hxp
4 天以前 49cfc84f644219fefb382215e1765a8fd81fde48
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -63,14 +63,18 @@
                    effectID = effect.GetEffectID()
                    if effectID == 0:
                        continue
                    triggerWay = effect.GetTriggerWay()
                    triggerSrc = effect.GetTriggerSrc()
                    if not triggerWay:
                    tWay = effect.GetTriggerWay()
                    tSrc = effect.GetTriggerSrc()
                    if not tWay:
                        continue
                    if triggerWay in ChConfig.TriggerWayNoLoadList:
                    if tWay in ChConfig.TriggerWayNoLoadList:
                        continue
                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
                    if tSrc != ChConfig.TriggerSrc_SkillSelf:
                        # 仅添加本技能的
                        continue
                    if tWay == ChConfig.TriggerWay_CalcEffValue:
                        tWay = "%s_%s" % (tWay, effectID)
                    if tWay != triggerWay:
                        continue
                    effIDList.append(effectID)
                if effIDList:
@@ -317,7 +321,7 @@
    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()
@@ -468,6 +472,15 @@
            return
        buffID = buffIDList[0]
        return self._buffIDDict.get(buffID, None)
    def FindBuffListByState(self, state):
        ## 查找某种buff状态的buff列表
        buffIDList = self._buffStateDict.get(state, [])
        buffs = []
        for buffID in buffIDList:
            if buffID not in self._buffIDDict:
                continue
            buffs.append(self._buffIDDict[buffID])
        return buffs
    
    def AddBuffState(self, state, buffID):
        ## 添加buff影响的状态,ChConfig.BatObjStateList
@@ -503,6 +516,7 @@
        self._remainTime = 0
        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._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
@@ -518,6 +532,7 @@
    def ResetUseRec(self):
        self._batType = 0
        self._tagObjList = []
        self._killObjList = []
        self._bySkill = None
        self._byBuff = None
        self._afterLogicList = []
@@ -549,7 +564,7 @@
    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()
@@ -572,6 +587,8 @@
    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 GetKillObjList(self): return self._killObjList # 击杀目标列表
    def SetKillObjList(self, killObjList): self._killObjList = killObjList
    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
@@ -699,6 +716,7 @@
        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
@@ -779,6 +797,8 @@
    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
@@ -827,18 +847,25 @@
                return True
        return False
    
    def IsInControlled(self):
        ## 是否被控制中
        for state in ChConfig.InControlledStateList:
    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 True
        return False
                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