| | |
| | | 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
|
| | |
| | |
|
| | | 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
|
| | |
| | | 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):
|
| | |
| | | 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()
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
|
| | |
| | | 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)
|
| | |
| | | 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)
|
| | |
| | | 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
|
| | |
| | | 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
|