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/Skill/PassiveBuffEffMng.py |   73 +++++++++++++++++++++++-------------
 1 files changed, 46 insertions(+), 27 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 828226c..145dde6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -121,7 +121,7 @@
     # 刷被动效果和属性
     page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
     if clientData.Page == page:
-        GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+        GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
         PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
         
     EventShell.EventRespons_PassiveSet(curPlayer)
@@ -157,7 +157,7 @@
     NetPackCommon.SendFakePack(curPlayer, sendPack)
     
     # 刷被动效果和属性
-    GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+    GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     return
 
@@ -362,6 +362,17 @@
              4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              4079:ChConfig.TriggerType_IsDealy,  # 是否触发致命一击 72
              4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
+             4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
+             4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+             4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
+             4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+             4085:ChConfig.TriggerType_AttackOver,  
+             4086:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4087:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4088:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4089:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4090:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4091:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -403,6 +414,10 @@
              4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
              4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
              4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+             4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+             4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+             4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
+             4529:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
              
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -551,15 +566,21 @@
     
     
     # 重刷可装备的被动技能
-    def RefreshPassiveSkillSet(self):
+    def RefreshPassiveSkillSet(self, isCD=False):
         self.AffectPassiveSkillSetDict = {}
         skillManager = self.gameObj.GetSkillManager()
         skills = FindUsePassiveSkills(self.gameObj)
+        
+        tick = GameWorld.GetGameWorld().GetTick()
         
         for skillID in skills:
             curSkill = skillManager.FindSkillBySkillID(skillID)
             if not curSkill:
                 continue
+            
+            if isCD:
+                # 重切需进入CD
+                SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
             
             skillTypeID = curSkill.GetSkillTypeID()
             connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
@@ -650,7 +671,8 @@
         return self.AffectSkillDict
     
 
-    def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
+    def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
+        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
         skillList = []
         ## bug:2018-03-15
         ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
@@ -658,6 +680,18 @@
         skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
         skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
         skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
+        
+        # 指定特殊类型可触发
+        if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
+            funcType = connSkill.GetFuncType()
+            skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
+            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
+            skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
+            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
+        
+        # 被动再触发被动限制为指定
+        if connSkill and SkillCommon.isPassiveSkill(connSkill):
+            return skillList
         
         if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
             skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
@@ -713,16 +747,16 @@
         return
     
     # 人物需同步注册被动技能
-    def RegistPassiveEffSet(self, gameObj):
+    def RegistPassiveEffSet(self, gameObj, isCD=False):
         passiveEff = self.GetPassiveEff(gameObj)
         if not passiveEff:
             # 强制刷新所有被动技能
             passiveEff = PassiveEff(gameObj)
-            if not passiveEff.RefreshPassiveSkillSet():
+            if not passiveEff.RefreshPassiveSkillSet(isCD):
                 return
             self.AddPassiveEff(gameObj, passiveEff)
         else:
-            passiveEff.RefreshPassiveSkillSet()
+            passiveEff.RefreshPassiveSkillSet(isCD)
         return
         
         
@@ -859,7 +893,7 @@
         return 0, 0
         
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return 0, 0
         
@@ -993,28 +1027,17 @@
     if not attacker:
         return False
 
-    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
     if connSkill:
         if not connSkill.GetFuncType():
             # 非功能类技能,避免死循环
             return False
-        if SkillCommon.isPassiveSkill(connSkill):
-            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
-            #return False
-            stopPassiveSkill = True
         
-    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
-        # 防范被动技能触发的 非被动技能
-        #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
-        #return 
-        stopPassiveSkill = True
-    
     passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
     if not passiveEff:
         return False
         
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return False
         
@@ -1033,10 +1056,6 @@
 
         if not IsValidPassiveSkill(curSkill):
             continue
-        
-        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
-            # 只有天赋才可以再次被触发
-            continue 
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
@@ -1114,7 +1133,7 @@
     if not passiveEff:
         return 0
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return 0
     
@@ -1179,7 +1198,7 @@
     if not passiveEff:
         return []
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return []
     
@@ -1228,7 +1247,7 @@
     if not passiveEff:
         return
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return
     

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