#!/usr/bin/python # -*- coding: GBK -*- #--------------------------------------------------------------------- # #--------------------------------------------------------------------- ##@package SummonNPC_Attack_Player # ÕÙ»½ÊÞ¹¥»÷Íæ¼Ò # # @author eggxp # @date 2010-4-20 # @version 1.7 # # ÐÞ¸Äʱ¼ä ÐÞ¸ÄÈË ÐÞ¸ÄÄÚÈÝ # @change: "2013-03-25 10:00" wdb È¥×°±¸Ê¹Óò»¿ÛÄ;à # @change: "2013-09-27 19:30" Alee »Ö¸´Ä;à # @change: "2013-11-05 21:00" Alee PKÌáʾ # @change: "2014-03-08 17:20" hxp ÐÞ¸´ÕÙ»½ÊÞ»÷ɱºì/»ÆÃûÍæ¼Òʱ£¬ÕÙ»½ÊÞÖ÷È˺ìÃûÎÊÌâ # @change: "2016-02-26 17:00" hxp Ôö¼ÓPVPÉ˺¦Í³¼Æ # @change: "2016-11-24 19:30" hxp Ö§³ÖÌØÊ⸱±¾¹¥»÷½á¹ûÅжÏËÀÍö¹æÔò # @change: "2016-11-26 19:00" hxp ÏÝÚåAIÔö¼Ó¿É¹¥»÷Ö÷ÈËÂß¼­ #------------------------------------------------------------------------------ #"""Version = 2016-11-26 19:00""" #------------------------------------------------------------------------------ import FBLogic import NPCCommon import PlayerControl import IPY_GameWorld import AttackCommon import ChConfig import GameWorld import BaseAttack import ChEquip import SkillShell import ChNPC import GameObj #--------------------------------------------------------------------- #--------------------------------------------------------------------- ## ÊÇ·ñ¿ÉÒÔ¹¥»÷ # @param curNormalNPC ¹¥»÷·½:ÕÙ»½ÊÞ # @param curTagPlayer ·ÀÊØ·½:Íæ¼Ò # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return True or False # @remarks ÊÇ·ñ¿ÉÒÔ¹¥»÷ def GetCanAttack(curSummonNPC, curTagPlayer, skill, tick): return AttackCommon.CheckNPCCanAttackTag(curSummonNPC, curTagPlayer, skill) ## »ñµÃ¹ØÏµ # @param curNormalNPC ¹¥»÷·½:ÕÙ»½ÊÞ # @param curTagPlayer ·ÀÊØ·½:Íæ¼Ò # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return È磺ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None # @remarks »ñµÃ¹ØÏµ def GetTagRelation(curSummonNPC, curTagPlayer, skill, tick): #ÕÙ»½ÊÞµÄÖ÷ÈË(Íæ¼Ò) summonOwner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curSummonNPC) if summonOwner == None : #NPCµÄÕÙ»½ÊÞ²»¿¼ÂÇ return ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None #ÈËÎïµÄÕÙ»½ÊÞ,²»Äܹ¥»÷×Ô¼ºµÄÖ÷ÈË if GameWorld.IsSameObj(summonOwner, curTagPlayer) : #return ChNPC.OnGetOwnerRelation(curSummonNPC, curTagPlayer) return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_None #ÅжÏÖ÷È˵Ĺ¥»÷ģʽ,ÅжÏÊÇ·ñ¿ÉÒÔ¹¥»÷Õâ¸öÍæ¼Ò if not AttackCommon.CheckPlayerAttackMode_Player(summonOwner, curTagPlayer): return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_AttackMode #------------------------ÒÔÏÂÂß¼­,¶¼ÊÇÍæ¼Ò¿ÉÒÔ¹¥»÷Ä¿±êµÄÇé¿öÏ return AttackCommon.GetPlayersRelation(summonOwner, curTagPlayer) ## ¹¥»÷ # @param curNormalNPC ¹¥»÷·½:ÕÙ»½ÊÞ # @param curTagPlayer ·ÀÊØ·½:Íæ¼Ò # @param skill ¼¼ÄÜ(ÎÞ->None) # @param skillValue ¼¼ÄÜÔöÇ¿ # @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È # @param skillHurtList ¼¼ÄÜÉËѪÁбí(C++½Ó¿Ú) # @param tick µ±Ç°Ê±¼ä # @return hurtType £º HurtType É˺¦½á¹¹ÌåÀà # @remarks ¹¥»÷ def DoAttack(curSummonNPC, curTagPlayer, skill, skillValue, skillPercent, skillHurtList, tick): curTagPlayerHPBeforeAtk = GameObj.GetHP(curTagPlayer) hurtType = AttackCommon.GetHurtHP(curSummonNPC, curTagPlayer, skill, skillValue, skillPercent, tick) #ÉËѪ hurtHP = hurtType.HurtHP curAttackPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curSummonNPC) #2¸öÍæ¼ÒµÄÕÙ»½ÊÞ»¥ÏàPK,ÐèÒªÅжϷÀÊØ·½Íæ¼ÒµÄÊÇ·ñ¿ÉÒÔ¹¥»÷½ø¹¥·½ if curAttackPlayer != None: if AttackCommon.CheckPlayerAttackMode_Player(curTagPlayer, curAttackPlayer): AttackCommon.SummonAddAngryByOwner(curSummonNPC, curTagPlayer, hurtHP) #AttackCommon.NPCAddObjInHurtList(curAttackPlayer, curTagPlayer, curTagPlayerHPBeforeAtk, hurtHP) AttackCommon.OnPVPDamage(curAttackPlayer, hurtHP, curTagPlayer, "Summon v Player") #Ö±½Ó¹¥»÷ else: AttackCommon.SummonAddAngryByOwner(curSummonNPC, curTagPlayer, hurtHP) #Ìí¼Ó¼¼ÄÜÉ˺¦Í¨ÖªÁбí,(ÓÃÓÚ¹¥»÷½áÊø,ͳһ֪ͨ¿Í»§¶Ë) AttackCommon.AddHurt(curTagPlayer, skillHurtList, hurtType.HurtType, hurtHP) return hurtType ## ´¦Àí¹¥»÷ºóµÄ½á¹û # @param curNormalNPC ¹¥»÷·½:ÕÙ»½ÊÞ # @param curTagPlayer ·ÀÊØ·½:Íæ¼Ò # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return True # @remarks ´¦Àí¹¥»÷ºóµÄ½á¹û def AttackResult(curSummonNPC, curTagPlayer, skill, tick): #·ÀÊØ·½ÑªÁ¿ curTagPlayerHP = GameObj.GetHP(curTagPlayer) curTagPlayerFBHP = FBLogic.OnGetFBCurHP(curTagPlayer) #·ÀÊØ·½±»¶¯Buff´¥·¢ # AttackCommon.DefenderSpringBuff(curTagPlayer, tick, BaseAttack.GetIsSuperHit()) #ÊÇ·ñͬ¹ú¼® #»ñµÃ¹¥»÷·½ÓµÓÐÕß curPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curSummonNPC) #±»¹¥»÷Ìáʾ£¬±ÜÃâÆµ·±Ìáʾ #=========================================================================== # if not curTagPlayer.GetBattleState(): # PlayerControl.NotifyCode(curTagPlayer, "PK_admin_0") # # if curPlayer != None and not curPlayer.GetBattleState(): # PlayerControl.NotifyCode(curTagPlayer, "PK_admin_0") #=========================================================================== #Íæ¼ÒÊÇ·ñËÀÍö if curTagPlayerHP > 0 and curTagPlayerFBHP > 0: #±»¹¥»÷ÕßÒ²½øÈëÕ½¶·×´Ì¬ AttackCommon.SetPlayerBattleState(curTagPlayer, tick) #ÊÇ·ñÔÚÌØÊâµÄ¸±±¾ÖÐ if curPlayer != None: AttackCommon.OnPlayerHitPlayer(curPlayer, curTagPlayer, tick) return if curPlayer != None: #Ö´ÐÐÍæ¼Ò»÷É±Íæ¼ÒÂß¼­ AttackCommon.OnPlayerKillPlayer(curPlayer, curTagPlayer, tick) #Ë¢ÐÂNPCµÄ³ðºÞÁбí,ɾ³ýËÀÍö¶ÔÏó npcControl = NPCCommon.NPCControl(curSummonNPC) npcControl.RefreshAngryList(tick) #Íæ¼ÒÒѾ­ËÀÍö tagPlayerControl = PlayerControl.PlayerControl(curTagPlayer) tagPlayerControl.SetDead() return True