ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -267,12 +267,12 @@
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    if batObj.GetHP() > 0:
                    if batObj.IsAlive():
                        allKilled = False
                        break
                    
            if allKilled:
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionA
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                DoTurnFightOver(self.guid)
                return self.winFaction
            
@@ -556,7 +556,7 @@
    
    batObjMgr = BattleObj.GetBatObjMgr()
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
@@ -597,6 +597,7 @@
        batObj.SetLineupPos(posNum, num)
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        batObj.SetAtkDistType(atkDistType)
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
@@ -1112,6 +1113,7 @@
    return
def OnTimelineChange(turnFight):
    ## 每个时间节点变化时处理
    
    nowTimeline = turnFight.getTimeline()
    
@@ -1120,8 +1122,14 @@
        for batLineup in batFaction.lineupDict.values():
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj or batObj.GetHP() <= 0:
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
                for index in range(0, skillManager.GetSkillCount()):
@@ -1148,10 +1156,12 @@
                    remainTime = buff.GetRemainTime()
                    if not remainTime:
                        # 永久buff不处理
                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, buff.GetSkillID()))
                        continue
                    calcTimeline = buff.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
                    if passTurn <= 0:
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, buff.GetSkillID()))
                        continue
                    
                    updRemainTime = max(0, remainTime - passTurn)
@@ -1194,40 +1204,6 @@
        return
    
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
#    SetTimeline(gameObj, turnNum, 0)
#    # 重置连击、反击数
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0)
#    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # 击晕CD
#
#    objType = gameObj.GetGameObjType()
#    objID = gameObj.GetID()
#    objName = GetObjName(gameObj)
#    GameWorld.DebugLog("ObjPerTurnStart: 回合%s, %s objType-ID-HP(%s-%s-%s)" % (turnNum, objName, objType, objID, GameObj.GetHP(gameObj)))
#
#    # 每回合开始减技能CD
#    skillManager = gameObj.GetSkillManager()
#    for i in range(skillManager.GetSkillCount()):
#        skill = skillManager.GetSkillByIndex(i)
#        remainTime = skill.GetRemainTime()
#        if not remainTime:
#            continue
#        skillID = skill.GetSkillID()
#        updRemainTime = max(0, remainTime - ChConfig.Def_PerTurnTick)
#        skill.SetRemainTime(updRemainTime)
#        GameWorld.DebugLog("    skillID=%s,remainTime=%s,updRemainTime=%s" % (skillID, remainTime, updRemainTime))
#
#    # 刷新定时处理的buff效果
#    SkillShell.ProcessPersistBuff(gameObj, tick)
#
#    PassiveBuffEffMng.OnPassiveSkillTrigger(gameObj, tagObj, None, ChConfig.TriggerType_TurnNum, tick)
#
#    __logGameObjAttr(gameObj)
    return
def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
@@ -1271,6 +1247,8 @@
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
    ## 回合对象添加伤害值
    # @param isBounce: 是否反弹伤害
    if hurtValue <= 0:
        return
    curID = curBatObj.GetID()
    tagID = tagBatObj.GetID()
    if curID != tagID:
@@ -1279,7 +1257,7 @@
                       % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
        
        if tagBatObj:
            updStatValue = tagBatObj.StatDefValue(lostHP)
            updStatValue = tagBatObj.StatDefValue(hurtValue)
            GameWorld.DebugLog("        统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,isBounce=%s" 
                           % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
            
@@ -1303,8 +1281,7 @@
    objName = GetObjName(curBatObj)
    
    # 是否可行动状态判断
    canAction = True
    canAction = curBatObj.CanAction()
    if not canAction:
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
        return
@@ -1338,6 +1315,9 @@
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
                continue
            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
                continue
            useCnt = -1 # xp技能优先释放
        else:
            useCnt = curBatObj.GetSkillUseCnt(skillID)
@@ -1354,166 +1334,12 @@
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
    return True
def DoAttack(curBatObj, tagBatObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
#    curID = curBatObj.GetID()
#    npcID = curBatObj.GetNPCID()
#    objName = GetObjName(curBatObj)
#    GameWorld.DebugLog("    ● %s DoAttack: curID=%s,,turnBattleType=%s" % (objName, curID, turnBattleType))
#
#    atkOK = False
#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, turnBattleType)
#
#    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
#        if not tagBatObj:
#            return
#        skillManager = curBatObj.GetSkillManager()
#        for index in range(0, skillManager.GetSkillCount()):
#            skill = skillManager.GetSkillByIndex(index)
#            if not skill:
#                continue
#            if skill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
#                useSkill = skill
#                break
#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
#    elif turnBattleType == ChConfig.TurnBattleType_Combo:
#        if not tagBatObj:
#            return
#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
#    else:
#        curXP = GameObj.GetXP(curBatObj)
#        xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
#        skillManager = curBatObj.GetSkillManager()
#        useSkillList = []
#        #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
#        for index in range(0, skillManager.GetSkillCount()):
#            useSkill = skillManager.GetSkillByIndex(index)
#            if not useSkill:
#                continue
#            if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
#                #基础普攻不能主动释放,目前仅用于反击
#                continue
#            #被动技能无法使用
#            if SkillCommon.isPassiveSkill(useSkill):
#                continue
#            #还在冷却时间内无法释放
#            if useSkill.GetRemainTime():
#                continue
#            skillID = useSkill.GetSkillID()
#            # 常规攻击优先xp
#            if SkillCommon.isAngerSkill(useSkill) and turnBattleType == ChConfig.TurnBattleType_Normal:
#                if curXP < xpMax:
#                    continue
#                useCnt = -1 # xp技能优先释放
#            else:
#                useCnt = curBatObj.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillID) # 该技能已使用次数
#            useSkillList.append([useCnt, index, skillID, useSkill])
#
#        useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
#        #GameWorld.DebugLog('    技能使用顺序 = useSkillList%s' % str(useSkillList), npcID)
#
#        for useInfo in useSkillList:
#            useSkill = useInfo[-1]
#            #skillID = useSkill.GetSkillID()
#            atkOK, tagBatObj = OnUseSkill(curBatObj, useSkill, tick)
#            if atkOK:
#                break
#
#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
#
#    tagID = 0
#    tagHP = 0
#    if tagObj:
#        tagID = tagObj.GetID()
#        tagHP = GameObj.GetHP(tagObj)
#    GameWorld.DebugLog('        atkOK=%s,tagID=%s,tagHP=%s' % (atkOK, tagID, tagHP), npcID)
#    if not atkOK:
#        return
#
#    if not tagObj:
#        return
#
#    if GameObj.GetFaction(curNPC) == GameObj.GetFaction(tagObj):
#        # 同阵营直接返回,不处理连击、反击
#        return True
#
#    curHP = GameObj.GetHP(curNPC)
#    tagHP = GameObj.GetHP(tagObj)
#    tagID = tagObj.GetID()
#    GameWorld.DebugLog("            curID-HP=(%s-%s),tagID-HP=(%s-%s)" % (curID, curHP, tagID, tagHP))
#    if tagHP <= 0 or curHP <= 0:
#        return True
#
#    # 反击,反击可打断连击,所以优先判断
#    if CanAtkBack(curNPC, tagObj):
#        DoAttack(tagObj, curNPC, tick, ChConfig.TurnBattleType_AtkBack)
#        return True
#
#    # 连击
#    if CanCombo(curNPC, tagObj):
#        DoAttack(curNPC, tagObj, tick, ChConfig.TurnBattleType_Combo, useSkill)
#
    return True
def CanAtkBack(atkObj, defObj):
    ## 可否反击
    posNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 100
    if posNum <= 0:
        GameWorld.DebugLog("            被非主战单位攻击时无法触发反击: atkID=%s,posNum=%s" % (atkObj.GetID(), posNum))
        return False
    atkDistType = AttackCommon.GetAtkDistType(defObj)
    if atkDistType == ChConfig.AtkDistType_Long:
        if not IpyGameDataPY.GetFuncCfg("ParryCfg", 2):
            GameWorld.DebugLog("            远程单位不可反击: defID=%s" % (defObj.GetID()))
            return False
    defAtkBackRate = GameObj.GetAtkBackRate(defObj) # 防方反击率
    atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # 已反击次数
    if atkBackNum > 10:
        # 内置最高反击数防范
        return False
    if atkBackNum > 0:
        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 4)
        vaildPer = validPerList[atkBackNum - 1] if len(validPerList) >= atkBackNum else 0
        defAtkBackRate = int(defAtkBackRate * vaildPer / 100.0)
    atkAtkBackDefRate = GameObj.GetAtkBackDefRate(atkObj) # 攻方抵抗反击率
    atkBackRate = max(0, defAtkBackRate - atkAtkBackDefRate)
    if atkBackRate <= 0 or not GameWorld.CanHappen(atkBackRate):
        GameWorld.DebugLog("            无法反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)"
                           % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
        return False
    GameWorld.DebugLog("            可以反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)"
                       % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
    return True
def CanCombo(atkObj, defObj):
    ## 可否连击
    atkComboRate = GameObj.GetComboRate(atkObj) # 攻方连击率
    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) # 已连击次数
    if comboNum > 10:
        # 内置最高连击数防范
        return False
    if comboNum > 0:
        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 3)
        vaildPer = validPerList[comboNum - 1] if len(validPerList) >= comboNum else 0
        atkComboRate = int(atkComboRate * vaildPer / 100.0)
    defComboReduce = GameObj.GetComboDefRate(defObj) # 防方抵抗连击率
    comboRate = max(0, atkComboRate - defComboReduce)
    if comboRate <= 0 or not GameWorld.CanHappen(comboRate):
        GameWorld.DebugLog("            无法连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)"
                           % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
        return False
    GameWorld.DebugLog("            可以连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)"
                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
    return True
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
    objID = gameObj.GetID()
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
    gameObj.SetHP(0)
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
    gameObj.SetDead()
    
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
    clientPack.ObjID = objID
@@ -1551,7 +1377,7 @@
    
    turnFight.costTime = time.time() - turnFight.startTime
    winFaction = turnFight.winFaction
    GameWorld.DebugLog("--- 战斗结束处理 --- %s, winFaction=%s, costTime=%ss" % (guid, winFaction, turnFight.costTime))
    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
    
    # 统计明细
    batObjMgr = BattleObj.GetBatObjMgr()
@@ -1577,7 +1403,7 @@
                atkHurt = batObj.hurtStat
                defHurt = batObj.defStat
                cureHP = batObj.cureStat
                GameWorld.DebugLog("    Pos:%s ID=%s-%s-%s,,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s"
                GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s"
                                   % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
                lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}