| | |
| | | self.timeline = 0 # 时间轴节点 turnNum*1000+actionIndex*100++actionNum
|
| | | self.startTime = 0 # 开始时间戳,支持毫秒小数
|
| | | self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
|
| | | self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
|
| | |
|
| | | # pve 多小队 - 一般只有PVE用到
|
| | | self.lineupIndex = 0 # 当前小队索引
|
| | |
| | | @param turnNum: 第x回合
|
| | | '''
|
| | | self.timeline = timeline
|
| | | GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
|
| | | GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
|
| | | if isEmpty:
|
| | | # 空位置的节点可直接跳过
|
| | | return timeline
|
| | |
| | | else:
|
| | | ObjPool.GetPoolMgr().release(clientPack)
|
| | | return
|
| | | |
| | | def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
|
| | | def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0)
|
| | | def SetOneActionUseSkillCnt(self, objID, useCnt):
|
| | | self._oneActionUseSkillCntDict[objID] = useCnt
|
| | | return useCnt
|
| | |
|
| | | class TurnFightMgr():
|
| | | ## 回合战斗管理器
|
| | |
| | | else:
|
| | | heroID = 0
|
| | | skinID = 0
|
| | | skillIDList = [] + npcData.GetSkillIDList()
|
| | | skillIDList = []# + npcData.GetSkillIDList()
|
| | |
|
| | | # boss额外随机技能
|
| | | bossID = lineupIpyData.GetBossID()
|
| | |
| | | ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(),
|
| | | ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(),
|
| | | }
|
| | | batAttrDict.update(npcData.GetSpecAttrInfo())
|
| | | exAttrDict = npcData.GetSpecAttrInfo()
|
| | | for attrIDStr, attrValue in exAttrDict.items():
|
| | | attrID = int(attrIDStr)
|
| | | batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue
|
| | |
|
| | | battleDict = {"NPCID":npcID,
|
| | | "HeroID":heroID,
|
| | |
| | | angerSkillID = heroIpyData.GetAngerSkillID()
|
| | | skillIDList = [normalSkillID, angerSkillID]
|
| | |
|
| | | breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
|
| | | breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID)
|
| | | if breakIpyDataList:
|
| | | for breakIpyData in breakIpyDataList:
|
| | | if breakIpyData.GetBreakLV() > breakLV:
|
| | |
| | |
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
|
| | | atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
|
| | | for posNumKey, heroInfo in heroDict.items():
|
| | | posNum = int(posNumKey)
|
| | |
|
| | | atkBackSkillID = 0 # 反击技能ID
|
| | | fightPower = 0
|
| | | skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
|
| | | attrDict = {}
|
| | |
| | | heroID = heroInfo.get("HeroID", 0)
|
| | | skinID = heroInfo.get("SkinID", 0)
|
| | | lv = heroInfo.get("LV", 1)
|
| | | specialty, atkDistType, country, sex = 0, 1, 0, 1
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
|
| | | if heroIpyData:
|
| | | atkDistType = heroIpyData.GetAtkDistType()
|
| | | objName = heroIpyData.GetName()
|
| | | specialty = heroIpyData.GetSpecialty()
|
| | | atkDistType = heroIpyData.GetAtkDistType()
|
| | | country = heroIpyData.GetCountry()
|
| | | sex = heroIpyData.GetSex()
|
| | |
|
| | |
| | | if not npcDataEx:
|
| | | continue
|
| | | if not heroIpyData:
|
| | | atkDistType = npcDataEx.GetAtkDistType()
|
| | | objName = npcDataEx.GetNPCName()
|
| | | country = npcDataEx.GetCountry()
|
| | | sex = npcDataEx.GetSex()
|
| | |
|
| | | batObj = batObjMgr.addBatObj()
|
| | | if not batObj:
|
| | |
| | | batObj.SetFightPower(fightPower)
|
| | | batObj.SetLV(lv)
|
| | | batObj.SetAtkDistType(atkDistType)
|
| | | batObj.SetSpecialty(specialty)
|
| | | batObj.SetCountry(country)
|
| | | batObj.SetSex(sex)
|
| | | batObj.SetHero(heroID, skinID)
|
| | |
|
| | | if atkDistType == ChConfig.AtkDistType_Short:
|
| | | atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
|
| | | elif atkDistType == ChConfig.AtkDistType_Long:
|
| | | atkBackSkillID = atkBackSkillIDList[1] if len(atkBackSkillIDList) > 1 else 0
|
| | | if atkBackSkillID:
|
| | | skillIDList.append(atkBackSkillID)
|
| | | skillManager = batObj.GetSkillManager()
|
| | | skillManager.SkillReset()
|
| | | for skillID in skillIDList:
|
| | |
| | | GameWorld.DebugLog(" 已被击杀不处理! %s" % (objName))
|
| | | continue
|
| | | GameWorld.DebugLog(" 重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
|
| | | |
| | | batObj.TurnReset()
|
| | |
|
| | | # 清除buff
|
| | | buffMgr = batObj.GetBuffManager()
|
| | |
| | | turnFight.syncState(FightState_Fighting)
|
| | |
|
| | | for faction, num in turnFight.actionSortList:
|
| | | GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | batLineup.actionNum = 1
|
| | |
| | |
|
| | | # 回合开始
|
| | | for faction, num in turnFight.actionSortList:
|
| | | GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | batLineup.actionNum = 1
|
| | |
| | | batLineup.actionNum = ActionNumStart
|
| | | for objID in batLineup.posObjIDDict.values():
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | turnFight.ResetOneActionUseSkillCnt()
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
|
| | |
|
| | | turnFight.enterLogic = True
|
| | |
| | | #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
|
| | | if not batObj or not batObj.IsAlive():
|
| | | continue
|
| | | |
| | | batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
|
| | | batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
|
| | | batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
|
| | |
|
| | | curID = batObj.GetID()
|
| | | skillManager = batObj.GetSkillManager()
|
| | |
| | | if batObj.GetHP() <= 0:
|
| | | return
|
| | |
|
| | | turnFight.ResetOneActionUseSkillCnt()
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
|
| | | return
|
| | |
|
| | |
| | | if batObj.GetHP() <= 0:
|
| | | return
|
| | |
|
| | | GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
|
| | | turnFight.ResetOneActionUseSkillCnt()
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
|
| | | return
|
| | |
|
| | |
| | | if SkillCommon.isAngerSkill(useSkill):
|
| | | if curXP < xpMax:
|
| | | continue
|
| | | if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
|
| | | if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
|
| | | GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
|
| | | continue
|
| | | useCnt = -1 # xp技能优先释放
|