| | |
| | | import TurnPassive
|
| | | import TurnAttack
|
| | | import TurnBuff
|
| | | import ObjPool
|
| | | import FBLogic
|
| | |
|
| | | import random
|
| | |
| | |
|
| | | if not curBatObj.IsAlive():
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
|
| | | GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
|
| | | GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
|
| | | else:
|
| | | # 其他技能死亡状态下无法释放
|
| | | return
|
| | | |
| | | triggerWay = kwargs.get("triggerWay", 0)
|
| | | if triggerWay in ChConfig.DeadCanTriggerWayList:
|
| | | GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
|
| | | elif batType == ChConfig.TurnBattleType_Enhance:
|
| | | GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID) |
| | | else:
|
| | | GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
|
| | | return
|
| | | |
| | | objID = curBatObj.GetID()
|
| | |
|
| | | if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
|
| | | GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
|
| | | GameWorld.DebugLogEx("技能CD中! skillID=%s,RemainTime=%s", skillID, useSkill.GetRemainTime())
|
| | | return
|
| | |
|
| | | 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,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
|
| | | GameWorld.DebugLogEx("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):
|
| | |
| | | if not curBatObj.IsSkillCanHappen(skillID, rate):
|
| | | tagObjList.remove(tagObj)
|
| | | isRemove = True
|
| | | GameWorld.DebugLog(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
|
| | | GameWorld.DebugLogEx(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s", rate, skillID, tagObj.GetID())
|
| | | if not tagObjList and isRemove:
|
| | | return
|
| | |
|
| | | 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.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
|
| | | otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
|
| | | if otherEff:
|
| | | otherSkillID = otherEff.GetEffectValue(0)
|
| | | GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
|
| | | GameWorld.DebugLogEx("没有可复活的目标,释放其他技能! otherSkillID=%s", otherSkillID)
|
| | | otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
|
| | | if not otherSkill:
|
| | | otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
|
| | |
| | |
|
| | | 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)
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
|
| | | return
|
| | | oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
|
| | |
|
| | |
| | | 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,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s" |
| | | % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
|
| | | GameWorld.DebugLogEx("◆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()
|
| | | usePoolSkill = False
|
| | | if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
|
| | | usePoolSkill = True
|
| | | # 统一使用 BattleObj.PySkill
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
|
| | | useSkill = BattleObj.PySkill(useSkill, objID)
|
| | |
|
| | | useSkill.ResetUseRec()
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | |
| | |
|
| | | # 最后重置、回收对象
|
| | | useSkill.ResetUseRec()
|
| | | if usePoolSkill:
|
| | | poolMgr.release(useSkill)
|
| | | return True
|
| | |
|
| | | def CheckSkillUseCntLimit(batObj, useSkill):
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("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))
|
| | | GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
|
| | | return True
|
| | |
|
| | | return
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
|
| | | def GetSkillTags(turnFight, curBatObj, useSkill=None, atkBackTag=None, tagSet=None):
|
| | | ## 获取技能目标
|
| | | # @param tagSet: 可以外部指定检索目标 [范围, 友好, 细分, 个数]
|
| | | # @return: [主目标, 目标2, ...]
|
| | |
|
| | | tagAim = useSkill.GetTagAim()
|
| | | tagFriendly = useSkill.GetTagFriendly()
|
| | | tagAffect = useSkill.GetTagAffect()
|
| | | tagCount = useSkill.GetTagCount()
|
| | | |
| | | lineupNumSet = None
|
| | | changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
|
| | | if changeRet:
|
| | | lineupNumSet, changeTagSet = changeRet
|
| | | GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
|
| | | tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
|
| | | changeRet = None
|
| | | if tagSet and len(tagSet) == 4:
|
| | | tagAim, tagFriendly, tagAffect, tagCount = tagSet
|
| | | elif useSkill:
|
| | | tagAim = useSkill.GetTagAim()
|
| | | tagFriendly = useSkill.GetTagFriendly()
|
| | | tagAffect = useSkill.GetTagAffect()
|
| | | tagCount = useSkill.GetTagCount()
|
| | |
|
| | | changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
|
| | | if changeRet:
|
| | | lineupNumSet, changeTagSet = changeRet
|
| | | GameWorld.DebugLogEx("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s", lineupNumSet, changeTagSet)
|
| | | tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
|
| | | else:
|
| | | return []
|
| | | |
| | | # 自己,直接返回
|
| | | if tagAim == ChConfig.SkillTagAim_Self:
|
| | | 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))
|
| | | if useSkill:
|
| | | tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
|
| | | #GameWorld.DebugLogEx("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 > 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
|
| | |
| | | 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))
|
| | | #GameWorld.DebugLogEx("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")
|
| | | #GameWorld.DebugLogEx("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 = 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")
|
| | | #GameWorld.DebugLogEx("嘲讽特殊主目标")
|
| | | elif atkBackTag:
|
| | | specMainObj = atkBackTag
|
| | | #GameWorld.DebugLog("反击特殊主目标")
|
| | | #GameWorld.DebugLogEx("反击特殊主目标")
|
| | |
|
| | | if specMainObj:
|
| | | specObjID = specMainObj.GetID()
|
| | |
| | | colNumList.remove(specInColNum)
|
| | | colNumList.insert(0, specInColNum)
|
| | |
|
| | | GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
|
| | | GameWorld.DebugLogEx("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
|
| | | #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
|
| | | #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | |
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
|
| | | GameWorld.DebugLogEx("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:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
|
| | | #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | |
| | | # 血量最低
|
| | | if tagAffect == ChConfig.SkillTagAffect_HPLowest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
|
| | | #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | |
|
| | | # 血量最高
|
| | | elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
|
| | | #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | #GameWorld.DebugLogEx("血量最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | |
|
| | | # 攻击力最高
|
| | | elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
|
| | | aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
|
| | | #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | #GameWorld.DebugLogEx("攻击力最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | |
|
| | | # 未被控制优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
|
| | | sneerObjFirst = False
|
| | | aimObjList.sort(key=lambda o:(o.IsInControlled()))
|
| | | GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
|
| | | GameWorld.DebugLogEx("未被控制优先: %s", [[o.GetID(), o.IsInControlled()] for o in aimObjList])
|
| | |
|
| | | # 灼烧/玄火目标优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_Burn:
|
| | |
| | | colNumList.remove(inColNum)
|
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
|
| | | GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
|
| | | aimObjList = []
|
| | | for row in rowNumList:
|
| | | for col in colNumList:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLog(" row=%s,col=%s,pNum=%s" % (row, col, pNum))
|
| | | #GameWorld.DebugLogEx(" row=%s,col=%s,pNum=%s", row, col, pNum)
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | |
| | | return False
|
| | | if isNoSelf:
|
| | | if tagBatObj.GetID() == curBatObj.GetID():
|
| | | #GameWorld.DebugLog("不包含自己")
|
| | | #GameWorld.DebugLogEx("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
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("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, **kwargs):
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | if tagBatObj.GetID() == curBatObj.GetID():
|
| | |
| | | def __doUseSkill(turnFight, curBatObj, useSkill):
|
| | |
|
| | | atkType = useSkill.GetAtkType()
|
| | | GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
|
| | | GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
|
| | |
|
| | | __doStealBuff(turnFight, curBatObj, useSkill)
|
| | | __doHarmSelf(turnFight, curBatObj, useSkill)
|
| | |
| | | for tagBuff in tagBuffList:
|
| | | skillID = tagBuff.GetSkillID()
|
| | | buffOwner = curBatObj
|
| | | GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
|
| | | GameWorld.DebugLogEx("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s", tagObj.GetID(), tagBuff.GetBuffID(), skillID)
|
| | | addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
|
| | | if not addBuff:
|
| | | continue
|
| | |
| | |
|
| | | 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))
|
| | | GameWorld.DebugLogEx("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
|
| | |
|
| | |
| | | def SkillModule_1(turnFight, curBatObj, useSkill):
|
| | | ## 通用攻击,单攻、群攻
|
| | |
|
| | | addPer = 0
|
| | | # 司马懿特殊潜能
|
| | | if useSkill.GetSkillID() == ChConfig.SkillID_SmyFanzhao:
|
| | | frozenCnt = curBatObj.GetDictByKey("EnemyFrozen")
|
| | | curBatObj.SetDict("EnemyFrozen", 0)
|
| | | effect = useSkill.GetEffect(0)
|
| | | perFrozenAdd = effect.GetEffectValue(0) # 每个冰冻额外增加比例
|
| | | addPerMax = effect.GetEffectValue(1) # 最大增加比例
|
| | | addPer = frozenCnt * perFrozenAdd
|
| | | if addPerMax and addPer > addPerMax:
|
| | | addPer = addPerMax
|
| | | GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
|
| | | |
| | | # 计算伤害
|
| | | calcHurtResults = []
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
|
| | | calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
|
| | |
|
| | | DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
|
| | | return
|
| | |
|
| | | def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
|
| | | def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
|
| | | ## 计算技能伤害,只计算值,不做实际处理
|
| | | # @param addPer: 外部指定增加的比例
|
| | | # @return: hurtValue, hurtTypes, immuneHurt
|
| | | atkSkillPer = curSkill.GetSkillPer()
|
| | | atkSkillPer = curSkill.GetSkillPer() + addPer
|
| | | atkSkillValue = curSkill.GetSkillValue()
|
| | | hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
|
| | | hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("随机弹射次数: %s,valueA=%s,valueB=%s", ricochetCnt, valueA, valueB)
|
| | | ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
|
| | |
|
| | | # 弹射:优先弹射次数少的目标,相同目标可弹射多次
|
| | |
| | | ricochetObjList.append(tagObj)
|
| | | ricochetObjIDList.append(tagObj.GetID())
|
| | |
|
| | | GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList)) |
| | | GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
|
| | | return ricochetObjList
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | |
| | |
|
| | | calcCureResults = []
|
| | | relativeObj = GetRelativeObj(turnFight, curBatObj)
|
| | | multiValue = 1
|
| | | addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddCureMulti, useSkill)
|
| | | if addCureMulti:
|
| | | multiValue += addCureMulti / 100.0
|
| | | |
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj, multiValue=multiValue)
|
| | | poisonCureOwner = GetPoisonCureOwner(tagBatObj)
|
| | | calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
|
| | |
|
| | |
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(cureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s" |
| | | % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
|
| | | GameWorld.DebugLogEx(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s", |
| | | dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP)
|
| | |
|
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
|
| | |
|
| | |
| | |
|
| | | 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))
|
| | | GameWorld.DebugLogEx("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))
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | # GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
|
| | |
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill = 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)
|
| | | GameWorld.DebugLogEx("本次治疗为毒奶: cureHP=%s", cureHP)
|
| | | hurtValue = cureHP
|
| | | hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
|
| | |
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
|
| | | GameWorld.DebugLogEx(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP)
|
| | |
|
| | | TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
|
| | |
|
| | |
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | |
|
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | |
| | | calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
|
| | | attrID = ChConfig.AttrID_XP
|
| | |
|
| | | GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s" |
| | | % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
|
| | | GameWorld.DebugLogEx("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s",
|
| | | opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID)
|
| | | curStealTotal = 0
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | |
|
| | |
| | | diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
|
| | | updValue = tagXP - diffValue
|
| | | tagBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
|
| | | GameWorld.DebugLogEx(" 减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
|
| | | Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | # ͵
|
| | |
| | | diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
|
| | | updValue = tagXP - diffValue
|
| | | tagBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
|
| | | GameWorld.DebugLogEx(" 偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
|
| | | Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | curStealTotal += diffValue
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
|
| | | Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
|
| | |
|
| | | if curStealTotal > 0:
|
| | |
| | | diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
|
| | | updValue = curXP + diffValue
|
| | | curBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
|
| | | GameWorld.DebugLogEx(" 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
|
| | |
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
|
| | | |
| | | # 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 IsNeedSyncSkill(useSkill):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill)
|
| | |
| | | atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
|
| | | if atkBackSkill:
|
| | | # 可以反击,打断连击
|
| | | GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
|
| | | GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
|
| | | OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
|
| | | return
|
| | |
|
| | |
| | | dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
|
| | | if not GameWorld.CanHappen(happenRate):
|
| | | GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" |
| | | % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
|
| | | GameWorld.DebugLogEx("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s", |
| | | atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)
|
| | | return
|
| | | GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" |
| | | % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
|
| | | GameWorld.DebugLogEx("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s", |
| | | TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)
|
| | | useSkill.SetComboNum(comboNum + 1)
|
| | |
|
| | | # 连击特长
|
| | |
| | | atkID = atkObj.GetID()
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
|
| | | GameWorld.DebugLogEx("当前状态无法反击! tagID=%s", tagID)
|
| | | return
|
| | |
|
| | | if atkObj.GetFaction() == tagObj.GetFaction():
|
| | | #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
|
| | | #GameWorld.DebugLogEx("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 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))
|
| | | GameWorld.DebugLogEx("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
|
| | |
| | | break
|
| | |
|
| | | if not canAtkBack:
|
| | | GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
|
| | | GameWorld.DebugLogEx("没有格挡不可反击! tagID=%s", tagID)
|
| | | return
|
| | |
|
| | | # 大回合单武将反击次数限制
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("本大回合累计反击次数达上限! atkbackCnt=%s >= %s", atkbackCnt, bigTurnAtkbackCntMax)
|
| | | return
|
| | |
|
| | | skillManager = tagObj.GetSkillManager()
|
| | |
| | | if not useSkill:
|
| | | continue
|
| | | if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
|
| | | GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
|
| | | GameWorld.DebugLogEx("可以反击! tagID=%s", tagID)
|
| | | return useSkill
|
| | | return
|
| | |
|
| | |
| | |
|
| | | # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
|
| | | relatedSkillID = useSkill.GetSkillID()
|
| | | shieldBrokenList = [] # 记录盾破
|
| | | delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
|
| | | afterLogicList = useSkill.GetAfterLogicList()
|
| | | for logicType, logicData in afterLogicList:
|
| | | if logicType == ChConfig.AfterLogic_DelBuff:
|
| | | buffObjID, buff, tagObjID = logicData
|
| | | buffSkillData = buff.GetSkillData()
|
| | | buffSkillTypeID = buffSkillData.GetSkillTypeID()
|
| | | buffObjID, buff, tagObjID, afterTriggerData = logicData
|
| | | TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
|
| | | if SkillCommon.isDamageShieldSkill(buffSkillData):
|
| | | shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
|
| | | if afterTriggerData:
|
| | | delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
|
| | |
|
| | | elif logicType == ChConfig.AfterLogic_AddBuff:
|
| | | batObj = logicData[0]
|
| | |
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | useSkill.SetKillObjList(killObjList)
|
| | | # 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
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | dieObjList.append(curObj)
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | |
| | | 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
|
| | | if selfAlive:
|
| | | if curObj not in dieObjList:
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
|
| | |
|
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | | # 破盾时
|
| | | for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
|
| | | # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式 ChConfig.TriggerWay_BuffDel(立即触发)
|
| | | for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
|
| | | triggerWay, effInfoList = afterTriggerData
|
| | | buffObj = batObjMgr.getBatObj(buffObjID)
|
| | | tagObj = batObjMgr.getBatObj(tagObjID)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
|
| | | tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
|
| | | GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
|
| | | TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
|
| | |
|
| | | # 有击杀时
|
| | | for index, tagObj in enumerate(killObjList):
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
|
| | |
|
| | | if dieObjList:
|
| | | for dieObj in dieObjList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
|
| | | |
| | | for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | for lineupNum in batFaction.lineupDict.keys():
|
| | |
| | | curBatObj.SetXP(0)
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
|
| | | addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
|
| | | AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | return
|
| | |
|
| | | def __doSkillHurtAnger(batObj, lostHP, useSkill):
|
| | |
| | | addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
|
| | | if addXP <= 0:
|
| | | return
|
| | | AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | return
|
| | |
|
| | | def AddTurnFightXP(gameObj, addXP, reason=""):
|
| | | def AddFightXP(gameObj, addXP, reason=""):
|
| | | ## 回合战斗增加XP
|
| | | if addXP <= 0 or not addXP:
|
| | | #GameWorld.DebugLog(" 没有增加XP! curID=%s" % (gameObj.GetID()))
|
| | | #GameWorld.DebugLogEx(" 没有增加XP! curID=%s", gameObj.GetID())
|
| | | return
|
| | | posNum = gameObj.GetPosNum()
|
| | | if posNum <= 0:
|
| | |
| | | curXP = gameObj.GetXP()
|
| | | updXP = curXP + addXP
|
| | | gameObj.SetXP(updXP)
|
| | | GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
|
| | | GameWorld.DebugLogEx(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s", gameObj.GetID(), curXP, addXP, updXP, reason)
|
| | | return
|
| | |
|
| | | def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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
|
| | |
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("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):
|
| | |
| | | continue
|
| | |
|
| | | effID = curEffect.GetEffectID()
|
| | | GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
|
| | | GameWorld.DebugLogEx("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s", useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)
|
| | | if effID == 5010:
|
| | | # 额外技能效果
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
|
| | |
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
|
| | | ## 执行主技能的额外技能效果
|
| | | #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
|
| | | # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | # #GameWorld.DebugLogEx("自身为额外触发的技能不再触发额外技能! skillID=%s", useSkill.GetSkillID())
|
| | | # return
|
| | | enhanceSkillID = curEffect.GetEffectValue(0)
|
| | | checkInStateList = curEffect.GetEffectValue(1)
|
| | | checkHeroJob = curEffect.GetEffectValue(2)
|
| | | checkHeroSex = curEffect.GetEffectValue(3)
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
|
| | | GameWorld.DebugLogEx("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s", enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex)
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | |
|
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | |
| | | 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)
|
| | | GameWorld.DebugLogEx("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)
|
| | | GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
|
| | | # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
|
| | | enhanceRate = enhanceSkillData.GetHappenRate()
|
| | | if enhanceRate:
|
| | |
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
|
| | | continue
|
| | | if tagID in effIgnoreObjIDList:
|
| | | GameWorld.DebugLog(" 闪避或免疫的不触发: tagID=%s" % (tagID))
|
| | | GameWorld.DebugLogEx(" 闪避或免疫的不触发: tagID=%s", tagID)
|
| | | continue
|
| | | if checkInStateList:
|
| | | if not tagObj.CheckInState(checkInStateList):
|
| | | GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
|
| | | GameWorld.DebugLogEx(" 不在状态下不触发: tagID=%s not in state:%s", tagID, checkInStateList)
|
| | | continue
|
| | | if checkHeroJob and checkHeroJob != tagObj.GetJob():
|
| | | GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
|
| | | GameWorld.DebugLogEx(" 非目标职业不触发: tagID=%s,job=%s != %s", tagID, tagObj.GetJob(), checkHeroJob)
|
| | | continue
|
| | | if checkHeroSex and checkHeroSex != tagObj.GetSex():
|
| | | GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
|
| | | GameWorld.DebugLogEx(" 非目标性别不触发: tagID=%s,sex=%s != %s", tagID, tagObj.GetSex(), checkHeroSex)
|
| | | continue
|
| | | if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
|
| | | GameWorld.DebugLogEx(" 概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
|
| | | continue
|
| | |
|
| | | enchanceTagObjList.append(tagObj)
|
| | |
| | | return
|
| | |
|
| | | # 只执行一次,防止群攻时额外触发多次
|
| | | GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | GameWorld.DebugLogEx("重新锁定目标! enhanceSkillID=%s", enhanceSkillID)
|
| | | if checkInStateList or checkHeroJob or checkHeroSex:
|
| | | inState, haveJob, haveSex = False, False, False
|
| | | for tagObj in tagObjList:
|
| | |
| | | if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
|
| | | haveSex = True
|
| | | if checkInStateList and not inState:
|
| | | GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
|
| | | GameWorld.DebugLogEx(" 没有命中目标在状态下不触发: tagObj not in state:%s", str(checkInStateList))
|
| | | return
|
| | | if checkHeroJob and not haveJob:
|
| | | GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
|
| | | GameWorld.DebugLogEx(" 没有命中目标为目标职业不触发: checkHeroJob=%s", checkHeroJob)
|
| | | return
|
| | | if checkHeroSex and not haveSex:
|
| | | GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
|
| | | GameWorld.DebugLogEx(" 没有命中目标为目标性别不触发: checkHeroSex=%s", checkHeroSex)
|
| | | return
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | return
|
| | |
| | | bySkillID = connBuff.GetSkillID()
|
| | | 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))
|
| | | #GameWorld.DebugLogEx("###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()))
|
| | | #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
|
| | | return
|
| | |
|
| | | isOK = False
|
| | | # 继承主技能目标
|
| | | if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | tagAim = passiveSkill.GetTagAim()
|
| | | if tagAim == ChConfig.SkillTagAim_MainSkill:
|
| | | if not tagObj:
|
| | | return
|
| | | happenRate = passiveSkill.GetHappenRate()
|
| | | if happenRate:
|
| | | happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
|
| | | GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
|
| | | GameWorld.DebugLogEx("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, happenRate, bySkillID)
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
|
| | | return
|
| | | if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
|
| | | GameWorld.DebugLogEx(" 概率不触发: tagID=%s,happenRate=%s", tagID, happenRate)
|
| | | return
|
| | | passiveTagObjList = [tagObj]
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
|
| | | if not connSkill:
|
| | | return
|
| | | passiveTagObjList = connSkill.GetTagObjList()
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | else:
|
| | | GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
|
| | | GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | |
|
| | | return isOK
|
| | |
| | | batType = curSkill.GetBatType()
|
| | |
|
| | | changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
|
| | | if not changeHurtType:
|
| | | changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtTypeByBuff, curSkill)
|
| | | if changeHurtType == 1:
|
| | | ignoreDef = True
|
| | | GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
|
| | | GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
|
| | |
|
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | |
| | | angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
|
| | | if isAngerSkill:
|
| | | curXP = atkObj.GetXP()
|
| | | GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | | GameWorld.DebugLogEx("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 not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
|
| | |
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | | missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
|
| | | if GameWorld.CanHappen(missRate):
|
| | | GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
|
| | | GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
|
| | | curSkill.SetTagMissNum(defID, missRate + 1)
|
| | | return 0, pow(2, ChConfig.HurtAtkType_Miss)
|
| | |
|
| | |
| | | aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
|
| | |
|
| | | dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
|
| | | GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
|
| | | GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
|
| | |
|
| | | if isParry:
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
|
| | |
|
| | | if ignoreDef:
|
| | | GameWorld.DebugLog("无视防御/真实伤害!")
|
| | | GameWorld.DebugLogEx("无视防御/真实伤害!")
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
|
| | |
|
| | | if isStun:
|
| | |
| | | if isDot:
|
| | | aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
|
| | | dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
|
| | | GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
|
| | | GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
|
| | |
|
| | | #aAddSkillPer = 0 # 技能增伤
|
| | | aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
|
| | |
| | | dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
|
| | |
|
| | | aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
|
| | | if turnFight.getPVPPlayerID() > 0:
|
| | | if turnFight.isPVP() > 0:
|
| | | aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
|
| | | dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
|
| | | GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
|
| | | GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
|
| | |
|
| | | # 所有万分率参数统一除10000.0
|
| | | atkSkillPer /= 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,aBatDamPer=%s,aFinalDamPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
|
| | | GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
|
| | | GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s", |
| | | atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
|
| | | #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
|
| | |
|
| | | if isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
|
| | | GameWorld.DebugLogEx(" 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,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | GameWorld.DebugLogEx(" 持续技能伤害=%s" % (hurtValue))
|
| | | elif calcType == ChConfig.Def_Calc_ByBuffValue:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
|
| | | GameWorld.DebugLog(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
|
| | | GameWorld.DebugLogEx(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
|
| | | elif calcType != ChConfig.Def_Calc_Attack:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
|
| | | GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
|
| | | GameWorld.DebugLogEx(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s", hurtValue, calcType, aAtk)
|
| | | else:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
|
| | | GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
|
| | | GameWorld.DebugLogEx(" 其他伤害=%s", hurtValue)
|
| | |
|
| | | if isParry:
|
| | | parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
|
| | | hurtValue = hurtValue * (1 - parryReduceRatio)
|
| | | GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
|
| | | GameWorld.DebugLogEx(" 格挡后伤害=%s,parryReduceRatio=%s", hurtValue, parryReduceRatio)
|
| | |
|
| | | multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
|
| | | if multiValue and multiValue != 1:
|
| | | hurtValue = int(hurtValue * multiValue)
|
| | | GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
|
| | | GameWorld.DebugLogEx(" 伤害倍值: hurtValue=%s,multiValue=%s", hurtValue, multiValue)
|
| | |
|
| | | hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
|
| | | if hurtAtkPerMax:
|
| | | aAtk = atkObj.GetAtk()
|
| | | hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
|
| | | hurtValue = min(hurtValue, hurtValueMax)
|
| | | GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
|
| | | GameWorld.DebugLogEx(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
|
| | |
|
| | | # 均摊
|
| | | hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
|
| | | if hurtShareEff:
|
| | | tagCnt = max(1, len(curSkill.GetTagObjList()))
|
| | | hurtValue = hurtValue / tagCnt
|
| | | GameWorld.DebugLog(" 目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
|
| | | GameWorld.DebugLogEx(" 目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
|
| | |
|
| | | hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
|
| | | return hurtValue, hurtTypes
|
| | |
| | |
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | | if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
|
| | | GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
|
| | | GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
|
| | | return True
|
| | |
|
| | | aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
|
| | |
| | | dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
|
| | | if GameWorld.CanHappen(happenRate):
|
| | | GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
|
| | | GameWorld.DebugLogEx("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s", happenRate, aSuperHitRate, dSuperHitRateDef)
|
| | | return True
|
| | | return False
|
| | |
|
| | |
| | | return False
|
| | | stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
|
| | | if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
|
| | | GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
|
| | | GameWorld.DebugLogEx("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s", happenRate, aStunRate, dStunRateDef)
|
| | | return True
|
| | | return False
|
| | |
|
| | |
| | | buffMgr = defObj.GetBuffManager()
|
| | | parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
|
| | | if parryYJBuff and parryYJBuff.GetLayer():
|
| | | GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
|
| | | GameWorld.DebugLogEx("格挡印记格挡了: buffID=%s,buffLayer=%s", parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())
|
| | | TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
|
| | | return True
|
| | |
|
| | |
| | | parryNum = curSkill.GetTagParryNum(defID)
|
| | | happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
|
| | | if GameWorld.CanHappen(happenRate):
|
| | | GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
|
| | | GameWorld.DebugLogEx("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s", happenRate, aParryRateDef, dParryRate, parryNum)
|
| | | curSkill.SetTagParryNum(defID, parryNum + 1)
|
| | | return True
|
| | | return False
|
| | |
| | | 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)
|
| | | |
| | | lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
|
| | | if ignoreShield:
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
|
| | | |
| | | #伤害结构体
|
| | | defID = defObj.GetID()
|
| | | if isEx:
|
| | |
| | |
|
| | | 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")
|
| | | #GameWorld.DebugLogEx("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))
|
| | | GameWorld.DebugLogEx("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():
|
| | |
| | | # 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))
|
| | | GameWorld.DebugLogEx("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 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))
|
| | | GameWorld.DebugLogEx("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 = []
|
| | |
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_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))
|
| | | GameWorld.DebugLogEx("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
|
| | |
| | | if immuneHurt > 0:
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_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))
|
| | | GameWorld.DebugLogEx("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))
|
| | | GameWorld.DebugLogEx("[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):
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("----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:
|
| | |
| | | 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")
|
| | | GameWorld.DebugLogEx("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")
|
| | | GameWorld.DebugLogEx("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)
|
| | | GameWorld.DebugLogEx("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")
|
| | | GameWorld.DebugLogEx("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)
|
| | | GameWorld.DebugLogEx("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")
|
| | | GameWorld.DebugLogEx("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)
|
| | | GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
|
| | |
|
| | | elif effHeroID == ChConfig.HeroID_Zhenfu:
|
| | | aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
|
| | |
| | |
|
| | | 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))
|
| | | GameWorld.DebugLogEx("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))
|
| | | GameWorld.DebugLogEx("[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():
|
| | |
| | | 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)
|
| | | GameWorld.DebugLogEx("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))
|
| | | GameWorld.DebugLogEx("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:
|
| | |
| | |
|
| | | if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
|
| | | caorenProtectID = caorenProtectObj.GetID()
|
| | | GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
|
| | | GameWorld.DebugLogEx("[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)
|
| | | GameWorld.DebugLogEx(" 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)
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | GameWorld.DebugLogEx("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()
|
| | |
| | |
|
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | GameWorld.DebugLogEx(" 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)
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | GameWorld.DebugLogEx(" 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
|
| | |
|
| | |
| | | @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
|
| | | @return: lostHP, ignoreShield
|
| | | '''
|
| | |
|
| | | ignoreShield = None
|
| | | if immuneHurt > 0:
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
|
| | |
| | | updBuffValue = buffValue + immuneHurt
|
| | | buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
|
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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
|
| | | return 0, ignoreShield
|
| | |
|
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | |
| | | shieldBuffList = []
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
|
| | | if ignoreShield == None:
|
| | | if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_IgnoreShield, curSkill):
|
| | | ignoreShield = True # 无视承伤盾
|
| | | break
|
| | | ignoreShield = False
|
| | | skillData = buff.GetSkillData()
|
| | | remainTime = buff.GetRemainTime() # 剩余回合
|
| | | if not skillData.GetLastTime():
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s", shieldHurtValue, shieldHurtPer, hurtValue)
|
| | | shieldBuffList.sort()
|
| | | for _, buffValue, buff in shieldBuffList:
|
| | | if shieldHurtValue <= 0:
|
| | |
| | | decShieldValue = shieldHurtValue
|
| | | else:
|
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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)
|
| | | GameWorld.DebugLogEx(" 删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
|
| | | #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
|
| | | effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
|
| | | else:
|
| | | updShieldValue = buffValue - decShieldValue
|
| | | GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
|
| | | GameWorld.DebugLogEx(" 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"])
|
| | |
|
| | | lostHP = int(shieldHurtValue / shieldHurtPer)
|
| | | GameWorld.DebugLog(" 承伤后剩余伤血: lostHP=%s" % (lostHP))
|
| | | GameWorld.DebugLogEx(" 承伤后剩余伤血: lostHP=%s", lostHP)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | remainHP = dHP - lostHP # 剩余血量
|
| | |
| | | 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()))
|
| | | GameWorld.DebugLogEx(" 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
|
| | | return lostHP, ignoreShield
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算反弹反弹伤害
|
| | |
| | | if bounceHP <= 0:
|
| | | return
|
| | |
|
| | | GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
|
| | | GameWorld.DebugLogEx(" 反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
|
| | | bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
|
| | | if bounceHP <= 0:
|
| | | GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
|
| | | GameWorld.DebugLogEx(" bounceHP=%s", bounceHP)
|
| | | return
|
| | | hurtObj.SetBounceHP(bounceHP)
|
| | | DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
|
| | |
| | |
|
| | | hurtHP = hurtObj.GetHurtHP()
|
| | | if hurtHP <= 1:
|
| | | return
|
| | | |
| | | if not atkObj.IsAlive():
|
| | | # dot施法者已死亡不再吸血
|
| | | return
|
| | |
|
| | | aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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.HurtAtkType_PoisonCureSuck)
|
| | |
| | |
|
| | | hurtObj.SetSuckHP(suckHP)
|
| | | atkObj.SetHP(remainHP)
|
| | | GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s" |
| | | % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
|
| | | GameWorld.DebugLogEx(" 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 CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
|
| | | def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None, multiValue=1):
|
| | | ''' 计算治疗值
|
| | | '''
|
| | |
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("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)
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
|
| | | |
| | | if multiValue and multiValue != 1:
|
| | | cureHP = int(cureHP * multiValue)
|
| | | GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
|
| | |
|
| | | hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
|
| | | if hurtShareEff:
|
| | | tagCnt = max(1, len(curSkill.GetTagObjList()))
|
| | | cureHP = cureHP / tagCnt
|
| | | GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
|
| | | GameWorld.DebugLogEx(" 目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
|
| | |
|
| | | if cureHP < 1:
|
| | | cureHP = 1
|
| | | GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
|
| | | GameWorld.DebugLogEx(" 保底治疗值: cureHP=%s", cureHP)
|
| | | return int(cureHP)
|
| | |
|
| | | def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
|
| | |
| | | byBuff = curSkill.GetByBuff()
|
| | | if byBuff:
|
| | | baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
|
| | | GameWorld.DebugLog("根据buff值: %s" % baseValue)
|
| | | GameWorld.DebugLogEx("根据buff值: %s", baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_HarmSelfHP:
|
| | | baseValue = curObj.GetHarmSelfHP()
|
| | | GameWorld.DebugLog("根据自残值: %s" % baseValue)
|
| | | GameWorld.DebugLogEx("根据自残值: %s", baseValue)
|
| | | elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
|
| | | bySkill = curSkill.GetBySkill()
|
| | | bySkillID = 0
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
|
| | |
|
| | | return max(0, baseValue)
|
| | |
|
| | |
| | |
|
| | | dHP = defObj.GetHP()
|
| | | 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))
|
| | | GameWorld.DebugLogEx("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)
|
| | | costLayer = kwargs.get("costLayer")
|
| | | layer = curBuff.GetLayer()
|
| | | if costLayer > 0:
|
| | | hurtValue *= min(costLayer, max(1, layer))
|
| | | GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
|
| | | GameWorld.DebugLogEx(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s", hurtValue, costLayer, layer)
|
| | | else:
|
| | | if layer > 0:
|
| | | hurtValue *= layer
|
| | | GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
|
| | | GameWorld.DebugLogEx(" 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))
|
| | | GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
|
| | |
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill = BattleObj.PySkill(skillIpyData, atkID)
|
| | | useSkill.SetTagObjList([defObj])
|
| | | useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
|
| | |
|
| | |
| | | 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 = ChPyNetSendPack.tagSCTurnFightTag()
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = sign
|
| | |
| | | ## 通知释放技能
|
| | | bySkill = useSkill.GetBySkill()
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
|
| | | clientPack = ChPyNetSendPack.tagSCUseSkill()
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.PMType = GetPMType(curBatObj, useSkill)
|
| | | clientPack.BattleType = useSkill.GetBatType()
|
| | |
| | | # 技能的主要伤害
|
| | | clientPack.HurtList = []
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
|
| | | hurt = ChPyNetSendPack.tagSCUseSkillHurt()
|
| | | hurt.ObjID = hurtObj.GetObjID()
|
| | | hurt.AttackTypes = hurtObj.GetHurtTypes()
|
| | | hurt.HurtHP = hurtObj.GetHurtHP() % ChConfig.Def_PerPointValue
|
| | |
| | | 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 = ChPyNetSendPack.tagSCUseSkillHurtEx()
|
| | | hurtEx.ObjID = hurtObjEx.GetObjID()
|
| | | hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
|
| | | hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
|
| | |
| | | # 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 = ChPyNetSendPack.tagSCUseSkillHurtEx()
|
| | | hurtEx.ObjID = hurtObjEx.GetObjID()
|
| | | hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
|
| | | hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
|
| | |
| | | if not clientPack.HurtList:
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
|
| | | hurt = ChPyNetSendPack.tagSCUseSkillHurt()
|
| | | hurt.ObjID = tagID
|
| | | hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
|
| | | hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
|
| | |
| | | if attrID not in ChConfig.CDBRefresh_AttrIDDict:
|
| | | return
|
| | | refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID]
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
|
| | | clientPack = ChPyNetSendPack.tagSCObjPropertyRefreshView()
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.RefreshType = refreshType
|
| | | clientPack.AttackTypes = hurtTypes
|
| | |
| | |
|
| | | def Sync_HPRefresh(turnFight, curBatObj):
|
| | | hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
|
| | | clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
|
| | | clientPack = ChPyNetSendPack.tagSCObjHPRefresh()
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.HP = hp % ShareDefine.Def_PerPointValue
|
| | | clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
|