| | |
| | | import ChPyNetSendPack
|
| | | import PlayerControl
|
| | | import ShareDefine
|
| | | import TurnPassive
|
| | | import TurnAttack
|
| | | import TurnBuff
|
| | | import ObjPool
|
| | |
| | | ## 是否无视防御
|
| | | return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
|
| | |
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None):
|
| | | '''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 enhanceBySkill: 由哪个主技能额外触发的
|
| | | @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,即主技能拆分成多个技能,额外释放的
|
| | | @return: 是否成功
|
| | | '''
|
| | | if not useSkill:
|
| | |
| | | tagAffect = useSkill.GetTagAffect()
|
| | | tagCount = useSkill.GetTagCount()
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
|
| | | |
| | | enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
|
| | | GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s" |
| | | % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
|
| | | rate = useSkill.GetHappenRate()
|
| | | if rate and rate != ChConfig.Def_MaxRateValue: |
| | | for tagObj in tagObjList[::-1]:
|
| | | if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
|
| | | tagObjList.remove(tagObj)
|
| | | |
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | return
|
| | |
|
| | | bySkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" |
| | | % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
|
| | | # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
|
| | |
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | |
| | | # 统一使用 BattleObj.PySkill
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
|
| | |
|
| | | useSkill.ResetUseRec()
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.SetBatType(batType)
|
| | | useSkill.SetEnhanceBySkill(enhanceBySkill)
|
| | | useSkill.ClearHurtObj()
|
| | | useSkill.SetBySkill(bySkill)
|
| | |
|
| | | curBatObj.ClearSkillTempAttr()
|
| | | for tagObj in tagObjList:
|
| | |
| | |
|
| | | objID = curBatObj.GetID()
|
| | | useTag = ""
|
| | | if not enhanceBySkill:
|
| | | # 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)
|
| | | |
| | | |
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | else:
|
| | | # 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)
|
| | | |
| | | if useTag:
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | |
| | | clientPack.Sign = 1
|
| | | turnFight.addBatPack(clientPack)
|
| | |
|
| | | # 最后重置、清空回收对象池
|
| | | useSkill.SetTagObjList([])
|
| | | useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
|
| | | useSkill.ClearHurtObj()
|
| | | # 处理反击 或 连击
|
| | | DoCombo(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 最后重置、回收对象
|
| | | useSkill.ResetUseRec()
|
| | | if usePoolSkill:
|
| | | poolMgr.release(useSkill)
|
| | | return True
|
| | |
|
| | | def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
|
| | | ## 获取技能目标 |
| | | ## 获取技能目标
|
| | | # @return: [主目标, 目标2, ...]
|
| | | |
| | | curFaction = curBatObj.GetFaction()
|
| | |
|
| | | # 自己,直接返回
|
| | | if tagAim == ChConfig.SkillTagAim_Self:
|
| | | return [curBatObj]
|
| | |
|
| | | sneerObj = None # 嘲讽目标
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | | if tagFriendly:
|
| | | tagFaction = curFaction
|
| | | else:
|
| | | tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
|
| | | |
| | | sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
|
| | | |
| | | sneerObjFirst = True # 嘲讽目标优先
|
| | | if sneerObj:
|
| | | sneerObjID = sneerObj.GetID()
|
| | | sneerObjPosNum = sneerObj.GetPosNum()
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | lineupNum = curBatObj.GetLineupNum()
|
| | | posNum = curBatObj.GetPosNum()
|
| | |
| | |
|
| | | # 对位
|
| | | if tagAim == ChConfig.SkillTagAim_Relative:
|
| | | posNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
|
| | | pNumList = batLineup.posObjIDDict.keys()
|
| | | pNumList.sort()
|
| | | for pNum in pNumList:
|
| | | if pNum > 0 and pNum not in posNumList:
|
| | | posNumList.append(pNum)
|
| | | for pNum in posNumList:
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | aimObjList.append(tagBatObj) # 对位的默认只选1个
|
| | | break
|
| | | |
| | | if sneerObj:
|
| | | aimObjList.append(sneerObj)
|
| | | else:
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | if relativeObj:
|
| | | aimObjList.append(relativeObj)
|
| | | |
| | | # 前排
|
| | | elif tagAim == ChConfig.SkillTagAim_FrontRow:
|
| | | # 优先前排,如果没有则后排亦是前排
|
| | | for pNumList in [[1, 2, 3], [4, 5, 6]]:
|
| | | hasObj = False
|
| | | for pNum in pNumList:
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | hasObj = True
|
| | | aimObjList.append(tagBatObj)
|
| | | if hasObj:
|
| | | break
|
| | | |
| | | aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
|
| | | |
| | | # 后排
|
| | | elif tagAim == ChConfig.SkillTagAim_BackRow:
|
| | | # 优先后排,如果没有则前排亦是后排
|
| | | for pNumList in [[4, 5, 6], [1, 2, 3]]:
|
| | | hasObj = False
|
| | | for pNum in pNumList:
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | hasObj = True
|
| | | aimObjList.append(tagBatObj)
|
| | | if hasObj:
|
| | | break
|
| | | |
| | | aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
|
| | | |
| | | # 竖排/纵排
|
| | | elif tagAim == ChConfig.SkillTagAim_Vertical:
|
| | | verticalNumList = [[1, 4], [2, 5], [3, 6]]
|
| | | for pNumList in verticalNumList:
|
| | | # 优先对位排
|
| | | if posNum in pNumList:
|
| | | verticalNumList.remove(pNumList)
|
| | | verticalNumList.insert(0, pNumList)
|
| | | break
|
| | | for pNumList in verticalNumList:
|
| | | hasObj = False
|
| | | for pNum in pNumList:
|
| | | # 优先自己所在纵
|
| | | inColNum = ChConfig.GetInColNum(posNum)
|
| | | colNumList = range(1, 1 + ChConfig.TurnFightCols)
|
| | | if inColNum in colNumList:
|
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | | |
| | | # 优先嘲讽所在纵
|
| | | if sneerObj:
|
| | | sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
|
| | | if sneerInColNum in colNumList:
|
| | | colNumList.remove(sneerInColNum)
|
| | | colNumList.insert(0, sneerInColNum)
|
| | | |
| | | GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
|
| | | for col in colNumList:
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | hasObj = True
|
| | | aimObjList.append(tagBatObj)
|
| | | if hasObj:
|
| | | if aimObjList:
|
| | | break
|
| | |
|
| | | # 其他,默认全部
|
| | | else:
|
| | | pNumList = batLineup.posObjIDDict.keys()
|
| | | for pNum in pNumList:
|
| | | if pNum <= 0:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | | inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
|
| | | # 优先自己所在纵
|
| | | colNumList = range(1, 1 + ChConfig.TurnFightCols)
|
| | | if inColNum in colNumList:
|
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
|
| | | # 按前排优先原则
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | for col in colNumList:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | | |
| | | # 目标细分
|
| | | # 血量最低
|
| | | if tagAffect == ChConfig.SkillTagAffect_HPLowest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
|
| | | aimObjList = aimObjList[:tagCount]
|
| | | |
| | | #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | |
| | | # 血量最高
|
| | | elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
|
| | | aimObjList = aimObjList[:tagCount]
|
| | | #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | |
| | | # 未被控制优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
|
| | | sneerObjFirst = False
|
| | | aimObjList.sort(key=lambda o:(o.IsInControlled()))
|
| | | GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
|
| | |
|
| | | else:
|
| | | # 范围目标超过个数,则随机取
|
| | | if tagCount and len(aimObjList) > tagCount:
|
| | | random.shuffle(aimObjList)
|
| | | aimObjList = aimObjList[:tagCount]
|
| | |
|
| | | # 嘲讽优先
|
| | | if sneerObjFirst and sneerObj:
|
| | | if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
|
| | | aimObjList.remove(sneerObj)
|
| | | aimObjList.insert(0, sneerObj)
|
| | | |
| | | if tagCount and len(aimObjList) > tagCount:
|
| | | aimObjList = aimObjList[:tagCount]
|
| | | |
| | | return aimObjList
|
| | |
|
| | | def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
|
| | | ## 获取行排目标对象列表
|
| | | # @param rowReverse: 是否后排优先原则
|
| | | |
| | | # 前后排顺序
|
| | | if rowReverse:
|
| | | rowNumList = range(1, 1 + ChConfig.TurnFightRows)[::-1]
|
| | | else:
|
| | | rowNumList = range(1, 1 + ChConfig.TurnFightRows)
|
| | | |
| | | # 优先嘲讽对象所在行
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | | if sneerObj:
|
| | | sneerObjID = sneerObj.GetID()
|
| | | sneerObjPosNum = sneerObj.GetPosNum()
|
| | | sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
|
| | | if sneerInRowNum in rowNumList:
|
| | | rowNumList.remove(sneerInRowNum)
|
| | | rowNumList.insert(0, sneerInRowNum)
|
| | | |
| | | inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
|
| | | # 优先自己所在纵,为主目标
|
| | | colNumList = range(1, 1 + ChConfig.TurnFightCols)
|
| | | if inColNum in colNumList:
|
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | | |
| | | GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
|
| | | aimObjList = []
|
| | | for row in rowNumList:
|
| | | for col in colNumList:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLog(" row=%s,col=%s,pNum=%s" % (row, col, pNum))
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | | if aimObjList:
|
| | | break
|
| | | |
| | | return aimObjList
|
| | |
|
| | | def GetRelativeObj(turnFight, curBatObj):
|
| | | '''获取对位目标,嘲讽时优先对位嘲讽目标
|
| | | 对位目标用途: |
| | | 1. 对位目标并不代表仅攻击该目标
|
| | | 2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
|
| | | 3. 对位目标可用于判断连击、弱疗
|
| | | '''
|
| | | sneerObj = curBatObj.GetSneerTagObj()
|
| | | if sneerObj:
|
| | | # 有嘲讽目标优先直接对位
|
| | | return sneerObj
|
| | | |
| | | curFaction = curBatObj.GetFaction()
|
| | | # 默认对位敌对阵营
|
| | | tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | lineupNum = curBatObj.GetLineupNum()
|
| | | posNum = curBatObj.GetPosNum()
|
| | | |
| | | batFaction = turnFight.getBatFaction(tagFaction)
|
| | | lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容,支持多阵容对战
|
| | | for tagNum in batFaction.lineupDict.keys():
|
| | | if tagNum not in lineupNumList:
|
| | | lineupNumList.append(tagNum)
|
| | | |
| | | for num in lineupNumList:
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | if relativeObj:
|
| | | return relativeObj
|
| | | |
| | | # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
|
| | | return curBatObj
|
| | |
|
| | | def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
|
| | | ## 获取在某一阵营中的默认对位目标
|
| | | |
| | | tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
|
| | | inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
|
| | | # 优先自己所在纵
|
| | | colNumList = range(1, 1 + ChConfig.TurnFightCols)
|
| | | if inColNum in colNumList:
|
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | | |
| | | # 按前排优先原则
|
| | | for row in range(ChConfig.TurnFightRows):
|
| | | for col in colNumList:
|
| | | pNum = row * ChConfig.TurnFightCols + col
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | continue
|
| | | return tagBatObj
|
| | | |
| | | return
|
| | |
|
| | | def __skillTagFilter(tagBatObj, tagAffect):
|
| | | ## 技能目标过滤器
|
| | | # @return: 是否允许添加该单位
|
| | | if not tagBatObj:
|
| | | return False
|
| | | if tagAffect != ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() <= 0:
|
| | | if tagAffect != ChConfig.SkillTagAffect_Death and not tagBatObj.IsAlive():
|
| | | return False
|
| | | if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() > 0:
|
| | | if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
|
| | | return False
|
| | | if not tagBatObj.GetCanAttack():
|
| | | return False
|
| | | #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
|
| | | # return False
|
| | | return True
|
| | |
|
| | | def __doAddBuff(turnFight, curBatObj, useSkill):
|
| | |
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def __doUseSkill(turnFight, curBatObj, useSkill):
|
| | |
| | | # 通用攻击
|
| | | if atkType == 1:
|
| | | SkillModule_1(turnFight, curBatObj, useSkill)
|
| | | return
|
| | | |
| | | # 治疗
|
| | | if atkType == 2:
|
| | | SkillModule_2(turnFight, curBatObj, useSkill)
|
| | | return
|
| | | |
| | | # 复活
|
| | | if atkType == 3:
|
| | | return
|
| | | |
| | | elif atkType == 3:
|
| | | pass
|
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | if atkType == 4:
|
| | | return
|
| | | |
| | | elif atkType == 4:
|
| | | pass
|
| | | # 弹射(多次攻击,切换目标)
|
| | | if atkType == 5:
|
| | | return
|
| | | |
| | | # 6 怒气增减偷
|
| | | if atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill)
|
| | | return
|
| | | |
| | | elif atkType == 5:
|
| | | pass
|
| | | # 怒气增
|
| | | elif atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
|
| | | # 怒气减
|
| | | elif atkType == 7:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
|
| | | # 怒气偷
|
| | | elif atkType == 8:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
|
| | | |
| | | return
|
| | |
|
| | | def SkillModule_1(turnFight, curBatObj, useSkill):
|
| | | ## 通用攻击,单攻、群攻
|
| | |
|
| | | #执行攻击结果
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | __doSkillHurtHP(curBatObj, tagBatObj, useSkill)
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | |
| | |
|
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill):
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | | ## 怒气增减偷
|
| | |
|
| | | curID = curBatObj.GetID()
|
| | | skillID = useSkill.GetSkillID()
|
| | | enhanceBySkill = useSkill.GetEnhanceBySkill()
|
| | | relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
|
| | | bySkill = useSkill.GetBySkill()
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | |
|
| | | effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
|
| | | angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
|
| | | angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
|
| | | calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
|
| | | #cureType = useSkill.GetCalcType()
|
| | | skillPer = useSkill.GetSkillPer()
|
| | | skillValue = useSkill.GetSkillValue()
|
| | | |
| | | xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
|
| | | calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
|
| | | calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
|
| | | attrID = ChConfig.AttrID_XP
|
| | |
|
| | | GameWorld.DebugLog("怒气增减偷: curID=%s,calcValue=%s,skillID=%s,angerPer=%s,angerValue=%s,calcType=%s,relatedSkillID=%s" |
| | | % (curID, calcValue, skillID, angerPer, angerValue, calcType, relatedSkillID))
|
| | | GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s" |
| | | % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
|
| | | curStealTotal = 0
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | |
|
| | | tagID = tagBatObj.GetID()
|
| | | # 减
|
| | | if calcType == 2:
|
| | | if opType == "Reduce":
|
| | | diffType = 0
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
|
| | |
| | | Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | # ͵
|
| | | elif calcType == 3:
|
| | | elif opType == "Steal":
|
| | | diffType = 0
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
|
| | |
| | | diffValue = curStealTotal
|
| | | updValue = curXP + diffValue
|
| | | curBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 偷总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def DoAttackResult(turnFight, curBatObj, useSkill):
|
| | | '''执行攻击结果,技能、buff通用
|
| | | '''执行攻击结果
|
| | | @param curBatObj: 施法方或buff归属方
|
| | | '''
|
| | |
|
| | |
| | |
|
| | | skillID = useSkill.GetSkillID()
|
| | | curBatObj.AddSkillUseCnt(skillID)
|
| | | |
| | | # 需先通知伤血 - 前端按顺序优先表现主技能内容,
|
| | | enhanceBySkill = useSkill.GetEnhanceBySkill()
|
| | | if not enhanceBySkill:
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetCalcTime(turnFight.getTimeline())
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | # 统计死亡
|
| | | killObjIDList = [] # 击杀的目标ID列表
|
| | | # 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()):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | | |
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | | |
| | | DoBeAttackResult(turnFight, curBatObj, useSkill, True)
|
| | | return
|
| | |
|
| | | 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
|
| | | 2. 仅普攻时可被反击,反判断本次技能目标中的主目标(即对位目标)是否产生格挡,且是近战武将,是的话可反击
|
| | | |
| | | 连击:
|
| | | 1. 仅普攻可连击,反击打断连击
|
| | | 2. 非对敌技能,如奶妈回血普攻,判断对位目标抗连属性是否可连击
|
| | | 3. 对敌技能,判断本次技能目标中的主目标(即对位目标)抗连属性是否可连击
|
| | | |
| | | 对敌技能主目标:
|
| | | 单体: 默认该目标
|
| | | 嘲讽: 优先被嘲讽的目标
|
| | | 横排: 优先该排中与自己同列的,否则按顺序
|
| | | 纵排: 优先前面的单位
|
| | | '''
|
| | | |
| | | if not SkillCommon.isTurnNormalSkill(useSkill):
|
| | | #GameWorld.DebugLog("非普攻不处理反击连击")
|
| | | return
|
| | | |
| | | tagFriendly = useSkill.GetTagFriendly()
|
| | | if tagFriendly:
|
| | | tagObj = GetRelativeObj(turnFight, atkObj)
|
| | | else:
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | if not tagObjList:
|
| | | return
|
| | | tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
|
| | | atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
|
| | | if atkBackSkill:
|
| | | # 可以反击,打断连击
|
| | | GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
|
| | | OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
|
| | | return
|
| | | |
| | | if not tagObj:
|
| | | return
|
| | | |
| | | 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):
|
| | | ## 获取是否可反击及反击技能
|
| | | if not tagObj:
|
| | | 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))
|
| | | return
|
| | | |
| | | canAtkBack = False
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | if hurtObj.GetObjID() != tagID:
|
| | | continue
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
|
| | | canAtkBack = True
|
| | | break
|
| | | |
| | | if not canAtkBack:
|
| | | GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
|
| | | return
|
| | | |
| | | skillManager = tagObj.GetSkillManager()
|
| | | for index in range(0, skillManager.GetSkillCount()):
|
| | | useSkill = skillManager.GetSkillByIndex(index)
|
| | | if not useSkill:
|
| | | continue
|
| | | 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 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()
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(useSkill)
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | |
| | | # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
|
| | | relatedSkillID = useSkill.GetSkillID()
|
| | | shieldBrokenList = [] # 记录盾破
|
| | | afterLogicList = useSkill.GetAfterLogicList()
|
| | | for logicType, logicData in afterLogicList:
|
| | | if logicType == ChConfig.AfterLogic_DelBuff:
|
| | | buffObjID, buff, tagObjID = logicData
|
| | | buffSkillData = buff.GetSkillData()
|
| | | buffSkillTypeID = buffSkillData.GetSkillTypeID()
|
| | | TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
|
| | | if SkillCommon.isDamageShieldSkill(buffSkillData):
|
| | | shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
|
| | | |
| | | elif logicType == ChConfig.AfterLogic_AddBuff:
|
| | | batObj = logicData[0]
|
| | | buff = logicData[1]
|
| | | TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | | |
| | | elif logicType == ChConfig.AfterLogic_SyncBuff:
|
| | | buffObj = logicData[0]
|
| | | buff = logicData[1]
|
| | | TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
|
| | | |
| | | # 统计击杀
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | hurtObj = useSkill.GetHurtObj(tagID)
|
| | | if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | 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()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | | if not tagObj:
|
| | | continue
|
| | | if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
|
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | | if tagObj.GetHP() <= 0:
|
| | | killObjIDList.append(tagID)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
|
| | | if curBatObj.GetHP() <= 0:
|
| | | TurnAttack.SetObjKilled(turnFight, curBatObj)
|
| | | 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 curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | | if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | # 额外触发技能
|
| | | __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
|
| | | # 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 ==========
|
| | |
|
| | | # 循环触发被动,待扩展
|
| | | |
| | | # 最后处理反击 或 连击
|
| | | |
| | | # 破盾时
|
| | | for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
|
| | | buffObj = batObjMgr.getBatObj(buffObjID)
|
| | | tagObj = batObjMgr.getBatObj(tagObjID)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
|
| | | |
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagID == curID or tagID in missObjIDList:
|
| | | # 自己或对方闪避了不再触发被动
|
| | | continue
|
| | | |
| | | # 直接攻击
|
| | | 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)
|
| | | |
| | | return
|
| | |
|
| | | def __doCostZhanchui(turnFight, curBatObj, useSkill):
|
| | |
| | |
|
| | | costZhanchui = 0
|
| | | batType = useSkill.GetBatType()
|
| | | if batType != ChConfig.TurnBattleType_Normal:
|
| | | # 暂定仅常规主动点击行为的需要扣除战锤(与前端手动战斗点击的触发点同步),被动触发的暂定不扣
|
| | | return
|
| | | |
| | | if SkillCommon.isAngerSkill(useSkill):
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
|
| | | elif batType == ChConfig.TurnBattleType_Combo:
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
|
| | | elif batType == ChConfig.TurnBattleType_AtkBack:
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill):
|
| | | costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
|
| | |
|
| | |
| | | ## 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 useSkill.GetEnhanceBySkill():
|
| | | GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
|
| | | ## 执行武将特长
|
| | | if gameObj.GetSpecialty() != specialty:
|
| | | return
|
| | | enhanceSkillIDList = useSkill.GetEnhanceSkillList()
|
| | | if not enhanceSkillIDList:
|
| | | specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
|
| | | if str(specialty) not in specialtyAddXPDict:
|
| | | return
|
| | | GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
|
| | | # 根据触发技能的特点决定是触发一次还是 触发多次
|
| | | # 群体BUFF的请参考 IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
|
| | | 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
|
| | | hurtObj = useSkill.GetHurtObj(tagID)
|
| | | if not hurtObj:
|
| | | GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | GameWorld.DebugLog(" 闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
|
| | | 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, enhanceBySkill=useSkill)
|
| | | |
| | | continue
|
| | | |
| | | GameWorld.DebugLog(" 额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=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 __doSkillHurtHP(attacker, defObj, curSkill):
|
| | | 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
|
| | | # @return: None - 没有执行成功,即忽略该目标
|
| | |
|
| | | atkObj = attacker
|
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | | skillID = curSkill.GetSkillID()
|
| | | hurtObj = curSkill.AddHurtObj(defID)
|
| | |
|
| | | #检查是否几率触发
|
| | | if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
|
| | | rate = curSkill.GetHappenRate()
|
| | | if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
|
| | | #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
|
| | | #放这里,兼容群攻时如果该技能是有概率的,则每个目标单独判断
|
| | | hurtObj.AddHurtType(ChConfig.HurtType_Fail)
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | return hurtObj
|
| | | |
| | | atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
|
| | | atkSkillValue = 0
|
| | | atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
|
| | | atkSkillPer = curSkill.GetSkillPer()
|
| | | atkSkillValue = curSkill.GetSkillValue()
|
| | |
|
| | | dHP = defObj.GetHP() # 防守方当前血量
|
| | | dMaxHP = defObj.GetMaxHP() # 防守方最大血量
|
| | |
| | | pass
|
| | |
|
| | | else:
|
| | | hurtValue, hurtTypes = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
|
| | | |
| | | # 各种减伤 吸收盾处理
|
| | | #hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
|
| | | hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
|
| | | hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
|
| | |
|
| | | #伤害结构体
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
|
| | | hurtObj.SetRealHurtHP(realHurtHP)
|
| | | remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
|
| | |
|
| | | remainHP = int(remainHP) #防范
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" |
| | | % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
|
| | |
|
| | | #反弹伤害
|
| | | CalcBounceHP(atkObj, defObj, hurtObj, curSkill)
|
| | | CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | |
|
| | | #吸血
|
| | | CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
|
| | | return hurtObj
|
| | | return
|
| | |
|
| | | def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
|
| | | '''计算伤害
|
| | | 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
|
| | |
|
| | | mustHit = False
|
| | | if isAngerSkill:
|
| | | mustHit = True
|
| | | GameWorld.DebugLog(" XP必命中")
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | | |
| | | if isDot:
|
| | | mustHit = True
|
| | |
|
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if not mustHit:
|
| | | aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
|
| | | missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
|
| | | if GameWorld.CanHappen(missRate):
|
| | | GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
|
| | | defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
|
| | | return 0, pow(2, ChConfig.HurtType_Miss)
|
| | |
|
| | | hurtTypes = pow(2, ChConfig.HurtType_Normal)
|
| | |
|
| | | isSuperHit = False # 是否暴击
|
| | | #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
|
| | | |
| | | isSuperHit, isParry, isStun = False, False, False
|
| | | aSuperDamPer, dSuperDamPerDef = 0, 0
|
| | | if not isDot:
|
| | | 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)
|
| | | aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
|
| | | dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
|
| | |
|
| | | isParry = False # 是否格挡
|
| | | if isParry:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_Parry)
|
| | |
|
| | | 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
|
| | | #rand = random.random() #种子数 0~1
|
| | |
|
| | | aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
|
| | | aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
|
| | | dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
|
| | |
|
| | | aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|
| | | aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|
| | |
|
| | | aNormalSkillPer, dNormalSkillPerDef = 0, 0
|
| | | if isTurnNormalSkill:
|
| | | aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
|
| | | dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
|
| | | aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
|
| | | dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
|
| | |
|
| | | aAngerSkillPer, dAngerSkillPerDef = 0, 0
|
| | | if isAngerSkill:
|
| | | aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
|
| | | dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
|
| | | |
| | | 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.GetAttrValue(ChConfig.AttrID_MagDamPer)
|
| | | dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
|
| | | aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
|
| | | dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
|
| | | else: # 物伤
|
| | | aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer) |
| | | dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
|
| | | aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) |
| | | dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
|
| | |
|
| | | # 所有万分率参数统一除10000.0
|
| | | atkSkillPer /= 10000.0
|
| | |
| | | dNormalSkillPerDef /= 10000.0
|
| | | aAngerSkillPer /= 10000.0
|
| | | dAngerSkillPerDef /= 10000.0
|
| | | aAddSkillPer /= 10000.0
|
| | | aPMDamPer /= 10000.0
|
| | | dPMDamPerDef /= 10000.0
|
| | | aSuperDamPer /= 10000.0
|
| | | dSuperDamPerDef /= 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,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
|
| | |
|
| | | 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))
|
| | | |
| | | if "hurtFormulaKey" in atkwargs:
|
| | | aBurnValue = atkwargs.get('burnValue', 0)
|
| | | aBurnPer = atkwargs.get('burnPer', 0)
|
| | | hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
|
| | | # 持续性伤害
|
| | | if isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
|
| | | elif isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
|
| | | 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 = max(1, int(hurtValue)) # 负值、保底防范
|
| | | |
| | | if isParry:
|
| | | parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
|
| | | hurtValue = hurtValue * (1 - parryReduceRatio)
|
| | | GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
|
| | | |
| | | 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 CalcBounceHP(atkObj, defObj, hurtObj, curSkill):
|
| | | 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):
|
| | | GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
|
| | | return True
|
| | | return False
|
| | |
|
| | | 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):
|
| | | return False
|
| | | GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
|
| | | stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
|
| | | TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
|
| | | return True
|
| | |
|
| | | 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)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
|
| | | if GameWorld.CanHappen(happenRate):
|
| | | GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
|
| | | defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
|
| | | return True
|
| | | return False
|
| | |
|
| | | def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
|
| | | ## 计算伤害后,因各种buff和状态的影响处理
|
| | | # @return: hurtValue, realHurtHP
|
| | | |
| | | if hurtValue <= 0:
|
| | | return 0, 0
|
| | | |
| | | # 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 = []
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | skillData = buff.GetSkillData()
|
| | | # 承伤盾
|
| | | if SkillCommon.isDamageShieldSkill(skillData):
|
| | | remainTime = buff.GetRemainTime() # 剩余回合
|
| | | if not skillData.GetLastTime():
|
| | | remainTime = 999 # 永久盾
|
| | | buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
|
| | | shieldBuffList.append([remainTime, buffValue, buff])
|
| | | |
| | | if shieldBuffList:
|
| | | shieldBuffList.sort()
|
| | | for _, buffValue, buff in shieldBuffList:
|
| | | if realHurtHP <= 0:
|
| | | break
|
| | | buffID = buff.GetBuffID()
|
| | | if realHurtHP < buffValue:
|
| | | damageShieldValue = realHurtHP
|
| | | 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))
|
| | | 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))
|
| | | buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
|
| | | curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
|
| | | |
| | | return hurtValue, max(0, realHurtHP)
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算反弹反弹伤害
|
| | | '''
|
| | | if not atkObj.GetCanAttack():
|
| | | return
|
| | |
|
| | | bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
|
| | | |
| | | if bounceHP <= 0:
|
| | | return
|
| | |
|
| | | remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
|
| | | GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
|
| | | bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
|
| | | if bounceHP <= 0:
|
| | | return
|
| | | hurtObj.SetBounceHP(bounceHP)
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
|
| | |
|
| | | TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
|
| | | if realBounceHP > 0:
|
| | | remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
|
| | | return
|
| | |
|
| | | def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算吸血
|
| | | '''
|
| | |
|
| | | suckHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
|
| | | hurtHP = hurtObj.GetHurtHP()
|
| | | if hurtHP <= 1:
|
| | | return
|
| | |
|
| | | aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
|
| | | dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
|
| | | suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
|
| | | if suckHP <= 0:
|
| | | return
|
| | |
|
| | |
| | |
|
| | | hurtObj.SetSuckHP(suckHP)
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s" % (suckHP, remainHP, maxHP))
|
| | | GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
|
| | |
|
| | | # 吸血暂定算治疗
|
| | | TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
|
| | |
| | | def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
|
| | | ''' 计算治疗值
|
| | | '''
|
| | | cureBaseValue = 0 #治疗基础值
|
| | | effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
|
| | | skillPer = curSkill.GetEffectValue(effIDNum, 0)
|
| | | cureType = curSkill.GetEffectValue(effIDNum, 1)
|
| | | cureType = curSkill.GetCalcType()
|
| | | skillPer = curSkill.GetSkillPer()
|
| | | #skillValue = curSkill.GetSkillValue()
|
| | |
|
| | | #获得基础治疗值
|
| | | if cureType == ChConfig.Def_Cure_Attack:
|
| | | cureBaseValue = userObj.GetAtk()
|
| | | elif cureType == ChConfig.Def_Cure_MaxHP:
|
| | | cureBaseValue = userObj.GetMaxHP()
|
| | | #elif cureType == ChConfig.Def_Cure_HurtValue:
|
| | | # cureBaseValue = GameObj.GetLastHurtValue(userObj)
|
| | | elif cureType == ChConfig.Def_Cure_TagMaxHP:
|
| | | cureBaseValue = 0 if not tagObj else tagObj.GetMaxHP()
|
| | | |
| | | cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
|
| | | |
| | | #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
|
| | |
|
| | | # 回合制
|
| | |
| | | #curePer += GameObj.GetCurePer(userObj)
|
| | | #if enemyObj:
|
| | | # cureDefPer += GameObj.GetCureDefPer(enemyObj)
|
| | | |
| | | |
| | | skillPer /= float(ChConfig.Def_MaxRateValue)
|
| | | curePer /= float(ChConfig.Def_MaxRateValue)
|
| | | cureDefPer /= float(ChConfig.Def_MaxRateValue)
|
| | |
| | | GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
|
| | | % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
|
| | | return cureHP
|
| | |
|
| | | def GetCalcBaseValue(calcType, curObj, tagObj):
|
| | | ##获得基础计算值
|
| | | if calcType == ChConfig.Def_Calc_Attack:
|
| | | baseValue = curObj.GetAtk()
|
| | | elif calcType == ChConfig.Def_Calc_MaxHP:
|
| | | baseValue = curObj.GetMaxHP()
|
| | | #elif cureType == ChConfig.Def_Calc_HurtValue:
|
| | | # baseValue = GameObj.GetLastHurtValue(userObj)
|
| | | elif calcType == ChConfig.Def_Calc_TagMaxHP:
|
| | | baseValue = 0 if not tagObj else tagObj.GetMaxHP()
|
| | | return baseValue
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
|
| | | ## 执行单次dot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) # 攻击方
|
| | | if not buffOwner:
|
| | | return
|
| | | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | |
| | | defID = defObj.GetID()
|
| | | tagObjList = [defObj]
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.ClearHurtObj()
|
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" |
| | | % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
|
| | | hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
|
| | | |
| | | # dot的反弹、吸血待定
|
| | | |
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | |
| | | GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | |
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetRealHurtHP(realHurtHP)
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(remainHP)
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
|
| | | |
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
|
| | | |
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def Sync_UseSkill(turnFight, curBatObj, useSkill):
|
| | | ## 通知释放技能
|
| | |
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | |
|
| | | def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0):
|
| | | def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0, hurtTypes=0):
|
| | | '''通知对象属性刷新展示B418
|
| | | @param attrID: 通知变化的属性ID
|
| | | @param diffValue: 变化值
|
| | | @param diffType: 变化类型,0-减少;1-增加
|
| | | @param skillID: 使用的技能表ID,即哪个技能的效果
|
| | | @param relatedSkillID: 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
|
| | | @param hurtTypes: 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
|
| | | '''
|
| | | if attrID not in ChConfig.CDBRefresh_AttrIDDict:
|
| | | return
|
| | |
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.RefreshType = refreshType
|
| | | clientPack.AttackTypes = hurtTypes |
| | | if isBig:
|
| | | clientPack.Value = value % ShareDefine.Def_PerPointValue
|
| | | clientPack.ValueEx = value / ShareDefine.Def_PerPointValue
|