| | |
| | | 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, isUseSkill=False):
|
| | | '''被攻击结果
|
| | |
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | | # 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():
|
| | |
| | | ## 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
|
| | |
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP)
|
| | | GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
|
| | | return
|
| | |
|
| | | def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
|
| | | ## 执行武将特长
|
| | | if gameObj.GetSpecialty() != specialty:
|
| | | return
|
| | | specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
|
| | | if str(specialty) not in specialtyAddXPDict:
|
| | | return
|
| | | 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):
|
| | |
| | | # return
|
| | | enhanceSkillID = curEffect.GetEffectValue(0)
|
| | | checkInStateList = curEffect.GetEffectValue(1)
|
| | | if checkInStateList:
|
| | | if isinstance(checkInStateList, int):
|
| | | checkInStateList = [checkInStateList]
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | |
|
| | |
| | | GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if checkInStateList:
|
| | | inState = False
|
| | | for state in checkInStateList:
|
| | | if tagObj.IsInState(state):
|
| | | inState = True
|
| | | break
|
| | | if not inState:
|
| | | 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):
|
| | |
| | | if checkInStateList:
|
| | | inState = False
|
| | | for tagObj in tagObjList:
|
| | | for state in checkInStateList:
|
| | | if not state or tagObj.IsInState(state):
|
| | | inState = True
|
| | | break
|
| | | if inState:
|
| | | 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))
|
| | |
| | | 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)
|