hxp
2025-12-04 9c5f7ba286ee8fa87f9e348624fee2127b3fe85a
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -35,6 +35,7 @@
        # 被影响的技能ID: 0为所有技能
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        self._buffSkillIDDict = {} # {buffID:skillID, ...}
        return
    
    def onRelease(self):
@@ -45,7 +46,7 @@
    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], ...]
        @return: [["skill/buff", skillID, buffID, effIDList], ...]
        '''
        effList = []
        
@@ -75,7 +76,7 @@
                    if tWay in ChConfig.TriggerWayNoLoadList:
                        continue
                    if tSrc != ChConfig.TriggerSrc_SkillSelf:
                        # 仅添加本技能的
                        # 非对象身上已学的技能时,仅添加本技能有效的
                        continue
                    if tWay == ChConfig.TriggerWay_CalcEffValue:
                        tWay = "%s_%s" % (tWay, effectID)
@@ -83,7 +84,7 @@
                        continue
                    effIDList.append(effectID)
                if effIDList:
                    effList.append(["skill", skillID, effIDList])
                    effList.append(["skill", skillID, 0, 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]:
@@ -92,26 +93,26 @@
            if key in self._AffectSkillDict:
                effDict = self._AffectSkillDict[key]
                for skillID, effIDList in effDict.items():
                    effList.append(["skill", skillID, effIDList])
                    effList.append(["skill", skillID, 0, effIDList])
                    
            # buff
            key = (triggerWay, connSkillTypeID)
            if key in self._AffectBuffDict:
                effDict = self._AffectBuffDict[key]
                for buffID, effIDList in effDict.items():
                    effList.append(["buff", buffID, effIDList])
                    effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
                    
        # 所有技能有效的
        key = (triggerWay, ChConfig.TriggerSrc_Skill)
        effDict = self._AffectSkillDict.get(key, {})
        for skillID, effIDList in effDict.items():
            effList.append(["skill", skillID, effIDList])
            effList.append(["skill", skillID, 0, effIDList])
            
        # 所有buff有效的
        key = (triggerWay, ChConfig.TriggerSrc_Buff)
        effDict = self._AffectBuffDict.get(key, {})
        for buffID, effIDList in effDict.items():
            effList.append(["buff", buffID, effIDList])
            effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
            
        return effList
    
@@ -140,7 +141,7 @@
            return
        if triggerWay in ChConfig.TriggerWayNoLoadList:
            return
        if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
        if effect.GetTriggerBuffEnable():
            # buff有效的不加进来
            return
        
@@ -190,8 +191,8 @@
            return
        if triggerWay in ChConfig.TriggerWayNoLoadList:
            return
        if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
            # 技能有效的不加进来
        if not effect.GetTriggerBuffEnable():
            # 非buff有效的不加进来
            return
        
        buffID = buff.GetBuffID()
@@ -212,6 +213,7 @@
        effIDList = effDict[buffID]
        if effectID not in effIDList:
            effIDList.append(effectID)
        self._buffSkillIDDict[buffID] = skillData.GetSkillID()
        return
    
    def DelBuffPassiveEffect(self, buffID):
@@ -222,6 +224,7 @@
            effDict.pop(buffID)
            if not effDict:
                self._AffectBuffDict.pop(key)
            self._buffSkillIDDict.pop(buffID, 0)
        return
    
class HurtObj():
@@ -282,12 +285,13 @@
    
class SkillEffect():
    
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
    def __init__(self, effID, values, triggerWay=0, triggerSrcs=[]):
        # @param triggerSrcs: 触发参数 [触发来源, buff时是否有效默认无效]
        self._effID = effID
        self._values = values
        self._triggerWay = triggerWay
        self._triggerSrc = triggerSrc
        #self._triggerParams = triggerParams if triggerParams else []
        self._triggerSrc = triggerSrcs[0] if len(triggerSrcs) > 0 else 0
        self._triggerBuffEnable = triggerSrcs[1] if len(triggerSrcs) > 1 else 0
        return
    
    def onRelease(self):
@@ -300,8 +304,13 @@
    def GetEffectValues(self): return self._values # 直接返回整个效果values
    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
    def GetTriggerBuffEnable(self):
        if self.GetTriggerSrc() in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
            return True
        if self._triggerBuffEnable:
            return True
        return False
class SklllData():
    
    def __init__(self, ipyData):
@@ -313,7 +322,6 @@
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
            self._effList.append(effect)
            self._effDict[(effID, triggerWay)] = effect
@@ -357,6 +365,7 @@
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
    def GetFightPower(self): return self._ipyData.GetFightPower()
    
class PyBuff():
@@ -384,6 +393,8 @@
    def GetSkillData(self): return self._skillData
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
    def GetBuffRetain(self): return self._skillData.GetBuffRetain()
    def GetAddTiming(self): return self._addTiming
    def SetAddTiming(self, addTiming):
        self._addTiming = addTiming
@@ -653,6 +664,7 @@
    def GetLayerMax(self): return self._skillData.GetLayerMax()
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
    def GetFightPower(self): return self._skillData.GetFightPower()
    
    ## ---------------------------------- 非技能表内容 ----------------------------------
@@ -835,6 +847,8 @@
        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._bigTurnAtkbackCnt = 0 # 大回合累计反击次数
        self._incrementValue = 0 # 自增值,每场战斗重置,用于确保唯一的场景,如 Skill tag 标签
        self._skillHappenFailCntDict = {} # 技能累计概率触发次数,使用成功后重置 {skillID:failCnt, ...}
        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)
@@ -900,6 +914,7 @@
        return
    
    def ResetBattleEffect(self):
        ## 重置战斗属性,一般刷属性前调用
        self._batAttrDict = {}
        self._batAttrDict.update(self._initAttrDict)
        self.__onUpdBatAttr()
@@ -1018,6 +1033,9 @@
    def SetDead(self):
        self._isAlive = False
        self._hp = 0
    def SetRevive(self, hp):
        self._isAlive = True
        self._hp = hp
    def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
    def SetMaxHP(self, maxHP, isNotify=False):
        maxHP = int(maxHP)
@@ -1065,11 +1083,22 @@
        self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
    def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
    
    def GetSkillHappenFailCnt(self, skillID): return self._skillHappenFailCntDict.get(skillID, 0) # 技能概率触发失败累计次数
    def IsSkillCanHappen(self, skillID, happenRate):
        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
            self._skillHappenFailCntDict[skillID] = self._skillHappenFailCntDict.get(skillID, 0) + 1
            return False
        self._skillHappenFailCntDict.pop(skillID, 0)
        return True
    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
    def ResetSkillUseCnt(self):
        ## 每场战斗开始时重置
        self._skillHappenFailCntDict = {}
        self._skillUseCntDict = {}
        self._skillTurnUseCntDict = {}
        self._incrementValue = 0
    def AddSkillUseCnt(self, skillID):
        self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
        self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1081,6 +1110,10 @@
        ## 每大回合重置
        self._bigTurnAtkbackCnt = 0
        self._skillTurnUseCntDict = {}
    def GetIncrementValue(self):
        self._incrementValue += 1
        return self._incrementValue
    
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
@@ -1191,7 +1224,7 @@
    return batObjMgr
def OnMinute():
    GameWorld.Log("战斗单位数量: %s" % len(GetBatObjMgr().batObjDict))
    #GameWorld.Log("战斗单位数量: %s" % len(GetBatObjMgr().batObjDict))
    return
def NotifyObjInfoRefresh(batObj, attrID, value):