| | |
| | | def GetEffectCount(self): return len(self._effList)
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| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
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| | | def GetConnSkill(self): return self._ipyData.GetConnSkill()
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| | | def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
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| | | def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
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| | | def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
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| | | def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
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| | |
| | | self._value2 = 0
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| | | self._value3 = 0
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| | | self._isCopy = 0 # 是否复制的buff
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| | | 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
|
| | | return
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| | |
|
| | | def onRelease(self):
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| | |
| | | def SetValue3(self, value): self._value3 = value
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| | | def GetIsCopy(self): return self._isCopy
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| | | def SetIsCopy(self, isCopy): self._isCopy = isCopy
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| | | def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
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| | | def ResetEffectValueEx(self): self._effExDict = {}
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| | | def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
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| | |
|
| | | class BuffManager():
|
| | | ## 战斗对象buff管理器
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| | |
| | | self._bySkill = None # 由哪个技能触发的
|
| | | self._byBuff = None # 由哪个buff触发的
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| | | self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
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| | | self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
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| | |
|
| | | # 连击相关
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| | | 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
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| | |
| | | def GetEffectCount(self): return self._skillData.GetEffectCount()
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| | | def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
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| | | def GetConnSkill(self): return self._skillData.GetConnSkill()
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| | | def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
|
| | | def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
|
| | | def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
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| | | def GetCurBuffState(self): return self._skillData.GetCurBuffState()
|
| | |
| | | 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
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| | | |
| | | def GetEnergy(self): return self._energy # 累计能量
|
| | | def SetEnergy(self, energy): self._energy = energy
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| | |
|
| | | class SkillManager():
|
| | | ## 战斗对象技能管理器
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| | |
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
|
| | | self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
|
| | | self._lastHurtValue = 0
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| | | 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
|
| | | self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
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| | |
|
| | |
| | | def GetLastHurtValue(self): return self._lastHurtValue
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| | | def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
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| | |
|
| | | def GetHarmSelfHP(self): return self._harmSelfHP
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| | | def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
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| | | |
| | | def GetMainTagIDList(self): return self._mainTagIDList
|
| | | def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
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| | |
|