From f27986d2eb32e3d2598d15b91c88479797ce5c72 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 13 三月 2019 17:48:37 +0800
Subject: [PATCH] 6328 【后端】优化代码eval - 二进制流 不能直接输出
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 133 +++++++++++++++++++++++++++++++++++---------
1 files changed, 106 insertions(+), 27 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 8fa3d9f..767157b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -34,8 +34,6 @@
import ChItem
import PlayerActivity
import ShareDefine
-import PlayerGodWeapon
-import PlayerSuccess
import PlayerGreatMaster
import PlayerHorse
import GameObj
@@ -48,6 +46,7 @@
import SkillShell
import FBCommon
import IpyGameDataPY
+import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -168,6 +167,10 @@
if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
return False
+ if not curSkill:
+ # 玩家普通也是技能,正常是不会走到这边
+ return False
+
useSkillData = attacker.GetUseSkill()
if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
# 默认群攻附加触发buff的对象与攻击对象一致
@@ -245,7 +248,8 @@
#还在冷却时间内无法释放
if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
- AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
+ #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
+ playerSkill.Sync_Skill()
return False
#5:检查玩家的魔法值是否够用这个技能
@@ -345,6 +349,13 @@
# @return 返回值真, 检查通过
# @remarks 自定义函数, NPC使用有对象技能
def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
+ skillTag = GetSkillAffectTag(curSkill)
+ if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
+ # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
+ curTag = GetAppointNPCBySkillEffect(curSkill)
+ if not curTag:
+ return False
+
if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
return False
@@ -361,6 +372,29 @@
curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
return result
+
+# 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
+def GetAppointNPCBySkillEffect(curSkill):
+ npcID = 0
+ effectID = ChConfig.Def_Skill_Effect_AppointNPC
+ for i in xrange(0, curSkill.GetEffectCount()):
+ curEffect = curSkill.GetEffect(i)
+ curEffectID = curEffect.GetEffectID()
+
+ if not curEffectID:
+ #策划有可能中途删除,不用return
+ continue
+
+ #不是需要的效果
+ if curEffectID != effectID:
+ continue
+
+ npcID = curEffect.GetEffectValue(0)
+ break
+
+ if not npcID:
+ return None
+ return GameWorld.FindNPCByNPCID(npcID)
# 计算NPC技能位移坐标,预警和非预警都可以用
@@ -509,6 +543,9 @@
# @return 返回值真, 检查通过
def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
skillTag = GetSkillAffectTag(curSkill)
+ if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
+ return True
+
#---对象判定---
if IsToPetOwnerSkill(curNPC, skillTag):
return True
@@ -852,6 +889,7 @@
Def_Attack_DelayTick = 5000
# tick 误差过大则过滤
if abs(clientTick - tick) > Def_Attack_DelayTick:
+ curPlayer.Sync_ClientTick()
GameWorld.DebugLog("tick 误差过大则过滤 > 5000")
return False
@@ -1028,6 +1066,7 @@
def AttackFailNotify(curPlayer, curSkill, reason=0):
sendPack = ChPyNetSendPack.tagMCAttackFail()
sendPack.SkillID = curSkill.GetSkillID()
+ sendPack.Reason = reason
NetPackCommon.SendFakePack(curPlayer, sendPack)
#--------------------------玩家使用技能
#===============================================================================
@@ -1797,8 +1836,11 @@
#升级技能CD直接冷却
curSkill.SetRemainTime(0)
+ learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {})
if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID])
+ elif skillTypeID in learnSkillNotifyDict:
+ PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID])
else:
#通知技能已升级成功 GeRen_admin_31379
PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()])
@@ -1840,6 +1882,11 @@
if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
return False
+ #诛仙技能学习判断
+ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
+ if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
+ return False
+
#经验检测
skillLvUpNeedExp = upSkill.GetLVUpCostExp()
@@ -1924,35 +1971,29 @@
return False
skillManager = curPlayer.GetSkillManager()
- #姿态需求
- #hasStateSkillReq = False
+
#前置技能需求
hasLearnSkillReq = False
#分支点总和
numLearnSkillPoint = 0
- #当前技能姿态需求,姿态等级需求
- #curSkillStateReq = curSkill.GetStateSkillReq()
- #lvCurSkillStateReq = curSkill.GetStateSkillLV()
#当前技能前置技能需求,前置技能等级需求
curSkillLearnReq = curSkill.GetLearnSkillReq()
lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
#需要对应天赋系别点数
- learnSkillPointReq = curSkill.GetLearnSkillPointReq()
+ learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
- ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
+ curSkillTypeID = curSkill.GetSkillTypeID()
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
curTalentType = ipyData.GetTalentType() if ipyData else 0
#获取玩家目前所有技能
- for i in range(0, skillManager.GetSkillCount()):
+ for i in xrange(skillManager.GetSkillCount()):
skill = skillManager.GetSkillByIndex(i)
if skill == None:
continue
skillTypeID = skill.GetSkillTypeID()
lvSkill = skill.GetSkillLV()
-
- #满足姿态ID需求
-# if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
-# hasStateSkillReq = True
+
#满足前置技能需求
if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
@@ -1966,16 +2007,29 @@
if curSkillLearnReq != 0 and not hasLearnSkillReq:
PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
return False
-
-# #有姿态ID需求
-# if curSkillStateReq != 0 and not hasStateSkillReq:
-# PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
-# return False
#有分支点总和要求
if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] )
return False
+
+ #玩家属性点要求
+ stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
+ needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
+ if needBaseAttrID and needBaseAttrValue:
+ baseAttrDict = {
+ ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
+ ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
+ ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
+ ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
+ }
+ if needBaseAttrID not in baseAttrDict:
+ GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
+ return False
+ curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
+ if curBaseAttrValue < needBaseAttrValue:
+ GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
+ return False
return True
@@ -2578,7 +2632,7 @@
buffState.DeleteEffectByIndex(i)
-# 通过技能ID列表删除buff对应的效果ID
+# 通过技能ID列表删除buff对应的效果ID, 死亡调用
def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
effectIndexList = []
@@ -2588,11 +2642,17 @@
if curEffectID == 0:
continue
- # [技能ID, 来源对象ID,对象类型]
- if [buffState.GetEffectFromSkillID(i),
- buffState.GetEffectOwnerID(i),
- buffState.GetEffectOwnerType(i)] not in skillIDList:
+ #=======================================================================
+ # # [技能ID, 来源对象ID,对象类型]
+ # if [buffState.GetEffectFromSkillID(i),
+ # buffState.GetEffectOwnerID(i),
+ # buffState.GetEffectOwnerType(i)] not in skillIDList:
+ # continue
+ #=======================================================================
+ # 改成只判断技能ID
+ if buffState.GetEffectFromSkillID(i) not in skillIDList:
continue
+
effectIndexList.append(i)
# 倒序删除
@@ -2639,6 +2699,20 @@
OperControlManager.SetObjActState(curObj, buffSkill)
+# 非属性技能算属性 特殊处理
+# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
+def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
+ if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
+ return
+
+ value = GetMaxHPAttrValue(curPlayerSkill)
+ if value == 0:
+ return
+
+ PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
+ return
+
+
# 计算属性类技能的属性,同buff层不算战力
def CalcPassiveAttr_Effect(curPlayer, allAttrList):
skillManager = curPlayer.GetSkillManager()
@@ -2647,13 +2721,15 @@
if curPlayerSkill == None:
continue
+ CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
if not SkillCommon.isPassiveAttr(curPlayerSkill):
continue
if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
ChConfig.Def_SkillFuncType_FbSPSkill,
ChConfig.Def_SkillFuncType_GiftSkill,
- ChConfig.Def_SkillFuncType_GWSkill]:
+ ChConfig.Def_SkillFuncType_GWSkill,
+ ChConfig.Def_SkillFuncType_ZhuXian]:
# 根据技能情况调整
continue
@@ -3362,7 +3438,7 @@
return curSkill.GetExAttr2()
-# 只有在指定地图才能生效的buff效果
+# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发
def GetAttrMapID(curSkill):
return curSkill.GetExAttr3()
@@ -3379,6 +3455,9 @@
def GetUpLVCostItemNum(curSkill):
return curSkill.GetExAttr5()
+# 技能特殊增加属性配置,目前只支持生命,潜力技能专用
+def GetMaxHPAttrValue(curSkill):
+ return curSkill.GetMP()
##获得当前技能升级消耗的真气值
# @param curSkill 当前技能技能
--
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