hxp
6 小时以前 726517b2002ec6dd46e07f89c10fdfe0274243af
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -97,6 +97,8 @@
        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
@@ -139,6 +141,8 @@
        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
@@ -152,7 +156,9 @@
        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):
@@ -209,12 +215,12 @@
    
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
@@ -222,7 +228,7 @@
    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, [])
@@ -231,16 +237,16 @@
    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
@@ -264,7 +270,7 @@
    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
@@ -274,7 +280,6 @@
    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()
    
@@ -376,6 +381,12 @@
        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:
@@ -472,7 +483,7 @@
    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
@@ -482,7 +493,6 @@
    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()
    
@@ -538,6 +548,7 @@
    
    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
@@ -579,13 +590,15 @@
    
    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
@@ -625,10 +638,16 @@
        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):
@@ -639,18 +658,22 @@
    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):