| | |
| | | def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
|
| | | def GetFightPower(self): return self._ipyData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
|
| | |
|
| | | class PyBuff():
|
| | |
|
| | | def __init__(self, ipyData):
|
| | | self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
|
| | | self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
|
| | | self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
|
| | | self._buffID = 0
|
| | | self._ownerID = 0
|
| | | self._layer = 0
|
| | | self._calcTime = 0
|
| | | self._remainTime = 0
|
| | | self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
|
| | | self._value2 = 0
|
| | | self._value3 = 0
|
| | | self._isCopy = 0 # 是否复制的buff
|
| | | self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
|
| | | return
|
| | |
|
| | | def onRelease(self):
|
| | |
| | |
|
| | | def GetSkillData(self): return self._skillData
|
| | | def GetSkillID(self): return self._skillData.GetSkillID()
|
| | | def GetAddTiming(self): return self._addTiming
|
| | | def SetAddTiming(self, addTiming):
|
| | | self._addTiming = addTiming
|
| | | self._refreshState = 0 # 更新添加时机时需标记为未刷新
|
| | | def GetRefreshState(self): return self._refreshState
|
| | | def SetRefreshState(self, refreshState): self._refreshState = refreshState
|
| | | def GetBuffID(self): return self._buffID
|
| | | def SetBuffID(self, buffID): self._buffID = buffID
|
| | | def GetOwnerID(self): return self._ownerID
|
| | | def SetOwnerID(self, ownerID): self._ownerID = ownerID
|
| | | def GetLayer(self): return self._layer
|
| | | def SetLayer(self, layer): self._layer = layer
|
| | | def GetCalcTime(self): return self._calcTime
|
| | | def SetCalcTime(self, calcTime): self._calcTime = calcTime
|
| | | def GetRemainTime(self): return self._remainTime
|
| | | def SetRemainTime(self, remainTime): self._remainTime = remainTime
|
| | | def SetBuffValueList(self, valueList):
|
| | |
| | | def SetValue3(self, value): self._value3 = value
|
| | | def GetIsCopy(self): return self._isCopy
|
| | | def SetIsCopy(self, isCopy): self._isCopy = isCopy
|
| | | def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
|
| | | def ResetEffectValueEx(self): self._effExDict = {}
|
| | | def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
|
| | |
|
| | | class BuffManager():
|
| | | ## 战斗对象buff管理器
|
| | |
| | | def __init__(self, ipyData, objID):
|
| | | self._objID = objID # 该技能谁的
|
| | | self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
|
| | | self._calcTime = 0
|
| | | self._remainTime = 0
|
| | | self._batType = 0 # 战斗类型,普通、连击、反击、追击等
|
| | | self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
|
| | |
| | | def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
|
| | | def GetFightPower(self): return self._skillData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
|
| | |
|
| | | ## ---------------------------------- 非技能表内容 ----------------------------------
|
| | | def GetCalcTime(self): return self._calcTime
|
| | | def SetCalcTime(self, calcTime): self._calcTime = calcTime
|
| | | def GetRemainTime(self): return self._remainTime
|
| | | def SetRemainTime(self, remainTime): self._remainTime = remainTime
|
| | | def GetBatType(self): return self._batType
|
| | |
| | |
|
| | | def GetSkillCount(self): return len(self._skillList)
|
| | | def GetSkillByIndex(self, index): return self._skillList[index]
|
| | | def GetSkillIDList(self): return self._skillDict.keys()
|
| | | def GetSkillIDList(self): return sorted(self._skillDict.keys())
|
| | | def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
|
| | | def FindSkillByTypeID(self, skillTypeID):
|
| | | skill = None
|
| | |
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
|
| | | self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
|
| | | self._lastHurtValue = 0
|
| | | self._harmSelfHP = 0 # 自残值
|
| | | self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
|
| | | self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
|
| | |
|
| | | # 统计
|
| | | self.hurtStat = 0 # 输出统计
|
| | |
| | | TurnPassive.RefreshPassive(self)
|
| | | return
|
| | |
|
| | | def TurnReset(self):
|
| | | ## 回合重置
|
| | | self._skillTurnUseCntDict = {}
|
| | | |
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
|
| | | ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
|
| | | self._initAttrDict = initAttrDict
|
| | |
| | | def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
|
| | | def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
|
| | | def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
|
| | | def GetBatLineup(self):
|
| | | turnFight = self.GetTurnFight()
|
| | | batFaction = turnFight.getBatFaction(self.faction)
|
| | | return batFaction.getBatlineup(self.lineupNum)
|
| | | def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
|
| | | def SetOwnerID(self, ownerID): self.ownerID = ownerID
|
| | | def GetID(self): return self.objID
|
| | |
| | | self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
|
| | | def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
|
| | |
|
| | | def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
|
| | | def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
|
| | | def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
|
| | | def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
|
| | | def ResetSkillTurnUseCnt(self):
|
| | | self._skillTurnUseCntDict = {}
|
| | | def ResetSkillUseCnt(self):
|
| | | self._skillUseCntDict = {}
|
| | | self._skillTurnUseCntDict = {}
|
| | | def AddSkillUseCnt(self, skillID):
|
| | | self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
|
| | | self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
|
| | |
| | | def GetLastHurtValue(self): return self._lastHurtValue
|
| | | def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
|
| | |
|
| | | def GetHarmSelfHP(self): return self._harmSelfHP
|
| | | def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
|
| | | |
| | | def GetMainTagIDList(self): return self._mainTagIDList
|
| | | def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
|
| | |
|
| | | def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
|
| | | def SetTiming(self, timing): self._timing = timing
|
| | | |
| | | def StatHurtValue(self, hurtValue):
|
| | | ## 统计输出
|
| | | self.hurtStat += hurtValue
|