| | |
| | | import TurnBuffs
|
| | | import BattleObj
|
| | | import ObjPool
|
| | | import TurnPassive
|
| | |
|
| | | GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
|
| | |
|
| | | def GetAddBuffValue(turnFight, attacker, defender, curSkill):
|
| | | if not curSkill.GetAtkType():
|
| | | return []
|
| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
|
| | | if not callFunc:
|
| | | return []
|
| | | return callFunc(turnFight, attacker, defender, curSkill)
|
| | | ret = callFunc(turnFight, attacker, defender, curSkill)
|
| | | if ret == None:
|
| | | return []
|
| | | return ret
|
| | |
|
| | | def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False):
|
| | | def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False, refreshTimeLayer=True):
|
| | | '''拷贝buff数据,不含目标buffID、归属,并刷新时间
|
| | | @param refreshTimeLayer: 刷新剩余时间、层级
|
| | | '''
|
| | | skillData = curBuff.GetSkillData()
|
| | | curBuff.SetAddTiming(curBatObj.GetTiming())
|
| | | if refreshTimeLayer:
|
| | | curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
|
| | | curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
|
| | | else:
|
| | | curBuff.SetRemainTime(tagBuff.GetRemainTime())
|
| | | curBuff.SetLayer(tagBuff.GetLayer())
|
| | | curBuff.SetValue1(tagBuff.GetValue1())
|
| | | curBuff.SetValue2(tagBuff.GetValue2())
|
| | | curBuff.SetValue3(tagBuff.GetValue3())
|
| | | curBuff.SetIsCopy(1)
|
| | | GameWorld.DebugLog(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s" |
| | | % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), |
| | | [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
|
| | | return
|
| | | |
| | | def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
|
| | | ## 根据技能ID添加buff
|
| | | if not skillID:
|
| | | return
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | ownerID = buffOwner.GetID() if buffOwner else 0
|
| | | tagObjList = [batObj]
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | |
|
| | | OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
|
| | | addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
|
| | |
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | | return addBuff
|
| | |
|
| | | def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
|
| | | def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
|
| | | skillID = buffSkill.GetSkillID()
|
| | | bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | |
| | | if not buffOwner:
|
| | | buffOwner = batObj
|
| | | ownerID = buffOwner.GetID()
|
| | | |
| | | #无敌免疫持续减益buff、控制类buff
|
| | | if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
|
| | | and batObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, ownerID, relatedSkillID))
|
| | | return
|
| | | |
| | | #被动触发免疫控制buff
|
| | | if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
|
| | | if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
|
| | | GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s" |
| | | % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
|
| | | return
|
| | | |
| | | buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
|
| | | GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
|
| | |
|
| | | skillTypeID = buffSkill.GetSkillTypeID()
|
| | | buffRepeat = buffSkill.GetBuffRepeat()
|
| | | addLayerCnt = buffSkill.GetLayerCnt()
|
| | | addLayerEff = buffSkill.GetEffectByID(6001)
|
| | | if addLayerEff:
|
| | | addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
|
| | | if setLayerCnt > 0:
|
| | | addLayerCnt = setLayerCnt
|
| | | GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
|
| | | else:
|
| | | addLayerCnt = buffSkill.GetLayerCnt()
|
| | | addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
|
| | | if addLayerEff:
|
| | | # 可指定来源技能技能才生效,不指定的话默认生效
|
| | | if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID:
|
| | | addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
|
| | | maxLayerCnt = buffSkill.GetLayerMax()
|
| | | if maxLayerCnt:
|
| | | maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
|
| | |
|
| | | GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
|
| | | #buff重复获得时的叠加规则
|
| | | #以下规则默认针对的是相同施法者,即相同来源的处理
|
| | | #如果有针对不同施法者的规则会说明
|
| | |
| | | buffMgr = batObj.GetBuffManager()
|
| | |
|
| | | if buffRepeat == 4: # 4 独立:回合、效果独立计算
|
| | | pass # 不处理,直接跳过添加新buff
|
| | | # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
|
| | | if maxLayerCnt:
|
| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
|
| | | if len(buffList) >= maxLayerCnt:
|
| | | delBuff = None
|
| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
|
| | | delBuff = buff
|
| | | if delBuff:
|
| | | GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
|
| | | DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
|
| | | |
| | | elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
|
| | | buffState = buffSkill.GetCurBuffState()
|
| | | for index in range(buffMgr.GetBuffCount())[::-1]:
|
| | |
| | | DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
|
| | | else:
|
| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
|
| | | if buffList:
|
| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | buffID = buff.GetBuffID()
|
| | | GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
|
| | | |
| | | updLayerCnt = addLayerCnt
|
| | | if buffRepeat == 3: # 叠加层级
|
| | | nowLayerCnt = buff.GetLayer()
|
| | | maxLayerCnt = buffSkill.GetLayerMax()
|
| | | updLayerCnt = nowLayerCnt + addLayerCnt
|
| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
|
| | | updLayerCnt = maxLayerCnt
|
| | | GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
|
| | | else:
|
| | | GameWorld.DebugLog(" 默认覆盖")
|
| | | |
| | | # 重置回合、CD、值等
|
| | | buff.SetCalcTime(turnFight.getTimeline())
|
| | | buff.SetRemainTime(buffSkill.GetLastTime())
|
| | | buff.SetLayer(updLayerCnt)
|
| | | buff.SetBuffValueList(buffValueList)
|
| | | if afterLogic and bySkill:
|
| | | bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
|
| | | else:
|
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | | |
| | | break
|
| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | buffID = buff.GetBuffID()
|
| | | nowLayerCnt = buff.GetLayer()
|
| | | GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
|
| | |
|
| | | return True
|
| | | updLayerCnt = addLayerCnt
|
| | | if buffRepeat == 3: # 叠加层级
|
| | | updLayerCnt = nowLayerCnt + addLayerCnt
|
| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
|
| | | updLayerCnt = maxLayerCnt
|
| | | GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
|
| | | else:
|
| | | GameWorld.DebugLog(" 默认覆盖")
|
| | | |
| | | # 重置回合、CD、值等
|
| | | buff.SetAddTiming(batObj.GetTiming())
|
| | | buff.SetRemainTime(buffSkill.GetLastTime())
|
| | | buff.SetLayer(updLayerCnt)
|
| | | buff.SetBuffValueList(buffValueList)
|
| | | buff.ResetEffectValueEx()
|
| | | if afterLogic and bySkill:
|
| | | bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
|
| | | elif isSync:
|
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | | |
| | | RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
|
| | | return buff
|
| | |
|
| | | __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
|
| | | return True
|
| | | return __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
|
| | |
|
| | | def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
|
| | | def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
|
| | | curID = batObj.GetID()
|
| | | skillID = buffSkill.GetSkillID()
|
| | | buff = buffMgr.AddBuff(skillID)
|
| | |
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | ownerID = buffOwner.GetID()
|
| | | buffID = buff.GetBuffID()
|
| | | timing = batObj.GetTiming()
|
| | |
|
| | | GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" |
| | | % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
|
| | | GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s" |
| | | % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
|
| | | buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
|
| | | buff.SetOwnerID(ownerID)
|
| | | buff.SetCalcTime(turnFight.getTimeline())
|
| | | buff.SetRemainTime(buffSkill.GetLastTime())
|
| | | buff.SetLayer(setLayerCnt)
|
| | | buff.SetBuffValueList(buffValueList)
|
| | |
| | |
|
| | | if afterLogic and bySkill:
|
| | | bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
|
| | | else:
|
| | | elif isSync:
|
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | |
|
| | | DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
|
| | | return
|
| | | RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
|
| | | return buff
|
| | |
|
| | | def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
|
| | | ## buff添加成功后处理
|
| | | def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
|
| | | ## 刷新buff效果
|
| | | # @param buffSkill: 添加该buff时对应的buff技能ID,可能为None,如非添加时的刷新
|
| | | # @param refreshType: 0-普通刷新;1-新添加刷新;2-覆盖刷新
|
| | |
|
| | | isRefreshAttr = False # 是否刷属性
|
| | |
|
| | | #atkType = buffSkill.GetAtkType()
|
| | | #if atkType:
|
| | | # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
|
| | | # if callFunc:
|
| | | # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
|
| | | |
| | | skillData = curBuff.GetSkillData()
|
| | | passiveEffMgr = batObj.GetPassiveEffManager()
|
| | | # buff效果加入
|
| | | for effectIndex in range(0, buffSkill.GetEffectCount()):
|
| | | curEffect = buffSkill.GetEffect(effectIndex)
|
| | | for effectIndex in range(0, skillData.GetEffectCount()):
|
| | | curEffect = skillData.GetEffect(effectIndex)
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | continue
|
| | |
|
| | | if curEffect.GetTriggerWay():
|
| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
|
| | | passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
|
| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and refreshType == 1:
|
| | | passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
|
| | |
|
| | | elif effectID in ChConfig.AttrIDList:
|
| | | isRefreshAttr = True
|
| | |
|
| | | else:
|
| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
|
| | | if callFunc:
|
| | | callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
|
| | | |
| | | if refreshType and buffSkill and buffOwner:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
|
| | | |
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | |
|
| | | return
|
| | |
|
| | | def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
|
| | | ## 减少buff层级
|
| | | curLayer = curBuff.GetLayer()
|
| | | if not curLayer:
|
| | | return
|
| | | updLayer = max(0, curLayer - decLayer)
|
| | | curBuff.SetLayer(updLayer)
|
| | | def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
|
| | | ## buff层级变更
|
| | | if updLayer > 0:
|
| | | curBuff.SetLayer(updLayer)
|
| | | relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
|
| | | SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
|
| | | RefreshBuffEffect(turnFight, batObj, curBuff)
|
| | | return
|
| | | objID = batObj.GetID()
|
| | | buffID = curBuff.GetBuffID()
|
| | | SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
|
| | | DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
|
| | | return
|
| | |
|
| | | def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
|
| | |
| | | buffMgr = batObj.GetBuffManager()
|
| | | buffID = curBuff.GetBuffID()
|
| | | skillData = curBuff.GetSkillData()
|
| | | |
| | | # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
|
| | | curBuffState = skillData.GetCurBuffState()
|
| | | if curBuffState:
|
| | | buffMgr.DelBuffState(curBuffState, buffID)
|
| | | |
| | | buffMgr.DelBuff(buffID, release)
|
| | | if isSync:
|
| | | SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
|
| | | if afterLogic and relatedSkill:
|
| | | tagObjID = tagObj.GetID() if tagObj else buffObjID
|
| | | relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
|
| | | |
| | | #buff消失的触发
|
| | | for effectIndex in range(0, skillData.GetEffectCount()):
|
| | | curEffect = skillData.GetEffect(effectIndex)
|
| | |
| | | if not effectID:
|
| | | continue
|
| | |
|
| | | if curEffect.GetTriggerWay():
|
| | | triggerWay = curEffect.GetTriggerWay()
|
| | | if triggerWay:
|
| | | if triggerWay == ChConfig.TriggerWay_BuffDel:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
|
| | | |
| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
|
| | | haveBuffPassiveEff = True
|
| | |
|
| | | elif effectID in ChConfig.AttrIDList:
|
| | | isRefreshAttr = True
|
| | |
|
| | | else:
|
| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
|
| | | if callFunc:
|
| | | callFunc(turnFight, batObj, curBuff, curEffect)
|
| | | |
| | | if haveBuffPassiveEff:
|
| | | batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
|
| | | |
| | | curBuffState = skillData.GetCurBuffState()
|
| | | if curBuffState:
|
| | | buffMgr.DelBuffState(curBuffState, buffID)
|
| | | |
| | | # 最后删除buff、通知
|
| | | buffMgr.DelBuff(buffID, release)
|
| | | if isSync:
|
| | | SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
|
| | | if afterLogic and relatedSkill:
|
| | | tagObjID = tagObj.GetID() if tagObj else buffObjID
|
| | | relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
|
| | |
|
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | |
| | | ObjPool.GetPoolMgr().release(curBuff)
|
| | | return
|
| | |
|
| | | def DoBuffProcess(turnFight, batObj, curBuff):
|
| | | def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
|
| | | skillData = curBuff.GetSkillData()
|
| | | if not skillData.GetAtkType():
|
| | | return
|
| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
|
| | | if callFunc:
|
| | | callFunc(turnFight, batObj, curBuff)
|
| | | callFunc(turnFight, batObj, curBuff, **kwargs)
|
| | | return
|
| | |
|
| | | def RefreshBuffAttr(batObj):
|
| | |
| | | GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s"
|
| | | % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
|
| | |
|
| | | # buff
|
| | | buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
|
| | | buffMgr = batObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | skillData = buff.GetSkillData()
|
| | | for eIndex in range(skillData.GetEffectCount()):
|
| | | effect = skillData.GetEffect(eIndex)
|
| | | skbufAttrDict = {}
|
| | | |
| | | # 属性技能
|
| | | skillAttrDict = {}
|
| | | skillManager = batObj.GetSkillManager()
|
| | | for index in range(0, skillManager.GetSkillCount()):
|
| | | curSkill = skillManager.GetSkillByIndex(index)
|
| | | if not curSkill:
|
| | | continue
|
| | | for eIndex in range(curSkill.GetEffectCount()):
|
| | | effect = curSkill.GetEffect(eIndex)
|
| | | effID = effect.GetEffectID()
|
| | | if effID not in ChConfig.AttrIDList:
|
| | | continue
|
| | | if effect.GetTriggerWay():
|
| | | continue
|
| | | attrID = effID
|
| | | attrValue = effect.GetEffectValue(0)
|
| | | calcType = effect.GetEffectValue(1)
|
| | | if calcType == 2: # 减少,其他默认增加
|
| | | attrValue = -attrValue
|
| | | buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
|
| | | skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
|
| | | skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
|
| | | skillAttrDict and GameWorld.DebugLog(" skillAttrDict=%s" % skillAttrDict)
|
| | | |
| | | # buff
|
| | | buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
|
| | | buffMgr = batObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | layer = max(1, buff.GetLayer())
|
| | | skillData = buff.GetSkillData()
|
| | | |
| | | for eIndex in range(skillData.GetEffectCount()):
|
| | | effect = skillData.GetEffect(eIndex)
|
| | | effID = effect.GetEffectID()
|
| | | if effID not in ChConfig.AttrIDList:
|
| | | continue
|
| | | attrID = effID
|
| | | attrValue = (effect.GetEffectValue(0) + buff.GetEffectValueEx(attrID)) * layer
|
| | | calcType = effect.GetEffectValue(1)
|
| | | if calcType == 2: # 减少,其他默认增加
|
| | | attrValue = -attrValue
|
| | | buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
|
| | | skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
|
| | |
|
| | | GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict)
|
| | | buffsAttrDict and GameWorld.DebugLog(" buffsAttrDict=%s" % buffsAttrDict)
|
| | | GameWorld.DebugLog(" skbufAttrDict=%s" % skbufAttrDict)
|
| | |
|
| | | objID = batObj.GetID()
|
| | | # 先计算百分比加成或降低的
|
| | | perIDList = ChConfig.AttrPerDict.values()
|
| | | for attrID, attrPerID in ChConfig.AttrPerDict.items():
|
| | | if attrPerID not in buffAttrDict:
|
| | | if attrPerID not in skbufAttrDict:
|
| | | continue
|
| | | attrPerValue = buffAttrDict[attrPerID] # 可能是负值
|
| | | attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
|
| | | attrValue = batObj.GetBatAttrValue(attrID, False)
|
| | | if attrValue <= 0:
|
| | | continue
|
| | | updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
|
| | | updValue = attrValue * (10000 + attrPerValue) / 10000.0
|
| | | #updValue = max(0, updValue) # 最多减到0,最大无上限
|
| | | batObj.SetBatAttrValue(attrID, updValue)
|
| | | GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
|
| | |
|
| | | # 再累加非百分比的固定值
|
| | | for attrID, addValue in buffAttrDict.items():
|
| | | for attrID, addValue in skbufAttrDict.items():
|
| | | if attrID in perIDList:
|
| | | continue
|
| | | attrValue = batObj.GetBatAttrValue(attrID, False)
|