| | |
| | | def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
|
| | | def GetLayerMax(self): return self._ipyData.GetLayerMax()
|
| | | def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
|
| | | def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
|
| | | def GetFightPower(self): return self._ipyData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
|
| | |
|
| | |
| | | self._batType = 0 # 战斗类型,普通、连击、反击、追击等
|
| | | self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
|
| | | self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
|
| | | self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
|
| | | self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
|
| | | self._bySkill = None # 由哪个技能触发的
|
| | | self._byBuff = None # 由哪个buff触发的
|
| | |
| | | self._batType = 0
|
| | | self._tagObjList = []
|
| | | self._killObjList = []
|
| | | self._effIgnoreObjIDList = []
|
| | | self._bySkill = None
|
| | | self._byBuff = None
|
| | | self._afterLogicList = []
|
| | |
| | | def GetLayerCnt(self): return self._skillData.GetLayerCnt()
|
| | | def GetLayerMax(self): return self._skillData.GetLayerMax()
|
| | | def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
|
| | | def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
|
| | | def GetFightPower(self): return self._skillData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
|
| | |
|
| | |
| | | def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
|
| | | def GetKillObjList(self): return self._killObjList # 击杀目标列表
|
| | | def SetKillObjList(self, killObjList): self._killObjList = killObjList
|
| | | def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
|
| | | def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
|
| | | def GetAfterLogicList(self): return self._afterLogicList
|
| | | def AddAfterLogic(self, logicType, logicData):
|
| | | '''添加技能释放后需要处理额外逻辑
|
| | |
| | | ## 回合重置
|
| | | self._skillTurnUseCntDict = {}
|
| | |
|
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList):
|
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
|
| | | ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
|
| | | self._initAttrDict = initAttrDict
|
| | | learnNewSkill = False
|
| | | for skillID in skillIDList:
|
| | | if self._skillMgr.LearnSkillByID(skillID):
|
| | | learnNewSkill = True
|
| | | if skillIDList:
|
| | | for skillID in skillIDList:
|
| | | if self._skillMgr.LearnSkillByID(skillID):
|
| | | learnNewSkill = True
|
| | | TurnBuff.RefreshBuffAttr(self)
|
| | | if learnNewSkill: # 有学新技能时重刷技能被动
|
| | | self._passiveEffMgr.RefreshSkillPassiveEffect()
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
|
| | | def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
|
| | | def IsInBuffStateGroup(self, buffStateGroup):
|
| | | def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
|
| | | def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
|
| | | def IsInBuffStateGroup(self, buffStateGroups):
|
| | | '''是否在某个状态组中
|
| | | 已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
|
| | | '''
|
| | | buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
|
| | | if buffStateGroup not in buffStateGroupDict:
|
| | | return
|
| | | for state in buffStateGroupDict[buffStateGroup]:
|
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return state
|
| | | for stateGroup in buffStateGroups:
|
| | | if str(stateGroup) not in buffStateGroupDict:
|
| | | continue
|
| | | for state in buffStateGroupDict[str(stateGroup)]:
|
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return state
|
| | | return
|
| | |
|
| | | def CanAction(self):
|
| | |
| | | ## 统计承伤
|
| | | self.defStat += lostHP
|
| | | return self.defStat
|
| | | def GetStatDefValue(self): return self.defStat # 获取累计总承伤
|
| | |
|
| | | def StatCureValue(self, cureValue):
|
| | | ## 统计治疗
|