| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | if not curBatObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
|
| | | return
|
| | |
|
| | | buffStateLimit = useSkill.GetBuffStateLimit()
|
| | | if buffStateLimit:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
|
| | | buffStateGroups = useSkill.GetBuffStateLimit()
|
| | | if buffStateGroups:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
|
| | | if limitState:
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
|
| | | return
|
| | |
|
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | |
| | |
|
| | | 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.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | | if oneActionUseCnt >= 20:
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
|
| | |
| | | tagAffect = useSkill.GetTagAffect()
|
| | | tagCount = useSkill.GetTagCount()
|
| | |
|
| | | curFaction = curBatObj.GetFaction()
|
| | | |
| | | lineupNumSet = None
|
| | | changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
|
| | | if changeRet:
|
| | | lineupNumSet, changeTagSet = changeRet
|
| | | GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
|
| | | tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
|
| | | |
| | | # 自己,直接返回
|
| | | if tagAim == ChConfig.SkillTagAim_Self:
|
| | | return [curBatObj]
|
| | |
| | | # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
|
| | | # 嘲讽: 目标是敌方时强制目标一定包含施法者
|
| | |
|
| | | curFaction = curBatObj.GetFaction()
|
| | | sneerObj = None # 嘲讽目标
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | | if tagFriendly:
|
| | |
| | | posNum = curBatObj.GetPosNum()
|
| | |
|
| | | batFaction = turnFight.getBatFaction(tagFaction)
|
| | | if tagFaction == curFaction:
|
| | | if lineupNumSet != None and not tagFriendly:
|
| | | lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
|
| | | elif tagFaction == curFaction:
|
| | | lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
|
| | | else:
|
| | | lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
|
| | |
| | | if tagNum not in lineupNumList:
|
| | | lineupNumList.append(tagNum)
|
| | |
|
| | | batLineup = None
|
| | | aimObjList = [] # 先筛选出范围目标
|
| | | for num in lineupNumList:
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | |
| | | sneerObjFirst = False
|
| | | aimObjList.sort(key=lambda o:(o.IsInControlled()))
|
| | | GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
|
| | | |
| | | # 灼烧/玄火目标优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_Burn:
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | sortObjList = [] # 优先灼烧目标,再对位
|
| | | for aimObj in aimObjList:
|
| | | sortValue = 0
|
| | | buffMgr = aimObj.GetBuffManager()
|
| | | if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
|
| | | sortValue = 2
|
| | | elif relativeObj and relativeObj.GetID() == aimObj.GetID():
|
| | | sortValue = 1
|
| | | sortObjList.append([sortValue, aimObj])
|
| | | sortObjList.sort(reverse=True)
|
| | | aimObjList = [s[1] for s in sortObjList]
|
| | |
|
| | | # 仅焚血(毒奶)目标
|
| | | elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
|
| | | for aimObj in aimObjList[::-1]:
|
| | | if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
|
| | | aimObjList.remove(aimObj)
|
| | | else:
|
| | | # 范围目标超过个数,则随机取
|
| | | if tagCount and len(aimObjList) > tagCount:
|
| | |
| | | aimObjList = aimObjList[:tagCount]
|
| | |
|
| | | return aimObjList
|
| | |
|
| | | def CheckChangeTagEff(turnFight, curBatObj, useSkill):
|
| | | ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
|
| | | # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | | return
|
| | | cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
|
| | | if not cureWayExEff:
|
| | | return
|
| | | changeTagSet = cureWayExEff.GetEffectValue(0)
|
| | | checkInStates = cureWayExEff.GetEffectValue(1)
|
| | | if not checkInStates:
|
| | | return None, changeTagSet
|
| | | |
| | | curFaction = curBatObj.GetFaction()
|
| | | tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
|
| | | batFaction = turnFight.getBatFaction(tagFaction)
|
| | | |
| | | lineupNum = curBatObj.GetLineupNum()
|
| | | lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
|
| | | for tagNum in batFaction.lineupDict.keys():
|
| | | if tagNum not in lineupNumList:
|
| | | lineupNumList.append(tagNum)
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for num in lineupNumList:
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | for tagID in batLineup.posObjIDDict.values():
|
| | | tagObj = batObjMgr.getBatObj(tagID)
|
| | | if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
|
| | | return lineupNum, changeTagSet
|
| | | return
|
| | |
|
| | | def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
|
| | | ## 获取行排目标对象列表
|
| | |
| | |
|
| | | def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
|
| | | ## 获取在某一阵营中的默认对位目标
|
| | | |
| | | if not batLineup:
|
| | | return
|
| | | tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
|
| | | inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
|
| | | # 优先自己所在纵
|
| | |
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | elif atkType == 4:
|
| | | pass
|
| | | # 弹射(多次攻击,切换目标)
|
| | | # 弹射攻击
|
| | | elif atkType == 5:
|
| | | pass
|
| | | SkillModule_5(turnFight, curBatObj, useSkill)
|
| | | # 怒气增
|
| | | elif atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
|
| | |
| | | # 怒气偷
|
| | | elif atkType == 8:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
|
| | | # 弹射治疗
|
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_5(turnFight, curBatObj, useSkill):
|
| | | ## 弹射(多次攻击,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def GetRicochetObjList(turnFight, curBatObj, useSkill):
|
| | | ## 获取弹射目标队列
|
| | | ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
|
| | | randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
|
| | | if randEffect:
|
| | | valueA = randEffect.GetEffectValue(0)
|
| | | valueB = max(randEffect.GetEffectValue(1), valueA)
|
| | | ricochetCnt = random.randint(valueA, valueB)
|
| | | GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
|
| | | ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
|
| | | GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt)) |
| | | |
| | | # 弹射:优先弹射次数少的目标,相同目标可弹射多次
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | random.shuffle(tagObjList)
|
| | | objCnt = len(tagObjList)
|
| | | ricochetObjList = []
|
| | | for index in range(ricochetCnt):
|
| | | tagObj = tagObjList[index % objCnt]
|
| | | ricochetObjList.append(tagObj)
|
| | | return ricochetObjList
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | | ## 治疗
|
| | |
|
| | | skillID = useSkill.GetSkillID()
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | continue
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | return
|
| | |
|
| | | def SkillModule_9(turnFight, curBatObj, useSkill):
|
| | | ## 弹射治疗(多次治疗,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | return
|
| | |
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | return
|
| | | |
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | return
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | |
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | |
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | return
|
| | |
|
| | | def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
|
| | | ## 执行持续治疗单次逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | buffID = curBuff.GetBuffID()
|
| | | ownerID = curBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
|
| | | if not buffOwner:
|
| | | return
|
| | | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | |
| | | atkID = ownerID
|
| | | defID = defObj.GetID()
|
| | | tagObjList = [defObj]
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.ClearHurtObj()
|
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
|
| | | layer = curBuff.GetLayer()
|
| | | if layer > 0:
|
| | | cureHP *= layer
|
| | | GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
|
| | | #if "FinalDamPer" in kwargs:
|
| | | # FinalDamPer = kwargs["FinalDamPer"]
|
| | | # hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | | # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
|
| | | |
| | | if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
|
| | | remainHP = defObj.GetHP()
|
| | | diffType = 0
|
| | | diffValue = hurtObj.GetHurtHP()
|
| | | else:
|
| | | remainHP = min(dHP + cureHP, dMaxHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | |
|
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
|
| | |
|
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
|
| | |
|
| | | diffType = 1
|
| | | diffValue = cureHP
|
| | | |
| | | hurtTypes = hurtObj.GetHurtTypes()
|
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
|
| | | |
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | |
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | |
| | | 纵排: 优先前面的单位
|
| | | '''
|
| | |
|
| | | if turnFight.winFaction:
|
| | | return
|
| | | |
| | | if not useSkill.ComboEnable():
|
| | | return
|
| | | |
| | | if not atkObj.IsAlive():
|
| | | return
|
| | |
|
| | | tagFriendly = useSkill.GetTagFriendly()
|
| | |
| | | if not tagObj:
|
| | | return
|
| | |
|
| | | if not tagObj.IsAlive():
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
|
| | | return
|
| | |
|
| | | tagID = tagObj.GetID()
|
| | | canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
|
| | | if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
|
| | | GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
|
| | |
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | effIgnoreObjIDList = missObjIDList + immuneObjIDList
|
| | | useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
|
| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
|
| | |
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
|
| | |
|
| | | triggerOne = True # 设置已经触发过一次
|
| | | |
| | | # 有击杀时验证是否结算,最后处理
|
| | | if killObjList:
|
| | | turnFight.checkOverByKilled()
|
| | |
|
| | | return
|
| | |
|
| | |
| | | CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | |
|
| | | #吸血
|
| | | CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
|
| | | CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | | return
|
| | |
|
| | | def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
|
| | |
| | | if isSuperHit:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
|
| | | aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
|
| | | aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
|
| | | |
| | | dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
|
| | |
|
| | | if isParry:
|
| | |
| | | if hurtValue <= 0:
|
| | | return 0, 0, hurtTypes
|
| | |
|
| | | hurtValue = int(hurtValue)
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
|
| | | if wudiBuffList:
|
| | |
| | | TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
|
| | | return
|
| | |
|
| | | def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
|
| | | def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算吸血
|
| | | '''
|
| | |
|
| | |
| | | dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
|
| | | suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
|
| | | if suckHP <= 0:
|
| | | return
|
| | | |
| | | if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
|
| | | return
|
| | |
|
| | | curHP = atkObj.GetHP()
|
| | |
| | | # 吸血暂定算治疗
|
| | | TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
|
| | | return
|
| | |
|
| | | def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
|
| | | ## 毒奶逻辑
|
| | | buffMgr = curObj.GetBuffManager()
|
| | | poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
|
| | | if not poisonCureBuff:
|
| | | return
|
| | | ownerID = poisonCureBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
|
| | | if not buffOwner:
|
| | | return
|
| | | atkObj, defObj = buffOwner, curObj
|
| | | |
| | | hurtTypes = hurtObj.GetHurtTypes()
|
| | | hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
|
| | | |
| | | if isSuck:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
|
| | | hurtObj.SetSuckHP(hurtValue)
|
| | | else:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
|
| | | return True
|
| | |
|
| | | def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
|
| | | ''' 计算治疗值
|
| | |
| | | GameWorld.DebugLog("根据buff值: %s" % baseValue)
|
| | | return baseValue
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
|
| | | ## 执行单次dot逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | |
| | | if layer > 0:
|
| | | hurtValue *= layer
|
| | | GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
|
| | | if "FinalDamPer" in kwargs:
|
| | | FinalDamPer = kwargs["FinalDamPer"]
|
| | | hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | | GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
|
| | | hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
|
| | | |
| | | # dot的反弹、吸血待定
|
| | |
|
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | |
| | |
|
| | | def Sync_UseSkill(turnFight, curBatObj, useSkill):
|
| | | ## 通知释放技能
|
| | | bySkill = useSkill.GetBySkill()
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | |
| | | clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
|
| | | clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
|
| | | clientPack.SkillID = useSkill.GetSkillID()
|
| | | clientPack.RelatedSkillID = relatedSkillID
|
| | | clientPack.HurtList = []
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
|