| | |
| | | ## 是否无视防御
|
| | | return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
|
| | |
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
|
| | | '''使用技能通用入口
|
| | | @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
|
| | | @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
|
| | | @param comboLimit: 是否强制限制连击
|
| | | @param atkBackTag: 反击目标
|
| | | @return: 是否成功
|
| | | '''
|
| | | if not useSkill:
|
| | |
| | |
|
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | | if not tagObjList:
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
|
| | | rate = useSkill.GetHappenRate()
|
| | | if rate:
|
| | | rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
|
| | |
| | |
|
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | return
|
| | |
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | def GetSkillTags(turnFight, curBatObj, useSkill):
|
| | | def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
|
| | | ## 获取技能目标
|
| | | # @return: [主目标, 目标2, ...]
|
| | |
|
| | |
| | | return [curBatObj]
|
| | |
|
| | | tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
|
| | | #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
|
| | |
|
| | | # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
|
| | | # 集火:直接通过效果5015指定了目标,所以这里可不处理
|
| | | # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
|
| | | # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
|
| | | # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
|
| | | # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
|
| | | # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
|
| | | # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
|
| | | # 嘲讽: 目标是敌方时强制目标一定包含施法者
|
| | | # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
|
| | |
|
| | | # 确认敌友
|
| | | inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
|
| | | if changeRet:
|
| | | pass
|
| | | elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
|
| | | inCharm = True
|
| | | tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
|
| | | elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
|
| | | inChaos = True
|
| | | tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
|
| | | #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
|
| | | isNoSelf = False # 是否不包含自己
|
| | | if inCharm or inChaos:
|
| | | if SkillCommon.isAttackDirectSkill(useSkill):
|
| | | isNoSelf = True
|
| | | #GameWorld.DebugLog("特殊不包含自己")
|
| | | |
| | | # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
|
| | | sneerObjFirst = True # 嘲讽目标是否优先
|
| | | sneerTagObj = None # 嘲讽目标
|
| | | atkBackTagFrist = True # 反击目标是否优先
|
| | | specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
|
| | | specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
|
| | | curFaction = curBatObj.GetFaction()
|
| | | sneerObj = None # 嘲讽目标
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | | if tagFriendly:
|
| | | tagFaction = curFaction
|
| | | sneerTagObj = None
|
| | | atkBackTag = None
|
| | | else:
|
| | | tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
|
| | | sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
|
| | | |
| | | sneerObjFirst = True # 嘲讽目标优先
|
| | | if sneerObj:
|
| | | sneerObjID = sneerObj.GetID()
|
| | | sneerObjPosNum = sneerObj.GetPosNum()
|
| | | |
| | | sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
|
| | | if sneerTagObj:
|
| | | specMainObj = sneerTagObj
|
| | | #GameWorld.DebugLog("嘲讽特殊主目标")
|
| | | elif atkBackTag:
|
| | | specMainObj = atkBackTag
|
| | | #GameWorld.DebugLog("反击特殊主目标")
|
| | | |
| | | if specMainObj:
|
| | | specObjID = specMainObj.GetID()
|
| | | specObjPosNum = specMainObj.GetPosNum()
|
| | | sepcObjLineupNum = specMainObj.GetLineupNum()
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | lineupNum = curBatObj.GetLineupNum()
|
| | | posNum = curBatObj.GetPosNum()
|
| | |
|
| | | # 确认阵容编号顺序,多V多时有用
|
| | | batFaction = turnFight.getBatFaction(tagFaction)
|
| | | if lineupNumSet != None and not tagFriendly:
|
| | | lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
|
| | | elif tagFaction == curFaction:
|
| | | lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
|
| | | else:
|
| | | lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
|
| | | # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
|
| | | if specMainObj:
|
| | | lineupNumList = [sepcObjLineupNum]
|
| | | else:
|
| | | lineupNumList = [lineupNum]
|
| | | for tagNum in batFaction.lineupDict.keys():
|
| | | if tagNum not in lineupNumList:
|
| | | lineupNumList.append(tagNum)
|
| | |
| | |
|
| | | # 对位
|
| | | if tagAim == ChConfig.SkillTagAim_Relative:
|
| | | if sneerObj:
|
| | | aimObjList.append(sneerObj)
|
| | | if specMainObj:
|
| | | aimObjList.append(specMainObj)
|
| | | else:
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | if relativeObj:
|
| | |
| | |
|
| | | # 前排
|
| | | elif tagAim == ChConfig.SkillTagAim_FrontRow:
|
| | | aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
|
| | | aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
|
| | |
|
| | | # 后排
|
| | | elif tagAim == ChConfig.SkillTagAim_BackRow:
|
| | | aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
|
| | | aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
|
| | |
|
| | | # 竖排/纵排
|
| | | elif tagAim == ChConfig.SkillTagAim_Vertical:
|
| | |
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | # 优先嘲讽所在纵
|
| | | if sneerObj:
|
| | | sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
|
| | | if sneerInColNum in colNumList:
|
| | | colNumList.remove(sneerInColNum)
|
| | | colNumList.insert(0, sneerInColNum)
|
| | | # 优先特殊目标所在纵
|
| | | if specMainObj:
|
| | | specInColNum = ChConfig.GetInColNum(specObjPosNum)
|
| | | if specInColNum in colNumList:
|
| | | colNumList.remove(specInColNum)
|
| | | colNumList.insert(0, specInColNum)
|
| | |
|
| | | GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
|
| | | GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
|
| | | for col in colNumList:
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | |
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | | if aimObjList:
|
| | |
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
|
| | | GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
|
| | | # 按前排优先原则
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | for col in colNumList:
|
| | |
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | |
|
| | |
| | |
|
| | | # 灼烧/玄火目标优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_Burn:
|
| | | atkBackTagFrist = False
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | sortObjList = [] # 优先灼烧目标,再对位
|
| | | for aimObj in aimObjList:
|
| | |
| | |
|
| | | # 仅焚血(毒奶)目标
|
| | | elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
|
| | | atkBackTagFrist = False
|
| | | for aimObj in aimObjList[::-1]:
|
| | | if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
|
| | | aimObjList.remove(aimObj)
|
| | |
| | | if tagCount and len(aimObjList) > tagCount:
|
| | | random.shuffle(aimObjList)
|
| | |
|
| | | # 以下优先级先处理的优先级视为较低
|
| | | if atkBackTagFrist and atkBackTag:
|
| | | if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
|
| | | aimObjList.remove(atkBackTag)
|
| | | aimObjList.insert(0, atkBackTag)
|
| | | |
| | | # 嘲讽优先
|
| | | if sneerObjFirst and sneerObj:
|
| | | if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
|
| | | aimObjList.remove(sneerObj)
|
| | | aimObjList.insert(0, sneerObj)
|
| | | if sneerObjFirst and sneerTagObj:
|
| | | if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
|
| | | aimObjList.remove(sneerTagObj)
|
| | | aimObjList.insert(0, sneerTagObj)
|
| | |
|
| | | # 一定包含自己
|
| | | if tagFriendly == 2:
|
| | | if tagFriendly == 2 and not isNoSelf:
|
| | | if curBatObj not in aimObjList:
|
| | | aimObjList.append(curBatObj)
|
| | |
|
| | | # 最后去除多余的目标
|
| | | if tagCount and len(aimObjList) > tagCount:
|
| | | aimObjList = aimObjList[:tagCount]
|
| | |
|
| | |
| | | return lineupNum, changeTagSet
|
| | | return
|
| | |
|
| | | def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
|
| | | ## 获取行排目标对象列表
|
| | | def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
|
| | | ## 获取横排目标对象列表
|
| | | # @param rowReverse: 是否后排优先原则
|
| | | # @param noSelf: 是否限制包含自己
|
| | |
|
| | | # 前后排顺序
|
| | | if rowReverse:
|
| | |
| | | else:
|
| | | rowNumList = range(1, 1 + ChConfig.TurnFightRows)
|
| | |
|
| | | # 优先嘲讽对象所在行
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | | if sneerObj:
|
| | | sneerObjID = sneerObj.GetID()
|
| | | sneerObjPosNum = sneerObj.GetPosNum()
|
| | | sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
|
| | | # 优先特殊对象所在行
|
| | | specObjID, specObjPosNum = 0, 0
|
| | | if specMainObj:
|
| | | specObjID = specMainObj.GetID()
|
| | | specObjPosNum = specMainObj.GetPosNum()
|
| | | sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
|
| | | if sneerInRowNum in rowNumList:
|
| | | rowNumList.remove(sneerInRowNum)
|
| | | rowNumList.insert(0, sneerInRowNum)
|
| | |
|
| | | inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
|
| | | inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
|
| | | # 优先自己所在纵,为主目标
|
| | | colNumList = range(1, 1 + ChConfig.TurnFightCols)
|
| | | if inColNum in colNumList:
|
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
|
| | | GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
|
| | | aimObjList = []
|
| | | for row in rowNumList:
|
| | | for col in colNumList:
|
| | |
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | | if aimObjList:
|
| | |
| | | return aimObjList
|
| | |
|
| | | def GetRelativeObj(turnFight, curBatObj):
|
| | | '''获取对位目标,嘲讽时优先对位嘲讽目标
|
| | | 对位目标用途: |
| | | 1. 对位目标并不代表仅攻击该目标
|
| | | 2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
|
| | | 3. 对位目标可用于判断连击、弱疗
|
| | | '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
|
| | | '''
|
| | | sneerObj = curBatObj.GetSneerTagObj()
|
| | | if sneerObj:
|
| | |
| | | if relativeObj:
|
| | | return relativeObj
|
| | |
|
| | | # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
|
| | | # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
|
| | | return curBatObj
|
| | |
|
| | | def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
|
| | | ## 获取在某一阵营中的默认对位目标
|
| | | ## 获取在某一阵容中的默认对位目标,不包括自己
|
| | | if not batLineup:
|
| | | return
|
| | | tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
|
| | |
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(tagBatObj, tagAffect):
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
|
| | | continue
|
| | | return tagBatObj
|
| | |
|
| | | return
|
| | |
|
| | | def __skillTagFilter(tagBatObj, tagAffect):
|
| | | def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
|
| | | ## 技能目标过滤器
|
| | | # @return: 是否允许添加该单位
|
| | | if not tagBatObj:
|
| | |
| | | return False
|
| | | if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
|
| | | return False
|
| | | if isNoSelf:
|
| | | if tagBatObj.GetID() == curBatObj.GetID():
|
| | | #GameWorld.DebugLog("不包含自己")
|
| | | return False
|
| | | #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
|
| | | # return False
|
| | | return True
|
| | |
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | | ## 治疗
|
| | |
|
| | | relativeObj = GetRelativeObj(turnFight, curBatObj)
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
|
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_9(turnFight, curBatObj, useSkill):
|
| | | ## 弹射治疗(多次治疗,切换目标,单目标可多次)
|
| | |
|
| | | relativeObj = GetRelativeObj(turnFight, curBatObj)
|
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
|
| | |
|
| | | return
|
| | |
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
|
| | | if cureHP <= 0:
|
| | | return
|
| | |
|
| | |
| | | if not tagObjList:
|
| | | return
|
| | | tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
|
| | | atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
|
| | | atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
|
| | | if atkBackSkill:
|
| | | # 可以反击,打断连击
|
| | | GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
|
| | | OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
|
| | | OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
|
| | | return
|
| | |
|
| | | if not tagObj:
|
| | |
| | | OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
|
| | | return True
|
| | |
|
| | | def __getCanAtkBackSkill(useSkill, tagObj):
|
| | | ## 获取是否可反击及反击技能
|
| | | def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
|
| | | '''获取是否可反击及反击技能
|
| | | B进攻A1 A2 A3,主目标(从A1 A2 A3选)
|
| | | 主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
|
| | | 若为非攻击类,则按技能原来的目标
|
| | | 若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
|
| | | '''
|
| | | if not tagObj:
|
| | | return
|
| | |
|
| | | atkID = atkObj.GetID()
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
|
| | | return
|
| | |
|
| | | if atkObj.GetFaction() == tagObj.GetFaction():
|
| | | #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
|
| | | return
|
| | | |
| | | canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
|
| | | if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
|
| | | GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
|
| | | if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
|
| | | heroID = atkObj.GetHeroID()
|
| | | GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
|
| | | return
|
| | |
|
| | | canAtkBack = False
|
| | |
| | |
|
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
|
| | | isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in effIgnoreObjIDList:
|
| | |
| | | '''计算伤害,默认按攻击计算
|
| | | '''
|
| | |
|
| | | mapID = turnFight.mapID
|
| | | skillID = curSkill.GetSkillID()
|
| | | pmType = GetPMType(atkObj, curSkill)
|
| | | ignoreDef = IsIgnoreDef(curSkill)
|
| | |
| | | if batType == ChConfig.TurnBattleType_Pursue:
|
| | | aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
|
| | |
|
| | | aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
|
| | | if mapID == ChConfig.Def_FBMapID_ArenaBattle:
|
| | | aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
|
| | | dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
|
| | | |
| | | # 所有万分率参数统一除10000.0
|
| | | atkSkillPer /= 10000.0
|
| | | aNormalSkillPer /= 10000.0
|
| | |
| | | dFinalDamPerDef /= 10000.0
|
| | | aComboDamPer /= 10000.0
|
| | | aPursueDamPer /= 10000.0
|
| | | aArenaDamPer /= 10000.0
|
| | | dArenaDamPerDef /= 10000.0
|
| | |
|
| | | if calcType != ChConfig.Def_Calc_Attack:
|
| | | aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
|
| | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
|
| | | return True
|
| | |
|
| | | def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
|
| | | def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False, relativeObj=None):
|
| | | ''' 计算治疗值
|
| | | '''
|
| | | |
| | | # 对位目标
|
| | | if not relativeObj:
|
| | | relativeObj = GetRelativeObj(turnFight, userObj)
|
| | | |
| | | cureType = curSkill.GetCalcType()
|
| | | skillPer = curSkill.GetSkillPer()
|
| | | #skillValue = curSkill.GetSkillValue()
|
| | |
|
| | | skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
|
| | |
|
| | | cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
|
| | | cureHP = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
|
| | |
|
| | | cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
|
| | | if cureWayExEff:
|
| | | cureType = cureWayExEff.GetEffectValue(0)
|
| | | skillPer = cureWayExEff.GetEffectValue(1)
|
| | | GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
|
| | | cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
|
| | | cureHPEx = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
|
| | | cureHP += cureHPEx
|
| | |
|
| | | hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
|
| | |
| | |
|
| | | return max(1, int(cureHP)) # 保底1点
|
| | |
|
| | | def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
|
| | | def __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum=False):
|
| | | cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
|
| | |
|
| | | # 回合制
|
| | | curePer = 0 # 治疗加成
|
| | | cureDefPer = 0 # 敌方的弱化治疗
|
| | | curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
|
| | | cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
|
| | | angerOverflow = 0 # 怒气溢出值
|
| | | if SkillCommon.isAngerSkill(curSkill):
|
| | | angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | #enemyObj = TurnAttack.GetEnemyObj(userObj)
|
| | | #curePer += GameObj.GetCurePer(userObj)
|
| | | #if enemyObj:
|
| | | # cureDefPer += GameObj.GetCureDefPer(enemyObj)
|
| | |
|
| | | skillPer /= float(ChConfig.Def_MaxRateValue)
|
| | | curePer /= float(ChConfig.Def_MaxRateValue)
|