| | |
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | if not curBatObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
|
| | | |
| | | if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
|
| | | GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
|
| | | return
|
| | |
|
| | | buffStateGroups = useSkill.GetBuffStateLimit()
|
| | |
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
|
| | | return
|
| | |
|
| | | if CheckSkillUseCntLimit(curBatObj, useSkill):
|
| | | return
|
| | | |
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | | if not tagObjList:
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
|
| | |
| | | curBatObj.SetMainTagIDList(tagIDList)
|
| | |
|
| | | useTag = ""
|
| | | if IsNeedSyncSkill(useSkill):
|
| | | # 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.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | else:
|
| | | # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
|
| | | if batType != ChConfig.TurnBattleType_Enhance:
|
| | | # 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.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | |
| | | if usePoolSkill:
|
| | | poolMgr.release(useSkill)
|
| | | return True
|
| | |
|
| | | def CheckSkillUseCntLimit(batObj, useSkill):
|
| | | ## 检查技能使用次数是否受限
|
| | | # @return: 是否受限
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | | return
|
| | | effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
|
| | | if not effect:
|
| | | return
|
| | | useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
|
| | | turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | if useCntLimit:
|
| | | useCnt = batObj.GetSkillUseCnt(skillID)
|
| | | if useCnt >= useCntLimit:
|
| | | GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
|
| | | return True
|
| | | |
| | | if turnUseCntLimit:
|
| | | turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
|
| | | if turnUseCnt >= turnUseCntLimit:
|
| | | GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
|
| | | return True
|
| | | |
| | | return
|
| | |
|
| | | def IsNeedSyncSkill(useSkill):
|
| | | ## 使用需要同步B427使用技能
|
| | | if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
|
| | | return True
|
| | | if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
|
| | | return True
|
| | | return False
|
| | |
|
| | | def GetSkillTags(turnFight, curBatObj, useSkill):
|
| | | ## 获取技能目标
|
| | |
| | |
|
| | | atkType = useSkill.GetAtkType()
|
| | | GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
|
| | | |
| | | __doHarmSelf(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 通用攻击
|
| | | if atkType == 1:
|
| | | SkillModule_1(turnFight, curBatObj, useSkill)
|
| | |
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def __doHarmSelf(turnFight, curBatObj, useSkill):
|
| | | harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
|
| | | if not harmEff:
|
| | | return
|
| | | harmPer = harmEff.GetEffectValue(0) # 自残百分比
|
| | | noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
|
| | | curHP = curBatObj.GetHP()
|
| | | maxHP = curBatObj.GetMaxHP()
|
| | | harmHP = int(maxHP * harmPer / 100.0)
|
| | | lostHP = harmHP
|
| | | if curHP <= harmHP:
|
| | | if noEnoughDo == 0:
|
| | | lostHP = 0
|
| | | elif noEnoughDo == 2:
|
| | | lostHP -= 1
|
| | | |
| | | updHP = max(curHP - lostHP, 0)
|
| | | curBatObj.SetHP(updHP, False)
|
| | | GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s" |
| | | % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
|
| | | |
| | | curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
|
| | | |
| | | # 单独通知前端表现
|
| | | hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
|
| | | diffType, diffValue = 0, lostHP
|
| | | skillID = relatedSkillID = useSkill.GetSkillID()
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
|
| | | return
|
| | |
|
| | | def SkillModule_1(turnFight, curBatObj, useSkill):
|
| | |
| | | else:
|
| | | diffType = 1
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = calcValue
|
| | | diffValue = GetEnhanceXP(tagBatObj, calcValue)
|
| | | updValue = tagXP + diffValue
|
| | | tagBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
|
| | |
| | | if curStealTotal > 0:
|
| | | diffType = 1
|
| | | curXP = curBatObj.GetXP()
|
| | | diffValue = curStealTotal
|
| | | diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
|
| | | updValue = curXP + diffValue
|
| | | curBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | return
|
| | |
| | | skillID = useSkill.GetSkillID()
|
| | | curBatObj.AddSkillUseCnt(skillID)
|
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetCalcTime(turnFight.getTimeline())
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
|
| | | if IsNeedSyncSkill(useSkill):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | |
| | |
|
| | | # 统计击杀
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | dieObjList = [] # 死亡的单位列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0:
|
| | | dieObjList.append(tagObj)
|
| | | if tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | useSkill.SetKillObjList(killObjList)
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | dieObjList.append(curObj)
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | | totalHurtValue = 0
|
| | | isSuperHit, isStun, isSuckHP = False, False, False
|
| | | missObjIDList, immuneObjIDList = [], []
|
| | | missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
|
| | | beHurtObjIDList = [] # 受伤的对象ID列表
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | |
| | |
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
|
| | | totalHurtValue += hurtObj.GetHurtHP()
|
| | | |
| | | if hurtObj.GetLostHP() > 0: # 有掉血的
|
| | | if hurtObjID not in beHurtObjIDList:
|
| | | beHurtObjIDList.append(hurtObjID)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | if hurtObjID not in missObjIDList:
|
| | | missObjIDList.append(hurtObjID)
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
|
| | |
|
| | | if dieObjList:
|
| | | for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | for lineupNum in batFaction.lineupDict.keys():
|
| | | batLineup = batFaction.getBatlineup(lineupNum)
|
| | | for lineupObjID in batLineup.posObjIDDict.values():
|
| | | lineupObj = batObjMgr.getBatObj(lineupObjID)
|
| | | if not lineupObj.IsAlive():
|
| | | continue
|
| | | for dieObj in dieObjList:
|
| | | # 敌方单位死亡时
|
| | | if lineupObj.GetFaction() != dieObj.GetFaction():
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
|
| | | # 己方单位死亡时
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
|
| | | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
|
| | |
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | |
|
| | | # 掉血时
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
|
| | | |
| | | # 直接攻击
|
| | | if isAttackDirect:
|
| | | if not triggerOne:
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
|
| | | |
| | | # 受到持续伤害
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
|
| | | |
| | | # 使用技能后
|
| | | if isUseSkill:
|
| | | if not triggerOne:
|
| | |
| | | if posNum <= 0:
|
| | | #非主战单位不加
|
| | | return
|
| | | addXP = GetEnhanceXP(gameObj, addXP)
|
| | | curXP = gameObj.GetXP()
|
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP)
|
| | |
| | | if str(specialty) not in specialtyAddXPDict:
|
| | | return
|
| | | addXP = specialtyAddXPDict[str(specialty)]
|
| | | addXP = GetEnhanceXP(gameObj, addXP)
|
| | | curXP = gameObj.GetXP()
|
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP, False)
|
| | | GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
|
| | | Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
|
| | | return
|
| | |
|
| | | def GetEnhanceXP(gameObj, addXP):
|
| | | ## 获取提升后的xp值
|
| | | addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
|
| | | # 其他强化、弱化
|
| | | if addPer == 0:
|
| | | return addXP
|
| | | objID = gameObj.GetID()
|
| | | updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
|
| | | GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
|
| | | return updAddXP
|
| | |
|
| | | def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
|
| | | ## 执行本技能/buff释放后额外效果
|
| | |
| | | if not enhanceSkillData:
|
| | | return
|
| | |
|
| | | killObjList = useSkill.GetKillObjList()
|
| | | if killObjList:
|
| | | invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
|
| | | triggerWay=ChConfig.TriggerWay_KillOneObj)
|
| | | if invalidSkillID and invalidSkillID == enhanceSkillID:
|
| | | GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
|
| | | return
|
| | | |
| | | # 继承主技能目标
|
| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | |
| | | passiveSkillID = passiveSkill.GetSkillID()
|
| | | if passiveSkillID == bySkillID:
|
| | | #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
|
| | | return
|
| | | |
| | | if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
|
| | | #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
|
| | | return
|
| | |
|
| | | isOK = False
|
| | |
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | | mustHit = False # 是否必命中
|
| | | if isAngerSkill:
|
| | | if not isTurnNormalSkill: # 仅普攻判断是否闪避
|
| | | mustHit = True
|
| | | |
| | | if isAngerSkill:
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | | GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | |
|
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
|
| | | if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | |
| | | hurtTypes |= pow(2, ChConfig.HurtType_Parry)
|
| | |
|
| | | if ignoreDef:
|
| | | GameWorld.DebugLog("无视防御/真实伤害!")
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
|
| | |
|
| | | if isStun:
|
| | |
| | |
|
| | | aAngerSkillPer, dAngerSkillPerDef = 0, 0
|
| | | if isAngerSkill:
|
| | | aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
|
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
|
| | | |
| | | aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
|
| | | aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
|
| | | |
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
|
| | | |
| | | aAddSkillPer = 0 # 技能增伤
|
| | | aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
|
| | |
|
| | |
| | |
|
| | | if calcType != ChConfig.Def_Calc_Attack:
|
| | | aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
|
| | |
|
| | | # 持续性伤害
|
| | | if isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
|
| | | elif isAngerSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
|
| | | GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
|
| | | GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
|
| | | elif isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
|
| | |
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
|
| | | return atkSkillPer
|
| | |
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | |
| | |
|
| | | # 减伤盾减伤, 会改变 hurtValue
|
| | | hurtValue = max(0, hurtValue)
|
| | | |
| | | |
| | | # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
|
| | | realHurtHP = hurtValue
|
| | | shieldBuffList = []
|
| | |
| | | shieldBuffList.append([remainTime, buffValue, buff])
|
| | |
|
| | | if shieldBuffList:
|
| | | #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
|
| | | shieldHurtPer = 10000 # 对护盾伤害比
|
| | | shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
|
| | | shieldHurtPer /= 10000.0
|
| | | shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
|
| | | GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
|
| | | shieldBuffList.sort()
|
| | | for _, buffValue, buff in shieldBuffList:
|
| | | if realHurtHP <= 0:
|
| | | if shieldHurtValue <= 0:
|
| | | break
|
| | | buffID = buff.GetBuffID()
|
| | | if realHurtHP < buffValue:
|
| | | damageShieldValue = realHurtHP
|
| | | buffSkillID = buff.GetSkillID()
|
| | | if shieldHurtValue < buffValue:
|
| | | decShieldValue = shieldHurtValue
|
| | | else:
|
| | | damageShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
|
| | | realHurtHP -= damageShieldValue # 承伤值
|
| | | if damageShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
|
| | | decShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
|
| | | shieldHurtValue -= decShieldValue # 承伤值
|
| | | if decShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
|
| | | else:
|
| | | updShieldValue = buffValue - damageShieldValue
|
| | | GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
|
| | | updShieldValue = buffValue - decShieldValue
|
| | | GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
|
| | | buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
|
| | | curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
|
| | |
|
| | | realHurtHP = int(shieldHurtValue / shieldHurtPer)
|
| | | GameWorld.DebugLog(" 承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
|
| | | return hurtValue, max(0, realHurtHP), hurtTypes
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | |
| | | if byBuff:
|
| | | baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
|
| | | GameWorld.DebugLog("根据buff值: %s" % baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_HarmSelfHP:
|
| | | baseValue = curObj.GetHarmSelfHP()
|
| | | GameWorld.DebugLog("根据自残值: %s" % baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
|
| | | bySkill = curSkill.GetBySkill()
|
| | | bySkillID = 0
|
| | | if bySkill:
|
| | | bySkillID = bySkill.GetSkillID()
|
| | | curID = curObj.GetID()
|
| | | for hurtObj in bySkill.GetHurtObjList():
|
| | | if curID == hurtObj.GetObjID():
|
| | | baseValue += hurtObj.GetHurtHP()
|
| | | GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
|
| | | |
| | | return baseValue
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
|
| | |
| | | clientPack.RelatedSkillID = relatedSkillID
|
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | |
|
| | | def Sync_HPRefresh(turnFight, curBatObj):
|
| | | hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
|
| | | clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.HP = hp % ShareDefine.Def_PerPointValue
|
| | | clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
|
| | | clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
|
| | | clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
|
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | | |