| | |
| | | def GetEffectCount(self): return len(self._effList)
|
| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
|
| | | def GetConnSkill(self): return self._ipyData.GetConnSkill()
|
| | | def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
|
| | | def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
|
| | | def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
|
| | | def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
|
| | |
| | | def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
|
| | | def GetFightPower(self): return self._ipyData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
|
| | |
|
| | | class PyBuff():
|
| | |
|
| | | def __init__(self, ipyData):
|
| | | self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
|
| | | self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
|
| | | self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
|
| | | self._buffID = 0
|
| | | self._ownerID = 0
|
| | | self._layer = 0
|
| | | self._calcTime = 0
|
| | | self._remainTime = 0
|
| | | self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
|
| | | 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
|
| | | return
|
| | |
|
| | | def onRelease(self):
|
| | |
| | |
|
| | | def GetSkillData(self): return self._skillData
|
| | | def GetSkillID(self): return self._skillData.GetSkillID()
|
| | | def GetAddTiming(self): return self._addTiming
|
| | | def SetAddTiming(self, addTiming):
|
| | | self._addTiming = addTiming
|
| | | self._refreshState = 0 # 更新添加时机时需标记为未刷新
|
| | | def GetRefreshState(self): return self._refreshState
|
| | | def SetRefreshState(self, refreshState): self._refreshState = refreshState
|
| | | def GetBuffID(self): return self._buffID
|
| | | def SetBuffID(self, buffID): self._buffID = buffID
|
| | | def GetOwnerID(self): return self._ownerID
|
| | | def SetOwnerID(self, ownerID): self._ownerID = ownerID
|
| | | def GetLayer(self): return self._layer
|
| | | def SetLayer(self, layer): self._layer = layer
|
| | | def GetCalcTime(self): return self._calcTime
|
| | | def SetCalcTime(self, calcTime): self._calcTime = calcTime
|
| | | def GetRemainTime(self): return self._remainTime
|
| | | def SetRemainTime(self, remainTime): self._remainTime = remainTime
|
| | | def SetBuffValueList(self, valueList):
|
| | |
| | | def SetValue2(self, value): self._value2 = value
|
| | | def GetValue3(self): return self._value3
|
| | | def SetValue3(self, value): self._value3 = value
|
| | | def GetIsCopy(self): return self._isCopy
|
| | | def SetIsCopy(self, isCopy): self._isCopy = isCopy
|
| | | def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
|
| | | def ResetEffectValueEx(self): self._effExDict = {}
|
| | | def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
|
| | |
|
| | | class BuffManager():
|
| | | ## 战斗对象buff管理器
|
| | |
| | | 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._batType = 0 # 战斗类型,普通、连击、反击、追击等
|
| | | self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
|
| | | self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
|
| | | self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
|
| | | 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._byBuff = None # 由哪个buff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
|
| | |
|
| | | # 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._batType = 0
|
| | | self._tagObjList = []
|
| | | self._killObjList = []
|
| | | self._effIgnoreObjIDList = []
|
| | | self._bySkill = None
|
| | | self._byBuff = None
|
| | | self._afterLogicList = []
|
| | |
| | | def GetEffectCount(self): return self._skillData.GetEffectCount()
|
| | | 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 GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
|
| | | def GetCurBuffState(self): return self._skillData.GetCurBuffState()
|
| | |
| | | def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
|
| | | def GetFightPower(self): return self._skillData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
|
| | |
|
| | | ## ---------------------------------- 非技能表内容 ----------------------------------
|
| | | def GetCalcTime(self): return self._calcTime
|
| | | def SetCalcTime(self, calcTime): self._calcTime = calcTime
|
| | | def GetRemainTime(self): return self._remainTime
|
| | | def SetRemainTime(self, remainTime): self._remainTime = remainTime
|
| | | def GetBatType(self): return self._batType
|
| | |
| | | def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
|
| | | def GetKillObjList(self): return self._killObjList # 击杀目标列表
|
| | | def SetKillObjList(self, killObjList): self._killObjList = killObjList
|
| | | def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
|
| | | def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
|
| | | def GetAfterLogicList(self): return self._afterLogicList
|
| | | def AddAfterLogic(self, logicType, logicData):
|
| | | '''添加技能释放后需要处理额外逻辑
|
| | |
| | | def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
|
| | | def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
|
| | |
|
| | | def GetEnergy(self): return self._energy # 累计能量
|
| | | def SetEnergy(self, energy): self._energy = energy
|
| | | |
| | | class SkillManager():
|
| | | ## 战斗对象技能管理器
|
| | |
|
| | |
| | |
|
| | | def GetSkillCount(self): return len(self._skillList)
|
| | | def GetSkillByIndex(self, index): return self._skillList[index]
|
| | | def GetSkillIDList(self): return self._skillDict.keys()
|
| | | def GetSkillIDList(self): return sorted(self._skillDict.keys())
|
| | | def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
|
| | | def FindSkillByTypeID(self, skillTypeID):
|
| | | skill = None
|
| | |
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
|
| | | self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(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
|
| | | self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
|
| | |
|
| | | # 统计
|
| | | self.hurtStat = 0 # 输出统计
|
| | |
| | | TurnPassive.RefreshPassive(self)
|
| | | return
|
| | |
|
| | | def TurnReset(self):
|
| | | ## 回合重置
|
| | | self._skillTurnUseCntDict = {}
|
| | | |
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList):
|
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
|
| | | ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
|
| | | self._initAttrDict = initAttrDict
|
| | | learnNewSkill = False
|
| | | for skillID in skillIDList:
|
| | | if self._skillMgr.LearnSkillByID(skillID):
|
| | | learnNewSkill = True
|
| | | if skillIDList:
|
| | | for skillID in skillIDList:
|
| | | if self._skillMgr.LearnSkillByID(skillID):
|
| | | learnNewSkill = True
|
| | | TurnBuff.RefreshBuffAttr(self)
|
| | | if learnNewSkill: # 有学新技能时重刷技能被动
|
| | | self._passiveEffMgr.RefreshSkillPassiveEffect()
|
| | |
| | | def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
|
| | | def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
|
| | | def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
|
| | | def GetBatLineup(self):
|
| | | turnFight = self.GetTurnFight()
|
| | | batFaction = turnFight.getBatFaction(self.faction)
|
| | | return batFaction.getBatlineup(self.lineupNum)
|
| | | def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
|
| | | def SetOwnerID(self, ownerID): self.ownerID = ownerID
|
| | | def GetID(self): return self.objID
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
|
| | | def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
|
| | | def IsInBuffStateGroup(self, buffStateGroup):
|
| | | def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
|
| | | def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
|
| | | def IsInBuffStateGroup(self, buffStateGroups):
|
| | | '''是否在某个状态组中
|
| | | 已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
|
| | | '''
|
| | | buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
|
| | | if buffStateGroup not in buffStateGroupDict:
|
| | | return
|
| | | for state in buffStateGroupDict[buffStateGroup]:
|
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return state
|
| | | for stateGroup in buffStateGroups:
|
| | | if str(stateGroup) not in buffStateGroupDict:
|
| | | continue
|
| | | for state in buffStateGroupDict[str(stateGroup)]:
|
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return state
|
| | | return
|
| | |
|
| | | def CanAction(self):
|
| | |
| | | self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
|
| | | def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
|
| | |
|
| | | def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
|
| | | def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
|
| | | def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
|
| | | def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
|
| | | def ResetSkillTurnUseCnt(self):
|
| | | self._skillTurnUseCntDict = {}
|
| | | def ResetSkillUseCnt(self):
|
| | | self._skillUseCntDict = {}
|
| | | self._skillTurnUseCntDict = {}
|
| | | def AddSkillUseCnt(self, skillID):
|
| | | self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
|
| | | self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
|
| | |
| | | def GetLastHurtValue(self): return self._lastHurtValue
|
| | | def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
|
| | |
|
| | | def GetHarmSelfHP(self): return self._harmSelfHP
|
| | | def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
|
| | | |
| | | def GetMainTagIDList(self): return self._mainTagIDList
|
| | | def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
|
| | | |
| | | def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
|
| | | def SetTiming(self, timing): self._timing = timing
|
| | |
|
| | | def StatHurtValue(self, hurtValue):
|
| | | ## 统计输出
|
| | |
| | | ## 统计承伤
|
| | | self.defStat += lostHP
|
| | | return self.defStat
|
| | | def GetStatDefValue(self): return self.defStat # 获取累计总承伤
|
| | |
|
| | | def StatCureValue(self, cureValue):
|
| | | ## 统计治疗
|