From ea1ec0723d36ee1f493505ccdb81906bd009b27e Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 29 十月 2019 16:57:41 +0800 Subject: [PATCH] 8315 【恺英】【后端】一键自动购买材料及拍品满概率升星 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 263 +++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 207 insertions(+), 56 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 5eece2f..0c220b2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -22,7 +22,6 @@ import PlayerControl import NPCCommon import ChConfig -import ChEquip import SkillCommon import AttackLogic import ItemControler @@ -36,7 +35,6 @@ import OperControlManager import DataRecordPack import ChItem -import ReadChConfig import GameObj import ChPyNetSendPack import ChNetSendPack @@ -79,7 +77,7 @@ # global hurtTypeIndance # hurtTypeIndance = indance # -### 获得本次攻击是否是致命一击 +### 获得本次攻击是否是暴击 ## @param 无参数 ## @return True or False ## @remarks 函数详细说明. @@ -207,12 +205,57 @@ return callFunc(attacker, defender, skill, tick) +def GetSkillHurtList(): + global g_skillHurtList + return g_skillHurtList + + def GetFirstHurtObj(): global g_skillHurtList if g_skillHurtList.GetHurtCount(): return g_skillHurtList.GetHurtAt(0) 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): + AttackCommon.ClearFirstDefender(attacker) + + 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()]) + + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) + + + 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 @@ -226,7 +269,7 @@ # @param isEnhanceSkill 是否为附加技能 # @return True 攻击成功 None 不可攻击 # @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值 -def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False): +def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False): global g_skillHurtList if attacker.GetGameObjType() == IPY_GameWorld.gotNPC: @@ -291,6 +334,8 @@ __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): @@ -616,7 +661,7 @@ # 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 @@ -818,7 +863,9 @@ 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 @@ -877,12 +924,19 @@ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: return None - useSkillTagID = attacker.GetUseSkillTagID() - useSkillTagType = attacker.GetUseSkillTagType() - - curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType) + curTag = None + if attacker.GetAttackMode() == IPY_GameWorld.amContest: + # 单一目标锁定模式 + curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID), + attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType)) + if not curTag: - return None + useSkillTagID = attacker.GetUseSkillTagID() + useSkillTagType = attacker.GetUseSkillTagType() + + curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType) + if not curTag: + return None if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC: if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): @@ -925,20 +979,22 @@ if not curTag: continue - if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: - if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): - #npc主人是玩家不能攻击 + #非自定义场景才需要判断 + if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: + if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): + #npc主人是玩家不能攻击 + continue + + if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight(): + # 最远距离防范 + GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) continue - - if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight(): - # 最远距离防范 - GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) - continue - - if CheckFunc != None: - #检查是否受影响 - if not CheckFunc(attacker, curTag, curSkill, tick): - continue + + if CheckFunc != None: + #检查是否受影响 + if not CheckFunc(attacker, curTag, curSkill, tick): + continue resultList.append(curTag) @@ -1044,6 +1100,9 @@ #不在影响对象列表中 if curObjType not in hurtTypeList: + return None, None + + if attacker.GetSightLevel() != curObj.GetSightLevel(): return None, None #攻击对象 @@ -1320,6 +1379,9 @@ #技能攻击 skillID = curSkill.GetSkillID() + changeSkillID = PassiveBuffEffMng.GetPassiveSkillValueByTriggerTypeEx(attacker, None, curSkill, ChConfig.TriggerType_ChangeSkillEff) + if changeSkillID: + skillID = changeSkillID battleType = AttackCommon.GetBattleType(attacker, curSkill) #无目标类技能 if not defender: @@ -1380,6 +1442,21 @@ 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 @@ -1406,9 +1483,14 @@ if curPlayerSkill: SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) - if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill, + ChConfig.Def_SkillFuncType_PassiveSkillWithSP]: UseSkillOver(curPlayer, target, curSkill, tick) + else: + OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick) return True + + AttackCommon.ClearFirstDefender(curPlayer) #玩家进入战斗状态 #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态 @@ -1443,9 +1525,10 @@ curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if curPlayerSkill: - - #设置玩家所学技能冷却CD - SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) + + if not IsSkipSkillCD(curPlayer, target, curSkill, tick): + #设置玩家所学技能冷却CD + SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) #调用任务触发器 #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID) #执行连环被动技能处理 @@ -1460,10 +1543,52 @@ # 普攻和对敌技能 UseSkillOver(curPlayer, target, curSkill, tick) return True + +# 无冷却状态 +def IsSkipSkillCD(curPlayer, target, curSkill, tick): + # 暴击情况下 + isSuperHit = False + for i in xrange(g_skillHurtList.GetHurtCount()): + hurtObj = g_skillHurtList.GetHurtAt(i) + if not hurtObj: + continue + + if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit: + isSuperHit = True + break + if isSuperHit: + if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD): + return True + if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD): + return True + return False + +### 不管什么技能都会到此处 +#只对第一目标造成某伤害类型时触发技能 +def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick): + if g_skillHurtList.GetHurtCount() == 0: + return + + hurtObj = g_skillHurtList.GetHurtAt(0) + if not hurtObj: + return + + objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType() + + defender = GameWorld.GetObj(objID, objType) + if not defender: + return + if hurtType == ChConfig.Def_HurtType_SuperHit: + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) + PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) + elif hurtType == ChConfig.Def_HurtType_ThumpHit: + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick) + return + + # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick): - isSuperHit = False usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环 usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环 @@ -1475,41 +1600,52 @@ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + #命中个数记录特殊处理 + PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, target, curSkill, ChConfig.TriggerType_HitValue) + + # #持续攻击类BUFF 类剑刃风暴是先给自身一个持续性buff,这一次不算伤害不可触发 + if curSkill and ChConfig.Def_SkillType_LstPlsBuffAtk != curSkill.GetSkillType(): + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) skillIDSet = set() for hurtList in skillHurtLists: - if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: - # 暴击只对主目标做处理 - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick) - isSuperHit = True - - defender = GameWorld.GetObj(hurtList[0], hurtList[1]) + objID, objType, hurtType = hurtList + defender = GameWorld.GetObj(objID, objType) if not defender: continue if GameObj.GetHP(defender) <= 0: - if hurtList[1] == IPY_GameWorld.gotPlayer: + if objType == IPY_GameWorld.gotPlayer: + if hurtType == ChConfig.Def_HurtType_Zhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) + elif hurtType == 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 hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) continue if usePassiveSkillResult: usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet) - if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: + if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit: # 暴击对目标一一触发被动 usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet) - if hurtList[2] == ChConfig.Def_HurtType_SuperHit: + if hurtType == ChConfig.Def_HurtType_SuperHit: #被暴击触发技能 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) - elif hurtList[2] == ChConfig.Def_HurtType_Miss: + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) + elif hurtType == ChConfig.Def_HurtType_Miss: PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick) - - - if hurtList[2] in ChConfig.Def_RealAttack_Type: + elif hurtType == ChConfig.Def_HurtType_LuckyHit: + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick) + + if hurtType in ChConfig.Def_RealAttack_Type: # 被攻击处理层级 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick) @@ -1536,8 +1672,8 @@ # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级 PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick) - # 普攻和对敌技能 - if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: + # 普攻和对敌技能, 此处暂且特殊处理Def_SkillFuncType_PassiveSkillWithSP,待优化 + if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PassiveSkillWithSP: PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick) @@ -1547,6 +1683,10 @@ AttackFaintRate(attacker, defender, curSkill, tick) else: PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick) + + #释放技能即可处理的 不区分攻击和非攻击 + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick) + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick) return @@ -1579,7 +1719,8 @@ 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 @@ -1809,8 +1950,13 @@ # 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) @@ -2132,7 +2278,7 @@ dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(), defender.GetPosX(), defender.GetPosY()) - skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue) + skillPer = (skillPercent - dist * changePer) #GameWorld.Log("skillPer :%s"%skillPer) #执行群攻 并取得被攻击对象列表 @@ -2279,6 +2425,7 @@ #=========================================================================== 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: @@ -2292,14 +2439,17 @@ isEnhanceSkill=False, skillIDSet=skillIDSet) DoLogic_AttackResult(attacker, defObj, curSkill, tick) - skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack) - if skillEffect: - skillID = skillEffect.GetEffectValue(2) - if skillID != 0: - triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) - if not triggerSkill: - continue - SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick) + #======================================================================= + # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能 + # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack) + # if skillEffect: + # skillID = skillEffect.GetEffectValue(2) + # if skillID != 0: + # triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + # if not triggerSkill: + # continue + # SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick) + #======================================================================= # 一一触发技能需要在最后设置CD for skillTypeID in skillIDSet: @@ -2494,7 +2644,7 @@ if not hurtEffect: continue - hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue # 单层伤害 + hurtPer = hurtEffect.GetEffectValue(0) # 单层伤害 # 伤害乘以层 skillPercent = hurtPer * max(buff.GetLayer(), 1) @@ -2600,7 +2750,7 @@ 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 @@ -2611,6 +2761,7 @@ # ChangeAction(paAttack); # m_LastBattleTick = GetGameWorldManager()->GetTick(); #=========================================================================== + sendPack = ChNetSendPack.tagUseSkillPos() sendPack.Clear() sendPack.ObjID = attacker.GetID() -- Gitblit v1.8.0