| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | if not curBatObj.IsAlive():
|
| | | return
|
| | | |
| | | objID = curBatObj.GetID()
|
| | |
|
| | | if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
|
| | |
| | | return
|
| | | oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
|
| | |
|
| | | # 子技能怒气溢出值也有效,所以子技能不处理
|
| | | curXP = curBatObj.GetXP()
|
| | | if batType == ChConfig.TurnBattleType_Enhance:
|
| | | pass
|
| | | elif SkillCommon.isAngerSkill(useSkill):
|
| | | maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
|
| | | angerOverflow = max(curXP - maxXP, 0)
|
| | | curBatObj.SetAngerOverflow(angerOverflow)
|
| | | else:
|
| | | curBatObj.SetAngerOverflow(0) |
| | | angerOverflow = curBatObj.GetAngerOverflow()
|
| | | |
| | | bySkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" |
| | | % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
|
| | | GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s" |
| | | % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
|
| | | # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
|
| | |
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | |
| | | 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)
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(useSkill):
|
| | |
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | |
|
| | | if useTag:
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 1
|
| | | turnFight.addBatPack(clientPack)
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | |
|
| | | # 处理反击 或 连击
|
| | | if isTurnNormalSkill:
|
| | |
| | | def __doAddBuff(turnFight, curBatObj, useSkill):
|
| | | #执行添加buff
|
| | |
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | | #光环技能,需先添加施法者
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
|
| | | curID = curBatObj.GetID()
|
| | | skillID = useSkill.GetSkillID()
|
| | | GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
|
| | | if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | if tagBatObj.GetID() == curBatObj.GetID():
|
| | | continue
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | | else:
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | return
|
| | |
|
| | | def __doHarmSelf(turnFight, curBatObj, useSkill):
|
| | | ## 施法前自残
|
| | | harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
|
| | | if not harmEff:
|
| | | return
|
| | |
| | | def SkillModule_1(turnFight, curBatObj, useSkill):
|
| | | ## 通用攻击,单攻、群攻
|
| | |
|
| | | # 计算伤害
|
| | | calcHurtResults = []
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
|
| | |
|
| | | DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults) |
| | | return
|
| | |
|
| | | def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
|
| | | ## 计算技能伤害,只计算值,不做实际处理
|
| | | # @return: hurtValue, hurtTypes, immuneHurt
|
| | | atkSkillPer = curSkill.GetSkillPer()
|
| | | atkSkillValue = curSkill.GetSkillValue()
|
| | | hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
|
| | | hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
|
| | | return hurtValue, hurtTypes, immuneHurt
|
| | |
|
| | | 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)
|
| | | ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 弹射技能需先从弹射目标里预选好曹仁要防护的对象
|
| | | caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
|
| | | for tagObj in ricochetObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if tagID == ChConfig.HeroID_Caoren:
|
| | | continue
|
| | | if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | continue
|
| | | if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
|
| | | caorenProtectObj = tagObj
|
| | | if caorenProtectObj == None:
|
| | | caorenProtectObj = 0 # 标记为已筛选过
|
| | | |
| | | # 按顺序一个个弹伤害
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | |
| | | calcHurtResults = [[tagBatObj, hurtValue, hurtTypes, immuneHurt]]
|
| | | DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults, "RicochetHurt", caorenProtectObj, isManyTimes=True)
|
| | |
|
| | | return
|
| | |
|
| | | def GetRicochetObjList(turnFight, curBatObj, useSkill):
|
| | | def GetRicochetObjRankList(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)
|
| | |
| | | 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 = []
|
| | | ricochetObjIDList = []
|
| | | for index in range(ricochetCnt):
|
| | | tagObj = tagObjList[index % objCnt]
|
| | | ricochetObjList.append(tagObj)
|
| | | ricochetObjIDList.append(tagObj.GetID())
|
| | | |
| | | GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList)) |
| | | return ricochetObjList
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | | ## 治疗
|
| | |
|
| | | calcCureResults = []
|
| | | relativeObj = GetRelativeObj(turnFight, curBatObj)
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
|
| | | poisonCureOwner = GetPoisonCureOwner(tagBatObj)
|
| | | calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
|
| | |
|
| | | DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults)
|
| | | 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)
|
| | | ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
|
| | | |
| | | # 弹射技能需先从弹射目标里预选好曹仁要防护的对象,有毒奶的情况
|
| | | poisonCureOwnerDict = {}
|
| | | caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
|
| | | for tagObj in ricochetObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if tagID not in poisonCureOwnerDict:
|
| | | poisonCureOwner = GetPoisonCureOwner(tagObj)
|
| | | poisonCureOwnerDict[tagID] = poisonCureOwner
|
| | | poisonCureOwner = poisonCureOwnerDict[tagID]
|
| | | if not poisonCureOwner:
|
| | | continue
|
| | | if tagID == ChConfig.HeroID_Caoren:
|
| | | continue
|
| | | if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | continue
|
| | | if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
|
| | | caorenProtectObj = tagObj
|
| | | if caorenProtectObj == None:
|
| | | caorenProtectObj = 0 # 标记为已筛选过
|
| | | |
| | | for tagBatObj in ricochetObjList:
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
|
| | | poisonCureOwner = poisonCureOwnerDict.get(tagBatObj.GetID())
|
| | | calcCureResults = [[tagBatObj, cureHP, poisonCureOwner]]
|
| | | |
| | | DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults, "RicochetCure", caorenProtectObj, isManyTimes=True)
|
| | |
|
| | | return
|
| | |
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
|
| | | if cureHP <= 0:
|
| | | return
|
| | | def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
|
| | | '''结算技能治疗
|
| | | @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
|
| | | @param caorenProtectObj: 曹仁专用,要防护的对象
|
| | | @param isManyTimes: 是否是后端多次计算的
|
| | | '''
|
| | |
|
| | | 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)
|
| | | skillID = curSkill.GetSkillID()
|
| | | calcHurtResults = []
|
| | | for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
|
| | | # 汇总毒奶
|
| | | if poisonCureOwner:
|
| | | hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
|
| | | hurtValue = cureHP
|
| | | hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
|
| | | calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
|
| | | continue
|
| | | |
| | | # 非毒奶的执行治疗
|
| | | dID = tagBatObj.GetID()
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | |
| | | hurtObj = curSkill.AddHurtObj(dID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
|
| | | 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, atkObj, cureHP, realCureHP, skillID)
|
| | | |
| | | # 再结算毒奶伤害
|
| | | DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, "PoisonCure", caorenProtectObj, isManyTimes)
|
| | | return
|
| | |
|
| | | def GetPoisonCureOwner(defObj):
|
| | | ## 获取玩家身上的毒奶buff归属者
|
| | | # @return: buffOwner or None-无毒奶buff
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
|
| | | if not poisonCureBuff:
|
| | | return
|
| | | ownerID = poisonCureBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
|
| | | return buffOwner
|
| | |
|
| | | def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
|
| | | ## 执行持续治疗单次逻辑
|
| | |
| | | if not buffOwner:
|
| | | return
|
| | |
|
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | poisonCureOwner = GetPoisonCureOwner(defObj)
|
| | | atkObj = poisonCureOwner if poisonCureOwner else buffOwner
|
| | |
|
| | | atkID = ownerID
|
| | | atkID = atkObj.GetID()
|
| | | 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)
|
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | |
| | | # 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()
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill.SetTagObjList([defObj])
|
| | | useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
|
| | | |
| | | poisonCureOwner = GetPoisonCureOwner(defObj)
|
| | | if poisonCureOwner:
|
| | | GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
|
| | | hurtValue = cureHP
|
| | | hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
|
| | | hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
|
| | | calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
|
| | | DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
|
| | | else:
|
| | | remainHP = min(dHP + cureHP, dMaxHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | defObj.SetHP(remainHP)
|
| | |
|
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | |
| | |
|
| | | 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)
|
| | | Sync_UseSkill(turnFight, atkObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | # 通知结束标签
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | |
|
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | |
| | | '''
|
| | |
|
| | | if curBatObj:
|
| | | # 反弹、吸血 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
|
| | | # 反弹、吸血、平摊伤害自残 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
|
| | | if curBatObj.GetHP() < 0:
|
| | | curBatObj.SetHP(0)
|
| | |
|
| | | if useSkill.GetBatType() == ChConfig.TurnBattleType_AtkBack:
|
| | | curBatObj.AddBigTurnAtkbackCnt()
|
| | | skillID = useSkill.GetSkillID()
|
| | | curBatObj.AddSkillUseCnt(skillID)
|
| | | if useSkill.GetCoolDownTime():
|
| | |
| | | return
|
| | |
|
| | | canAtkBack = False
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | for hurtObj in useSkill.GetHurtObjListAll():
|
| | | if hurtObj.GetObjID() != tagID:
|
| | | continue
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
|
| | |
| | | GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
|
| | | return
|
| | |
|
| | | # 大回合单武将反击次数限制
|
| | | bigTurnAtkbackCntMax = IpyGameDataPY.GetFuncCfg("ParryCfg", 4)
|
| | | if bigTurnAtkbackCntMax:
|
| | | atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
|
| | | if atkbackCnt >= bigTurnAtkbackCntMax:
|
| | | GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
|
| | | return
|
| | | |
| | | skillManager = tagObj.GetSkillManager()
|
| | | for index in range(0, skillManager.GetSkillCount()):
|
| | | useSkill = skillManager.GetSkillByIndex(index)
|
| | |
| | |
|
| | | # 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():
|
| | | dieObjList = [] # 死亡的单位列表,包含友方单位或自己
|
| | | tagObjList = useSkill.GetTagObjList() # 主要目标列表
|
| | | tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
|
| | | tagObjListAll = tagObjList + tagObjListEx
|
| | | for tagObj in tagObjListAll:
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0:
|
| | | dieObjList.append(tagObj)
|
| | | if tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | useSkill.SetKillObjList(killObjList)
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
|
| | | selfAlive = curObj.IsAlive()
|
| | | if selfAlive and curObj.GetHP() <= 0:
|
| | | selfAlive = False
|
| | | dieObjList.append(curObj)
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | |
| | | isSuperHit, isStun, isSuckHP = False, False, False
|
| | | 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():
|
| | | for hurtObj in useSkill.GetHurtObjListAll():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | | if not tagObj:
|
| | | continue
|
| | | if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
|
| | | if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
|
| | | and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
|
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | |
|
| | |
| | | isSuckHP = True
|
| | |
|
| | | # 记录最后一次总伤害,有伤害目标才记录
|
| | | if useSkill.GetHurtObjList():
|
| | | if totalHurtValue:
|
| | | curObj.SetLastHurtValue(totalHurtValue)
|
| | |
|
| | | # 群攻只触发一次特长
|
| | |
| | | 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)
|
| | | if selfAlive:
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
|
| | |
|
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | for tagObj in tagObjListAll:
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | | |
| | | isExObj = tagObj in tagObjListEx # 是否额外目标
|
| | |
|
| | | # 掉血时
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
|
| | |
|
| | | # 直接攻击
|
| | | if isAttackDirect:
|
| | | if isAttackDirect and not isExObj:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
|
| | | else:
|
| | | # 持续伤害
|
| | | elif not isAttackDirect:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
|
| | | # 受到持续伤害
|
| | | if tagID in beHurtObjIDList:
|
| | | if tagID in beHurtObjIDList and not isExObj:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
|
| | |
|
| | | # 使用技能后
|
| | | if isUseSkill:
|
| | | if isUseSkill and not isExObj:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
|
| | |
|
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | if batType == ChConfig.TurnBattleType_Combo and not isExObj:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
|
| | | # 追击
|
| | | elif batType == ChConfig.TurnBattleType_Pursue:
|
| | | elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
|
| | |
|
| | | triggerOne = True # 设置已经触发过一次
|
| | |
|
| | | # 有击杀时验证是否结算,最后处理
|
| | | if killObjList:
|
| | | # 验证是否结算,最后处理
|
| | | if dieObjList:
|
| | | turnFight.checkOverByKilled()
|
| | |
|
| | | return
|
| | |
| | | return
|
| | | specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
|
| | | if str(specialty) not in specialtyAddXPDict:
|
| | | return
|
| | | if not gameObj.IsAlive():
|
| | | return
|
| | | addXP = specialtyAddXPDict[str(specialty)]
|
| | | addXP = GetEnhanceXP(gameObj, addXP)
|
| | |
| | |
|
| | | return isOK
|
| | |
|
| | | def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
|
| | | ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
|
| | | # @return: None - 没有执行成功,即忽略该目标
|
| | | |
| | | atkObj = attacker
|
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | | skillID = curSkill.GetSkillID()
|
| | | hurtObj = curSkill.AddHurtObj(defID)
|
| | | |
| | | atkSkillPer = curSkill.GetSkillPer()
|
| | | atkSkillValue = curSkill.GetSkillValue()
|
| | | |
| | | dHP = defObj.GetHP() # 防守方当前血量
|
| | | dMaxHP = defObj.GetMaxHP() # 防守方最大血量
|
| | | |
| | | zhansha = False # 斩杀特殊处理
|
| | | # նɱ
|
| | | if zhansha:
|
| | | pass
|
| | | |
| | | else:
|
| | | hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
|
| | | hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
|
| | | |
| | | #伤害结构体
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetRealHurtHP(realHurtHP)
|
| | | remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
|
| | | |
| | | remainHP = int(remainHP) #防范
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" |
| | | % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
|
| | | |
| | | #反弹伤害
|
| | | CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | | |
| | | #吸血
|
| | | CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | | return
|
| | |
|
| | | def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
|
| | | '''计算伤害,默认按攻击计算
|
| | | def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
|
| | | '''按公式计算伤害,默认按攻击计算
|
| | | '''
|
| | |
|
| | | mapID = turnFight.mapID
|
| | | #mapID = turnFight.mapID
|
| | | skillID = curSkill.GetSkillID()
|
| | | pmType = GetPMType(atkObj, curSkill)
|
| | | ignoreDef = IsIgnoreDef(curSkill)
|
| | |
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(curSkill)
|
| | | isDot = ("damageoftime" in kwargs)
|
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | | mustHit = False # 是否必命中
|
| | | if not isTurnNormalSkill: # 仅普攻判断是否闪避
|
| | | mustHit = True
|
| | |
|
| | | angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
|
| | | if isAngerSkill:
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | 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 isSuperHit:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
|
| | | aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
|
| | | aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
|
| | | aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
|
| | | aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
|
| | |
|
| | | dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
|
| | | dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
|
| | | GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
|
| | |
|
| | | if isParry:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_Parry)
|
| | |
| | |
|
| | | dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
|
| | |
|
| | | aDOTPer, dDOTPerDef = 0, 0
|
| | | if isDot:
|
| | | aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
|
| | | dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
|
| | | GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
|
| | | |
| | | aAddSkillPer = 0 # 技能增伤
|
| | | aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
|
| | |
|
| | |
| | | aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
|
| | | dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
|
| | |
|
| | | aComboDamPer = 0 # 连击增伤
|
| | | # 阵营增减伤
|
| | | aCountry = atkObj.GetCountry()
|
| | | dCountry = defObj.GetCountry()
|
| | | countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef], |
| | | 2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
|
| | | 3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
|
| | | 4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
|
| | | }
|
| | | aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
|
| | | dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
|
| | | |
| | | aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
|
| | | dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
|
| | |
|
| | | aPursueDamPer = 0 # 追击增伤
|
| | | aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
|
| | | if batType == ChConfig.TurnBattleType_Pursue:
|
| | | aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
|
| | | dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
|
| | |
|
| | | 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)
|
| | | aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
|
| | | if turnFight.getPVPPlayerID() > 0:
|
| | | aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
|
| | | dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
|
| | | GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
|
| | |
|
| | | # 所有万分率参数统一除10000.0
|
| | | atkSkillPer /= 10000.0
|
| | |
| | | dNormalSkillPerDef /= 10000.0
|
| | | aAngerSkillPer /= 10000.0
|
| | | dAngerSkillPerDef /= 10000.0
|
| | | aDOTPer /= 10000.0
|
| | | dDOTPerDef /= 10000.0
|
| | | aAddSkillPer /= 10000.0
|
| | | aPMDamPer /= 10000.0
|
| | | dPMDamPerDef /= 10000.0
|
| | |
| | | dSuperDamPerDef /= 10000.0
|
| | | aFinalDamPer /= 10000.0
|
| | | dFinalDamPerDef /= 10000.0
|
| | | aCountryDamPer /= 10000.0
|
| | | dCountryDamPerDef /= 10000.0
|
| | | aComboDamPer /= 10000.0
|
| | | dComboDamPerDef /= 10000.0
|
| | | aPursueDamPer /= 10000.0
|
| | | aArenaDamPer /= 10000.0
|
| | | dArenaDamPerDef /= 10000.0
|
| | | dPursueDamPerDef /= 10000.0
|
| | | aPVPDamPer /= 10000.0
|
| | | dPVPDamPerDef /= 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,aFinalDamPer=%s"
|
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
|
| | | GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
|
| | |
|
| | | # 持续性伤害
|
| | | if isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
|
| | |
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
|
| | | GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
|
| | | else:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
|
| | | GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
|
| | |
|
| | | if isParry:
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0):
|
| | | ## 计算伤害后,因各种buff和状态的影响处理
|
| | | # @return: hurtValue, realHurtHP, hurtTypes
|
| | | def CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes=0):
|
| | | '''计算buff影响得到最终伤害: 如无敌、增减伤盾等
|
| | | @param hurtValue: 公式计算的伤害值
|
| | | @return: hurtValue, hurtTypes, immuneHurt
|
| | | '''
|
| | |
|
| | | immuneHurt = 0 # 免疫伤害值
|
| | | if hurtValue <= 0:
|
| | | return 0, 0, hurtTypes
|
| | | hurtValue = 0
|
| | | return hurtValue, hurtTypes, immuneHurt
|
| | |
|
| | | hurtValue = int(hurtValue)
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
|
| | | if wudiBuffList:
|
| | | if defObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
|
| | | immuneHurt = hurtValue
|
| | | hurtValue = 0
|
| | | return hurtValue, hurtTypes, immuneHurt
|
| | | |
| | | # 增减伤盾, 会改变 hurtValue,区别与计算公式中的增减伤,这里处理的是对公式计算结果的再次增减
|
| | | |
| | | hurtValue = max(0, hurtValue)
|
| | | return hurtValue, hurtTypes, immuneHurt
|
| | |
|
| | | def DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, lostType="", caorenProtectObj=None, isManyTimes=False):
|
| | | '''结算计算好的技能伤害
|
| | | @param calcHurtResults: 技能公式计算后的伤害结果 [[tagBatObj, hurtValue, hurtTypes, immuneHurt], ...]
|
| | | @param caorenProtectObj: 曹仁专用,要防护的对象
|
| | | @param isManyTimes: 是否是后端多次计算伤害的
|
| | | '''
|
| | | if not calcHurtResults:
|
| | | return
|
| | | |
| | | isAttackDirect = SkillCommon.isAttackDirectSkill(curSkill) # 是否直接攻击
|
| | | # 计算平摊
|
| | | finalHurtResults = __calcAverageHurt(turnFight, atkObj, curSkill, calcHurtResults, caorenProtectObj, isAttackDirect)
|
| | | |
| | | # 执行最终伤害结算
|
| | | mainHurtObj = None
|
| | | for hurtInfo in finalHurtResults:
|
| | | defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
|
| | | isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
|
| | | |
| | | lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
|
| | | |
| | | #伤害结构体
|
| | | defID = defObj.GetID()
|
| | | if isEx:
|
| | | if isManyTimes and mainHurtObj:
|
| | | hurtObj = mainHurtObj.AddHurtObjEx(defID)
|
| | | else:
|
| | | hurtObj = curSkill.AddHurtObj(defID, isEx=True)
|
| | | curSkill.AddTagObjEx(defObj)
|
| | | else:
|
| | | hurtObj = curSkill.AddHurtObj(defID)
|
| | | if not mainHurtObj:
|
| | | mainHurtObj = hurtObj
|
| | | |
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(max(defObj.GetHP(), 0))
|
| | | |
| | | #反弹伤害:仅非dot的技能造成的伤害技能本身目标才反弹,附属目标不反弹(平摊、溅射 附属目标),反弹伤害不平摊
|
| | | if isAttackDirect:
|
| | | CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | | #吸血:除反弹外的任意伤害都吸
|
| | | CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | | |
| | | return mainHurtObj
|
| | |
|
| | | def __calcAverageHurt(turnFight, curBatObj, useSkill, calcHurtResults, caorenProtectObj=None, isAttackDirect=False):
|
| | | '''计算伤害均摊承伤
|
| | | @return: finalHurtResults [[tagBatObj, hurtValue, hurtTypes, immuneHurt, <isEx>], ...]
|
| | | '''
|
| | | if not calcHurtResults:
|
| | | return calcHurtResults
|
| | | |
| | | # 是否在内层筛选曹仁防护目标,外层如果处理过了但是为None时会设置为0
|
| | | checkCaoren = True if (caorenProtectObj == None and isAttackDirect) else False
|
| | | if not isAttackDirect or caorenProtectObj == 0:
|
| | | caorenProtectObj = None
|
| | | |
| | | srcHurtTotal = 0 # 源总伤害
|
| | | hurtValueDict = {} # 最终伤害 {objID:hurtValue, ...}
|
| | | immuneHurtDict = {} # 最终免疫伤害 {objID:immuneHurt, ...} # 无敌目标可摊伤害,但免疫该伤害
|
| | | tagFaction, tagLineupNum = 0, 0
|
| | | for calcInfo in calcHurtResults:
|
| | | tagObj, hurtValue, _, immuneHurt = calcInfo
|
| | | srcHurtTotal = srcHurtTotal + hurtValue + immuneHurt
|
| | | tagID = tagObj.GetID()
|
| | | hurtValueDict[tagID] = hurtValue
|
| | | if immuneHurt > 0:
|
| | | immuneHurtDict[tagID] = immuneHurt
|
| | | |
| | | if not tagFaction:
|
| | | tagFaction = tagObj.GetFaction()
|
| | | tagLineupNum = tagObj.GetLineupNum()
|
| | | |
| | | # 不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
|
| | | if checkCaoren and tagID != ChConfig.HeroID_Caoren and not immuneHurt and (not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP()):
|
| | | caorenProtectObj = tagObj
|
| | | |
| | | isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
|
| | | if not isAve:
|
| | | #GameWorld.DebugLog("没有分摊伤害原值返回")
|
| | | return calcHurtResults
|
| | | GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s" |
| | | % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
|
| | | |
| | | # 均摊给其他阵营的算非直接伤害,即曹仁无效
|
| | | for key, otherHurtDict in otherFactionHurtDict.items():
|
| | | aveFaction, aveLineupNum = key
|
| | | isAveEx, _, otherFactionHurtDictEx = __calcFactionAverageHurt(turnFight, aveFaction, aveLineupNum, otherHurtDict, immuneHurtDict)
|
| | | |
| | | # 其他阵营分摊后的最终伤害累加到实际最终伤害
|
| | | for objID, aveHurt in otherHurtDict.items():
|
| | | hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
|
| | | GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s" |
| | | % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
|
| | | |
| | | # 其他阵营再次分摊给其他阵营的,董白效果引起
|
| | | # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
|
| | | for keyEx, otherHurtDictEx in otherFactionHurtDictEx.items():
|
| | | factionEx, lineupNumEx = keyEx
|
| | | if factionEx != tagFaction or lineupNumEx != tagLineupNum:
|
| | | continue
|
| | | |
| | | for objID, aveHurt in otherHurtDictEx.items():
|
| | | hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
|
| | | GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s" |
| | | % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
|
| | | |
| | | finalHurtTotal = 0
|
| | | finalHurtResults = []
|
| | | # 主要目标伤害更新
|
| | | for calcInfo in calcHurtResults:
|
| | | tagObj, _, hurtTypes, _ = calcInfo
|
| | | tagID = tagObj.GetID()
|
| | | finalHurt = int(hurtValueDict.pop(tagID, 0))
|
| | | immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
|
| | | # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
|
| | | if caorenProtectID == tagID:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
|
| | | finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
|
| | | finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
|
| | | GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
|
| | | |
| | | # 剩下伤害则默认为额外目标伤害,放主要目标后面
|
| | | isEx = 1
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for tagID in set(hurtValueDict.keys() + immuneHurtDict.keys()):
|
| | | tagObj = batObjMgr.getBatObj(tagID)
|
| | | if not tagObj:
|
| | | continue
|
| | | hurtTypes = pow(2, ChConfig.HurtType_Normal)
|
| | | finalHurt = int(hurtValueDict.pop(tagID, 0))
|
| | | immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
|
| | | if immuneHurt > 0:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
|
| | | finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
|
| | | GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
|
| | | if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
|
| | | finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
|
| | | |
| | | if finalHurtTotal != srcHurtTotal:
|
| | | GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
|
| | | return finalHurtResults
|
| | |
|
| | | def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
|
| | | '''计算某个阵营的伤害平摊,每个阵营独立计算即可,减少复杂度
|
| | | 优先级: 甄宓 > 曹仁 > 董白;
|
| | | 减少复杂度,固定把董白最后算,这样每个阵营的伤害单独计算均摊即可
|
| | | @param hurtValueDict: 目标伤害字典
|
| | | @param immuneHurtDict: 目前最终免疫伤害字典
|
| | | @param caorenProtectObj: 曹仁防护对象,可能为 None 或 0 或 某一个对象
|
| | | '''
|
| | | |
| | | # 甄宓 潜能1 织命 战斗开始,甄宓链接全体队友,使任意队友受到的伤害由全体均摊,持续2回合
|
| | | # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
|
| | | # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
|
| | | # 董白怒气 同命锁 对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
|
| | | caorenSkillID = 1015070
|
| | | effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
|
| | | |
| | | isAve = False
|
| | | caorenProtectID = 0 # 曹仁成功防护的对象ID,有值代表有防护
|
| | | otherFactionHurtDict = {} # 分摊给其他阵营的伤害 {(faction, lineupNum):{objID:aveHurt, ...}, ...}
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(lineupNum)
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s" |
| | | % (faction, lineupNum, hurtValueDict, immuneHurtDict))
|
| | | # 按优先级顺序处理拥有分摊效果的武将
|
| | | for effHeroID in effHeroIDList:
|
| | | if effHeroID not in batLineup.heroObjIDDict:
|
| | | continue
|
| | | objID = batLineup.heroObjIDDict[effHeroID]
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | if not batObj or not batObj.IsAlive():
|
| | | continue
|
| | | buffMgr = batObj.GetBuffManager()
|
| | | |
| | | inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
|
| | | aveBuff = None
|
| | | aveObjList = [] # 可均摊伤害的对象列表
|
| | | if effHeroID == ChConfig.HeroID_Caoren:
|
| | | if not caorenProtectObj:
|
| | | GameWorld.DebugLog("没有曹仁可防护的对象")
|
| | | continue
|
| | | hpLowestID = caorenProtectObj.GetID()
|
| | | if hpLowestID == objID:
|
| | | GameWorld.DebugLog("曹仁不防护自己")
|
| | | continue
|
| | | if not inHurt and hpLowestID not in hurtValueDict:
|
| | | GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
|
| | | continue
|
| | | if batObj.IsInControlledHard():
|
| | | GameWorld.DebugLog("曹仁被硬控中不防护")
|
| | | continue
|
| | | caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
|
| | | if not caoRenSkill:
|
| | | GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
|
| | | continue
|
| | | if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
|
| | | GameWorld.DebugLog("曹仁概率未触发防护")
|
| | | continue
|
| | | inHurt = True
|
| | | aveObjList = [batObj, caorenProtectObj]
|
| | | GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
|
| | | |
| | | elif effHeroID == ChConfig.HeroID_Zhenfu:
|
| | | aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
|
| | | |
| | | elif effHeroID == ChConfig.HeroID_Dongbai:
|
| | | aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Link)
|
| | | |
| | | else:
|
| | | continue
|
| | | |
| | | if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
|
| | | if not aveBuff:
|
| | | GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
|
| | | continue
|
| | | haloObjIDList = aveBuff.GetHaloObjIDList()
|
| | | GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
|
| | | for haloObjID in haloObjIDList:
|
| | | haloObj = batObjMgr.getBatObj(haloObjID)
|
| | | if not haloObj or not haloObj.IsAlive():
|
| | | continue
|
| | | aveObjList.append(haloObj)
|
| | | if not inHurt and haloObjID in hurtValueDict:
|
| | | inHurt = True
|
| | | |
| | | if not inHurt:
|
| | | GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
|
| | | continue
|
| | | |
| | | aveObjCnt = len(aveObjList)
|
| | | if aveObjCnt < 2:
|
| | | GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
|
| | | continue
|
| | | |
| | | if not isAve:
|
| | | isAve = True
|
| | | |
| | | if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
|
| | | caorenProtectID = caorenProtectObj.GetID()
|
| | | GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
|
| | | |
| | | aveHurtTotal = 0
|
| | | for aveObj in aveObjList:
|
| | | aveObjID = aveObj.GetID()
|
| | | if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
|
| | | GameWorld.DebugLog(" 曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
|
| | | continue
|
| | | if aveObjID not in hurtValueDict:
|
| | | continue
|
| | | hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
|
| | | if hurtValue <= 0:
|
| | | GameWorld.DebugLog(" 无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
|
| | | continue
|
| | | aveHurtTotal += hurtValue
|
| | | GameWorld.DebugLog(" 累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
|
| | | |
| | | # 大家分摊
|
| | | aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
|
| | | aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
|
| | | GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
|
| | | for aveObj in aveObjList:
|
| | | aveObjID = aveObj.GetID()
|
| | | aveFaction = aveObj.GetFaction()
|
| | | |
| | | immuneHurt = immuneHurtDict.get(aveObjID)
|
| | | if immuneHurt == None:
|
| | | if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | immuneHurt = 0
|
| | | else:
|
| | | immuneHurt = -1 # 标记没有无敌
|
| | | immuneHurtDict[aveObjID] = immuneHurt
|
| | | |
| | | if immuneHurt >= 0:
|
| | | immuneHurtDict[aveObjID] = immuneHurt + aveHurt
|
| | | GameWorld.DebugLog(" 累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
|
| | | continue
|
| | | |
| | | if aveFaction == faction:
|
| | | aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
|
| | | GameWorld.DebugLog(" 累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
|
| | | else:
|
| | | aveLineupNum = aveObj.GetLineupNum()
|
| | | key = (aveFaction, aveLineupNum)
|
| | | if key not in otherFactionHurtDict:
|
| | | otherFactionHurtDict[key] = {}
|
| | | otherHurtDict = otherFactionHurtDict[key]
|
| | | otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
|
| | | GameWorld.DebugLog(" 累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
|
| | | |
| | | # 汇总最新伤害
|
| | | for aveObjID, aveHurt in aveHurtDict.items():
|
| | | hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
|
| | | GameWorld.DebugLog(" 更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
|
| | | |
| | | return isAve, caorenProtectID, otherFactionHurtDict
|
| | |
|
| | | def DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType="", hpCanNegative=False, immuneHurt=0):
|
| | | '''仅执行掉血逻辑: 承伤盾抵扣 + 剩余扣血
|
| | | @param hurtValue: 掉血伤害值,一般是各种计算后的最终伤害值
|
| | | @param hpCanNegative: 扣除后的生命是否允许负值
|
| | | @param immuneHurt: 免疫的伤害值
|
| | | @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
|
| | | @return: lostHP
|
| | | '''
|
| | | |
| | | if immuneHurt > 0:
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
|
| | | for buff in wudiBuffList:
|
| | | skillData = buff.GetSkillData()
|
| | | buffSkillID = buff.GetSkillID()
|
| | | # 记录免疫积攒的伤害
|
| | | buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
|
| | | updBuffValue = buffValue + hurtValue
|
| | | updBuffValue = buffValue + immuneHurt
|
| | | buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
|
| | | GameWorld.DebugLog(" 无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s" |
| | | % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue))
|
| | | return 0, 0, hurtTypes
|
| | | GameWorld.DebugLog(" 无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s" |
| | | % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
|
| | | |
| | | if hurtValue <= 0:
|
| | | return 0
|
| | |
|
| | | # 减伤盾减伤, 会改变 hurtValue
|
| | | hurtValue = max(0, hurtValue)
|
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | | skillID = curSkill.GetSkillID()
|
| | |
|
| | | # 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
|
| | | # 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 lostHP
|
| | | lostHP = hurtValue
|
| | | shieldBuffList = []
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
|
| | | skillData = buff.GetSkillData()
|
| | | remainTime = buff.GetRemainTime() # 剩余回合
|
| | |
| | | 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
|
| | | lostHP = int(shieldHurtValue / shieldHurtPer)
|
| | | GameWorld.DebugLog(" 承伤后剩余伤血: lostHP=%s" % (lostHP))
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | remainHP = dHP - lostHP # 剩余血量
|
| | | if not hpCanNegative and remainHP < 0:
|
| | | remainHP = 0
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | |
| | | GameWorld.DebugLog(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s" |
| | | % (atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
|
| | | return lostHP
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算反弹反弹伤害
|
| | |
| | | return
|
| | |
|
| | | GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
|
| | | bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
|
| | | bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
|
| | | if bounceHP <= 0:
|
| | | GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
|
| | | return
|
| | | hurtObj.SetBounceHP(bounceHP)
|
| | | |
| | | if realBounceHP > 0:
|
| | | remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
|
| | | DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
|
| | | return
|
| | |
|
| | | def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | |
| | | return
|
| | |
|
| | | aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
|
| | | aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
|
| | | |
| | | dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
|
| | | dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
|
| | | |
| | | aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
|
| | | aCurePer /= float(ChConfig.Def_MaxRateValue)
|
| | | dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
|
| | | dCureDefPer /= float(ChConfig.Def_MaxRateValue)
|
| | | |
| | | suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
|
| | | if suckHP <= 0:
|
| | | return
|
| | |
|
| | | if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
|
| | | # 吸血毒奶
|
| | | poisonCureOwner = GetPoisonCureOwner(atkObj)
|
| | | if poisonCureOwner:
|
| | | atkObj, defObj = poisonCureOwner, atkObj
|
| | | hurtValue = suckHP
|
| | | hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
|
| | | GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
|
| | | DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
|
| | | |
| | | hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
|
| | | hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
|
| | | return
|
| | |
|
| | | curHP = atkObj.GetHP()
|
| | |
| | |
|
| | | hurtObj.SetSuckHP(suckHP)
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
|
| | | GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s" |
| | | % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
|
| | |
|
| | | # 吸血暂定算治疗
|
| | | TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
|
| | | return
|
| | |
|
| | | def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
|
| | | ## 毒奶逻辑
|
| | | buffMgr = curObj.GetBuffManager()
|
| | | poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
|
| | | if not poisonCureBuff:
|
| | | return
|
| | | ownerID = poisonCureBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
|
| | | if not buffOwner:
|
| | | return
|
| | | atkObj, defObj = buffOwner, curObj
|
| | | |
| | | hurtTypes = hurtObj.GetHurtTypes()
|
| | | hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
|
| | | |
| | | if isSuck:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
|
| | | hurtObj.SetSuckHP(hurtValue)
|
| | | else:
|
| | | hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
|
| | | return True
|
| | |
|
| | | def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False, relativeObj=None):
|
| | | def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
|
| | | ''' 计算治疗值
|
| | | '''
|
| | |
|
| | |
| | | if not relativeObj:
|
| | | relativeObj = GetRelativeObj(turnFight, userObj)
|
| | |
|
| | | skillID = curSkill.GetSkillID()
|
| | | cureType = curSkill.GetCalcType()
|
| | | skillPer = curSkill.GetSkillPer()
|
| | | #skillValue = curSkill.GetSkillValue()
|
| | |
|
| | | skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
|
| | |
|
| | | cureHP = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
|
| | | aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
|
| | | dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
|
| | |
|
| | | angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
|
| | | |
| | | skillPer /= float(ChConfig.Def_MaxRateValue)
|
| | | aCurePer /= float(ChConfig.Def_MaxRateValue)
|
| | | dCureDefPer /= float(ChConfig.Def_MaxRateValue)
|
| | | |
| | | baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
|
| | | |
| | | cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
|
| | | GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s" |
| | | % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
|
| | | |
| | | # 额外治疗值
|
| | | 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, relativeObj, curSkill, cureType, skillPer, largeNum)
|
| | | skillPer /= float(ChConfig.Def_MaxRateValue)
|
| | | baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
|
| | | cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
|
| | | cureHP += cureHPEx
|
| | | GameWorld.DebugLog(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
|
| | |
|
| | | hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
|
| | | if hurtShareEff:
|
| | |
| | | cureHP = cureHP / tagCnt
|
| | | GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
|
| | |
|
| | | return max(1, int(cureHP)) # 保底1点
|
| | |
|
| | | def __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum=False):
|
| | | cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
|
| | | |
| | | # 回合制
|
| | | 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)
|
| | | |
| | | skillPer /= float(ChConfig.Def_MaxRateValue)
|
| | | curePer /= float(ChConfig.Def_MaxRateValue)
|
| | | cureDefPer /= float(ChConfig.Def_MaxRateValue)
|
| | | |
| | | baseValue = max(0, cureBaseValue) # 防止基值被弱化为负值,在恢复比例也是负值的情况下负负得正导致可以恢复血量
|
| | | |
| | | #公式计算治疗值 |
| | | cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
|
| | | if not largeNum:
|
| | | cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
|
| | | cureHP = max(1, int(cureHP)) # 保底1点
|
| | | |
| | | GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" |
| | | % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
|
| | | return cureHP
|
| | | if cureHP < 1:
|
| | | cureHP = 1
|
| | | GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
|
| | | return int(cureHP)
|
| | |
|
| | | def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
|
| | | ##获得基础计算值
|
| | |
| | | if bySkill:
|
| | | bySkillID = bySkill.GetSkillID()
|
| | | curID = curObj.GetID()
|
| | | for hurtObj in bySkill.GetHurtObjList():
|
| | | for hurtObj in bySkill.GetHurtObjListAll():
|
| | | 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
|
| | | return max(0, baseValue)
|
| | |
|
| | | def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
|
| | | ## 执行单次dot逻辑
|
| | |
| | |
|
| | | 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)
|
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
|
| | | layer = curBuff.GetLayer()
|
| | | if layer > 0:
|
| | | hurtValue *= layer
|
| | |
| | | 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)
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill.SetTagObjList([defObj])
|
| | | useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
|
| | |
|
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
|
| | | calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
|
| | | DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "DOT")
|
| | |
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|
| | | hurtObj.SetHurtHP(hurtValue)
|
| | | hurtObj.SetRealHurtHP(realHurtHP)
|
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(remainHP)
|
| | | |
| | | TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
|
| | | |
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
|
| | | Sync_UseSkill(turnFight, atkObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | |
|
| | | # 通知结束标签
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def Sync_TurnFightTag(turnFight, useTag, sign):
|
| | | ## 通知技能标签
|
| | | clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = sign
|
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | |
|
| | | def Sync_UseSkill(turnFight, curBatObj, useSkill):
|
| | |
| | | clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
|
| | | clientPack.SkillID = useSkill.GetSkillID()
|
| | | clientPack.RelatedSkillID = relatedSkillID
|
| | | # 技能的主要伤害
|
| | | clientPack.HurtList = []
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
|
| | |
| | | hurt.CurHPEx = hurtObj.GetCurHP() / ChConfig.Def_PerPointValue
|
| | | hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
|
| | | hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
|
| | | hurt.HurtListEx = []
|
| | | # 单个伤害的额外伤害,如弹射+平摊伤害
|
| | | for hurtObjEx in hurtObj.GetHurtObjListEx():
|
| | | hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
|
| | | hurtEx.ObjID = hurtObjEx.GetObjID()
|
| | | hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
|
| | | hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
|
| | | hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
|
| | | hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
|
| | | hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
|
| | | hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
|
| | | hurt.HurtListEx.append(hurtEx)
|
| | | hurt.HurtCountEx = len(hurt.HurtListEx)
|
| | | clientPack.HurtList.append(hurt)
|
| | | |
| | | # 技能的额外伤害,如常规技能的平摊伤害
|
| | | clientPack.HurtListEx = []
|
| | | for hurtObjEx in useSkill.GetHurtObjListEx():
|
| | | hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
|
| | | hurtEx.ObjID = hurtObjEx.GetObjID()
|
| | | hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
|
| | | hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
|
| | | hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
|
| | | hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
|
| | | hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
|
| | | hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
|
| | | clientPack.HurtListEx.append(hurtEx)
|
| | | clientPack.HurtCountEx = len(clientPack.HurtListEx)
|
| | | |
| | | # 没有主要伤害时视为没有伤害,如纯buff的技能,需要通知目标给前端
|
| | | if not clientPack.HurtList:
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|