| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | if not curBatObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
|
| | | return
|
| | |
|
| | | buffStateGroups = useSkill.GetBuffStateLimit()
|
| | |
| | | GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | | if oneActionUseCnt >= 20:
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
|
| | |
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | elif atkType == 4:
|
| | | pass
|
| | | # 弹射(多次攻击,切换目标)
|
| | | # 弹射攻击
|
| | | elif atkType == 5:
|
| | | pass
|
| | | SkillModule_5(turnFight, curBatObj, useSkill)
|
| | | # 怒气增
|
| | | elif atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
|
| | |
| | | # 怒气偷
|
| | | elif atkType == 8:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
|
| | | # 弹射治疗
|
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_5(turnFight, curBatObj, useSkill):
|
| | | ## 弹射(多次攻击,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def GetRicochetObjList(turnFight, curBatObj, useSkill):
|
| | | ## 获取弹射目标队列
|
| | | ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
|
| | | randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
|
| | | if randEffect:
|
| | | valueA = randEffect.GetEffectValue(0)
|
| | | valueB = max(randEffect.GetEffectValue(1), valueA)
|
| | | ricochetCnt = random.randint(valueA, valueB)
|
| | | GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
|
| | | ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
|
| | | GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt)) |
| | | |
| | | # 弹射:优先弹射次数少的目标,相同目标可弹射多次
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | random.shuffle(tagObjList)
|
| | | objCnt = len(tagObjList)
|
| | | ricochetObjList = []
|
| | | for index in range(ricochetCnt):
|
| | | tagObj = tagObjList[index % objCnt]
|
| | | ricochetObjList.append(tagObj)
|
| | | return ricochetObjList
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | | ## 治疗
|
| | |
|
| | | skillID = useSkill.GetSkillID()
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | continue
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | continue
|
| | | return
|
| | |
|
| | | def SkillModule_9(turnFight, curBatObj, useSkill):
|
| | | ## 弹射治疗(多次治疗,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | return
|
| | |
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | return
|
| | | |
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | return
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | |
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | |
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | return
|
| | |
|
| | | def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
|
| | | ## 执行持续治疗单次逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | buffID = curBuff.GetBuffID()
|
| | | ownerID = curBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
|
| | | if not buffOwner:
|
| | | return
|
| | | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | |
| | | atkID = ownerID
|
| | | defID = defObj.GetID()
|
| | | tagObjList = [defObj]
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.ClearHurtObj()
|
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
|
| | | layer = curBuff.GetLayer()
|
| | | if layer > 0:
|
| | | cureHP *= layer
|
| | | GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
|
| | | #if "FinalDamPer" in kwargs:
|
| | | # FinalDamPer = kwargs["FinalDamPer"]
|
| | | # hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | | # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
|
| | | |
| | | if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
|
| | | remainHP = defObj.GetHP()
|
| | | diffType = 0
|
| | | diffValue = hurtObj.GetHurtHP()
|
| | | else:
|
| | | remainHP = min(dHP + cureHP, dMaxHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | |
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
|
| | |
|
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
|
| | |
|
| | | diffType = 1
|
| | | diffValue = cureHP
|
| | | |
| | | hurtTypes = hurtObj.GetHurtTypes()
|
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
|
| | | |
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | |
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | |
| | | if not tagObj:
|
| | | return
|
| | |
|
| | | if not tagObj.IsAlive():
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
|
| | | return
|
| | |
|
| | | tagID = tagObj.GetID()
|
| | | canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
|
| | | if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
|
| | | GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
|
| | |
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | | mustHit = False # 是否必命中
|
| | | if isAngerSkill:
|
| | | if not isTurnNormalSkill: # 仅普攻判断是否闪避
|
| | | mustHit = True
|
| | | |
| | | if isAngerSkill:
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | | GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | |
|
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
|
| | | if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | |
| | |
|
| | | # 减伤盾减伤, 会改变 hurtValue
|
| | | hurtValue = max(0, hurtValue)
|
| | | |
| | | |
| | | # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
|
| | | realHurtHP = hurtValue
|
| | | shieldBuffList = []
|
| | |
| | | shieldBuffList.append([remainTime, buffValue, buff])
|
| | |
|
| | | if shieldBuffList:
|
| | | #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
|
| | | shieldHurtPer = 10000 # 对护盾伤害比
|
| | | shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
|
| | | shieldHurtPer /= 10000.0
|
| | | shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
|
| | | GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
|
| | | shieldBuffList.sort()
|
| | | for _, buffValue, buff in shieldBuffList:
|
| | | if realHurtHP <= 0:
|
| | | if shieldHurtValue <= 0:
|
| | | break
|
| | | buffID = buff.GetBuffID()
|
| | | if realHurtHP < buffValue:
|
| | | damageShieldValue = realHurtHP
|
| | | if shieldHurtValue < buffValue:
|
| | | decShieldValue = shieldHurtValue
|
| | | else:
|
| | | damageShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
|
| | | realHurtHP -= damageShieldValue # 承伤值
|
| | | if damageShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
|
| | | decShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
|
| | | shieldHurtValue -= decShieldValue # 承伤值
|
| | | if decShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
|
| | | else:
|
| | | updShieldValue = buffValue - damageShieldValue
|
| | | GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
|
| | | updShieldValue = buffValue - decShieldValue
|
| | | GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
|
| | | buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
|
| | | curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
|
| | |
|
| | | realHurtHP = int(shieldHurtValue / shieldHurtPer)
|
| | | GameWorld.DebugLog(" 承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
|
| | | return hurtValue, max(0, realHurtHP), hurtTypes
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|