From fd929faf55ab49f558ee2f7b5ef9adcba0de82c6 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 30 八月 2018 19:26:25 +0800
Subject: [PATCH] fix:3101 【后端】仙盟贡献物品效果

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |   54 ++++++++++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 50 insertions(+), 4 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 aa5586e..28cfd70 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -714,6 +714,52 @@
     return True
 
 
+# 按仙盟成员均摊伤害
+def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
+                            skillPercent, skillEnhance, tick, isExSkill = False):
+    #清空伤血列表
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    #攻击方原有血量,用来通知反弹
+    attackerHP = GameObj.GetHP(attacker)
+    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
+            
+    #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
+    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
+
+    # 计算仙盟成员数量, 按人头均摊伤害
+    resultDict = {}
+    for obj in resultList:
+        if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            continue
+        
+        familyID = obj.GetFamilyID()
+        if familyID not in resultDict:
+            resultDict[familyID] = []
+
+        resultDict[familyID].append(obj)
+        
+    skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
+    minSkillPer = 0.01   # 如果未配置默认最低值
+    if skillEffect:
+        minSkillPer = skillEffect.GetEffectValue(0)
+        
+    attackList = []
+    for familyID in resultDict:
+        cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
+        
+        skillPercent = max(skillPercent/cnt, minSkillPer)
+        attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
+                                     [], g_skillHurtList, tick))
+
+    
+    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
+    
+    return True
+
+
+
 # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
 # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
 # 返回真表示可以对每个伤害目标触发,返回假则为单体
@@ -789,7 +835,7 @@
                    powerList, g_skillHurtList, tick):
     attackList = []   #被攻击对象列表
 
-    checkComboOK = False
+    #checkComboOK = False
 
     #执行攻击结果
     for obj in resultList:
@@ -805,10 +851,10 @@
         if powerList != []:
             skillPercent, skillEnhance = powerList.pop(0)
 
-        if not checkComboOK:
+        #if not checkComboOK:
             #攻击前连击检查
-            SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
-            checkComboOK = True
+        #    SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
+        #    checkComboOK = True
             
         callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
         

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