| | |
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
|
| | | return
|
| | |
|
| | | if CheckSkillUseCntLimit(curBatObj, useSkill):
|
| | | return
|
| | | |
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | | if not tagObjList:
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
|
| | |
| | | if usePoolSkill:
|
| | | poolMgr.release(useSkill)
|
| | | return True
|
| | |
|
| | | def CheckSkillUseCntLimit(batObj, useSkill):
|
| | | ## 检查技能使用次数是否受限
|
| | | # @return: 是否受限
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | | return
|
| | | effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
|
| | | if not effect:
|
| | | return
|
| | | useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
|
| | | turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | if useCntLimit:
|
| | | useCnt = batObj.GetSkillUseCnt(skillID)
|
| | | if useCnt >= useCntLimit:
|
| | | GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
|
| | | return True
|
| | | |
| | | if turnUseCntLimit:
|
| | | turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
|
| | | if turnUseCnt >= turnUseCntLimit:
|
| | | GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
|
| | | return True
|
| | | |
| | | return
|
| | |
|
| | | def IsNeedSyncSkill(useSkill):
|
| | | ## 使用需要同步B427使用技能
|
| | |
| | |
|
| | | atkType = useSkill.GetAtkType()
|
| | | GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
|
| | | |
| | | __doHarmSelf(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 通用攻击
|
| | | if atkType == 1:
|
| | | SkillModule_1(turnFight, curBatObj, useSkill)
|
| | |
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def __doHarmSelf(turnFight, curBatObj, useSkill):
|
| | | harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
|
| | | if not harmEff:
|
| | | return
|
| | | harmPer = harmEff.GetEffectValue(0) # 自残百分比
|
| | | noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
|
| | | curHP = curBatObj.GetHP()
|
| | | maxHP = curBatObj.GetMaxHP()
|
| | | harmHP = int(maxHP * harmPer / 100.0)
|
| | | lostHP = harmHP
|
| | | if curHP <= harmHP:
|
| | | if noEnoughDo == 0:
|
| | | lostHP = 0
|
| | | elif noEnoughDo == 2:
|
| | | lostHP -= 1
|
| | | |
| | | updHP = max(curHP - lostHP, 0)
|
| | | curBatObj.SetHP(updHP, False)
|
| | | GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s" |
| | | % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
|
| | | |
| | | curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
|
| | | |
| | | # 单独通知前端表现
|
| | | hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
|
| | | diffType, diffValue = 0, lostHP
|
| | | skillID = relatedSkillID = useSkill.GetSkillID()
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
|
| | | return
|
| | |
|
| | | def SkillModule_1(turnFight, curBatObj, useSkill):
|
| | |
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | | totalHurtValue = 0
|
| | | isSuperHit, isStun, isSuckHP = False, False, False
|
| | | missObjIDList, immuneObjIDList = [], []
|
| | | missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
|
| | | beHurtObjIDList = [] # 受伤的对象ID列表
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | |
| | |
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
|
| | | totalHurtValue += hurtObj.GetHurtHP()
|
| | | |
| | | if hurtObj.GetLostHP() > 0: # 有掉血的
|
| | | if hurtObjID not in beHurtObjIDList:
|
| | | beHurtObjIDList.append(hurtObjID)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | if hurtObjID not in missObjIDList:
|
| | | missObjIDList.append(hurtObjID)
|
| | |
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | |
|
| | | # 掉血时
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
|
| | | |
| | | # 直接攻击
|
| | | if isAttackDirect:
|
| | | if not triggerOne:
|
| | |
| | | hurtTypes |= pow(2, ChConfig.HurtType_Parry)
|
| | |
|
| | | if ignoreDef:
|
| | | GameWorld.DebugLog("无视防御/真实伤害!")
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
|
| | |
|
| | | if isStun:
|
| | |
| | | if byBuff:
|
| | | baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
|
| | | GameWorld.DebugLog("根据buff值: %s" % baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_HarmSelfHP:
|
| | | baseValue = curObj.GetHarmSelfHP()
|
| | | GameWorld.DebugLog("根据自残值: %s" % baseValue)
|
| | | |
| | | return baseValue
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
|