From fb4cdd5b8029f67c4857347a3eda8d7252e051e9 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 26 三月 2019 20:18:36 +0800
Subject: [PATCH] 6374 新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  147 ++++++++++++++++++++++++++++++++++---------------
 1 files changed, 102 insertions(+), 45 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index bb89a25..863f851 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,7 +57,7 @@
 import ChPyNetSendPack
 import NetPackCommon
 import FamilyRobBoss
-import EquipZhuXian
+#import EquipZhuXian
 import FBCommon
 import ChNPC
 
@@ -1320,7 +1320,7 @@
                   ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
-                  ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
+                  #ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
                   }
     
     hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1328,7 +1328,7 @@
     for mutexHurtTypeList in mutexList:
         curMHHappen = False # 当前互斥列表是否有触发的
         for hType in mutexHurtTypeList:
-            if hType not in calcTypeList:
+            if hType not in calcTypeList or hType not in happenFunc:
                 continue
             if hType in hadCheckList:
                 continue
@@ -1344,7 +1344,7 @@
             
     # 再算优先级列表里
     for hType in priorityList:
-        if hType not in calcTypeList:
+        if hType not in calcTypeList or hType not in happenFunc:
             continue
         if hType not in hadCheckList:
             hadCheckList.append(hType)
@@ -1407,15 +1407,15 @@
         return True, 0, chanceDefPer
     return
 
-def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
-    """诛仙一击"""
-    rate = PlayerControl.GetZhuXianRate(atkObj)
-    if not rate:
-        return
-    
-    if GameWorld.CanHappen(rate):
-        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
-    return
+#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
+#    """诛仙一击"""
+#    rate = PlayerControl.GetZhuXianRate(atkObj)
+#    if not rate:
+#        return
+#    
+#    if GameWorld.CanHappen(rate):
+#        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
+#    return
 
 
 def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
@@ -1427,13 +1427,14 @@
     if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return skillPer
     
-    skillTypeID = curSkill.GetSkillTypeID()
+    #skillTypeID = curSkill.GetSkillTypeID()
     
-    addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
+    addPer = 0
     reducePer = 0
+    #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
     
     if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
-        reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
+        #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
         
         #根据防守方职业 计算攻击方伤害加成
         if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
@@ -1604,6 +1605,7 @@
     atkObj = ElfChangeAttacker(attacker)  # Elf灵为替身攻击,要取玩家的属性
     
     resultHurtType = HurtType()
+    atkObjType = attacker.GetGameObjType()
     defObjType = defObj.GetGameObjType()
     dHP = GameObj.GetHP(defObj)                # 防守方当前血量
     dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
@@ -1628,38 +1630,16 @@
             hurtValue = clientValue
         else:
             # 外挂最高伤害基本防范
-            GameWorld.DebugAnswer(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
+            GameWorld.DebugLog(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
             hurtValue = int(hurtValue*0.8)
         #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
 
     else:
         hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
     
-    # 优先处理神兵护盾
-    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
-
-    # 伤害吸收盾回血型
-    buffManager = defObj.GetBuffState()
-    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
-    if skillID:
-        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
-        if absortValue:
-            hurtValue -= absortValue
-            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
-            if findBuff:
-                # 用于回血
-                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
-
-    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
-        # 麒麟护盾吸收伤害,将抵消的伤害存储
-        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
-        hurtValue -= absortValue
-        
-        # 吸收至指定血量比例值
-        absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
-        if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
-            maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
-            defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
+    WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
+    
+    hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
 
     # buff减少伤害百分比
     reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
@@ -1751,7 +1731,9 @@
     resultHurtType.LostHP = lostValue
     if defObjType == IPY_GameWorld.gotPlayer:
         FBLogic.OnFBLostHP(defObj, lostValue)
-        
+    
+    WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
+    
     #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
     #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
     AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
@@ -1762,6 +1744,75 @@
     
     return resultHurtType
 
+# 计算伤害后,因各种buff和状态的影响处理
+def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
+    # 优先处理神兵护盾
+    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
+
+    # 伤害吸收盾回血型
+    buffManager = defObj.GetBuffState()
+    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
+    if skillID:
+        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
+        if absortValue:
+            hurtValue -= absortValue
+            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
+            if findBuff:
+                # 用于回血
+                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
+
+    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbValue):
+        defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, 0) #吸收的单次伤害,单次伤害必须清空
+    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
+        # 麒麟护盾吸收伤害,将抵消的伤害存储
+        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
+        hurtValue -= absortValue
+        defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, absortValue) #吸收的单次伤害
+        
+    # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
+    curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
+    if skillID2:
+        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
+        if absortValue:
+            findBuff = SkillCommon.FindBuffByID(defObj, skillID2)[0]
+            if findBuff:
+                # 用于回血
+                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
+    return hurtValue
+
+
+
+# GM 命令  HurtLog 查看战斗伤害日志
+def WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, msg):
+    logLevel = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HurtLog)
+    if not logLevel:
+        return
+    
+    if logLevel == 1:
+        # 只看玩家伤害
+        if not attacker:
+            return
+        
+        if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            return
+        msg = "玩家" + msg
+    
+    attackerID = attacker.GetID() if attacker else 0
+    defenderID = defObj.GetID() if defObj else 0
+    skillID = curSkill.GetSkillID() if curSkill else 0
+    skillName = curSkill.GetSkillName()  if curSkill else ""
+    attackerName = attacker.GetName() if attacker else ""
+    defenderName = defObj.GetName() if defObj else ""
+    
+    if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        attackerName = attackerName.decode("utf8").encode('gbk')
+        
+    if defObj and defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        defenderName = defenderName.decode("utf8").encode('gbk')
+        
+    GameWorld.DebugLog("攻击伤害-%s:(%s %s)攻击(%s %s), 技能ID:(%s %s), 伤害值:%s, 伤害类型:%s "%(
+                        msg, attackerID, attackerName, defenderID, defenderName,
+                        skillID, skillName, hurtValue, hurtType))
 
 # 血盾支持多个同时存在
 def CalcBloodShield(atkObj, defObj, hurtValue):
@@ -1913,6 +1964,11 @@
 
         # 暴击增加技能伤害
         atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
+        atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
+        
+        # buff中暴击减层,无触发技能
+        PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
+
 
     if isLuckyHit:
         # 会心一击时增加会心伤害百分比 
@@ -2157,7 +2213,8 @@
         atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
         if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
             atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
-        
+        else:
+            defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
     return
 
 
@@ -2310,7 +2367,7 @@
         atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
         
         atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
-
+        
     suckHP += atkBackHP
     
     if suckHP <= 0:

--
Gitblit v1.8.0