ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -24,6 +24,8 @@
import ShareDefine
import ChConfig
import ObjPool
import TurnPassive
import TurnBuff
class HurtObj():
    ## 伤血统计
@@ -64,10 +66,54 @@
    def GetBounceHP(self): return self._bounceHP
    def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
    
class Effect():
    def __init__(self, effID, values):
        self._effID = effID
        self._values = values
        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)
class SklllData():
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._effList = [] # [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))
        return
    def GetSkillID(self): return self._ipyData.GetSkillID()
    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
    def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
    def GetSkillName(self): return self._ipyData.GetSkillName()
    def GetFuncType(self): return self._ipyData.GetFuncType()
    def GetSkillType(self): return self._ipyData.GetSkillType()
    def GetHurtType(self): return self._ipyData.GetHurtType()
    def GetAtkType(self): return self._ipyData.GetAtkType()
    def GetTagAim(self): return self._ipyData.GetTagAim() # 瞄准位置
    def GetTagFriendly(self): return self._ipyData.GetTagFriendly() # 敌我目标
    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 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 GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._ipyData.GetFightPower()
class PyBuff():
    
    def __init__(self, skillData):
        self._skillData = skillData
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._buffID = 0
        self._ownerID = 0
        self._layer = 0
@@ -88,7 +134,7 @@
    def SetValueList(self, valueList): self._valueList = valueList
    def GetValue(self, index):
        return self._valueList[index] if len(self._valueList) > index else 0
class BuffManager():
    ## 战斗对象buff管理器
    
@@ -96,6 +142,7 @@
        self._buffList = [] # [PyBuff, ...]
        self._buffIDDict = {} # {buffID:PyBuff, ...}
        self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
        self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
        self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
        # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
        return
@@ -119,13 +166,13 @@
        
    def AddBuff(self, skillID):
        buff = None
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not skillData:
        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not ipyData:
            return buff
        skillTypeID = skillData.GetSkillTypeID()
        skillTypeID = ipyData.GetSkillTypeID()
        self._buffID += 1
        
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, skillData)
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
        buff.SetBuffID(self._buffID)
        
        self._buffList.append(buff)
@@ -139,6 +186,21 @@
        #if False:
        #    buff = PyBuff()
        return buff
    def DelBuff(self, buffID):
        if buffID not in self._buffIDDict:
            return
        buff = self._buffIDDict.pop(buffID)
        if buff in self._buffList:
            self._buffList.remove(buff)
        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
            if buffID not in buffIDList:
                continue
            buffIDList.remove(buffID)
            if not buffIDList:
                self._skillTypeIDBuffIDs.pop(skillTypeID)
            break
        return
    
    def GetBuff(self, buffID):
        buff = None
@@ -165,18 +227,44 @@
            buffs.append(self._buffIDDict[buffID])
        return buffs
    
class PySkill():
    def __init__(self, skillData):
        self._skillData = skillData
        self._remainTime = 0
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._enhanceBySkill = None # 由哪个主技能触发的
        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
        self._hurtList = [] # 本次伤血列表 [HurtObj, ...]
    def AddBuffState(self, state, buffID):
        ## 添加buff影响的状态,ChConfig.BatObjStateList
        if state not in self._buffStateDict:
            self._buffStateDict[state] = []
        buffIDList = self._buffStateDict[state]
        if buffID not in buffIDList:
            buffIDList.append(buffID)
        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        return
    
    def SetSkillData(self, skillData): self._skillData = skillData
    def DelBuffState(self, state, buffID):
        ## 删除buff影响的状态
        if state not in self._buffStateDict: return
        buffIDList = self._buffStateDict[state]
        if buffID not in buffIDList:
            return
        buffIDList.remove(buffID)
        if not len(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
class PySkill():
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        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 GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
    def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
@@ -193,38 +281,8 @@
    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 FindEffectID(self, effID):
        ## 查找是否有某个效果ID
        # @return: 大于0该ID所在的效果ID编号; 0-不存在该效果ID
        for idNum in range(1, 1 + 3):
            if self.GetEffectID(idNum) == effID:
                return idNum
        return 0
    def GetEffectID(self, idNum):
        ## 获取效果ID
        # @param idNum: 效果ID编号,从1开始
        if idNum == 1:
            return self._skillData.GetEffectID1()
        if idNum == 2:
            return self._skillData.GetEffectID2()
        if idNum == 3:
            return self._skillData.GetEffectID3()
        return 0
    def GetEffectValue(self, idNum, index):
        ## 获取效果对应值
        # @param idNum: 效果ID编号,从1开始
        # @param index: 值索引,从0开始代表第1个值
        if idNum <= 0:
            return 0
        if idNum == 1:
            values = self._skillData.GetEffectValues1()
        elif idNum == 2:
            values = self._skillData.GetEffectValues2()
        elif idNum == 3:
            values = self._skillData.GetEffectValues3()
        else:
            return 0
        return values[index] if len(values) > index else 0
    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 GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._skillData.GetFightPower()
@@ -234,8 +292,10 @@
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def GetBatType(self): return self._batType
    def SetBatType(self, batType): self._batType = batType
    def GetEnhanceBySkill(self): return self._enhanceBySkill
    def SetEnhanceBySkill(self, enhanceBySkill): self._enhanceBySkill = enhanceBySkill
    def GetIsEnhanceSkill(self): return self._isEnhanceSkill
    def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
    def GetBySkill(self): return self._bySkill
    def SetBySkill(self, bySkill): self._bySkill = bySkill
    def GetTagObjList(self): return self._tagObjList # 技能目标列表
    def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
    def ClearHurtObj(self):
@@ -252,12 +312,6 @@
        self._hurtList.append(hurtObj)
        return hurtObj
    def GetHurtObjList(self): return self._hurtList
    def GetHurtObj(self, tagID):
        ## 获取某个伤血,如果目标没有在伤血列表里则返回None
        for hurtObj in self._hurtList:
            if hurtObj.GetObjID() == tagID:
                return hurtObj
        return
    
class SkillManager():
    ## 战斗对象技能管理器
@@ -276,45 +330,42 @@
        return
    
    def GetSkillCount(self): return len(self._skillList)
    def GetSkillByIndex(self, index):
        skill = self._skillList[index]
        #if False:
        #    skill = PySkill()
        return skill
    def FindSkillByID(self, skillID):
        skill = self._skillDict.get(skillID, None)
        #if False:
        #    skill = PySkill()
        return skill
    def GetSkillByIndex(self, index): return self._skillList[index]
    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
    def FindSkillByTypeID(self, skillTypeID):
        skill = None
        for s in self._skillList:
            if s.GetSkillTypeID() == skillTypeID:
                skill = s
                break
        #if False:
        #    skill = PySkill()
        return skill
    
    def LearnSkillByID(self, skillID):
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not skillData:
        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not ipyData:
            return
        if skillID in self._skillDict:
            return
        skillTypeID = skillData.GetSkillTypeID()
        skillTypeID = ipyData.GetSkillTypeID()
        curSkill = self.FindSkillByTypeID(skillTypeID)
        if curSkill:
            if curSkill.GetSkillID() >= skillID:
                return
            # 升级技能
            curSkill.SetSkillData(skillData)
        else:
            # 学新技能
            curSkill = ObjPool.GetPoolMgr().acquire(PySkill, skillData)
            self._skillDict[skillID] = curSkill
            self._skillList.append(curSkill)
            self.__deleteSkill(curSkill)
        # 学新技能
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
        self._skillDict[skillID] = curSkill
        self._skillList.append(curSkill)
        return curSkill
    def __deleteSkill(self, curSkill):
        skillID = curSkill.GetSkillID()
        self._skillDict.pop(skillID, None)
        if curSkill in self._skillList:
            self._skillList.remove(curSkill)
        ObjPool.GetPoolMgr().release(curSkill)
        return
    
class BatObj():
    ## 战斗实体对象数据,目前与某个NPCObj绑定
@@ -332,6 +383,8 @@
        self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
        self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
        self.posNum = 0 # 所在阵容站位
        self._hp = 0 # 当前生命值
        self._xp = 0 # 当前怒气值
        self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
        self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
        self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -348,14 +401,31 @@
        return
    
    def InitBatAttr(self, initAttrDict, initXP=0):
        ## 初始化战斗属性
        '''初始化战斗属性
        @param initAttrDict: 已经算好的在阵容中的属性,包含羁绊、阵容属性等,战斗中只要计算buff属性即可
        @param initXP: 初始化的怒气值
        '''
        self._initAttrDict = initAttrDict
        self._batAttrDict = {}
        self._batAttrDict.update(initAttrDict)
        self._batAttrDict[ChConfig.AttrID_XP] = initXP
        self._batAttrDict[ChConfig.AttrID_HP] = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
        self._skillTempAttrDict = {}
        self._xp = initXP
        self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
        TurnBuff.RefreshBuffAttr(self)
        TurnPassive.RefreshPassive(self)
        return
    def UpdInitBatAttr(self, initAttrDict):
        ## 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
        TurnBuff.RefreshBuffAttr(self)
        return
    def ResetBattleEffect(self):
        self._batAttrDict = {}
        self._batAttrDict.update(self._initAttrDict)
        return self._batAttrDict
    def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
    def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
    def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
@@ -398,31 +468,41 @@
        #    return False
        return True
    
    def IsInState(self, state):
        ## 是否处于某种状态下
        return self._buffMgr.IsInBuffState(state)
    # 战斗属性
    def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
    def SetMaxHP(self, maxHP): self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
    def GetHP(self): return self._batAttrDict.get(ChConfig.AttrID_HP, 0)
    def SetMaxHP(self, maxHP, isNotify=False):
        self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
        return
    def GetHP(self): return self._hp
    def SetHP(self, hp, isNotify=False):
        self._batAttrDict[ChConfig.AttrID_HP] = hp
        self._hp = hp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
        return
    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP())
    def GetXP(self): return self._batAttrDict.get(ChConfig.AttrID_XP, 0)
    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
    def GetXP(self): return self._xp
    def SetXP(self, xp, isNotify=True):
        self._batAttrDict[ChConfig.AttrID_XP] = xp
        self._xp = xp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
        return
    def GetAtk(self): return self.GetAttrValue(ChConfig.AttrID_Atk)
    def GetDef(self): return self.GetAttrValue(ChConfig.AttrID_Def)
    def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
    def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
    
    def GetAttrValue(self, attrID):
    def GetBatAttrValue(self, attrID, includeTemp=True):
        #ChConfig.AttrID_HP ChConfig.AttrID_XP
        value = self._batAttrDict.get(attrID, 0)
        if attrID in self._skillTempAttrDict:
        if includeTemp and attrID in self._skillTempAttrDict:
            value += self._skillTempAttrDict[attrID] # 支持正负值
            value = max(1, value)
        return value
    def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
    def AddSkillTempAttr(self, attrID, value):
        ## 增加技能临时属性,支持正负值
        # @param value: 正值-加属性;负值-减属性
@@ -453,29 +533,6 @@
    def TurnReset(self):
        ## 回合重置
        self._skillTurnUseCntDict = {}
    def ResetBatObj(self, isReborn=True):
        ## 重置战斗相关
        # @param isReborn: 死亡的是否复活
        # 重置统计
        self.hurtStat = 0
        self.defStat = 0
        self.cureStat = 0
        if self.GetHP() <= 0 and not isReborn:
            return
        # 清除buff
        # 回满血
        self.SetHPFull()
        # 重置怒气
        initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
        self.SetXP(initXP)
        return
    
class BattleObjMgr():
    ## 战斗对象管理器