| | |
| | | ## 是否无视防御
|
| | | return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
|
| | |
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
|
| | | '''使用技能通用入口
|
| | | @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
|
| | | @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
|
| | |
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
|
| | | otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
|
| | | if otherEff:
|
| | | otherSkillID = otherEff.GetEffectValue(0)
|
| | | GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
|
| | | otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
|
| | | if not otherSkill:
|
| | | otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
|
| | | if otherSkill:
|
| | | OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
|
| | | return
|
| | |
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | |
| | |
|
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
|
| | | else:
|
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | |
| | | # return False
|
| | | return True
|
| | |
|
| | | def __doAddBuff(turnFight, curBatObj, useSkill):
|
| | | def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
|
| | | #执行添加buff
|
| | |
|
| | | #光环技能,需先添加施法者
|
| | |
| | | curID = curBatObj.GetID()
|
| | | skillID = useSkill.GetSkillID()
|
| | | GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
|
| | | if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
|
| | | if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | if tagBatObj.GetID() == curBatObj.GetID():
|
| | | continue
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
|
| | | else:
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | SkillModule_2(turnFight, curBatObj, useSkill)
|
| | | # 复活
|
| | | elif atkType == 3:
|
| | | pass
|
| | | SkillModule_3(turnFight, curBatObj, useSkill)
|
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | elif atkType == 4:
|
| | | pass
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_3(turnFight, curBatObj, useSkill):
|
| | | ## 复活
|
| | | |
| | | skillPer = useSkill.GetSkillPer()
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
|
| | | |
| | | dID = tagBatObj.GetID()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | cureHP = int(dMapHP * skillPer / 10000.0)
|
| | | tagBatObj.SetRevive(cureHP)
|
| | | |
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtType_Revive)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(cureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
|
| | | |
| | | return
|
| | |
|
| | | def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
|
| | | '''结算技能治疗
|
| | | @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
|
| | |
| | | defID = defObj.GetID()
|
| | |
|
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
|
| | | useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | |
| | | missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
|
| | | stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
|
| | | beHurtObjIDList = [] # 受伤的对象ID列表
|
| | | reviveObjList = [] # 复活的对象列表
|
| | | for hurtObj in useSkill.GetHurtObjListAll():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | |
| | | if hurtObjID not in missObjIDList:
|
| | | missObjIDList.append(hurtObjID)
|
| | | DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Revive):
|
| | | if tagObj not in reviveObjList:
|
| | | reviveObjList.append(tagObj)
|
| | |
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
|
| | | if hurtObjID not in immuneObjIDList:
|
| | |
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
|
| | |
|
| | | # 复活时
|
| | | for tagObj in reviveObjList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
|
| | | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
|
| | | for tagObj in tagObjListAll:
|
| | | tagID = tagObj.GetID()
|
| | | |
| | | # 闪避
|
| | | if tagID in missObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
|
| | | |
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | |
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
|
| | |
|
| | | # 格挡
|
| | | if tagID in missObjIDList:
|
| | | if tagID in parryObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
|
| | | |
| | | # 闪避
|
| | | if tagID in missObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
|
| | |
|
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | |
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | return
|
| | |
|
| | | def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
|
| | | def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
|
| | | '''被动触发使用技能
|
| | | @param passiveSkill: 释放的被动技能 或 技能ID
|
| | | @param connSkill: 由什么技能引起的
|
| | |
| | | if not tagObj:
|
| | | return
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | return
|
| | | if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
|
| | | return
|
| | | passiveTagObjList = [tagObj]
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | else:
|
| | | GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | |
|
| | | return isOK
|
| | |
|
| | |
| | | defID = defObj.GetID()
|
| | |
|
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
|
| | | useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | dHP = defObj.GetHP()
|