| | |
| | | '''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 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
|
| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
|
| | | @return: 是否成功
|
| | | '''
|
| | | if not useSkill:
|
| | |
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | else:
|
| | | # 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.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
|
| | | if batType != ChConfig.TurnBattleType_Enhance:
|
| | | # 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.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | |
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill)
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill, True)
|
| | | return
|
| | |
|
| | | def DoCombo(turnFight, curBatObj, useSkill):
|
| | | def DoCombo(turnFight, atkObj, useSkill):
|
| | | '''
|
| | | 格挡、反击、连击规则
|
| | | 1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
|
| | |
| | |
|
| | | tagFriendly = useSkill.GetTagFriendly()
|
| | | if tagFriendly:
|
| | | tagObj = GetRelativeObj(turnFight, curBatObj)
|
| | | tagObj = GetRelativeObj(turnFight, atkObj)
|
| | | else:
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | if not tagObjList:
|
| | |
| | | if atkBackSkill:
|
| | | # 可以反击,打断连击
|
| | | GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
|
| | | OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
|
| | | OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
|
| | | return
|
| | |
|
| | | if not tagObj:
|
| | | return
|
| | |
|
| | | if CanCombo(curBatObj, tagObj):
|
| | | # 连击根据技能目标配置逻辑重新选择目标
|
| | | GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
|
| | | OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
|
| | | |
| | | comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
|
| | | aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
|
| | | aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill)
|
| | | |
| | | dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
|
| | | if not GameWorld.CanHappen(happenRate):
|
| | | GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" |
| | | % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
|
| | | return
|
| | | GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" |
| | | % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
|
| | | atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
|
| | | |
| | | # 连击特长
|
| | | DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
|
| | | |
| | | # 连击根据技能目标配置逻辑重新选择目标
|
| | | OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
|
| | | return
|
| | |
|
| | | def __getCanAtkBackSkill(useSkill, tagObj):
|
| | |
| | | return
|
| | |
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
|
| | | GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
|
| | | 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))
|
| | | return
|
| | |
|
| | | canAtkBack = False
|
| | |
| | | useSkill = skillManager.GetSkillByIndex(index)
|
| | | if not useSkill:
|
| | | continue
|
| | | if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
|
| | | if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
|
| | | GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
|
| | | return useSkill
|
| | | return
|
| | |
|
| | | def CanCombo(atkObj, defObj):
|
| | | ## 可否连击
|
| | | comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
|
| | | aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
|
| | | dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
|
| | | if GameWorld.CanHappen(happenRate):
|
| | | GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" |
| | | % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
|
| | | atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
|
| | | return True
|
| | | GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" |
| | | % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
|
| | | return False
|
| | |
|
| | | def DoBeAttackResult(turnFight, curObj, useSkill):
|
| | | def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
|
| | | '''被攻击结果
|
| | | @param curObj: 施法方或buff归属方
|
| | | @param isUseSkill: 是否是直接使用技能的攻击结果
|
| | | '''
|
| | |
|
| | | curID = curObj.GetID()
|
| | |
| | | shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
|
| | |
|
| | | elif logicType == ChConfig.AfterLogic_AddBuff:
|
| | | batObj, buff, _ = logicData
|
| | | TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
|
| | | batObj = logicData[0]
|
| | | buff = logicData[1]
|
| | | TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | |
|
| | | elif logicType == ChConfig.AfterLogic_SyncBuff:
|
| | | buffObj, buff, _, _ = logicData
|
| | | buffObj = logicData[0]
|
| | | buff = logicData[1]
|
| | | TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
|
| | |
|
| | | # 统计结果
|
| | | killObjIDList = [] # 击杀的目标ID列表
|
| | | # 统计击杀
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0:
|
| | | killObjIDList.append(tagID)
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | | # 可能单个技能对同一目标造成多次伤害
|
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | | isSuperHit, isStun, isSuckHP = False, False, False
|
| | | missObjIDList = []
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | |
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | missObjIDList.append(hurtObjID)
|
| | | |
| | | DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
|
| | | DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
|
| | | isSuperHit = True
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
|
| | | isStun = True
|
| | | if hurtObj.GetSuckHP() > 0:
|
| | | isSuckHP = True
|
| | | # 群攻只触发一次特长
|
| | | if isSuperHit:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
|
| | | if isStun:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
|
| | | if isSuckHP:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
|
| | | |
| | | # 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 curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | | |
| | | # 额外触发技能
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill)
|
| | | |
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | | |
| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | if isUseSkill:
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
|
| | | |
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | | # 破盾时
|
| | |
| | | # 自己或对方闪避了不再触发被动
|
| | | continue
|
| | |
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
|
| | | # 直接攻击
|
| | | if not SkillCommon.IsBuff(useSkill):
|
| | | if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
|
| | |
|
| | |
| | | ## 技能释放者怒气相关
|
| | | if SkillCommon.isAngerSkill(useSkill):
|
| | | curBatObj.SetXP(0)
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill):
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
|
| | | addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
|
| | | AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | return
|
| | |
| | | GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
|
| | | return
|
| | |
|
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
|
| | | if not curBatObj:
|
| | | def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
|
| | | ## 执行武将特长
|
| | | if gameObj.GetSpecialty() != specialty:
|
| | | return
|
| | | if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
|
| | | #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
|
| | | if str(specialty) not in specialtyAddXPDict:
|
| | | return
|
| | | enhanceSkillIDList = useSkill.GetEnhanceSkillList()
|
| | | if not enhanceSkillIDList:
|
| | | return
|
| | | GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | for enhanceSkillID in enhanceSkillIDList:
|
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | | if not enhanceSkillData:
|
| | | continue
|
| | | # 继承主技能目标
|
| | | 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()
|
| | | 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
|
| | | inHurt = False
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | if hurtObj.GetObjID() != tagID:
|
| | | continue
|
| | | if 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 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))
|
| | | continue
|
| | | |
| | | enchanceTagObjList.append(tagObj)
|
| | | |
| | | if enchanceTagObjList:
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | |
| | | continue
|
| | | |
| | | GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | |
| | | addXP = specialtyAddXPDict[str(specialty)]
|
| | | curXP = gameObj.GetXP()
|
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP, False)
|
| | | GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
|
| | | Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
|
| | | return
|
| | |
|
| | | def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
|
| | | ## 执行本技能/buff释放后额外效果
|
| | | for index in xrange(useSkill.GetEffectCount()):
|
| | | curEffect = useSkill.GetEffect(index)
|
| | | if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
|
| | | continue
|
| | | |
| | | effID = curEffect.GetEffectID()
|
| | | GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
|
| | | if effID == 5010:
|
| | | # 额外技能效果
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
|
| | | continue
|
| | | |
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | GameWorld.DebugLog(" tagID=%s" % (tagID))
|
| | | if tagID in missObjIDList:
|
| | | # 闪避了不触发
|
| | | continue
|
| | | |
| | | TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
|
| | | ## 执行主技能的额外技能效果
|
| | | #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
|
| | | # #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
|
| | | enhanceSkillID = curEffect.GetEffectValue(0)
|
| | | checkInStateList = curEffect.GetEffectValue(1)
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | |
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | | if not enhanceSkillData:
|
| | | return
|
| | | |
| | | # 继承主技能目标
|
| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | GameWorld.DebugLog("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()
|
| | | enchanceTagObjList = []
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if tagID in missObjIDList:
|
| | | GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if checkInStateList:
|
| | | if not tagObj.CheckInState(checkInStateList):
|
| | | GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
|
| | | 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))
|
| | | continue
|
| | | |
| | | enchanceTagObjList.append(tagObj)
|
| | | |
| | | if enchanceTagObjList:
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | |
| | | return
|
| | | |
| | | # 只执行一次,防止群攻时额外触发多次
|
| | | GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | if checkInStateList:
|
| | | inState = False
|
| | | for tagObj in tagObjList:
|
| | | if tagObj.CheckInState(checkInStateList):
|
| | | inState = True
|
| | | break
|
| | | if not inState:
|
| | | GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
|
| | | return
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | return
|
| | |
|
| | | def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
|
| | | '''被动触发使用技能
|
| | | @param passiveSkill: 释放的被动技能
|
| | | @param connSkill: 由什么技能引起的
|
| | | @param effSkillID: 被动效果所属的技能ID
|
| | | @param effectID: 被动效果ID
|
| | | 注:可能由A引起触发B技能的效果释放技能C
|
| | | '''
|
| | | if not passiveSkill:
|
| | | return
|
| | | isOK = False
|
| | | passiveSkillID = passiveSkill.GetSkillID()
|
| | | # 继承主技能目标
|
| | | if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | happenRate = passiveSkill.GetHappenRate()
|
| | | GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
|
| | | if not tagObj:
|
| | | return
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | return
|
| | | if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
|
| | | return
|
| | | passiveTagObjList = [tagObj]
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
|
| | | else:
|
| | | GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
|
| | | |
| | | return isOK
|
| | |
|
| | | def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
|
| | | ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
|
| | |
| | | def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
|
| | | '''计算伤害,默认按攻击计算
|
| | | '''
|
| | | |
| | | skillID = curSkill.GetSkillID()
|
| | | pmType = GetPMType(atkObj, curSkill)
|
| | | ignoreDef = IsIgnoreDef(curSkill)
|
| | |
|
| | | changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
|
| | | if changeHurtType == 1:
|
| | | ignoreDef = True
|
| | | GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
|
| | | |
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | |
|
| | | skillID = curSkill.GetSkillID()
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(curSkill)
|
| | | isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
|
| | | isDot = ("damageoftime" in kwargs)
|
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | |
| | |
|
| | | #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
|
| | |
|
| | | isSuperHit, isParry = False, False
|
| | | isSuperHit, isParry, isStun = False, False, False
|
| | | aSuperDamPer, dSuperDamPerDef = 0, 0
|
| | | if not isDot:
|
| | | isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
|
| | | isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
|
| | | CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
|
| | | isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
|
| | | isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
|
| | | isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
|
| | |
|
| | | if isSuperHit:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
|
| | |
| | |
|
| | | if ignoreDef:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
|
| | | |
| | | if isStun:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_Stun)
|
| | |
|
| | | #参与运算的数值
|
| | | #rand = random.random() #种子数 0~1
|
| | |
| | | if isAngerSkill:
|
| | | aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
|
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
|
| | | |
| | | |
| | | aAddSkillPer = 0 # 技能增伤
|
| | | aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
|
| | | |
| | | # 物法增减伤
|
| | | if pmType == IPY_GameWorld.ghtMag: # 法伤
|
| | | aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
|
| | |
| | | dNormalSkillPerDef /= 10000.0
|
| | | aAngerSkillPer /= 10000.0
|
| | | dAngerSkillPerDef /= 10000.0
|
| | | aAddSkillPer /= 10000.0
|
| | | aPMDamPer /= 10000.0
|
| | | dPMDamPerDef /= 10000.0
|
| | | aSuperDamPer /= 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))
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
|
| | |
|
| | | # 持续性伤害
|
| | | if isDot:
|
| | |
| | | elif isAngerSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
|
| | | GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
|
| | | elif isAtkbackSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
|
| | | GameWorld.DebugLog(" 反击伤害=%s" % (hurtValue))
|
| | | else:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
|
| | | GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
|
| | |
| | | hurtValue = hurtValue * (1 - parryReduceRatio)
|
| | | GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
|
| | |
|
| | | hurtValue = max(1, int(hurtValue)) # 负值、保底防范
|
| | | multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
|
| | | if multiValue and multiValue != 1:
|
| | | hurtValue = int(hurtValue * multiValue)
|
| | | GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
|
| | | |
| | | hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
|
| | | return hurtValue, hurtTypes
|
| | |
|
| | | def CanSuperHit(atkObj, defObj):
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | | aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
|
| | | aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
|
| | | dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
|
| | | if GameWorld.CanHappen(happenRate):
|
| | |
| | |
|
| | | def CanStun(turnFight, atkObj, defObj, curSkill):
|
| | | aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
|
| | | aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill)
|
| | | dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
|
| | | if not GameWorld.CanHappen(happenRate):
|
| | |
| | | TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
|
| | | return True
|
| | |
|
| | | def CanParry(atkObj, defObj):
|
| | | def CanParry(turnFight, atkObj, defObj, curSkill):
|
| | | if defObj.IsInControlled():
|
| | | #被控制无法格挡
|
| | | return False
|
| | | |
| | | # 格挡印记
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
|
| | | if parryYJBuff and parryYJBuff.GetLayer():
|
| | | GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
|
| | | TurnBuff.DecBuffLayer(turnFight, defObj, parryYJBuff, 1, curSkill.GetSkillID())
|
| | | return True
|
| | | |
| | | aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
|
| | | dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
|
| | | parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
|
| | |
| | | buffID = curBuff.GetBuffID()
|
| | | ownerID = curBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
|
| | | if not buffOwner:
|
| | | return
|
| | |
|
| | | atkObj = buffOwner
|
| | | defObj = batObj
|