| | |
| | | effList = []
|
| | |
|
| | | # 优先取关联技能的
|
| | | if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]:
|
| | | if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
|
| | | # 技能
|
| | | key = (triggerWay, connSkillTypeID)
|
| | | if key in self._AffectSkillDict:
|
| | |
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | return
|
| | | if triggerSrc == ChConfig.TriggerSrc_Buff:
|
| | | if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
|
| | | # buff有效的不加进来
|
| | | return
|
| | |
|
| | | skillID = curSkill.GetSkillID()
|
| | | effectID = effect.GetEffectID()
|
| | |
|
| | | if triggerWay == ChConfig.TriggerWay_CalcEffValue:
|
| | | triggerWay = "%s_%s" % (triggerWay, effectID)
|
| | | |
| | | if triggerSrc == ChConfig.TriggerSrc_SkillSelf:
|
| | | triggerSrc = curSkill.GetSkillTypeID()
|
| | | |
| | | key = (triggerWay, triggerSrc)
|
| | | if key not in self._AffectSkillDict:
|
| | | self._AffectSkillDict[key] = {}
|
| | |
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | return
|
| | | if triggerSrc == ChConfig.TriggerSrc_Skill:
|
| | | if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
|
| | | # 技能有效的不加进来
|
| | | return
|
| | |
|
| | | buffID = buff.GetBuffID()
|
| | | effectID = effect.GetEffectID()
|
| | |
|
| | | if triggerWay == ChConfig.TriggerWay_CalcEffValue:
|
| | | triggerWay = "%s_%s" % (triggerWay, effectID)
|
| | | |
| | | if triggerSrc == ChConfig.TriggerSrc_BuffSelf:
|
| | | triggerSrc = skillData.GetSkillTypeID()
|
| | | |
| | | key = (triggerWay, triggerSrc)
|
| | | if key not in self._AffectBuffDict:
|
| | | self._AffectBuffDict[key] = {}
|
| | |
| | | def GetEffectID(self): return self._effID
|
| | | def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
|
| | | def GetEffectValueCount(self): return len(self._values)
|
| | | def GetEffectValues(self): return self._values # 直接返回整个效果values
|
| | | def GetTriggerWay(self): return self._triggerWay
|
| | | def GetTriggerSrc(self): return self._triggerSrc
|
| | | #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
|
| | |
| | | return
|
| | |
|
| | | def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
|
| | | def FindBuffBySkillID(self, skillID):
|
| | | def FindBuffListBySkillID(self, skillID):
|
| | | ## 返回该技能ID的所有buff列表
|
| | | skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillData:
|
| | | return []
|
| | | return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID())
|
| | | def FindBuffBySkillTypeID(self, skillTypeID):
|
| | | return self.FindBuffListBySkillTypeID(skillData.GetSkillTypeID())
|
| | | def FindBuffListBySkillTypeID(self, skillTypeID):
|
| | | ## 返回该技能TypeID的所有buff列表
|
| | | if skillTypeID not in self._skillTypeIDBuffIDs:
|
| | | return []
|
| | |
| | | continue
|
| | | buffs.append(self._buffIDDict[buffID])
|
| | | return buffs
|
| | | def FindBuffByState(self, state):
|
| | | ## 查找某种buff状态的buff
|
| | | buffIDList = self._buffStateDict.get(state, [])
|
| | | if not buffIDList:
|
| | | return
|
| | | buffID = buffIDList[0]
|
| | | return self._buffIDDict.get(buffID, None)
|
| | |
|
| | | def AddBuffState(self, state, buffID):
|
| | | ## 添加buff影响的状态,ChConfig.BatObjStateList
|
| | |
| | | TurnPassive.RefreshPassive(self)
|
| | | return
|
| | |
|
| | | def TurnReset(self):
|
| | | ## 回合重置
|
| | | self._skillTurnUseCntDict = {}
|
| | | |
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList):
|
| | | ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
|
| | | self._initAttrDict = initAttrDict
|
| | |
| | | # return False
|
| | | return True
|
| | |
|
| | | def IsInState(self, state):
|
| | | def CheckInState(self, checkInState):
|
| | | ## 是否处于某种状态下
|
| | | if isinstance(checkInState, int):
|
| | | checkInStateList = [checkInState]
|
| | | elif isinstance(checkInState, list) or isinstance(checkInState, tuple):
|
| | | checkInStateList = checkInState
|
| | | else:
|
| | | return False
|
| | | for state in checkInStateList:
|
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return True
|
| | | return False
|
| | | def IsInState(self, state):
|
| | | ## 是否处于指定状态下
|
| | | return self._buffMgr.IsInBuffState(state)
|
| | |
|
| | | def IsInControlled(self):
|
| | |
| | | ## 统计治疗
|
| | | self.cureStat += cureValue
|
| | | return self.cureStat
|
| | | |
| | | def TurnReset(self):
|
| | | ## 回合重置
|
| | | self._skillTurnUseCntDict = {}
|
| | |
|
| | | class BattleObjMgr():
|
| | | ## 战斗对象管理器
|