| | |
| | | ## 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:
|
| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | if not curBatObj.CanAction():
|
| | | objID = curBatObj.GetID()
|
| | | |
| | | if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
|
| | | GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
|
| | | return
|
| | |
|
| | | buffStateLimit = useSkill.GetBuffStateLimit()
|
| | | if buffStateLimit:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
|
| | | buffStateGroups = useSkill.GetBuffStateLimit()
|
| | | if buffStateGroups:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
|
| | | if limitState:
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
|
| | | return
|
| | |
|
| | | if CheckSkillUseCntLimit(curBatObj, useSkill):
|
| | | return
|
| | | |
| | | #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
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | | if oneActionUseCnt >= 20:
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
|
| | |
| | | curBatObj.SetMainTagIDList(tagIDList)
|
| | |
|
| | | useTag = ""
|
| | | if IsNeedSyncSkill(useSkill):
|
| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
|
| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | else:
|
| | | # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
|
| | | if batType != ChConfig.TurnBattleType_Enhance:
|
| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
|
| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | |
| | | poolMgr.release(useSkill)
|
| | | return True
|
| | |
|
| | | def GetSkillTags(turnFight, curBatObj, useSkill):
|
| | | def CheckSkillUseCntLimit(batObj, useSkill):
|
| | | ## 检查技能使用次数是否受限
|
| | | # @return: 是否受限
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | | return
|
| | | effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
|
| | | if not effect:
|
| | | return
|
| | | useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
|
| | | turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | if useCntLimit:
|
| | | useCnt = batObj.GetSkillUseCnt(skillID)
|
| | | if useCnt >= useCntLimit:
|
| | | GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
|
| | | return True
|
| | | |
| | | if turnUseCntLimit:
|
| | | turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
|
| | | if turnUseCnt >= turnUseCntLimit:
|
| | | GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
|
| | | return True
|
| | | |
| | | return
|
| | |
|
| | | def IsNeedSyncSkill(useSkill):
|
| | | ## 使用需要同步B427使用技能
|
| | | if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
|
| | | return True
|
| | | if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
|
| | | return True
|
| | | return False
|
| | |
|
| | | 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
|
| | |
| | |
|
| | | atkType = useSkill.GetAtkType()
|
| | | GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
|
| | | |
| | | __doHarmSelf(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 通用攻击
|
| | | if atkType == 1:
|
| | | SkillModule_1(turnFight, curBatObj, useSkill)
|
| | |
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | elif atkType == 4:
|
| | | pass
|
| | | # 弹射(多次攻击,切换目标)
|
| | | # 弹射攻击
|
| | | elif atkType == 5:
|
| | | pass
|
| | | SkillModule_5(turnFight, curBatObj, useSkill)
|
| | | # 怒气增
|
| | | elif atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
|
| | |
| | | # 怒气偷
|
| | | elif atkType == 8:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
|
| | | # 弹射治疗
|
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def __doHarmSelf(turnFight, curBatObj, useSkill):
|
| | | harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
|
| | | if not harmEff:
|
| | | return
|
| | | harmPer = harmEff.GetEffectValue(0) # 自残百分比
|
| | | noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
|
| | | curHP = curBatObj.GetHP()
|
| | | maxHP = curBatObj.GetMaxHP()
|
| | | harmHP = int(maxHP * harmPer / 100.0)
|
| | | lostHP = harmHP
|
| | | if curHP <= harmHP:
|
| | | if noEnoughDo == 0:
|
| | | lostHP = 0
|
| | | elif noEnoughDo == 2:
|
| | | lostHP -= 1
|
| | | |
| | | updHP = max(curHP - lostHP, 0)
|
| | | curBatObj.SetHP(updHP, False)
|
| | | GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s" |
| | | % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
|
| | | |
| | | curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
|
| | | |
| | | # 单独通知前端表现
|
| | | hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
|
| | | diffType, diffValue = 0, lostHP
|
| | | skillID = relatedSkillID = useSkill.GetSkillID()
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
|
| | | return
|
| | |
|
| | | def SkillModule_1(turnFight, curBatObj, useSkill):
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_5(turnFight, curBatObj, useSkill):
|
| | | ## 弹射(多次攻击,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def GetRicochetObjList(turnFight, curBatObj, useSkill):
|
| | | ## 获取弹射目标队列
|
| | | ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
|
| | | randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
|
| | | if randEffect:
|
| | | valueA = randEffect.GetEffectValue(0)
|
| | | valueB = max(randEffect.GetEffectValue(1), valueA)
|
| | | ricochetCnt = random.randint(valueA, valueB)
|
| | | GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
|
| | | ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
|
| | | GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt)) |
| | | |
| | | # 弹射:优先弹射次数少的目标,相同目标可弹射多次
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | random.shuffle(tagObjList)
|
| | | objCnt = len(tagObjList)
|
| | | ricochetObjList = []
|
| | | for index in range(ricochetCnt):
|
| | | tagObj = tagObjList[index % objCnt]
|
| | | ricochetObjList.append(tagObj)
|
| | | return ricochetObjList
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | | ## 治疗
|
| | |
|
| | | skillID = useSkill.GetSkillID()
|
| | | relativeObj = GetRelativeObj(turnFight, curBatObj)
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | continue
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
|
| | |
|
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | continue
|
| | | 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, relativeObj)
|
| | |
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | return
|
| | |
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
|
| | | if cureHP <= 0:
|
| | | return
|
| | | |
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | return
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | |
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | |
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | return
|
| | |
|
| | | def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
|
| | | ## 执行持续治疗单次逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | buffID = curBuff.GetBuffID()
|
| | | ownerID = curBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
|
| | | if not buffOwner:
|
| | | return
|
| | | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | |
| | | atkID = ownerID
|
| | | defID = defObj.GetID()
|
| | | tagObjList = [defObj]
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.ClearHurtObj()
|
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
|
| | | layer = curBuff.GetLayer()
|
| | | if layer > 0:
|
| | | cureHP *= layer
|
| | | GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
|
| | | #if "FinalDamPer" in kwargs:
|
| | | # FinalDamPer = kwargs["FinalDamPer"]
|
| | | # hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | | # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
|
| | | |
| | | if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
|
| | | remainHP = defObj.GetHP()
|
| | | diffType = 0
|
| | | diffValue = hurtObj.GetHurtHP()
|
| | | else:
|
| | | remainHP = min(dHP + cureHP, dMaxHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | |
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
|
| | |
|
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
|
| | |
|
| | | diffType = 1
|
| | | diffValue = cureHP
|
| | | |
| | | hurtTypes = hurtObj.GetHurtTypes()
|
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
|
| | | |
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | |
| | | else:
|
| | | diffType = 1
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = calcValue
|
| | | diffValue = GetEnhanceXP(tagBatObj, calcValue)
|
| | | updValue = tagXP + diffValue
|
| | | tagBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
|
| | |
| | | if curStealTotal > 0:
|
| | | diffType = 1
|
| | | curXP = curBatObj.GetXP()
|
| | | diffValue = curStealTotal
|
| | | diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
|
| | | updValue = curXP + diffValue
|
| | | curBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
|
| | | Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | return
|
| | |
| | | skillID = useSkill.GetSkillID()
|
| | | curBatObj.AddSkillUseCnt(skillID)
|
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetCalcTime(turnFight.getTimeline())
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
|
| | | if IsNeedSyncSkill(useSkill):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | |
| | | 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
|
| | |
|
| | | if not tagObj.IsAlive():
|
| | | atkID = atkObj.GetID()
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
|
| | | return
|
| | |
|
| | | tagID = tagObj.GetID()
|
| | | 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
|
| | |
| | |
|
| | | # 统计击杀
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | dieObjList = [] # 死亡的单位列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0:
|
| | | dieObjList.append(tagObj)
|
| | | if tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | useSkill.SetKillObjList(killObjList)
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | dieObjList.append(curObj)
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | | totalHurtValue = 0
|
| | | isSuperHit, isStun, isSuckHP = False, False, False
|
| | | missObjIDList, immuneObjIDList = [], []
|
| | | missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
|
| | | beHurtObjIDList = [] # 受伤的对象ID列表
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | |
| | |
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
|
| | | totalHurtValue += hurtObj.GetHurtHP()
|
| | | |
| | | if hurtObj.GetLostHP() > 0: # 有掉血的
|
| | | if hurtObjID not in beHurtObjIDList:
|
| | | beHurtObjIDList.append(hurtObjID)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | if hurtObjID not in missObjIDList:
|
| | | missObjIDList.append(hurtObjID)
|
| | |
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | effIgnoreObjIDList = missObjIDList + immuneObjIDList
|
| | | useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
|
| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
|
| | |
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
|
| | |
|
| | | if dieObjList:
|
| | | for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | for lineupNum in batFaction.lineupDict.keys():
|
| | | batLineup = batFaction.getBatlineup(lineupNum)
|
| | | for lineupObjID in batLineup.posObjIDDict.values():
|
| | | lineupObj = batObjMgr.getBatObj(lineupObjID)
|
| | | if not lineupObj.IsAlive():
|
| | | continue
|
| | | for dieObj in dieObjList:
|
| | | # 敌方单位死亡时
|
| | | if lineupObj.GetFaction() != dieObj.GetFaction():
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
|
| | | # 己方单位死亡时
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
|
| | | |
| | | 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:
|
| | | continue
|
| | |
|
| | | # 掉血时
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
|
| | | |
| | | # 直接攻击
|
| | | if isAttackDirect:
|
| | | if not triggerOne:
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
|
| | | |
| | | # 受到持续伤害
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
|
| | | |
| | | # 使用技能后
|
| | | if isUseSkill:
|
| | | if not triggerOne:
|
| | |
| | | if posNum <= 0:
|
| | | #非主战单位不加
|
| | | return
|
| | | addXP = GetEnhanceXP(gameObj, addXP)
|
| | | curXP = gameObj.GetXP()
|
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP)
|
| | |
| | | if str(specialty) not in specialtyAddXPDict:
|
| | | return
|
| | | addXP = specialtyAddXPDict[str(specialty)]
|
| | | addXP = GetEnhanceXP(gameObj, addXP)
|
| | | curXP = gameObj.GetXP()
|
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP, False)
|
| | | GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
|
| | | Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
|
| | | return
|
| | |
|
| | | def GetEnhanceXP(gameObj, addXP):
|
| | | ## 获取提升后的xp值
|
| | | addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
|
| | | # 其他强化、弱化
|
| | | if addPer == 0:
|
| | | return addXP
|
| | | objID = gameObj.GetID()
|
| | | updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
|
| | | GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
|
| | | return updAddXP
|
| | |
|
| | | def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
|
| | | ## 执行本技能/buff释放后额外效果
|
| | |
| | | if not enhanceSkillData:
|
| | | return
|
| | |
|
| | | killObjList = useSkill.GetKillObjList()
|
| | | if killObjList:
|
| | | invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
|
| | | triggerWay=ChConfig.TriggerWay_KillOneObj)
|
| | | if invalidSkillID and invalidSkillID == enhanceSkillID:
|
| | | GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
|
| | | return
|
| | | |
| | | # 继承主技能目标
|
| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | |
| | | passiveSkillID = passiveSkill.GetSkillID()
|
| | | if passiveSkillID == bySkillID:
|
| | | #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
|
| | | return
|
| | | |
| | | if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
|
| | | #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
|
| | | return
|
| | |
|
| | | isOK = False
|
| | |
| | | '''计算伤害,默认按攻击计算
|
| | | '''
|
| | |
|
| | | mapID = turnFight.mapID
|
| | | skillID = curSkill.GetSkillID()
|
| | | pmType = GetPMType(atkObj, curSkill)
|
| | | ignoreDef = IsIgnoreDef(curSkill)
|
| | |
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | | mustHit = False # 是否必命中
|
| | | if isAngerSkill:
|
| | | if not isTurnNormalSkill: # 仅普攻判断是否闪避
|
| | | mustHit = True
|
| | | |
| | | if isAngerSkill:
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | | GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | |
|
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
|
| | | if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | |
| | | hurtTypes |= pow(2, ChConfig.HurtType_Parry)
|
| | |
|
| | | if ignoreDef:
|
| | | GameWorld.DebugLog("无视防御/真实伤害!")
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
|
| | |
|
| | | if isStun:
|
| | |
| | |
|
| | | aAngerSkillPer, dAngerSkillPerDef = 0, 0
|
| | | if isAngerSkill:
|
| | | aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
|
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
|
| | | |
| | | aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
|
| | | aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
|
| | | |
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
|
| | | |
| | | aAddSkillPer = 0 # 技能增伤
|
| | | aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, 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)
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
|
| | |
|
| | | # 持续性伤害
|
| | | if isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
|
| | | elif isAngerSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
|
| | | GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
|
| | | GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
|
| | | elif isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
|
| | |
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
|
| | | return atkSkillPer
|
| | |
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | |
| | | if hurtValue <= 0:
|
| | | return 0, 0, hurtTypes
|
| | |
|
| | | hurtValue = int(hurtValue)
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
|
| | | if wudiBuffList:
|
| | |
| | |
|
| | | # 减伤盾减伤, 会改变 hurtValue
|
| | | hurtValue = max(0, hurtValue)
|
| | | |
| | | |
| | | # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
|
| | | realHurtHP = hurtValue
|
| | | shieldBuffList = []
|
| | |
| | | shieldBuffList.append([remainTime, buffValue, buff])
|
| | |
|
| | | if shieldBuffList:
|
| | | #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
|
| | | shieldHurtPer = 10000 # 对护盾伤害比
|
| | | shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
|
| | | shieldHurtPer /= 10000.0
|
| | | shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
|
| | | GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
|
| | | shieldBuffList.sort()
|
| | | for _, buffValue, buff in shieldBuffList:
|
| | | if realHurtHP <= 0:
|
| | | if shieldHurtValue <= 0:
|
| | | break
|
| | | buffID = buff.GetBuffID()
|
| | | if realHurtHP < buffValue:
|
| | | damageShieldValue = realHurtHP
|
| | | buffSkillID = buff.GetSkillID()
|
| | | if shieldHurtValue < buffValue:
|
| | | decShieldValue = shieldHurtValue
|
| | | else:
|
| | | damageShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
|
| | | realHurtHP -= damageShieldValue # 承伤值
|
| | | if damageShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
|
| | | decShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
|
| | | shieldHurtValue -= decShieldValue # 承伤值
|
| | | if decShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
|
| | | else:
|
| | | updShieldValue = buffValue - damageShieldValue
|
| | | GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
|
| | | updShieldValue = buffValue - decShieldValue
|
| | | GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
|
| | | buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
|
| | | curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
|
| | |
|
| | | realHurtHP = int(shieldHurtValue / shieldHurtPer)
|
| | | GameWorld.DebugLog(" 承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
|
| | | return hurtValue, max(0, realHurtHP), hurtTypes
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, 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)
|
| | |
| | | if byBuff:
|
| | | baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
|
| | | GameWorld.DebugLog("根据buff值: %s" % baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_HarmSelfHP:
|
| | | baseValue = curObj.GetHarmSelfHP()
|
| | | GameWorld.DebugLog("根据自残值: %s" % baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
|
| | | bySkill = curSkill.GetBySkill()
|
| | | bySkillID = 0
|
| | | if bySkill:
|
| | | bySkillID = bySkill.GetSkillID()
|
| | | curID = curObj.GetID()
|
| | | for hurtObj in bySkill.GetHurtObjList():
|
| | | if curID == hurtObj.GetObjID():
|
| | | baseValue += hurtObj.GetHurtHP()
|
| | | GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
|
| | | |
| | | return baseValue
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
|
| | | ## 执行单次dot逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | |
| | | if layer > 0:
|
| | | hurtValue *= layer
|
| | | GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
|
| | | if "FinalDamPer" in kwargs:
|
| | | FinalDamPer = kwargs["FinalDamPer"]
|
| | | hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | | GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
|
| | | hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
|
| | |
|
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | |
| | | clientPack.RelatedSkillID = relatedSkillID
|
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | |
|
| | | def Sync_HPRefresh(turnFight, curBatObj):
|
| | | hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
|
| | | clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.HP = hp % ShareDefine.Def_PerPointValue
|
| | | clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
|
| | | clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
|
| | | clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
|
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | | |