| | |
| | | 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):
|
| | |
| | | self._buffList = []
|
| | | self._buffIDDict = {}
|
| | | self._skillTypeIDBuffIDs = {}
|
| | | self._buffStateDict = {}
|
| | | self._buffID = 0
|
| | | return
|
| | |
|
| | |
| | |
|
| | | 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):
|
| | |
| | | return
|
| | | objID = batObj.objID
|
| | | GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
|
| | | turnFight = batObj.GetTurnFight()
|
| | | if turnFight:
|
| | | # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
|
| | | clientPack = ChNetSendPack.tagNPCDisappear()
|
| | | clientPack.NPCID = [objID]
|
| | | clientPack.Count = len(clientPack.NPCID)
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | #前端确认不需要通知消失
|
| | | #turnFight = batObj.GetTurnFight()
|
| | | #if turnFight:
|
| | | # # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
|
| | | # clientPack = ChNetSendPack.tagNPCDisappear()
|
| | | # clientPack.NPCID = [objID]
|
| | | # clientPack.Count = len(clientPack.NPCID)
|
| | | # turnFight.addBatPack(clientPack)
|
| | | |
| | | # 最后回收对象
|
| | | ObjPool.GetPoolMgr().release(batObj)
|
| | | if objID not in self._freeIDList: # 回收ID,重复利用
|