| | |
| | | ## 是否无视防御
|
| | | return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
|
| | |
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
|
| | | '''使用技能通用入口
|
| | | @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
|
| | | @param enhanceBySkill: 由哪个主技能额外触发的
|
| | | @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
|
| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
|
| | | @return: 是否成功
|
| | | '''
|
| | | if not useSkill:
|
| | |
| | | tagCount = useSkill.GetTagCount()
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
|
| | |
|
| | | enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
|
| | | GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s" |
| | | % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
|
| | | bySkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s" |
| | | % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
|
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | return
|
| | |
| | |
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.SetBatType(batType)
|
| | | useSkill.SetEnhanceBySkill(enhanceBySkill)
|
| | | useSkill.SetBySkill(bySkill)
|
| | | useSkill.SetIsEnhanceSkill(isEnhanceSkill)
|
| | | useSkill.ClearHurtObj()
|
| | |
|
| | | curBatObj.ClearSkillTempAttr()
|
| | |
| | |
|
| | | objID = curBatObj.GetID()
|
| | | useTag = ""
|
| | | if not enhanceBySkill:
|
| | | if not isEnhanceSkill:
|
| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
|
| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | |
| | | clientPack.Sign = 1
|
| | | turnFight.addBatPack(clientPack)
|
| | |
|
| | | # 最后重置、清空回收对象池
|
| | | # 最后重置、回收对象
|
| | | useSkill.SetTagObjList([])
|
| | | useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
|
| | | useSkill.SetBySkill(None) # 需重置,防止被误回收
|
| | | useSkill.SetIsEnhanceSkill(False)
|
| | | useSkill.ClearHurtObj()
|
| | | if usePoolSkill:
|
| | | poolMgr.release(useSkill)
|
| | |
| | | # 血量最低
|
| | | if tagAffect == ChConfig.SkillTagAffect_HPLowest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
|
| | | #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | aimObjList = aimObjList[:tagCount]
|
| | | |
| | | |
| | | # 血量最高
|
| | | elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
|
| | | #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | aimObjList = aimObjList[:tagCount]
|
| | |
|
| | | else:
|
| | |
| | |
|
| | | curID = curBatObj.GetID()
|
| | | skillID = useSkill.GetSkillID()
|
| | | enhanceBySkill = useSkill.GetEnhanceBySkill()
|
| | | relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
|
| | | bySkill = useSkill.GetBySkill()
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | |
|
| | | effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
|
| | | angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
|
| | | angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
|
| | | calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
|
| | | angerPer, angerValue, calcType = 0, 0, 0
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_Anger)
|
| | | if effect:
|
| | | angerPer = effect.GetEffectValue(0)
|
| | | angerValue = effect.GetEffectValue(1)
|
| | | calcType = effect.GetEffectValue(2)
|
| | | xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
|
| | | calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
|
| | | attrID = ChConfig.AttrID_XP
|
| | |
| | | skillID = useSkill.GetSkillID()
|
| | | curBatObj.AddSkillUseCnt(skillID)
|
| | |
|
| | | # 需先通知伤血 - 前端按顺序优先表现主技能内容,
|
| | | enhanceBySkill = useSkill.GetEnhanceBySkill()
|
| | | if not enhanceBySkill:
|
| | | # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
|
| | | isEnhanceSkill = useSkill.GetIsEnhanceSkill()
|
| | | if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | | if not isEnhanceSkill:
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | |
|
| | |
| | | killObjIDList = [] # 击杀的目标ID列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | hurtObj = useSkill.GetHurtObj(tagID)
|
| | | if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
|
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | | # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
|
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | | if tagObj.GetHP() <= 0:
|
| | | killObjIDList.append(tagID)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
|
| | |
| | | return
|
| | |
|
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
|
| | | if useSkill.GetEnhanceBySkill():
|
| | | if useSkill.GetIsEnhanceSkill():
|
| | | GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | return
|
| | | enhanceSkillIDList = useSkill.GetEnhanceSkillList()
|
| | |
| | | if tagObj.GetHP() <= 0:
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | hurtObj = useSkill.GetHurtObj(tagID)
|
| | | if not hurtObj:
|
| | | inHurt = False
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | if hurtObj.GetObjID() != tagID:
|
| | | continue
|
| | | if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | continue
|
| | | inHurt = True
|
| | | break
|
| | | if not inHurt:
|
| | | GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | GameWorld.DebugLog(" 闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
|
| | | continue
|
| | | if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
|
| | |
| | | enchanceTagObjList.append(tagObj)
|
| | |
|
| | | if enchanceTagObjList:
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
|
| | |
|
| | | continue
|
| | |
|
| | | GameWorld.DebugLog(" 额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | defID = defObj.GetID()
|
| | | hurtObj = curSkill.AddHurtObj(defID)
|
| | |
|
| | | #检查是否几率触发
|
| | | if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
|
| | | #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
|
| | | if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): # 额外触发的技能概率在触发时判断
|
| | | rate = curSkill.GetHappenRate()
|
| | | if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
|
| | | #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
|
| | |
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | return hurtObj
|
| | |
|
| | | atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
|
| | | atkSkillValue = 0
|
| | | atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
|
| | | atkSkillPer = effect.GetEffectValue(0) if effect else 0
|
| | |
|
| | | dHP = defObj.GetHP() # 防守方当前血量
|
| | | dMaxHP = defObj.GetMaxHP() # 防守方最大血量
|
| | |
| | | mustHit = False
|
| | | if isAngerSkill:
|
| | | mustHit = True
|
| | | GameWorld.DebugLog(" XP必命中")
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | |
|
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if not mustHit:
|
| | | aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
|
| | | missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
|
| | | if GameWorld.CanHappen(missRate):
|
| | |
| | | #参与运算的数值
|
| | | rand = random.random() #种子数 0~1
|
| | |
|
| | | aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
|
| | | aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
|
| | | dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
|
| | |
|
| | | aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|
| | | aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|
| | |
|
| | | aNormalSkillPer, dNormalSkillPerDef = 0, 0
|
| | | if isTurnNormalSkill:
|
| | | aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
|
| | | dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
|
| | | aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
|
| | | dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
|
| | |
|
| | | aAngerSkillPer, dAngerSkillPerDef = 0, 0
|
| | | if isAngerSkill:
|
| | | aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
|
| | | dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
|
| | | aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
|
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
|
| | |
|
| | | # 物法增减伤
|
| | | if pmType == IPY_GameWorld.ghtMag: # 法伤
|
| | | aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
|
| | | dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
|
| | | aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
|
| | | dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
|
| | | else: # 物伤
|
| | | aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer) |
| | | dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
|
| | | aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) |
| | | dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
|
| | |
|
| | | # 所有万分率参数统一除10000.0
|
| | | atkSkillPer /= 10000.0
|
| | |
| | | remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
|
| | | hurtObj.SetBounceHP(bounceHP)
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
|
| | | GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
|
| | |
|
| | | TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
|
| | | return
|
| | |
| | | ''' 计算治疗值
|
| | | '''
|
| | | cureBaseValue = 0 #治疗基础值
|
| | | effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
|
| | | skillPer = curSkill.GetEffectValue(effIDNum, 0)
|
| | | cureType = curSkill.GetEffectValue(effIDNum, 1)
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Cure)
|
| | | skillPer = effect.GetEffectValue(0) if effect else 0
|
| | | cureType = effect.GetEffectValue(1) if effect else 0
|
| | |
|
| | | #获得基础治疗值
|
| | | if cureType == ChConfig.Def_Cure_Attack:
|