| | |
| | | self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
|
| | | return
|
| | |
|
| | | def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
|
| | | def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
|
| | | '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
|
| | | 优先级之后有需要再扩展
|
| | | @return: [["skill/buff", skillID/buffID, effIDList], ...]
|
| | | '''
|
| | | effList = []
|
| | |
|
| | | if not connSkillTypeID and connSkill:
|
| | | connSkillTypeID = connSkill.GetSkillTypeID()
|
| | | |
| | | if connSkill:
|
| | | if not connSkillTypeID:
|
| | | if connSkill:
|
| | | connSkillTypeID = connSkill.GetSkillTypeID()
|
| | | elif connBuff:
|
| | | skillData = connBuff.GetSkillData()
|
| | | connSkillTypeID = skillData.GetSkillTypeID()
|
| | | |
| | | # SkillData 对象暂时没有 GetObjID
|
| | | if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
|
| | | skillID = connSkill.GetSkillID()
|
| | | skillManager = self._batObj.GetSkillManager()
|
| | | # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
|
| | |
| | | triggerSrc = effect.GetTriggerSrc()
|
| | | if not triggerWay:
|
| | | continue
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | if triggerWay in ChConfig.TriggerWayNoLoadList:
|
| | | continue
|
| | | if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
|
| | | # 仅添加本技能的
|
| | |
| | | triggerSrc = effect.GetTriggerSrc()
|
| | | if not triggerWay:
|
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | if triggerWay in ChConfig.TriggerWayNoLoadList:
|
| | | return
|
| | | if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
|
| | | # buff有效的不加进来
|
| | |
| | | triggerSrc = effect.GetTriggerSrc()
|
| | | if not triggerWay:
|
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | if triggerWay in ChConfig.TriggerWayNoLoadList:
|
| | | return
|
| | | if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
|
| | | # 技能有效的不加进来
|
| | |
| | | def GetTriggerWay(self): return self._triggerWay
|
| | | def GetTriggerSrc(self): return self._triggerSrc
|
| | | #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
|
| | | |
| | | EmptyEffect = SkillEffect(0, [])
|
| | |
|
| | | class SklllData():
|
| | |
|
| | |
| | | def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
|
| | | def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
|
| | | def GetEffectCount(self): return len(self._effList)
|
| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
|
| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
|
| | | def GetConnSkill(self): return self._ipyData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
|
| | | def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
|
| | | def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
|
| | | def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
|
| | | def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
|
| | | def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
|
| | |
| | |
|
| | | class PySkill():
|
| | |
|
| | | def __init__(self, ipyData):
|
| | | def __init__(self, ipyData, objID):
|
| | | self._objID = objID # 该技能谁的
|
| | | self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
|
| | | self._calcTime = 0
|
| | | self._remainTime = 0
|
| | |
| | | self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
|
| | | 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._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
|
| | |
|
| | | # 连击相关
|
| | |
| | | self._batType = 0
|
| | | self._tagObjList = []
|
| | | self._bySkill = None
|
| | | self._byBuff = None
|
| | | self._afterLogicList = []
|
| | | self.ClearHurtObj()
|
| | | return
|
| | |
|
| | | def GetObjID(self): return self._objID
|
| | | def GetSkillID(self): return self._skillData.GetSkillID()
|
| | | def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
|
| | | def GetSkillLV(self): return self._skillData.GetSkillLV()
|
| | |
| | | def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
|
| | | def GetConnSkill(self): return self._skillData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
|
| | | def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
|
| | | def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
|
| | | def GetCurBuffState(self): return self._skillData.GetCurBuffState()
|
| | | def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
|
| | | def GetLayerCnt(self): return self._skillData.GetLayerCnt()
|
| | |
| | | def SetBatType(self, batType): self._batType = batType
|
| | | def GetBySkill(self): return self._bySkill
|
| | | def SetBySkill(self, bySkill): self._bySkill = bySkill
|
| | | def GetByBuff(self): return self._byBuff
|
| | | def SetByBuff(self, byBuff): self._byBuff = byBuff
|
| | | def GetTagObjList(self): return self._tagObjList # 技能目标列表
|
| | | def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
|
| | | def GetAfterLogicList(self): return self._afterLogicList
|
| | |
| | | class SkillManager():
|
| | | ## 战斗对象技能管理器
|
| | |
|
| | | def __init__(self):
|
| | | def __init__(self, batObj):
|
| | | self._batObj = batObj
|
| | | self._skillList = [] # 技能列表 [PySkill, ...]
|
| | | self._skillDict = {} # {skillID:PySkill, ...}
|
| | | return
|
| | |
| | | self.__deleteSkill(curSkill)
|
| | |
|
| | | # 学新技能
|
| | | curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
|
| | | curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
|
| | | self._skillDict[skillID] = curSkill
|
| | | self._skillList.append(curSkill)
|
| | | return curSkill
|
| | |
| | | self.atkDistType = 0
|
| | | self.specialty = 0 # 特长
|
| | | self.sex = 0
|
| | | self.job = 0
|
| | | self.lv = 1
|
| | | self.fightPower = 0
|
| | | self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
|
| | |
| | | self._kvDict = {} # 自定义kv字典
|
| | | self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
|
| | | self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
|
| | | self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
|
| | | self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
|
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
|
| | | self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
|
| | | self._lastHurtValue = 0
|
| | |
| | | self._initAttrDict = initAttrDict
|
| | | self._batAttrDict = {}
|
| | | self._batAttrDict.update(initAttrDict)
|
| | | self.__onUpdBatAttr()
|
| | | self._skillTempAttrDict = {}
|
| | | self._xp = initXP
|
| | | self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
|
| | | self.SetXP(initXP, False)
|
| | | self.SetHPFull(False)
|
| | | TurnBuff.RefreshBuffAttr(self)
|
| | | TurnPassive.RefreshPassive(self)
|
| | | return
|
| | |
| | | def ResetBattleEffect(self):
|
| | | self._batAttrDict = {}
|
| | | self._batAttrDict.update(self._initAttrDict)
|
| | | self.__onUpdBatAttr()
|
| | | return self._batAttrDict
|
| | |
|
| | | def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
|
| | |
| | | def SetSpecialty(self, specialty): self.specialty = specialty
|
| | | def GetSex(self): return self.sex
|
| | | def SetSex(self, sex): self.sex = sex
|
| | | def GetJob(self): return self.job
|
| | | def SetJob(self, job): self.job = job
|
| | | def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
|
| | | def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
|
| | | def GetHeroID(self): return self.heroID
|
| | |
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return True
|
| | | return False
|
| | | def IsInState(self, state):
|
| | | ## 是否处于指定状态下
|
| | | return self._buffMgr.IsInBuffState(state)
|
| | |
|
| | | def IsInControlled(self):
|
| | | ## 是否被控制中
|
| | | for state in ChConfig.InControlledStateList:
|
| | | if self.IsInState(state):
|
| | | 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):
|
| | | '''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
|
| | | return
|
| | |
|
| | | def CanAction(self):
|
| | | ## 是否可以行动
|
| | | if not self.IsAlive():
|
| | | return False
|
| | | if self.IsInControlled():
|
| | | if self.IsInControlledHard():
|
| | | return False
|
| | | return True
|
| | |
|
| | |
| | | def SetDead(self):
|
| | | self._isAlive = False
|
| | | self._hp = 0
|
| | | def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
|
| | | def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
|
| | | def SetMaxHP(self, maxHP, isNotify=False):
|
| | | maxHP = int(maxHP)
|
| | | self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
|
| | | if isNotify:
|
| | | NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
|
| | | return
|
| | | def GetHP(self): return self._hp
|
| | | def SetHP(self, hp, isNotify=False):
|
| | | hp = int(hp)
|
| | | self._hp = hp
|
| | | if isNotify:
|
| | | NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
|
| | |
| | | def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
|
| | | def GetXP(self): return self._xp
|
| | | def SetXP(self, xp, isNotify=True):
|
| | | xp = int(xp)
|
| | | self._xp = xp
|
| | | if isNotify:
|
| | | NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
|
| | |
| | | value += self._skillTempAttrDict[attrID] # 支持正负值
|
| | | #value = max(1, value)
|
| | | return value
|
| | | def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
|
| | | def SetBatAttrValue(self, attrID, value):
|
| | | self._batAttrDict[attrID] = value
|
| | | self.__onUpdBatAttr()
|
| | | return
|
| | | def __onUpdBatAttr(self):
|
| | | for attrID in [ChConfig.AttrID_MaxHP]:
|
| | | self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0))
|
| | | return
|
| | | def AddSkillTempAttr(self, attrID, value):
|
| | | ## 增加技能临时属性,支持正负值
|
| | | # @param value: 正值-加属性;负值-减属性
|