hxp
2025-08-19 14b330f7dd90ab09f2a7a00c2bcf3a8008e0abd3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -27,6 +27,139 @@
import TurnPassive
import TurnBuff
class PassiveEffManager():
    ## 被动效果管理器
    def __init__(self, batObj):
        self._batObj = batObj
        # 被影响的技能ID: 0为所有技能
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 被影响的技能ID):{技能ID:[effID, ...], ...}, ...}
        self._AffectBuffDict = {} # 被动buff {(触发方式, 被影响的技能ID):{buffID:[effID, ...], ...}, ...}
        return
    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None):
        '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                        优先级之后有需要再扩展
        @return: [["skill/buff", skillID/buffID, effIDList], ...]
        '''
        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
        effList = []
        # 技能
        key = (triggerWay, connSkillID)
        if key in self._AffectSkillDict:
            effDict = self._AffectSkillDict[key]
            for skillID, effIDList in effDict.items():
                effList.append(["skill", skillID, effIDList])
        if connSkillID != 0:
            key = (triggerWay, 0)
            effDict = self._AffectSkillDict.get(key, {})
            for skillID, effIDList in effDict.items():
                effList.append(["skill", skillID, effIDList])
        # buff
        key = (triggerWay, connSkillID)
        if key in self._AffectBuffDict:
            effDict = self._AffectBuffDict[key]
            for buffID, effIDList in effDict.items():
                effList.append(["buff", buffID, effIDList])
        if connSkillID != 0:
            key = (triggerWay, 0)
            effDict = self._AffectBuffDict.get(key, {})
            for buffID, effIDList in effDict.items():
                effList.append(["buff", buffID, effIDList])
        return effList
    def RefreshSkillPassiveEffect(self):
        self._AffectSkillDict = {}
        skillManager = self._batObj.GetSkillManager()
        for index in range(0, skillManager.GetSkillCount()):
            curSkill = skillManager.GetSkillByIndex(index)
            if not curSkill:
                continue
            for index in xrange(curSkill.GetEffectCount()):
                curEffect = curSkill.GetEffect(index)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                self.AddSkillPassiveEffect(curSkill, curEffect)
        return self._AffectSkillDict
    def AddSkillPassiveEffect(self, curSkill, effect):
        ## 添加技能被动效果
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay or triggerSrc != 1:
            return
        skillID = curSkill.GetSkillID()
        connSkillID = curSkill.GetConnSkill()
        #priority = curSkill.GetPriority()
        effectID = effect.GetEffectID()
        key = (triggerWay, connSkillID)
        if key not in self._AffectSkillDict:
            self._AffectSkillDict[key] = {}
        effDict = self._AffectSkillDict[key]
        if skillID not in effDict:
            effDict[skillID] = []
        effDict[skillID].append(effectID)
        return
    def RefreshBuffPassiveEffect(self):
        self._AffectBuffDict = {}
        buffMgr = self._batObj.GetBuffManager()
        for index in range(buffMgr.GetBuffCount()):
            buff = buffMgr.GetBuffByIndex(index)
            if not buff:
                continue
            skillData = buff.GetSkillData()
            for index in xrange(skillData.GetEffectCount()):
                curEffect = skillData.GetEffect(index)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                self.AddBuffPassiveEffect(buff, skillData, curEffect)
        return self._AffectBuffDict
    def AddBuffPassiveEffect(self, buff, skillData, effect):
        '''添加Buff被动效果
                            同个buff的技能ID如果叠加规则是独立的,那么可能同时存在多个相同技能效果的buff
                            如果触发效果,就要触发多次,所以buff的效果以buffID为key
        '''
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay or triggerSrc != 2:
            return
        buffID = buff.GetBuffID()
        connSkillID = skillData.GetConnSkill()
        #priority = skillData.GetPriority()
        effectID = effect.GetEffectID()
        key = (triggerWay, connSkillID)
        if key not in self._AffectBuffDict:
            self._AffectBuffDict[key] = {}
        effDict = self._AffectBuffDict[key]
        if buffID not in effDict:
            effDict[buffID] = []
        effDict[buffID].append(effectID)
        return
    def DelBuffPassiveEffect(self, buffID):
        ## 删除Buff被动效果
        for key, effDict in self._AffectBuffDict.items():
            if buffID not in effDict:
                continue
            effDict.pop(buffID)
            if not effDict:
                self._AffectBuffDict.pop(key)
        return
class HurtObj():
    ## 伤血统计
    
@@ -54,7 +187,7 @@
        return
    def HaveHurtType(self, hurtType):
        ## 判断是否存在某种伤血类型
        return self._hurtTypes&pow(2, hurtType)
        return self._hurtTypes & pow(2, hurtType)
    def GetHurtHP(self): return self._hurtHP
    def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
    def GetLostHP(self): return self._lostHP
@@ -66,26 +199,40 @@
    def GetBounceHP(self): return self._bounceHP
    def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
    
class Effect():
class SkillEffect():
    
    def __init__(self, effID, values):
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
        self._effID = effID
        self._values = values
        self._triggerWay = triggerWay
        self._triggerSrc = triggerSrc
        self._triggerParams = triggerParams if triggerParams else []
        return
    
    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 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
    
EmptyEffect = SkillEffect(0, [])
class SklllData():
    
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._effList = [] # [Effect, ...]
        self._effDict = {} # {effID:Effect, ...}
        for num in range(1, 1 + 3):
            effID = getattr(ipyData, "GetEffectID%s" % num)()
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            self._effList.append(ObjPool.GetPoolMgr().acquire(Effect, effID, values))
            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
            triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
            self._effList.append(effect)
            self._effDict[effID] = effect
        return
    
    def GetSkillID(self): return self._ipyData.GetSkillID()
@@ -101,12 +248,22 @@
    def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己
    def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分
    def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数
    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 释放或添加几率
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetCalcType(self): return self._ipyData.GetCalcType()
    def GetSkillPer(self): return self._ipyData.GetSkillPer()
    def GetSkillValue(self): return self._ipyData.GetSkillValue()
    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
    def GetConnSkill(self): return self._ipyData.GetConnSkill() # 关联技能
    def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
    def GetConnSkill(self): return self._ipyData.GetConnSkill()
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
    def GetBuffStates(self): return self._ipyData.GetBuffStates()
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
    def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._ipyData.GetFightPower()
    
@@ -117,6 +274,7 @@
        self._buffID = 0
        self._ownerID = 0
        self._layer = 0
        self._calcTime = 0
        self._remainTime = 0
        self._valueList = []
        return
@@ -129,16 +287,19 @@
    def SetOwnerID(self, ownerID): self._ownerID = ownerID
    def GetLayer(self): return self._layer
    def SetLayer(self, layer): self._layer = layer
    def GetCalcTime(self): return self._calcTime
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def SetValueList(self, valueList): self._valueList = valueList
    def GetValue(self, index):
    def SetBuffValueList(self, valueList): self._valueList = valueList
    def GetBuffValue(self, index):
        return self._valueList[index] if len(self._valueList) > index else 0
    
class BuffManager():
    ## 战斗对象buff管理器
    
    def __init__(self):
    def __init__(self, batObj):
        self._batObj = batObj
        self._buffList = [] # [PyBuff, ...]
        self._buffIDDict = {} # {buffID:PyBuff, ...}
        self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
@@ -158,12 +319,8 @@
        return
    
    def GetBuffCount(self): return len(self._buffList)
    def GetBuffByIndex(self, index):
        buff = self._buffList[index]
        #if False:
        #    buff = PyBuff()
        return buff
    def GetBuffByIndex(self, index): return self._buffList[index]
    def AddBuff(self, skillID):
        buff = None
        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -172,19 +329,18 @@
        skillTypeID = ipyData.GetSkillTypeID()
        self._buffID += 1
        
        buffID = self._buffID
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
        buff.SetBuffID(self._buffID)
        buff.SetBuffID(buffID)
        
        self._buffList.append(buff)
        self._buffIDDict[self._buffID] = buff
        self._buffIDDict[buffID] = buff
        if skillTypeID not in self._skillTypeIDBuffIDs:
            self._skillTypeIDBuffIDs[skillTypeID] = []
        buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
        if self._buffID not in buffIDs:
            buffIDs.append(self._buffID)
        if buffID not in buffIDs:
            buffIDs.append(buffID)
            
        #if False:
        #    buff = PyBuff()
        return buff
    
    def DelBuff(self, buffID):
@@ -202,14 +358,7 @@
            break
        return
    
    def GetBuff(self, buffID):
        buff = None
        if buffID in self._buffIDDict:
            buff = self._buffIDDict[buffID]
        #if False:
        #    buff = PyBuff()
        return buff
    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
    def FindBuffIDBySkillID(self, skillID):
        ## 返回该技能ID的所有buffID列表
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -244,25 +393,34 @@
        if buffID not in buffIDList:
            return
        buffIDList.remove(buffID)
        if not len(buffIDList):
        if not buffIDList:
            self._buffStateDict.pop(state)
        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        return
    
    def IsInBuffState(self, state):
        ## 是否处于某种状态下
        return state in self._buffStateDict and len(self._buffStateDict[state]) > 0
    def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
    def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
    
class PySkill():
    
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._calcTime = 0
        self._remainTime = 0
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
        self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
        self._bySkill = None # 由哪个技能触发的
        self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
        return
    def ResetUseRec(self):
        self._batType = 0
        self._tagObjList = []
        self._bySkill = None
        self._isEnhanceSkill = False
        self.ClearHurtObj()
        return
    
    def GetSkillID(self): return self._skillData.GetSkillID()
@@ -278,16 +436,28 @@
    def GetTagSelf(self): return self._skillData.GetTagSelf() # 是否含自己
    def GetTagAffect(self): return self._skillData.GetTagAffect() # 目标细分
    def GetTagCount(self): return self._skillData.GetTagCount() # 目标个数
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def GetCalcType(self): return self._skillData.GetCalcType()
    def GetSkillPer(self): return self._skillData.GetSkillPer()
    def GetSkillValue(self): return self._skillData.GetSkillValue()
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
    def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能
    def GetEffectByID(self, effID): return self._skillData.GetEffectByID()
    def GetConnSkill(self): return self._skillData.GetConnSkill()
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
    def GetBuffStates(self): return self._skillData.GetBuffStates()
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
    def GetLayerCnt(self): return self._skillData.GetLayerCnt()
    def GetLayerMax(self): return self._skillData.GetLayerMax()
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
    def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._skillData.GetFightPower()
    
    ## ---------------------------------- 非技能表内容 ----------------------------------
    def GetCalcTime(self): return self._calcTime
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def GetBatType(self): return self._batType
@@ -392,7 +562,8 @@
        self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
        self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -460,6 +631,7 @@
    
    def GetSkillManager(self): return self._skillMgr
    def GetBuffManager(self):return self._buffMgr
    def GetPassiveEffManager(self):return self._passiveEffMgr
    
    def GetCanAttack(self):
        ## 可否被攻击