From d8a8aa5c0df74e9c2b9a485695543d293cf9eb5a Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 21 五月 2019 11:36:14 +0800
Subject: [PATCH] 6844 【2.0】【后端】缥缈仙域优化(奇遇掉落)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 103 +++++++++++++++++++++++++++++++++++----------------
1 files changed, 70 insertions(+), 33 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 e06a6b6..d5d041e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -126,9 +126,11 @@
#技能攻击最大数量
hurtCount = SkillCommon.GetSkillArea_Atk_Count(curPlayer, curSkill)
- if len(hurtList) > hurtCount:
- # 客户端目标过多
- return False
+ #===========================================================================
+ # if len(hurtList) > hurtCount:
+ # # 客户端目标过多
+ # return False
+ #===========================================================================
# mapType = GameWorld.GetMap().GetMapFBType()
# 野外小怪或者其他指定的怪为了更及时的打击感,由客户端计算
@@ -2060,6 +2062,8 @@
## 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 +2071,7 @@
#{
# 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 +2089,64 @@
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:
+ if not curElementSkillID or 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):
+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),
@@ -2148,13 +2166,16 @@
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 isNotify, hasChangeLV
if updSkillLV == curSkillLV:
- return
+ return isNotify, hasChangeLV
elif updSkillLV < curSkillLV:
skillManager.DeleteSkillBySkillTypeID(skillTypeID)
for _ in xrange(updSkillLV):
@@ -2163,16 +2184,17 @@
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
__InitElementSkillInfo()
- needRefreshSkillIDList = []
+ needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
skillManager = curPlayer.GetSkillManager()
for i in xrange(skillManager.GetSkillCount()):
hasSkill = skillManager.GetSkillByIndex(i)
@@ -2180,6 +2202,7 @@
ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
if not ipyDataList:
continue
+ curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
for ipyData in ipyDataList:
curElementSkillID = ipyData.GetElementSkillID()
if curElementSkillID not in PyGameData.g_elemntSkillDict:
@@ -2187,22 +2210,31 @@
attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
if attrID not in attrIDList:
continue
- needRefreshSkillIDList.append(curElementSkillID)
+ needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
+
#GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
- isRefresh = False
- for skillID in needRefreshSkillIDList:
- if RefreshElementSkill(curPlayer, skillID):
+ needNotify, isRefresh = False, False
+ for skillID, isChangeLV in needRefreshSkillIDDict.items():
+ 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()):
@@ -2215,6 +2247,10 @@
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
@@ -3502,6 +3538,7 @@
# 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
@@ -3634,7 +3671,7 @@
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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