| | |
| | | ## 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:
|
| | |
| | | tagAffect = useSkill.GetTagAffect()
|
| | | 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))
|
| | | rate = useSkill.GetHappenRate()
|
| | | if rate and rate != ChConfig.Def_MaxRateValue: |
| | | for tagObj in tagObjList[::-1]:
|
| | | if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
|
| | | tagObjList.remove(tagObj)
|
| | | |
| | | 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
|
| | |
|
| | | 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))
|
| | | # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
|
| | |
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | |
| | |
|
| | | 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
|
| | | useSkill.SetTagObjList([])
|
| | | useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
|
| | | useSkill.ClearHurtObj()
|
| | | # 最后重置、回收对象
|
| | | useSkill.ResetUseRec()
|
| | | if usePoolSkill:
|
| | | poolMgr.release(useSkill)
|
| | | return True
|
| | |
| | | # 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:
|
| | |
| | | if atkType == 5:
|
| | | return
|
| | |
|
| | | # 6 怒气增减偷
|
| | | # 怒气增
|
| | | if atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill)
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
|
| | | return
|
| | | |
| | | # 怒气减
|
| | | if atkType == 7:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
|
| | | return
|
| | | |
| | | # 怒气偷
|
| | | if atkType == 8:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
|
| | | return
|
| | |
|
| | | return
|
| | |
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill):
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | | ## 怒气增减偷
|
| | |
|
| | | 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)
|
| | | #cureType = useSkill.GetCalcType()
|
| | | skillPer = useSkill.GetSkillPer()
|
| | | skillValue = useSkill.GetSkillValue()
|
| | | |
| | | xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
|
| | | calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
|
| | | calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
|
| | | attrID = ChConfig.AttrID_XP
|
| | |
|
| | | GameWorld.DebugLog("怒气增减偷: curID=%s,calcValue=%s,skillID=%s,angerPer=%s,angerValue=%s,calcType=%s,relatedSkillID=%s" |
| | | % (curID, calcValue, skillID, angerPer, angerValue, calcType, relatedSkillID))
|
| | | GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s" |
| | | % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
|
| | | curStealTotal = 0
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | |
|
| | | tagID = tagBatObj.GetID()
|
| | | # 减
|
| | | if calcType == 2:
|
| | | if opType == "Reduce":
|
| | | diffType = 0
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
|
| | |
| | | Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | # ͵
|
| | | elif calcType == 3:
|
| | | elif opType == "Steal":
|
| | | diffType = 0
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
|
| | |
| | | diffValue = curStealTotal
|
| | | updValue = curXP + diffValue
|
| | | curBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 偷总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def DoAttackResult(turnFight, curBatObj, useSkill):
|
| | | '''执行攻击结果,技能、buff通用
|
| | | '''执行攻击结果
|
| | | @param curBatObj: 施法方或buff归属方
|
| | | '''
|
| | |
|
| | |
| | |
|
| | | 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:
|
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetCalcTime(turnFight.getTimeline())
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | | |
| | | # 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)
|
| | |
|
| | | DoBeAttackOver(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 最后处理反击 或 连击
|
| | | |
| | | return
|
| | |
|
| | | def DoBeAttackOver(turnFight, curBatObj, useSkill):
|
| | | '''被攻击结果
|
| | | @param curBatObj: 施法方或buff归属方
|
| | | '''
|
| | | |
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(useSkill)
|
| | | |
| | | # 统计死亡
|
| | | 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) and (isTurnNormalSkill or isAngerSkill):
|
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | | if tagObj.GetHP() <= 0:
|
| | | killObjIDList.append(tagID)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
|
| | | if curBatObj.GetHP() <= 0:
|
| | | if curBatObj and curBatObj.GetHP() <= 0:
|
| | | TurnAttack.SetObjKilled(turnFight, curBatObj)
|
| | |
|
| | | # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
|
| | | curPlayer = turnFight.curPlayer
|
| | | if curPlayer and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | if curPlayer and curBatObj and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | # 额外触发技能
|
| | | __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | # 循环触发被动,待扩展
|
| | | |
| | | # 最后处理反击 或 连击
|
| | |
|
| | | return
|
| | |
|
| | |
| | |
|
| | | costZhanchui = 0
|
| | | batType = useSkill.GetBatType()
|
| | | if batType != ChConfig.TurnBattleType_Normal:
|
| | | # 暂定仅常规主动点击行为的需要扣除战锤(与前端手动战斗点击的触发点同步),被动触发的暂定不扣
|
| | | return
|
| | | |
| | | if SkillCommon.isAngerSkill(useSkill):
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
|
| | | elif batType == ChConfig.TurnBattleType_Combo:
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
|
| | | elif batType == ChConfig.TurnBattleType_AtkBack:
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill):
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
|
| | |
|
| | |
| | | return
|
| | |
|
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
|
| | | if useSkill.GetEnhanceBySkill():
|
| | | GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | if not curBatObj:
|
| | | return
|
| | | 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 not enhanceSkillIDList:
|
| | |
| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | GameWorld.DebugLog(" 额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
|
| | | enhanceRate = enhanceSkillData.GetHappenRate() |
| | | enhanceRate = enhanceSkillData.GetHappenRate()
|
| | | enchanceTagObjList = []
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | 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
|
| | |
|
| | |
| | | atkObj = attacker
|
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | | skillID = curSkill.GetSkillID()
|
| | | 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
|
| | | 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()))
|
| | | #放这里,兼容群攻时如果该技能是有概率的,则每个目标单独判断
|
| | | hurtObj.AddHurtType(ChConfig.HurtType_Fail)
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | return hurtObj
|
| | | |
| | | atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
|
| | | atkSkillValue = 0
|
| | | atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
|
| | | atkSkillPer = curSkill.GetSkillPer()
|
| | | atkSkillValue = curSkill.GetSkillValue()
|
| | |
|
| | | dHP = defObj.GetHP() # 防守方当前血量
|
| | | dMaxHP = defObj.GetMaxHP() # 防守方最大血量
|
| | |
| | | #吸血
|
| | | CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
|
| | |
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
|
| | | return hurtObj
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
|
| | | return
|
| | |
|
| | | def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
|
| | | '''计算伤害
|
| | | def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
|
| | | '''计算伤害,默认按攻击计算
|
| | | '''
|
| | | pmType = GetPMType(atkObj, curSkill)
|
| | | ignoreDef = IsIgnoreDef(curSkill)
|
| | |
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(curSkill)
|
| | | isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
|
| | | |
| | | isDot = ("damageoftime" in kwargs)
|
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | | 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):
|
| | |
| | |
|
| | | hurtTypes = pow(2, ChConfig.HurtType_Normal)
|
| | |
|
| | | #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
|
| | | |
| | | isSuperHit = False # 是否暴击
|
| | | if isDot:
|
| | | isSuperHit = False
|
| | | if isSuperHit:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
|
| | |
|
| | |
| | | #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
|
| | |
| | | aFinalDamPer /= 10000.0
|
| | | dFinalDamPerDef /= 10000.0
|
| | |
|
| | | |
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s"
|
| | | % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
|
| | |
|
| | | if "hurtFormulaKey" in atkwargs:
|
| | | aBurnValue = atkwargs.get('burnValue', 0)
|
| | | aBurnPer = atkwargs.get('burnPer', 0)
|
| | | hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
|
| | | # 持续性伤害
|
| | | if isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
|
| | | elif isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
|
| | |
| | | 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)
|
| | | cureType = curSkill.GetCalcType()
|
| | | skillPer = curSkill.GetSkillPer()
|
| | | #skillValue = curSkill.GetSkillValue()
|
| | |
|
| | | #获得基础治疗值
|
| | | if cureType == ChConfig.Def_Cure_Attack:
|
| | |
| | | #curePer += GameObj.GetCurePer(userObj)
|
| | | #if enemyObj:
|
| | | # cureDefPer += GameObj.GetCureDefPer(enemyObj)
|
| | | |
| | | |
| | | skillPer /= float(ChConfig.Def_MaxRateValue)
|
| | | curePer /= float(ChConfig.Def_MaxRateValue)
|
| | | cureDefPer /= float(ChConfig.Def_MaxRateValue)
|
| | |
| | | GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
|
| | | % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
|
| | | return cureHP
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
|
| | | ## 执行单次dot逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | buffID = curBuff.GetBuffID()
|
| | | ownerID = curBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
|
| | | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | |
| | | tagObjList = [defObj]
|
| | | dHP = defObj.GetHP()
|
| | | defID = defObj.GetID()
|
| | | GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" |
| | | % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, defObj.GetMaxHP()))
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.ClearHurtObj()
|
| | | |
| | | remainHP = max(0, dHP - hurtValue) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | |
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(remainHP)
|
| | | |
| | | # dot的反弹、吸血待定
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
|
| | | |
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
|
| | | |
| | | DoBeAttackOver(turnFight, atkObj, useSkill)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def Sync_UseSkill(turnFight, curBatObj, useSkill):
|
| | | ## 通知释放技能
|
| | |
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | |
|
| | | def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0):
|
| | | def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0, hurtTypes=0):
|
| | | '''通知对象属性刷新展示B418
|
| | | @param attrID: 通知变化的属性ID
|
| | | @param diffValue: 变化值
|
| | | @param diffType: 变化类型,0-减少;1-增加
|
| | | @param skillID: 使用的技能表ID,即哪个技能的效果
|
| | | @param relatedSkillID: 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
|
| | | @param hurtTypes: 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
|
| | | '''
|
| | | if attrID not in ChConfig.CDBRefresh_AttrIDDict:
|
| | | return
|
| | |
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.RefreshType = refreshType
|
| | | clientPack.AttackTypes = hurtTypes |
| | | if isBig:
|
| | | clientPack.Value = value % ShareDefine.Def_PerPointValue
|
| | | clientPack.ValueEx = value / ShareDefine.Def_PerPointValue
|