ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -23,7 +23,6 @@
import ChNetSendPack
import ShareDefine
import ChConfig
import ObjPool
import TurnPassive
import TurnBuff
@@ -32,10 +31,17 @@
    
    def __init__(self, batObj):
        self._batObj = batObj
        # 被影响的技能ID: 0为所有技能
        self._objID = batObj.GetID() if batObj else 0
        # 技能
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
        self._affectSkillEnhanceDict = {} # 未学习的额外子技能被动效果 {skillID:{(触发方式, 有效来源):[effID, ...], ...}, ...}
        self._skillTriggerWayList = [] # 技能有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
        # buff
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        self._buffSkillIDDict = {} # {buffID:skillID, ...}
        self._buffTriggerWayList = [] # buff有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
        return
    
    def onRelease(self):
@@ -50,20 +56,12 @@
        '''
        effList = []
        
        if not connSkillTypeID:
            if connSkill:
                connSkillTypeID = connSkill.GetSkillTypeID()
            elif connBuff:
                skillData = connBuff.GetSkillData()
                connSkillTypeID = skillData.GetSkillTypeID()
        # SkillData 对象暂时没有 GetObjID
        if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
        # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
        if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
            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 = []
            if skillID not in self._affectSkillEnhanceDict:
                effDict = {}
                for index in xrange(connSkill.GetEffectCount()):
                    effect = connSkill.GetEffect(index)
                    effectID = effect.GetEffectID()
@@ -80,12 +78,28 @@
                        continue
                    if tWay == ChConfig.TriggerWay_CalcEffValue:
                        tWay = "%s_%s" % (tWay, effectID)
                    if tWay != triggerWay:
                        continue
                    effIDList.append(effectID)
                if effIDList:
                    effList.append(["skill", skillID, 0, effIDList])
                    key = (tWay, tSrc)
                    if key not in effDict:
                        effDict[key] = {}
                    effList = effDict[key]
                    if effectID not in effList:
                        effList.append(effList)
                self._affectSkillEnhanceDict[skillID] = effDict
            effDict = self._affectSkillEnhanceDict[skillID]
            if triggerWay in effDict:
                effList.append(["skill", skillID, 0, effDict[triggerWay]])
        if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
            return effList
        if not connSkillTypeID:
            if connSkill:
                connSkillTypeID = connSkill.GetSkillTypeID()
            elif connBuff:
                connSkillTypeID = connBuff.GetSkillTypeID()
        # 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
@@ -100,24 +114,29 @@
            if key in self._AffectBuffDict:
                effDict = self._AffectBuffDict[key]
                for buffID, effIDList in effDict.items():
                    effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
                    skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
                    effList.append(["buff", skillID, 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, 0, effIDList])
        if key in self._AffectSkillDict:
            effDict = self._AffectSkillDict[key]
            for skillID, effIDList in effDict.items():
                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", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
        if key in self._AffectBuffDict:
            effDict = self._AffectBuffDict[key]
            for buffID, effIDList in effDict.items():
                skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
                effList.append(["buff", skillID, buffID, effIDList])
            
        return effList
    
    def RefreshSkillPassiveEffect(self):
        self._AffectSkillDict = {}
        self._skillTriggerWayList = []
        
        skillManager = self._batObj.GetSkillManager()
        for index in range(0, skillManager.GetSkillCount()):
@@ -161,10 +180,14 @@
        if skillID not in effDict:
            effDict[skillID] = []
        effDict[skillID].append(effectID)
        if triggerWay not in self._skillTriggerWayList:
            self._skillTriggerWayList.append(triggerWay)
        return
        
    def RefreshBuffPassiveEffect(self):
        self._AffectBuffDict = {}
        self._buffTriggerWayList = []
        buffMgr = self._batObj.GetBuffManager()
        for index in range(buffMgr.GetBuffCount()):
            buff = buffMgr.GetBuffByIndex(index)
@@ -214,6 +237,8 @@
        if effectID not in effIDList:
            effIDList.append(effectID)
        self._buffSkillIDDict[buffID] = skillData.GetSkillID()
        if triggerWay not in self._buffTriggerWayList:
            self._buffTriggerWayList.append(triggerWay)
        return
    
    def DelBuffPassiveEffect(self, buffID):
@@ -221,10 +246,19 @@
        for key, effDict in self._AffectBuffDict.items():
            if buffID not in effDict:
                continue
            self._buffSkillIDDict.pop(buffID, 0)
            effDict.pop(buffID)
            if not effDict:
                self._AffectBuffDict.pop(key)
            self._buffSkillIDDict.pop(buffID, 0)
                # 检查移除存在的触发方式
                triggerWay = key[0]
                hasTrigger = False
                for k in self._AffectBuffDict.keys():
                    if triggerWay == k[0]:
                        hasTrigger = True
                        break
                if not hasTrigger and triggerWay in self._buffTriggerWayList:
                    self._buffTriggerWayList.remove(triggerWay)
        return
    
class HurtObj():
@@ -271,13 +305,10 @@
    def GetBounceHP(self): return self._bounceHP
    def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
    def ClearHurtObjEx(self):
        poolMgr = ObjPool.GetPoolMgr()
        for hurtObjEx in self._hurtListEx:
            poolMgr.release(hurtObjEx)
        self._hurtListEx = []
        return
    def AddHurtObjEx(self, tagID):
        hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
        hurtObj = HurtObj()
        hurtObj.SetObjID(tagID)
        self._hurtListEx.append(hurtObj)
        return hurtObj
@@ -315,6 +346,8 @@
    
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._skillID = self._ipyData.GetSkillID()
        self._skillTypeID = self._ipyData.GetSkillTypeID()
        self._effList = [] # [Effect, ...]
        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
        for num in range(1, 1 + 3):
@@ -322,7 +355,7 @@
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
            effect = SkillEffect(effID, values, triggerWay, triggerSrc)
            self._effList.append(effect)
            self._effDict[(effID, triggerWay)] = effect
        return
@@ -331,9 +364,11 @@
        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
        return
    
    def GetObjID(self): return 0 # 减少判断 hasattr 用
    def GetBatType(self): return -1 # 减少判断 hasattr 用
    def GetIpyData(self): return self._ipyData
    def GetSkillID(self): return self._ipyData.GetSkillID()
    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
    def GetSkillID(self): return self._skillID
    def GetSkillTypeID(self): return  self._skillTypeID
    def GetSkillLV(self): return self._ipyData.GetSkillLV()
    def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
    def GetSkillName(self): return self._ipyData.GetSkillName()
@@ -351,9 +386,11 @@
    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 GetEffect(self, index): return self._effList[index]# if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
    def GetEffectByID(self, effID, triggerWay=0):
        if (effID, triggerWay) in self._effDict:
            return self._effDict[(effID, triggerWay)]
    def GetConnSkill(self): return self._ipyData.GetConnSkill()
    def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
@@ -365,12 +402,15 @@
    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():
    
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._skillData = SklllData(ipyData)
        self._skillID = self._skillData.GetSkillID()
        self._skillTypeID = self._skillData.GetSkillTypeID()
        self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
        self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
        self._buffID = 0
@@ -381,7 +421,7 @@
        self._value2 = 0
        self._value3 = 0
        self._isCopy = 0 # 是否复制的buff
        self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
        self._effExDict = {} # 效果ID额外数值 {(effID, calcType):value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
        self._haloObjIDList = [] # 光环有效目标ID列表 [objID, ...],ownerID为自己时即为光源,包含光源
        return
    
@@ -390,8 +430,11 @@
        return
    
    def GetSkillData(self): return self._skillData
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillID(self): return self._skillID
    def GetSkillTypeID(self): return self._skillTypeID
    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
@@ -422,9 +465,8 @@
    def SetValue3(self, value): self._value3 = value
    def GetIsCopy(self): return self._isCopy
    def SetIsCopy(self, isCopy): self._isCopy = isCopy
    def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
    def ResetEffectValueEx(self): self._effExDict = {}
    def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
    def AddEffectValueEx(self, effID, valueEx, calcType=1): self._effExDict[(effID, calcType)] = self._effExDict.get((effID, calcType), 0) + valueEx
    def GetEffectExDict(self): return self._effExDict
    def GetHaloObjIDList(self): return self._haloObjIDList
    def SetHaloObjIDList(self, haloObjIDList): self._haloObjIDList = haloObjIDList
@@ -451,9 +493,6 @@
        return
    
    def ClearBuff(self):
        poolMgr = ObjPool.GetPoolMgr()
        for buff in self._buffList:
            poolMgr.release(buff)
        self._buffList = []
        self._buffIDDict = {}
        self._skillTypeIDBuffIDs = {}
@@ -473,12 +512,12 @@
        self._buffID += 1
        
        buffID = self._buffID
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
        buff = PyBuff(ipyData)
        buff.SetBuffID(buffID)
        
        self._buffList.append(buff)
        self._buffIDDict[buffID] = buff
        #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
        #GameWorld.DebugLogEx("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s", self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict)
        if skillTypeID not in self._skillTypeIDBuffIDs:
            self._skillTypeIDBuffIDs[skillTypeID] = []
        buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -489,9 +528,9 @@
    
    def DelBuff(self, buffID, release=True):
        if buffID not in self._buffIDDict:
            #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
            #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s", self._batObj.GetID(), buffID, self._buffIDDict.keys())
            return
        #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
        #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s", self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList)
        buff = self._buffIDDict.pop(buffID)
        if buff in self._buffList:
            self._buffList.remove(buff)
@@ -501,7 +540,7 @@
                if lBuff.GetBuffID() == buffID:
                    self._buffList.remove(lBuff)
                    GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
        #GameWorld.DebugLogEx("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s", self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList)
        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
            if buffID not in buffIDList:
                continue
@@ -509,11 +548,11 @@
            if not buffIDList:
                self._skillTypeIDBuffIDs.pop(skillTypeID)
            break
        if release:
            ObjPool.GetPoolMgr().release(buff)
        return
    
    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
    def GetBuff(self, buffID):
        if buffID in self._buffIDDict:
            return self._buffIDDict[buffID]
    def FindBuffListBySkillID(self, skillID):
        ## 返回该技能ID的所有buff列表
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -542,14 +581,19 @@
        return
    def FindBuffByState(self, state):
        ## 查找某种buff状态的buff
        buffIDList = self._buffStateDict.get(state, [])
        if state not in self._buffStateDict:
            return
        buffIDList = self._buffStateDict[state]
        if not buffIDList:
            return
        buffID = buffIDList[0]
        return self._buffIDDict.get(buffID, None)
        if buffID in self._buffIDDict:
            return self._buffIDDict[buffID]
    def FindBuffListByState(self, state):
        ## 查找某种buff状态的buff列表
        buffIDList = self._buffStateDict.get(state, [])
        if state not in self._buffStateDict:
            return []
        buffIDList = self._buffStateDict[state]
        buffs = []
        for buffID in buffIDList:
            if buffID not in self._buffIDDict:
@@ -564,7 +608,7 @@
        buffIDList = self._buffStateDict[state]
        if buffID not in buffIDList:
            buffIDList.append(buffID)
        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        GameWorld.DebugLogEx("    AddBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
        return
    
    def DelBuffState(self, state, buffID):
@@ -576,17 +620,22 @@
        buffIDList.remove(buffID)
        if not buffIDList:
            self._buffStateDict.pop(state)
        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        GameWorld.DebugLogEx("    DelBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
        return
    
    def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
    def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
    def GetStateBuffIDList(self, state): # 获取某种状态的所有buffID列表
        if state in self._buffStateDict:
            return self._buffStateDict[state]
        return []
    
class PySkill():
    
    def __init__(self, ipyData, objID):
        self._objID = objID # 该技能谁的
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._skillData = SklllData(ipyData)
        self._skillID = self._skillData.GetSkillID()
        self._skillTypeID = self._skillData.GetSkillTypeID()
        self._remainTime = 0
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -628,8 +677,8 @@
    
    def GetObjID(self): return self._objID
    def GetSkillData(self): return self._skillData
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
    def GetSkillID(self): return self._skillID
    def GetSkillTypeID(self): return self._skillTypeID
    def GetSkillLV(self): return self._skillData.GetSkillLV()
    def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
    def GetSkillName(self): return self._skillData.GetSkillName()
@@ -661,6 +710,7 @@
    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 ----------------------------------
@@ -692,21 +742,18 @@
        return
    def ClearHurtObj(self):
        ## 清空伤血统计
        poolMgr = ObjPool.GetPoolMgr()
        for hurtObj in self._hurtList:
            hurtObj.ClearHurtObjEx()
            poolMgr.release(hurtObj)
        self._hurtList = []
        
        for hurtObjEx in self._hurtListEx:
            hurtObjEx.ClearHurtObjEx()
            poolMgr.release(hurtObjEx)
        self._hurtListEx = []
        return
    def AddHurtObj(self, tagID, isEx=False):
        ## 添加某个伤血
        # @param isEx: 是否额外伤血
        hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
        hurtObj = HurtObj()
        hurtObj.SetObjID(tagID)
        if isEx:
            self._hurtListEx.append(hurtObj)
@@ -729,11 +776,11 @@
        ## 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")
                #GameWorld.DebugLogEx("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")
        #GameWorld.DebugLogEx("连击重置")
        return
    
    def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
@@ -768,9 +815,6 @@
        return
    
    def SkillReset(self):
        poolMgr = ObjPool.GetPoolMgr()
        for skill in self._skillList:
            poolMgr.release(skill)
        self._skillList = []
        self._skillDict = {}
        return
@@ -778,7 +822,9 @@
    def GetSkillCount(self): return len(self._skillList)
    def GetSkillByIndex(self, index): return self._skillList[index]
    def GetSkillIDList(self): return sorted(self._skillDict.keys())
    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
    def FindSkillByID(self, skillID):
        if skillID in self._skillDict:
            return self._skillDict[skillID]
    def FindSkillByTypeID(self, skillTypeID):
        skill = None
        for s in self._skillList:
@@ -801,7 +847,7 @@
            self.__deleteSkill(curSkill)
            
        # 学新技能
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
        curSkill = PySkill(ipyData, self._batObj.GetID())
        self._skillDict[skillID] = curSkill
        self._skillList.append(curSkill)
        return curSkill
@@ -811,7 +857,6 @@
        self._skillDict.pop(skillID, None)
        if curSkill in self._skillList:
            self._skillList.remove(curSkill)
        ObjPool.GetPoolMgr().release(curSkill)
        return
    
class BatObj():
@@ -831,6 +876,7 @@
        self.sex = 0
        self.job = 0
        self.lv = 1
        self._star = 0
        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
        self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
@@ -844,11 +890,12 @@
        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)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._skillMgr = SkillManager(self)
        self._buffMgr = BuffManager(self)
        self._passiveEffMgr = PassiveEffManager(self)
        self._lastHurtValue = 0
        self._harmSelfHP = 0 # 自残值
        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
@@ -909,6 +956,7 @@
        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()
@@ -957,6 +1005,8 @@
    def SetFightPower(self, fightPower): self.fightPower = fightPower
    def GetLV(self): return self.lv
    def SetLV(self, lv): self.lv = lv
    def GetStar(self): return self._star
    def SetStar(self, star): self._star = star
    def GetDictByKey(self, key): return self._kvDict.get(key, 0)
    def SetDict(self, key, value): self._kvDict[key] = value
    
@@ -1077,9 +1127,19 @@
        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
@@ -1161,10 +1221,10 @@
        newObjID = self.__getNewObjID()
        if not newObjID:
            return newBatObj
        newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
        newBatObj = BatObj()
        newBatObj.objID = newObjID
        self.batObjDict[newObjID] = newBatObj
        GameWorld.DebugLog("添加战斗单位: objID=%s" % (newObjID))
        GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
        if False:
            newBatObj = BatObj(None, 0)
        return newBatObj
@@ -1184,7 +1244,7 @@
        if not batObj:
            return
        objID = batObj.objID
        GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
        GameWorld.DebugLogEx("回收战斗单位: objID=%s", objID)
        #前端确认不需要通知消失
        #turnFight = batObj.GetTurnFight()
        #if turnFight:
@@ -1195,7 +1255,6 @@
        #    turnFight.addBatPack(clientPack)
        
        # 最后回收对象
        ObjPool.GetPoolMgr().release(batObj)
        if objID not in self._freeIDList: # 回收ID,重复利用
            self._freeIDList.append(objID)
        return
@@ -1208,7 +1267,7 @@
    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):
@@ -1219,7 +1278,7 @@
    turnFight = TurnAttack.GetTurnFightMgr().getTurnFight(batObj.GetTFGUID())
    if not turnFight:
        return
    clientPack = ObjPool.GetPoolMgr().acquire(ChNetSendPack.tagObjInfoRefresh)
    clientPack = ChNetSendPack.tagObjInfoRefresh()
    clientPack.ObjID = batObj.GetID()
    clientPack.RefreshType = refreshType
    if isBig: