| | |
| | | import ShareDefine
|
| | | import ChConfig
|
| | | import ObjPool
|
| | | import TurnPassive
|
| | | import TurnBuff
|
| | |
|
| | | class HurtObj():
|
| | | ## 伤血统计
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | |
|
| | | 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)
|
| | |
| | | #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
|
| | |
| | | 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()
|
| | |
| | | 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()
|
| | |
| | | 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):
|
| | |
| | | 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
|
| | |
| | | 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:
|
| | | self.__deleteSkill(curSkill)
|
| | | |
| | | # 学新技能
|
| | | curSkill = ObjPool.GetPoolMgr().acquire(PySkill, skillData)
|
| | | 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
|
| | |
| | | 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, ...}
|
| | |
| | | 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)
|
| | |
| | | # 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
|
| | |
| | | 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
|