From d234a98ab0ad9f728165c766fa6d098a4fb0c537 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 18 六月 2019 17:24:16 +0800
Subject: [PATCH] 7354 【后端】【2.0】仙盟boss每个人可鼓舞次数从1次修改为3次

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py |   87 ++++++++++++++++++++++++++++++-------------
 1 files changed, 61 insertions(+), 26 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 9db66f8..c645db3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -1358,6 +1358,10 @@
     if curPlayer.GetHP() <= 0:
         return
     
+    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+        #GameWorld.DebugLog("自定义场景中,不检查!")
+        return True
+    
     #===========================================================================
     # if curPlayer.IsMoving():
     #    GameWorld.DebugLog("移动中不可使用技能")
@@ -2060,6 +2064,8 @@
 
 ## 获取技能升级属性需求 rutrun attrID, attrvalue
 def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
+## 获取技能专精类型
+def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000
 
 #// A5 16 选择技能五行专精 #tagCMSelectSkillElement
 #
@@ -2067,6 +2073,7 @@
 #{
 #    tagHead        Head;
 #    DWORD    SkillTypeID;    // 专精技能ID
+#    BYTE    DoType;    // 0-激活升级 1-使用
 #};
 def OnSelectSkillElement(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
@@ -2084,51 +2091,64 @@
     if not mainSkill:
         GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
         return
+    doType = clientData.DoType
     curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
     activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID)
-    #先判断是否可升级
-    updSelectSkillLV = activeSkillLV
-    nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
-    if nextSkill:
-        if CheckLearnSkillNeedAttr(curPlayer, nextSkill):
-            updSelectSkillLV = activeSkillLV + 1
     isChangeSkill = False #是否变更生效的技能
-    if updSelectSkillLV != activeSkillLV:
+    updSelectSkillLV = activeSkillLV
+    #先判断是否可升级
+    if doType is 0:
+        nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
+        if not nextSkill:
+            return
+
+        if not CheckLearnSkillNeedAttr(curPlayer, nextSkill):
+            return
+        updSelectSkillLV = activeSkillLV + 1
+        skillElementType = GetSkillElementType(nextSkill)
+
         #可升级则激活升一级
-        EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, updSelectSkillLV)
+        EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
         if curElementSkillID == selectSkillID:
             #正在使用的专精技能,则立即生效
             isChangeSkill = True
-    elif selectSkillID != curElementSkillID:
+    else: # 使用
+        if not activeSkillLV:
+            #未激活不能使用
+            return
+        if selectSkillID == curElementSkillID:
+            return
         isChangeSkill = True
-        
+    
     if isChangeSkill:
         #更换专精
-        if not RefreshElementSkill(curPlayer, selectSkillID):
+        if not RefreshElementSkill(curPlayer, selectSkillID)[1]:
             GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
             return
         
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
-        if curElementSkillID:
-            if curElementSkillID != selectSkillID:
-                #原技能删除
-                skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
+        if curElementSkillID and curElementSkillID != selectSkillID:
+            #原技能删除
+            skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
         
     
         # 重刷被动技能
         PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
         # 重刷技能战力
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+        curControl = PlayerControl.PlayerControl(curPlayer)
+        curControl.RefreshAllSkill()
+        curControl.RefreshPlayerAttrState()
        
     NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
     return
 
 def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
     ##更新专精技能生效的等级
+    isNotify, hasChangeLV = False, False
     __InitElementSkillInfo()
     if skillTypeID not in PyGameData.g_elemntSkillDict:
-        return
+        return isNotify, hasChangeLV
     baseAttrDict = {
                             ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                             ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
@@ -2148,15 +2168,16 @@
             break
     if activeSkillLV > updSkillLV:
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV)
+        isNotify = True
     updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级
     skillManager = curPlayer.GetSkillManager()
     curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
     curSkillLV = curSkill.GetSkillLV() if curSkill else 0
     #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
     if not isChangeLV:
-        return
+        return isNotify, hasChangeLV
     if updSkillLV == curSkillLV:
-        return
+        return isNotify, hasChangeLV
     elif updSkillLV < curSkillLV:
         skillManager.DeleteSkillBySkillTypeID(skillTypeID)
         for _ in xrange(updSkillLV):
@@ -2165,10 +2186,11 @@
             ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
             mainSkillID = ipyData.GetMainSkillID()
             PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
+            isNotify = True
     else:
         for _ in xrange(updSkillLV-curSkillLV):
             skillManager.LVUpSkillBySkillTypeID(skillTypeID)
-    return True
+    return isNotify, True
 
 def RefreshElementSkillByAttr(curPlayer, attrIDList):
     #加点、丹药、境界、洗点 会影响灵根点
@@ -2193,20 +2215,28 @@
             needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
     
     #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
-    isRefresh = False
+    needNotify, isRefresh = False, False
     for skillID, isChangeLV in needRefreshSkillIDDict.items():
-        if RefreshElementSkill(curPlayer, skillID, isChangeLV):
+        isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV)
+        if isNotify:
+            needNotify = True
+        if hasChangeLV:
             isRefresh = True
     if isRefresh:
         # 重刷被动技能
         PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
         # 重刷技能战力
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-    NotifyElementSkillInfo(curPlayer)
+        curControl = PlayerControl.PlayerControl(curPlayer)
+        curControl.RefreshAllSkill()
+        curControl.RefreshPlayerAttrState()
+    if needNotify:
+        NotifyElementSkillInfo(curPlayer)
     return
 
-def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV):
+def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0):
     ##获取已选择的专精技能数量
+    # @param elementType: 专精类型,对应灵根ID
+    gameData = GameWorld.GetGameData()
     cnt = 0
     skillManager = curPlayer.GetSkillManager()
     for i in xrange(skillManager.GetSkillCount()):
@@ -2219,6 +2249,10 @@
             continue
         for ipyData in ipyDataList:
             elementSkillID = ipyData.GetElementSkillID()
+            if elementType:
+                elementSkillData = gameData.GetSkillBySkillID(elementSkillID)
+                if GetSkillElementType(elementSkillData) != elementType:
+                    continue
             curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
             if curActiveLV >= activeLV:
                 cnt += 1
@@ -3506,6 +3540,7 @@
 #        return True
     
     if isEnhanceSkill:
+        BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
         return True
     
     #在这边调用避免群攻时多次扣除消耗
@@ -3638,7 +3673,7 @@
     return
 
 #---------------------------------------------------------------------
-# 获得关联技能,0 全部 1是主动型技能(法宝,普攻)   其他技能ID
+# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
 def GetConnectSkillID(curSkill):
     return curSkill.GetExAttr1()
 

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