ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,13 +37,40 @@
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        return
    
    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
        '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                        优先级之后有需要再扩展
        @return: [["skill/buff", skillID/buffID, effIDList], ...]
        '''
        effList = []
        
        if not connSkillTypeID and connSkill:
            connSkillTypeID = connSkill.GetSkillTypeID()
        if connSkill and self._batObj.GetID() == connSkill.GetObjID():
            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 = []
                for index in xrange(connSkill.GetEffectCount()):
                    effect = connSkill.GetEffect(index)
                    effectID = effect.GetEffectID()
                    if effectID == 0:
                        continue
                    triggerWay = effect.GetTriggerWay()
                    triggerSrc = effect.GetTriggerSrc()
                    if not triggerWay:
                        continue
                    if triggerWay == ChConfig.TriggerWay_CurSkillEff:
                        continue
                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
                        # 仅添加本技能的
                        continue
                    effIDList.append(effectID)
                if effIDList:
                    effList.append(["skill", skillID, effIDList])
        # 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
@@ -466,7 +493,8 @@
    
class PySkill():
    
    def __init__(self, ipyData):
    def __init__(self, ipyData, objID):
        self._objID = objID # 该技能谁的
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._calcTime = 0
        self._remainTime = 0
@@ -475,6 +503,12 @@
        self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
        self._bySkill = None # 由哪个技能触发的
        self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
        # 连击相关
        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
        self._comboNum = 0 # 连击次数
        self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...}
        self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
        return
    
    def ResetUseRec(self):
@@ -485,6 +519,7 @@
        self.ClearHurtObj()
        return
    
    def GetObjID(self): return self._objID
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
    def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -553,10 +588,44 @@
        return hurtObj
    def GetHurtObjList(self): return self._hurtList
    
    def __commboClear(self):
        ## 连击相关清空
        self._comboState = 0
        self._comboNum = 0
        self._missTagIDDict = {}
        self._parryTagIDDict = {}
        return
    def ComboCheckStart(self, force=False):
        ## 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")
                return
        self.__commboClear()
        self._comboState = 1 # 设置已初始化连击相关
        #GameWorld.DebugLog("连击重置")
        return
    def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
    def ComboInterrupt(self):
        ## 连击中断,概率不再触发连击时需要设置中断
        self._comboState = 2
        return
    def GetComboNum(self): return self._comboNum # 已连击次数
    def SetComboNum(self, comboNum): self._comboNum = comboNum
    def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0)
    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
class SkillManager():
    ## 战斗对象技能管理器
    
    def __init__(self):
    def __init__(self, batObj):
        self._batObj = batObj
        self._skillList = [] # 技能列表 [PySkill, ...]
        self._skillDict = {} # {skillID:PySkill, ...}
        return
@@ -595,7 +664,7 @@
            self.__deleteSkill(curSkill)
            
        # 学新技能
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
        self._skillDict[skillID] = curSkill
        self._skillList.append(curSkill)
        return curSkill
@@ -637,10 +706,11 @@
        self._kvDict = {} # 自定义kv字典
        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._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        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
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -656,9 +726,10 @@
        self._initAttrDict = initAttrDict
        self._batAttrDict = {}
        self._batAttrDict.update(initAttrDict)
        self.__onUpdBatAttr()
        self._skillTempAttrDict = {}
        self._xp = initXP
        self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
        self.SetXP(initXP, False)
        self.SetHPFull(False)
        TurnBuff.RefreshBuffAttr(self)
        TurnPassive.RefreshPassive(self)
        return
@@ -682,6 +753,7 @@
    def ResetBattleEffect(self):
        self._batAttrDict = {}
        self._batAttrDict.update(self._initAttrDict)
        self.__onUpdBatAttr()
        return self._batAttrDict
    
    def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
@@ -747,14 +819,11 @@
            if self._buffMgr.IsInBuffState(state):
                return True
        return False
    def IsInState(self, state):
        ## 是否处于指定状态下
        return self._buffMgr.IsInBuffState(state)
    
    def IsInControlled(self):
        ## 是否被控制中
        for state in ChConfig.InControlledStateList:
            if self.IsInState(state):
            if self._buffMgr.IsInBuffState(state):
                return True
        return False
    
@@ -786,14 +855,16 @@
    def SetDead(self):
        self._isAlive = False
        self._hp = 0
    def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
    def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
    def SetMaxHP(self, maxHP, isNotify=False):
        maxHP = int(maxHP)
        self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
        return
    def GetHP(self): return self._hp
    def SetHP(self, hp, isNotify=False):
        hp = int(hp)
        self._hp = hp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
@@ -801,6 +872,7 @@
    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
    def GetXP(self): return self._xp
    def SetXP(self, xp, isNotify=True):
        xp = int(xp)
        self._xp = xp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
@@ -816,7 +888,14 @@
            value += self._skillTempAttrDict[attrID] # 支持正负值
            #value = max(1, value)
        return value
    def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
    def SetBatAttrValue(self, attrID, value):
        self._batAttrDict[attrID] = value
        self.__onUpdBatAttr()
        return
    def __onUpdBatAttr(self):
        for attrID in [ChConfig.AttrID_MaxHP]:
            self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0))
        return
    def AddSkillTempAttr(self, attrID, value):
        ## 增加技能临时属性,支持正负值
        # @param value: 正值-加属性;负值-减属性
@@ -832,6 +911,9 @@
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
    
    def GetMainTagIDList(self): return self._mainTagIDList
    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue