| | |
| | | triggerSrc = effect.GetTriggerSrc()
|
| | | if not triggerWay:
|
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | return
|
| | | if triggerSrc == ChConfig.TriggerSrc_Buff:
|
| | | # buff有效的不加进来
|
| | | return
|
| | |
| | | triggerSrc = effect.GetTriggerSrc()
|
| | | if not triggerWay:
|
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | return
|
| | | if triggerSrc == ChConfig.TriggerSrc_Skill:
|
| | | # 技能有效的不加进来
|
| | | return
|
| | |
| | | effDict = self._AffectBuffDict[key]
|
| | | if buffID not in effDict:
|
| | | effDict[buffID] = []
|
| | | effDict[buffID].append(effectID)
|
| | | effIDList = effDict[buffID]
|
| | | if effectID not in effIDList:
|
| | | effIDList.append(effectID)
|
| | | return
|
| | |
|
| | | def DelBuffPassiveEffect(self, buffID):
|
| | |
| | |
|
| | | class SkillEffect():
|
| | |
|
| | | def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
|
| | | def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
|
| | | self._effID = effID
|
| | | self._values = values
|
| | | self._triggerWay = triggerWay
|
| | | self._triggerSrc = triggerSrc
|
| | | self._triggerParams = triggerParams if triggerParams else []
|
| | | #self._triggerParams = triggerParams if triggerParams else []
|
| | | return
|
| | |
|
| | | def GetEffectID(self): return self._effID
|
| | |
| | | def GetEffectValueCount(self): return len(self._values)
|
| | | def GetTriggerWay(self): return self._triggerWay
|
| | | def GetTriggerSrc(self): return self._triggerSrc
|
| | | def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
|
| | | #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
|
| | |
|
| | | EmptyEffect = SkillEffect(0, [])
|
| | |
|
| | |
| | | def __init__(self, ipyData):
|
| | | self._ipyData = ipyData
|
| | | self._effList = [] # [Effect, ...]
|
| | | self._effDict = {} # {effID:Effect, ...}
|
| | | self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
|
| | | for num in range(1, 1 + 3):
|
| | | effID = getattr(ipyData, "GetEffectID%s" % num)()
|
| | | values = getattr(ipyData, "GetEffectValues%s" % num)()
|
| | | triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
|
| | | triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
|
| | | triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
|
| | | effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
|
| | | #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
|
| | | effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
|
| | | self._effList.append(effect)
|
| | | self._effDict[effID] = effect
|
| | | self._effDict[(effID, triggerWay)] = effect
|
| | | return
|
| | |
|
| | | def GetIpyData(self): return self._ipyData
|
| | |
| | | def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
|
| | | def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
|
| | | def GetEffectCount(self): return len(self._effList)
|
| | | def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
|
| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
|
| | | def GetConnSkill(self): return self._ipyData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
|
| | | def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
|
| | |
| | | def GetLayerMax(self): return self._ipyData.GetLayerMax()
|
| | | def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
|
| | | def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
|
| | | def GetFightPower(self): return self._ipyData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
|
| | |
|
| | |
| | | buff = self._buffIDDict.pop(buffID)
|
| | | if buff in self._buffList:
|
| | | self._buffList.remove(buff)
|
| | | else:
|
| | | # 防范下找不到的情况
|
| | | for lBuff in self._buffList[::-1]:
|
| | | if lBuff.GetBuffID() == buffID:
|
| | | self._buffList.remove(lBuff)
|
| | | GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
|
| | | #GameWorld.DebugLog(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
|
| | | for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
|
| | | if buffID not in buffIDList:
|
| | |
| | | def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
|
| | | def GetEffect(self, index): return self._skillData.GetEffect(index)
|
| | | def GetEffectCount(self): return self._skillData.GetEffectCount()
|
| | | def GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
|
| | | def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
|
| | | def GetConnSkill(self): return self._skillData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
|
| | | def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
|
| | |
| | | def GetLayerMax(self): return self._skillData.GetLayerMax()
|
| | | def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
|
| | | def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
|
| | | def GetFightPower(self): return self._skillData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
|
| | |
|
| | |
| | |
|
| | | def GetSkillCount(self): return len(self._skillList)
|
| | | def GetSkillByIndex(self, index): return self._skillList[index]
|
| | | def GetSkillIDList(self): return self._skillDict.keys()
|
| | | def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
|
| | | def FindSkillByTypeID(self, skillTypeID):
|
| | | skill = None
|
| | |
| | |
|
| | | def __init__(self):
|
| | | self.tfGUID = "" # 所属的某场回合战斗的guid
|
| | | self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
|
| | | self.objID = 0
|
| | | self.objName = ""
|
| | | self.npcID = 0
|
| | | self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
|
| | | self.heroID = 0
|
| | | self.skinID = 0
|
| | | self.country = 0
|
| | | self.atkDistType = 0
|
| | | self.sex = 0
|
| | | self.lv = 1
|
| | | self.fightPower = 0
|
| | | self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
|
| | |
| | | TurnPassive.RefreshPassive(self)
|
| | | return
|
| | |
|
| | | def UpdInitBatAttr(self, initAttrDict):
|
| | | def UpdInitBatAttr(self, initAttrDict, skillIDList):
|
| | | ## 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
|
| | | learnNewSkill = False
|
| | | for skillID in skillIDList:
|
| | | if self._skillMgr.LearnSkillByID(skillID):
|
| | | learnNewSkill = True
|
| | | TurnBuff.RefreshBuffAttr(self)
|
| | | if learnNewSkill: # 有学新技能时重刷技能被动
|
| | | self._passiveEffMgr.RefreshSkillPassiveEffect()
|
| | | return
|
| | |
|
| | | def ResetBattleEffect(self):
|
| | |
| | | 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 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
|
| | | def GetName(self): return self.objName
|
| | | def SetName(self, name): self.objName = name
|
| | | def GetCountry(self): return self.country
|
| | | def SetCountry(self, country): self.country = country
|
| | | def GetAtkDistType(self): return self.atkDistType
|
| | | def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
|
| | | def GetSex(self): return self.sex
|
| | | def SetSex(self, sex): self.sex = sex
|
| | | def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
|
| | | def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
|
| | | 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 GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
|
| | | def GetHeroID(self): return self.heroID
|
| | | def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
|
| | | def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
|
| | | self.ownerID = ownerID
|
| | | def SetHero(self, heroID, skinID=0): # 设置所属武将
|
| | | self.heroID = heroID
|
| | | self.skinID = skinID
|
| | | def SetLineupPos(self, posNum, lineupNum=1):
|