ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,13 +37,40 @@
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        return
    
    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
        '''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:
            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
            if not skillManager.FindSkillByID(skillID):
                effIDList = []
                for index in xrange(connSkill.GetEffectCount()):
                    effect = connSkill.GetEffect(index)
                    effectID = effect.GetEffectID()
                    if effectID == 0:
                        continue
                    triggerWay = effect.GetTriggerWay()
                    triggerSrc = effect.GetTriggerSrc()
                    if not triggerWay:
                        continue
                    if triggerWay == ChConfig.TriggerWay_CurSkillEff:
                        continue
                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
                        # 仅添加本技能的
                        continue
                    effIDList.append(effectID)
                if effIDList:
                    effList.append(["skill", skillID, effIDList])
        # 优先取关联技能的
        if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
            # 技能
@@ -280,6 +307,7 @@
    def GetCalcType(self): return self._ipyData.GetCalcType()
    def GetSkillPer(self): return self._ipyData.GetSkillPer()
    def GetSkillValue(self): return self._ipyData.GetSkillValue()
    def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
    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)
@@ -474,6 +502,12 @@
        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._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
        # 连击相关
        self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
        self._comboNum = 0 # 连击次数
        self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...}
        self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
        return
    
    def ResetUseRec(self):
@@ -501,6 +535,7 @@
    def GetCalcType(self): return self._skillData.GetCalcType()
    def GetSkillPer(self): return self._skillData.GetSkillPer()
    def GetSkillValue(self): return self._skillData.GetSkillValue()
    def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
@@ -550,6 +585,39 @@
        self._hurtList.append(hurtObj)
        return hurtObj
    def GetHurtObjList(self): return self._hurtList
    def __commboClear(self):
        ## 连击相关清空
        self._comboState = 0
        self._comboNum = 0
        self._missTagIDDict = {}
        self._parryTagIDDict = {}
        return
    def ComboCheckStart(self, force=False):
        ## 检查并设置开始连击相关,一般是开始使用技能时调用
        if not force:
            if self._comboState == 1:
                #GameWorld.DebugLog("连击进行中,不重置")
                return
        self.__commboClear()
        self._comboState = 1 # 设置已初始化连击相关
        #GameWorld.DebugLog("连击重置")
        return
    def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
    def ComboInterrupt(self):
        ## 连击中断,概率不再触发连击时需要设置中断
        self._comboState = 2
        return
    def GetComboNum(self): return self._comboNum # 已连击次数
    def SetComboNum(self, comboNum): self._comboNum = comboNum
    def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0)
    def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum
    def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
    def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
    
class SkillManager():
    ## 战斗对象技能管理器
@@ -630,14 +698,16 @@
        self._xp = 0 # 当前怒气值
        self._isAlive = True # 是否活着
        self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
        self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
        self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
        self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
        self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
        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._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -805,12 +875,13 @@
    def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
    def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
    
    def GetBatAttrDict(self): return self._batAttrDict
    def GetBatAttrValue(self, attrID, includeTemp=True):
        #ChConfig.AttrID_HP ChConfig.AttrID_XP
        value = self._batAttrDict.get(attrID, 0)
        if includeTemp and attrID in self._skillTempAttrDict:
            value += self._skillTempAttrDict[attrID] # 支持正负值
            value = max(1, value)
            #value = max(1, value)
        return value
    def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
    def AddSkillTempAttr(self, attrID, value):
@@ -825,6 +896,12 @@
        self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
        self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
        
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
    def GetMainTagIDList(self): return self._mainTagIDList
    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue