| | |
| | | tagAffect = useSkill.GetTagAffect()
|
| | | tagCount = useSkill.GetTagCount()
|
| | |
|
| | | curFaction = curBatObj.GetFaction()
|
| | | |
| | | 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
|
| | | |
| | | # 自己,直接返回
|
| | | if tagAim == ChConfig.SkillTagAim_Self:
|
| | | return [curBatObj]
|
| | |
| | | # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
|
| | | # 嘲讽: 目标是敌方时强制目标一定包含施法者
|
| | |
|
| | | curFaction = curBatObj.GetFaction()
|
| | | sneerObj = None # 嘲讽目标
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | | if tagFriendly:
|
| | |
| | | posNum = curBatObj.GetPosNum()
|
| | |
|
| | | batFaction = turnFight.getBatFaction(tagFaction)
|
| | | if tagFaction == curFaction:
|
| | | if lineupNumSet != None and not tagFriendly:
|
| | | lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
|
| | | elif tagFaction == curFaction:
|
| | | lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
|
| | | else:
|
| | | lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
|
| | |
| | | sortObjList.sort(reverse=True)
|
| | | aimObjList = [s[1] for s in sortObjList]
|
| | |
|
| | | # 仅焚血(毒奶)目标
|
| | | elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
|
| | | for aimObj in aimObjList[::-1]:
|
| | | if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
|
| | | aimObjList.remove(aimObj)
|
| | | else:
|
| | | # 范围目标超过个数,则随机取
|
| | | if tagCount and len(aimObjList) > tagCount:
|
| | |
| | | aimObjList = aimObjList[:tagCount]
|
| | |
|
| | | return aimObjList
|
| | |
|
| | | def CheckChangeTagEff(turnFight, curBatObj, useSkill):
|
| | | ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
|
| | | # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | | return
|
| | | cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
|
| | | if not cureWayExEff:
|
| | | return
|
| | | changeTagSet = cureWayExEff.GetEffectValue(0)
|
| | | checkInStates = cureWayExEff.GetEffectValue(1)
|
| | | if not checkInStates:
|
| | | return None, changeTagSet
|
| | | |
| | | curFaction = curBatObj.GetFaction()
|
| | | tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
|
| | | batFaction = turnFight.getBatFaction(tagFaction)
|
| | | |
| | | lineupNum = curBatObj.GetLineupNum()
|
| | | lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
|
| | | for tagNum in batFaction.lineupDict.keys():
|
| | | if tagNum not in lineupNumList:
|
| | | lineupNumList.append(tagNum)
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for num in lineupNumList:
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | for tagID in batLineup.posObjIDDict.values():
|
| | | tagObj = batObjMgr.getBatObj(tagID)
|
| | | if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
|
| | | return lineupNum, changeTagSet
|
| | | return
|
| | |
|
| | | def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
|
| | | ## 获取行排目标对象列表
|
| | |
| | | if cureHP <= 0:
|
| | | continue
|
| | |
|
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | continue
|
| | | |
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | |
|
| | |
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | |
|
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | |
| | | CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | |
|
| | | #吸血
|
| | | CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
|
| | | CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
|
| | | return
|
| | |
|
| | | def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
|
| | |
| | | TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
|
| | | return
|
| | |
|
| | | def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
|
| | | def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算吸血
|
| | | '''
|
| | |
|
| | |
| | | dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
|
| | | suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
|
| | | if suckHP <= 0:
|
| | | return
|
| | | |
| | | if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
|
| | | return
|
| | |
|
| | | curHP = atkObj.GetHP()
|
| | |
| | | # 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):
|
| | | ''' 计算治疗值
|
| | |
| | | hurtValue *= layer
|
| | | GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
|
| | | hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
|
| | | |
| | | # dot的反弹、吸血待定
|
| | |
|
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|