From fdaa1368178da9b8b3f667c2a8294b9cf7ba8bc0 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 27 四月 2019 12:21:47 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能  --  印记通知修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |   99 +++++++++++++++++++++++++++++++++----------------
 1 files changed, 67 insertions(+), 32 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 d70b3fb..b8fe78a 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.
@@ -219,6 +217,7 @@
 # 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()):
@@ -227,6 +226,10 @@
             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])
@@ -916,12 +919,19 @@
     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.SetDict(ChConfig.Def_PlayerKey_SelectObjID), 
+                                  attacker.SetDict(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):
@@ -1466,6 +1476,8 @@
             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
     if (curSkill == None \
@@ -1538,10 +1550,29 @@
             return True
     return False
     
+
+#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)
+    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
     
@@ -1553,27 +1584,26 @@
         
         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)
+    
     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 hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+            if objType == IPY_GameWorld.gotPlayer:
+                if hurtType == ChConfig.Def_HurtType_Zhansha:
                     defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
-                elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+                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 hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                     defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
             continue
         
@@ -1581,20 +1611,20 @@
             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)
             PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
-        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
+        elif hurtType == ChConfig.Def_HurtType_Miss:
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
+        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
             PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
             
-        if hurtList[2] in ChConfig.Def_RealAttack_Type:
+        if hurtType in ChConfig.Def_RealAttack_Type:
             # 被攻击处理层级
             PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
         
@@ -1612,6 +1642,8 @@
     
     # 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
     OnHurtTypeTriggerSkill(attacker, defender, curSkill, 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)
     
     # 普通或者可以主动释放的攻击性技能
     if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\
@@ -2384,14 +2416,17 @@
                                                 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:

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