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
@@ -33,6 +32,7 @@
    def __init__(self, batObj):
        self._batObj = batObj
        self._objID = batObj.GetID() if batObj else 0
        self._skillIDList = [] # 已有技能ID列表,获取被动中快速判断已学技能用
        
        # 技能
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
@@ -57,9 +57,9 @@
        '''
        effList = []
        
        # 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
        # 触发自己未学习的技能,直接加载自身的被动效果,如额外子技能等
        if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
            and connSkill.GetSkillID() not in self._skillIDList:
            skillID = connSkill.GetSkillID()
            if skillID not in self._affectSkillEnhanceDict:
                effDict = {}
@@ -82,15 +82,17 @@
                        
                    key = (tWay, tSrc)
                    if key not in effDict:
                        effDict[key] = {}
                    effList = effDict[key]
                    if effectID not in effList:
                        effList.append(effList)
                        effDict[key] = []
                    effIDList = effDict[key]
                    if effectID not in effIDList:
                        effIDList.append(effectID)
                self._affectSkillEnhanceDict[skillID] = effDict
                GameWorld.DebugLogEx("加载未学技能被动: objID=%s,skillID=%s,%s", self._objID, skillID, effDict)
                
            key = (triggerWay, ChConfig.TriggerSrc_SkillSelf)
            effDict = self._affectSkillEnhanceDict[skillID]
            if triggerWay in effDict:
                effList.append(["skill", skillID, 0, effDict[triggerWay]])
            if key in effDict:
                effList.append(["skill", skillID, 0, effDict[key]])
                
        if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
            return effList
@@ -144,6 +146,10 @@
            curSkill = skillManager.GetSkillByIndex(index)
            if not curSkill:
                continue
            skillID = curSkill.GetSkillID()
            # 附加添加已学技能,用于判断是否自身技能
            if skillID not in self._skillIDList:
                self._skillIDList.append(skillID)
            for index in xrange(curSkill.GetEffectCount()):
                curEffect = curSkill.GetEffect(index)
                effectID = curEffect.GetEffectID()
@@ -306,13 +312,10 @@
    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
@@ -352,6 +355,7 @@
        self._ipyData = ipyData
        self._skillID = self._ipyData.GetSkillID()
        self._skillTypeID = self._ipyData.GetSkillTypeID()
        self._cdTime = self._ipyData.GetCoolDownTime()
        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):
@@ -359,7 +363,7 @@
            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
@@ -397,7 +401,7 @@
            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()
    def GetCoolDownTime(self): return self._cdTime
    def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
    def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
@@ -412,7 +416,7 @@
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
@@ -425,7 +429,7 @@
        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
    
@@ -469,11 +473,8 @@
    def SetValue3(self, value): self._value3 = value
    def GetIsCopy(self): return self._isCopy
    def SetIsCopy(self, isCopy): self._isCopy = isCopy
    def GetEffectValueEx(self, effID):
        if effID in self._effExDict:
            return self._effExDict[effID]
    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
@@ -500,9 +501,6 @@
        return
    
    def ClearBuff(self):
        poolMgr = ObjPool.GetPoolMgr()
        for buff in self._buffList:
            poolMgr.release(buff)
        self._buffList = []
        self._buffIDDict = {}
        self._skillTypeIDBuffIDs = {}
@@ -522,7 +520,7 @@
        self._buffID += 1
        
        buffID = self._buffID
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
        buff = PyBuff(ipyData)
        buff.SetBuffID(buffID)
        
        self._buffList.append(buff)
@@ -558,8 +556,6 @@
            if not buffIDList:
                self._skillTypeIDBuffIDs.pop(skillTypeID)
            break
        if release:
            ObjPool.GetPoolMgr().release(buff)
        return
    
    def GetBuff(self, buffID):
@@ -591,16 +587,25 @@
            if buff.GetOwnerID() == ownerID:
                return buff
        return
    def FindBuffByState(self, state):
    def FindBuffByState(self, state, ownerID=0):
        ## 查找某种buff状态的buff
        # @param ownerID: 可指定获取归属于某个对象ID的buff
        if state not in self._buffStateDict:
            return
        buffIDList = self._buffStateDict[state]
        if not buffIDList:
            return
        buffID = buffIDList[0]
        if buffID in self._buffIDDict:
            return self._buffIDDict[buffID]
        if ownerID:
            for buffID in buffIDList:
                if buffID not in self._buffIDDict:
                    continue
                buff = self._buffIDDict[buffID]
                if buff.GetOwnerID() == ownerID:
                    return buff
        else:
            buffID = buffIDList[0]
            if buffID in self._buffIDDict:
                return self._buffIDDict[buffID]
    def FindBuffListByState(self, state):
        ## 查找某种buff状态的buff列表
        if state not in self._buffStateDict:
@@ -645,9 +650,10 @@
    
    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._cdTime = self._skillData.GetCoolDownTime()
        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, ...]
@@ -658,6 +664,7 @@
        self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
        self._bySkill = None # 由哪个技能触发的
        self._byBuff = None # 由哪个buff触发的
        self._byTriggerWay = 0 # 由哪个被动方式触发的
        self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
        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
        
@@ -683,6 +690,7 @@
        self._effIgnoreObjIDList = []
        self._bySkill = None
        self._byBuff = None
        self._byTriggerWay = 0
        self._afterLogicList = []
        self.ClearHurtObj()
        return
@@ -713,7 +721,7 @@
    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
    def GetConnSkill(self): return self._skillData.GetConnSkill()
    def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def GetCoolDownTime(self): return self._cdTime
    def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
@@ -722,7 +730,7 @@
    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 GetBuffRetain(self): return self._skillData.GetBuffRetain()
    def GetFightPower(self): return self._skillData.GetFightPower()
    
    ## ---------------------------------- 非技能表内容 ----------------------------------
@@ -734,6 +742,8 @@
    def SetBySkill(self, bySkill): self._bySkill = bySkill
    def GetByBuff(self): return self._byBuff
    def SetByBuff(self, byBuff): self._byBuff = byBuff
    def GetByTriggerWay(self): return self._byTriggerWay
    def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
    def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
    def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
    def GetTagObjListEx(self): return self._tagObjListEx # 技能额外目标列表
@@ -754,21 +764,18 @@
        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)
@@ -830,9 +837,6 @@
        return
    
    def SkillReset(self):
        poolMgr = ObjPool.GetPoolMgr()
        for skill in self._skillList:
            poolMgr.release(skill)
        self._skillList = []
        self._skillDict = {}
        return
@@ -865,7 +869,7 @@
            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
@@ -875,16 +879,15 @@
        self._skillDict.pop(skillID, None)
        if curSkill in self._skillList:
            self._skillList.remove(curSkill)
        ObjPool.GetPoolMgr().release(curSkill)
        return
    
class BatObj():
    ## 战斗实体对象数据,目前与某个NPCObj绑定
    
    def __init__(self):
    def __init__(self, objID):
        self.tfGUID = "" # 所属的某场回合战斗的guid
        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
        self.objID = 0
        self.objID = objID
        self.objName = ""
        self.npcID = 0
        self.heroID = 0
@@ -912,9 +915,9 @@
        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
@@ -1240,8 +1243,7 @@
        newObjID = self.__getNewObjID()
        if not newObjID:
            return newBatObj
        newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
        newBatObj.objID = newObjID
        newBatObj = BatObj(newObjID)
        self.batObjDict[newObjID] = newBatObj
        GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
        if False:
@@ -1274,7 +1276,6 @@
        #    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
@@ -1298,7 +1299,7 @@
    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: