的则后面的均为默认不触发
                 continue
-            result = happenFunc[hType](atkObj, defObj, happenState)
+            result = happenFunc[hType](atkObj, defObj, happenState, curSkill)
             if result: # 如果触发,更新相关数值
                 hurtTypeResultDict[hType] = result
                 curMHHappen = True
@@ -1353,7 +1359,7 @@
             continue
         if hType not in hadCheckList:
             hadCheckList.append(hType)
-            result = happenFunc[hType](atkObj, defObj, happenState)
+            result = happenFunc[hType](atkObj, defObj, happenState, curSkill)
             if result: # 如果触发,更新相关数值
                 hurtTypeResultDict[hType] = result
                 
@@ -1364,7 +1370,7 @@
     return hurtType, hurtTypeResultDict
 
 
-def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState):
+def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState, curSkill):
     ''' 判断伤害类型是否发生 - 会心一击
     @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
     '''
@@ -1382,7 +1388,7 @@
         return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
     return
 
-def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState):
+def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState, curSkill):
     ''' 判断伤害类型是否发生 - 暴击
     @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
     '''
@@ -1401,7 +1407,7 @@
         return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
     return
 
-def __HurtTypeHappen_Parry(atkObj, defObj, happenState):
+def __HurtTypeHappen_Parry(atkObj, defObj, happenState, curSkill):
     ''' 判断伤害类型是否发生 - 防守方抵御
     @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
     '''
@@ -1412,7 +1418,7 @@
         return True, 0, chanceDefPer
     return
 
-#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
+#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState, curSkill):
 #    """诛仙一击"""
 #    rate = PlayerControl.GetZhuXianRate(atkObj)
 #    if not rate:
@@ -1423,11 +1429,27 @@
 #    return
 
 # 致命一击
-def __HurtTypeHappen_Deadly(atkObj, defObj, happenState):
+def __HurtTypeHappen_Deadly(atkObj, defObj, happenState, curSkill):
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
         return True, 0, 0
     return
 
+#重击定义:当触发重击时,则增加双倍暴击固定值伤害(重击与暴击互斥,优先判断重击,当重击触发时,暴击不触发)
+def __HurtTypeHappen_ThumpHit(atkObj, defObj, happenState, curSkill):
+    
+    if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_ThumpHit):
+        return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
+    
+    thumpHitRate = 0  
+    thumpHitRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, 
+                                                                       ChConfig.TriggerType_AddThumpHitRate)
+    thumpHitRate += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
+                                                                       ChConfig.TriggerType_AddThumpHitRate)
+    if thumpHitRate <= 0:
+        return
+    if GameWorld.CanHappen(thumpHitRate):
+        return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
+    return
 
 
 def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
@@ -1602,6 +1624,36 @@
     PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
     return hurtValue - absortValue
 
+
+# 设置玩家一次主动型攻击中的第一个防御者
+def SetFirstDefender(attacker, defObj, curSkill):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    if curSkill and curSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
+                                          ChConfig.Def_SkillFuncType_NormalAttack]:
+        return
+    
+    if attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender):
+        return 
+    
+    attacker.SetDict(ChConfig.Def_PlayerKey_FirstDefender, defObj.GetID())
+    
+    return
+
+# 清除第一目标
+def ClearFirstDefender(attacker):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    attacker.SetDict(ChConfig.Def_PlayerKey_FirstDefender, 0)
+    
+    return
+
+def GetFirstDefenderID(attacker):
+    return attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender)
+
+
+
 ## 计算伤血值
 #  @param atkObj 攻击者
 #  @param defObj 防御者
@@ -1615,6 +1667,9 @@
 #  @remarks 函数详细说明.
 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
+    
+    #设置第一个防御者
+    SetFirstDefender(atkObj, defObj, curSkill)
     
     resultHurtType = HurtType()
     atkObjType = attacker.GetGameObjType()
@@ -1749,13 +1804,7 @@
     
     WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
     
-    #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, curSkill, resultHurtType, tick)
-    #===========================================================================
-    # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
-    #    GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
-    #===========================================================================
     
     return resultHurtType
 
@@ -2008,10 +2057,21 @@
             return 0, ChConfig.Def_HurtType_Miss
     
 
-    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
+    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill)
     #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
+    
+    # 重击和暴击互斥,并且使用同一个参数
+    isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_ThumpHit] 
+    if not isSuperHit:
+        isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] 
+    else:
+        # 重击加成
+        thumpPer = 0
+        thumpPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddThumpHitPer)
+        thumpPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddThumpHitPer)
+        aSuperHit = aSuperHit*(thumpPer + 10000)/10000
+        
     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
     isDeadlyHit = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit][0] # 致命一击
@@ -2424,7 +2484,7 @@
         #PVP 攻击回血
         atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
         # 百分比吸血
-        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
         atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
         
         atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)

--
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