| | |
| | | import ShareDefine
|
| | | import ChConfig
|
| | | import ObjPool
|
| | | import TurnPassive
|
| | | import TurnBuff
|
| | |
|
| | | class PassiveEffManager():
|
| | | ## 被动效果管理器
|
| | | |
| | | def __init__(self, batObj):
|
| | | self._batObj = batObj
|
| | | # 被影响的技能ID: 0为所有技能
|
| | | self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
|
| | | self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
|
| | | return
|
| | | |
| | | def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
|
| | | '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
|
| | | 优先级之后有需要再扩展
|
| | | @return: [["skill/buff", skillID/buffID, effIDList], ...]
|
| | | '''
|
| | | effList = []
|
| | | |
| | | # 优先取关联技能的
|
| | | if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]:
|
| | | # 技能
|
| | | key = (triggerWay, connSkillTypeID)
|
| | | if key in self._AffectSkillDict:
|
| | | effDict = self._AffectSkillDict[key]
|
| | | for skillID, effIDList in effDict.items():
|
| | | effList.append(["skill", skillID, effIDList])
|
| | | |
| | | # buff
|
| | | key = (triggerWay, connSkillTypeID)
|
| | | if key in self._AffectBuffDict:
|
| | | effDict = self._AffectBuffDict[key]
|
| | | for buffID, effIDList in effDict.items():
|
| | | effList.append(["buff", buffID, effIDList])
|
| | | |
| | | # 所有技能有效的
|
| | | key = (triggerWay, ChConfig.TriggerSrc_Skill)
|
| | | effDict = self._AffectSkillDict.get(key, {})
|
| | | for skillID, effIDList in effDict.items():
|
| | | effList.append(["skill", skillID, effIDList])
|
| | | |
| | | # 所有buff有效的
|
| | | key = (triggerWay, ChConfig.TriggerSrc_Buff)
|
| | | effDict = self._AffectBuffDict.get(key, {})
|
| | | for buffID, effIDList in effDict.items():
|
| | | effList.append(["buff", buffID, effIDList])
|
| | | |
| | | return effList
|
| | | |
| | | def RefreshSkillPassiveEffect(self):
|
| | | self._AffectSkillDict = {}
|
| | | |
| | | skillManager = self._batObj.GetSkillManager()
|
| | | for index in range(0, skillManager.GetSkillCount()):
|
| | | curSkill = skillManager.GetSkillByIndex(index)
|
| | | if not curSkill:
|
| | | continue
|
| | | for index in xrange(curSkill.GetEffectCount()):
|
| | | curEffect = curSkill.GetEffect(index)
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | continue
|
| | | self.AddSkillPassiveEffect(curSkill, curEffect)
|
| | | |
| | | return self._AffectSkillDict
|
| | | |
| | | def AddSkillPassiveEffect(self, curSkill, effect):
|
| | | ## 添加技能被动效果
|
| | | triggerWay = effect.GetTriggerWay()
|
| | | 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
|
| | | |
| | | skillID = curSkill.GetSkillID()
|
| | | effectID = effect.GetEffectID()
|
| | | |
| | | key = (triggerWay, triggerSrc)
|
| | | if key not in self._AffectSkillDict:
|
| | | self._AffectSkillDict[key] = {}
|
| | | effDict = self._AffectSkillDict[key]
|
| | | if skillID not in effDict:
|
| | | effDict[skillID] = []
|
| | | effDict[skillID].append(effectID)
|
| | | return
|
| | | |
| | | def RefreshBuffPassiveEffect(self):
|
| | | self._AffectBuffDict = {}
|
| | | buffMgr = self._batObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | if not buff:
|
| | | continue
|
| | | skillData = buff.GetSkillData()
|
| | | for index in xrange(skillData.GetEffectCount()):
|
| | | curEffect = skillData.GetEffect(index)
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | continue
|
| | | self.AddBuffPassiveEffect(buff, skillData, curEffect)
|
| | | |
| | | return self._AffectBuffDict
|
| | | |
| | | def AddBuffPassiveEffect(self, buff, skillData, effect):
|
| | | '''添加Buff被动效果
|
| | | 同个buff的技能ID如果叠加规则是独立的,那么可能同时存在多个相同技能效果的buff
|
| | | 如果触发效果,就要触发多次,所以buff的效果以buffID为key
|
| | | '''
|
| | | triggerWay = effect.GetTriggerWay()
|
| | | 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
|
| | | |
| | | buffID = buff.GetBuffID()
|
| | | effectID = effect.GetEffectID()
|
| | | |
| | | key = (triggerWay, triggerSrc)
|
| | | if key not in self._AffectBuffDict:
|
| | | self._AffectBuffDict[key] = {}
|
| | | effDict = self._AffectBuffDict[key]
|
| | | if buffID not in effDict:
|
| | | effDict[buffID] = []
|
| | | effIDList = effDict[buffID]
|
| | | if effectID not in effIDList:
|
| | | effIDList.append(effectID)
|
| | | return
|
| | | |
| | | def DelBuffPassiveEffect(self, buffID):
|
| | | ## 删除Buff被动效果
|
| | | for key, effDict in self._AffectBuffDict.items():
|
| | | if buffID not in effDict:
|
| | | continue
|
| | | effDict.pop(buffID)
|
| | | if not effDict:
|
| | | self._AffectBuffDict.pop(key)
|
| | | return
|
| | | |
| | | class HurtObj():
|
| | | ## 伤血统计
|
| | |
|
| | |
| | | def Clear(self):
|
| | | self._objID = 0
|
| | | self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
|
| | | self._hurtHP = 0 # 伤血值
|
| | | self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
|
| | | self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
|
| | | self._lostHP = 0 # 实际掉血值
|
| | | self._curHP = 0 # 更新血量
|
| | | self._suckHP = 0 # 吸血量
|
| | |
| | | return
|
| | | def HaveHurtType(self, hurtType):
|
| | | ## 判断是否存在某种伤血类型
|
| | | return self._hurtTypes&pow(2, hurtType) |
| | | return self._hurtTypes & pow(2, hurtType) |
| | | def GetHurtHP(self): return self._hurtHP
|
| | | def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
|
| | | def GetRealHurtHP(self): return self._realHurtHP
|
| | | def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
|
| | | def GetLostHP(self): return self._lostHP
|
| | | def SetLostHP(self, lostHP): self._lostHP = lostHP
|
| | | def GetCurHP(self): return self._curHP
|
| | |
| | | def GetBounceHP(self): return self._bounceHP
|
| | | def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
|
| | |
|
| | | class SkillEffect():
|
| | | |
| | | 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 []
|
| | | return
|
| | | |
| | | def GetEffectID(self): return self._effID
|
| | | def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
|
| | | 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
|
| | | |
| | | EmptyEffect = SkillEffect(0, [])
|
| | |
|
| | | class SklllData():
|
| | | |
| | | def __init__(self, ipyData):
|
| | | self._ipyData = ipyData
|
| | | self._effList = [] # [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)
|
| | | self._effList.append(effect)
|
| | | self._effDict[(effID, triggerWay)] = effect
|
| | | return
|
| | | |
| | | def GetIpyData(self): return self._ipyData
|
| | | def GetSkillID(self): return self._ipyData.GetSkillID()
|
| | | def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
|
| | | def GetSkillLV(self): return self._ipyData.GetSkillLV()
|
| | | def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
|
| | | def GetSkillName(self): return self._ipyData.GetSkillName()
|
| | | def GetFuncType(self): return self._ipyData.GetFuncType()
|
| | | def GetSkillType(self): return self._ipyData.GetSkillType()
|
| | | def GetHurtType(self): return self._ipyData.GetHurtType()
|
| | | def GetAtkType(self): return self._ipyData.GetAtkType()
|
| | | def GetTagAim(self): return self._ipyData.GetTagAim() # 瞄准位置
|
| | | def GetTagFriendly(self): return self._ipyData.GetTagFriendly() # 敌我目标
|
| | | def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己
|
| | | def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分
|
| | | def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数
|
| | | def GetCalcType(self): return self._ipyData.GetCalcType()
|
| | | def GetSkillPer(self): return self._ipyData.GetSkillPer()
|
| | | def GetSkillValue(self): return self._ipyData.GetSkillValue()
|
| | | 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, 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 GetCurBuffState(self): return self._ipyData.GetCurBuffState()
|
| | | def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
|
| | | def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
|
| | | 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 GetFightPower(self): return self._ipyData.GetFightPower()
|
| | | def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
|
| | | |
| | | class PyBuff():
|
| | |
|
| | | def __init__(self, skillData):
|
| | | self._skillData = skillData
|
| | | def __init__(self, ipyData):
|
| | | self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
|
| | | self._buffID = 0
|
| | | self._ownerID = 0
|
| | | self._layer = 0
|
| | | self._calcTime = 0
|
| | | self._remainTime = 0
|
| | | self._valueList = []
|
| | | 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
|
| | | return
|
| | |
|
| | | def GetSkillData(self): return self._skillData
|
| | |
| | | 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 SetValueList(self, valueList): self._valueList = valueList
|
| | | def GetValue(self, index):
|
| | | return self._valueList[index] if len(self._valueList) > index else 0
|
| | |
|
| | | def SetBuffValueList(self, valueList):
|
| | | for index, value in enumerate(valueList):
|
| | | if index == 0:
|
| | | self.SetValue1(value)
|
| | | elif index == 1:
|
| | | self.SetValue2(value)
|
| | | elif index == 2:
|
| | | self.SetValue3(value)
|
| | | def GetValue1(self): return self._value1
|
| | | def SetValue1(self, value): self._value1 = value
|
| | | def GetValue2(self): return self._value2
|
| | | def SetValue2(self, value): self._value2 = value
|
| | | def GetValue3(self): return self._value3
|
| | | def SetValue3(self, value): self._value3 = value
|
| | | |
| | | class BuffManager():
|
| | | ## 战斗对象buff管理器
|
| | |
|
| | | def __init__(self):
|
| | | def __init__(self, batObj):
|
| | | self._batObj = batObj
|
| | | self._buffList = [] # [PyBuff, ...]
|
| | | self._buffIDDict = {} # {buffID:PyBuff, ...}
|
| | | self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
|
| | | self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
|
| | | self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
|
| | | # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
|
| | | return
|
| | |
| | | return
|
| | |
|
| | | def GetBuffCount(self): return len(self._buffList)
|
| | | def GetBuffByIndex(self, index):
|
| | | buff = self._buffList[index]
|
| | | #if False:
|
| | | # buff = PyBuff()
|
| | | return buff
|
| | | |
| | | def GetBuffByIndex(self, index): return self._buffList[index]
|
| | | |
| | | def AddBuff(self, skillID):
|
| | | buff = None
|
| | | skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillData:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not ipyData:
|
| | | return buff
|
| | | skillTypeID = skillData.GetSkillTypeID()
|
| | | skillTypeID = ipyData.GetSkillTypeID()
|
| | | self._buffID += 1
|
| | |
|
| | | buff = ObjPool.GetPoolMgr().acquire(PyBuff, skillData)
|
| | | buff.SetBuffID(self._buffID)
|
| | | buffID = self._buffID
|
| | | buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
|
| | | buff.SetBuffID(buffID)
|
| | |
|
| | | self._buffList.append(buff)
|
| | | self._buffIDDict[self._buffID] = buff
|
| | | self._buffIDDict[buffID] = buff
|
| | | #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
|
| | | if skillTypeID not in self._skillTypeIDBuffIDs:
|
| | | self._skillTypeIDBuffIDs[skillTypeID] = []
|
| | | buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
|
| | | if self._buffID not in buffIDs:
|
| | | buffIDs.append(self._buffID)
|
| | | if buffID not in buffIDs:
|
| | | buffIDs.append(buffID)
|
| | |
|
| | | #if False:
|
| | | # buff = PyBuff()
|
| | | return buff
|
| | |
|
| | | def GetBuff(self, buffID):
|
| | | buff = None
|
| | | if buffID in self._buffIDDict:
|
| | | buff = self._buffIDDict[buffID]
|
| | | #if False:
|
| | | # buff = PyBuff()
|
| | | return buff
|
| | | def DelBuff(self, buffID, release=True):
|
| | | if buffID not in self._buffIDDict:
|
| | | #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
|
| | | return
|
| | | #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
|
| | | 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:
|
| | | continue
|
| | | buffIDList.remove(buffID)
|
| | | if not buffIDList:
|
| | | self._skillTypeIDBuffIDs.pop(skillTypeID)
|
| | | break
|
| | | if release:
|
| | | ObjPool.GetPoolMgr().release(buff)
|
| | | return
|
| | |
|
| | | def FindBuffIDBySkillID(self, skillID):
|
| | | ## 返回该技能ID的所有buffID列表
|
| | | def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
|
| | | def FindBuffBySkillID(self, skillID):
|
| | | ## 返回该技能ID的所有buff列表
|
| | | skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillData:
|
| | | return []
|
| | | return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID())
|
| | | def FindBuffIDBySkillTypeID(self, skillTypeID):
|
| | | ## 返回该技能TypeID的所有buffID列表
|
| | | return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID())
|
| | | def FindBuffBySkillTypeID(self, skillTypeID):
|
| | | ## 返回该技能TypeID的所有buff列表
|
| | | if skillTypeID not in self._skillTypeIDBuffIDs:
|
| | | return []
|
| | | buffs = []
|
| | |
| | | buffs.append(self._buffIDDict[buffID])
|
| | | return buffs
|
| | |
|
| | | class PySkill():
|
| | | |
| | | def __init__(self, skillData):
|
| | | self._skillData = skillData
|
| | | self._remainTime = 0
|
| | | self._batType = 0 # 战斗类型,普通、连击、反击、追击等
|
| | | self._enhanceBySkill = None # 由哪个主技能触发的
|
| | | self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
|
| | | self._hurtList = [] # 本次伤血列表 [HurtObj, ...]
|
| | | def AddBuffState(self, state, buffID):
|
| | | ## 添加buff影响的状态,ChConfig.BatObjStateList
|
| | | if state not in self._buffStateDict:
|
| | | self._buffStateDict[state] = []
|
| | | buffIDList = self._buffStateDict[state]
|
| | | if buffID not in buffIDList:
|
| | | buffIDList.append(buffID)
|
| | | GameWorld.DebugLog(" AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
|
| | | return
|
| | |
|
| | | def SetSkillData(self, skillData): self._skillData = skillData
|
| | | def DelBuffState(self, state, buffID):
|
| | | ## 删除buff影响的状态
|
| | | if state not in self._buffStateDict: return
|
| | | buffIDList = self._buffStateDict[state]
|
| | | if buffID not in buffIDList:
|
| | | return
|
| | | buffIDList.remove(buffID)
|
| | | if not buffIDList:
|
| | | self._buffStateDict.pop(state)
|
| | | GameWorld.DebugLog(" DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
|
| | | return
|
| | | |
| | | def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
|
| | | def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
|
| | | |
| | | class PySkill():
|
| | | |
| | | def __init__(self, ipyData):
|
| | | 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, ...]
|
| | | self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
|
| | | self._bySkill = None # 由哪个技能触发的
|
| | | self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
|
| | | return
|
| | | |
| | | def ResetUseRec(self):
|
| | | self._batType = 0
|
| | | self._tagObjList = []
|
| | | self._bySkill = None
|
| | | self._afterLogicList = []
|
| | | self.ClearHurtObj()
|
| | | return
|
| | | |
| | | def GetSkillID(self): return self._skillData.GetSkillID()
|
| | | def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
|
| | | def GetSkillLV(self): return self._skillData.GetSkillLV()
|
| | | def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
|
| | | def GetSkillName(self): return self._skillData.GetSkillName()
|
| | | def GetFuncType(self): return self._skillData.GetFuncType()
|
| | |
| | | def GetTagSelf(self): return self._skillData.GetTagSelf() # 是否含自己
|
| | | def GetTagAffect(self): return self._skillData.GetTagAffect() # 目标细分
|
| | | def GetTagCount(self): return self._skillData.GetTagCount() # 目标个数
|
| | | def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率
|
| | | def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
|
| | | def GetCalcType(self): return self._skillData.GetCalcType()
|
| | | def GetSkillPer(self): return self._skillData.GetSkillPer()
|
| | | def GetSkillValue(self): return self._skillData.GetSkillValue()
|
| | | 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, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
|
| | | def GetConnSkill(self): return self._skillData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
|
| | | def FindEffectID(self, effID):
|
| | | ## 查找是否有某个效果ID
|
| | | # @return: 大于0该ID所在的效果ID编号; 0-不存在该效果ID
|
| | | for idNum in range(1, 1 + 3):
|
| | | if self.GetEffectID(idNum) == effID:
|
| | | return idNum
|
| | | return 0
|
| | | def GetEffectID(self, idNum):
|
| | | ## 获取效果ID
|
| | | # @param idNum: 效果ID编号,从1开始
|
| | | if idNum == 1:
|
| | | return self._skillData.GetEffectID1()
|
| | | if idNum == 2:
|
| | | return self._skillData.GetEffectID2()
|
| | | if idNum == 3:
|
| | | return self._skillData.GetEffectID3()
|
| | | return 0
|
| | | def GetEffectValue(self, idNum, index):
|
| | | ## 获取效果对应值
|
| | | # @param idNum: 效果ID编号,从1开始
|
| | | # @param index: 值索引,从0开始代表第1个值
|
| | | if idNum <= 0:
|
| | | return 0
|
| | | if idNum == 1:
|
| | | values = self._skillData.GetEffectValues1()
|
| | | elif idNum == 2:
|
| | | values = self._skillData.GetEffectValues2()
|
| | | elif idNum == 3:
|
| | | values = self._skillData.GetEffectValues3()
|
| | | else:
|
| | | return 0
|
| | | return values[index] if len(values) > index else 0
|
| | | def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能
|
| | | def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
|
| | | def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
|
| | | def GetCurBuffState(self): return self._skillData.GetCurBuffState()
|
| | | def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
|
| | | def GetLayerCnt(self): return self._skillData.GetLayerCnt()
|
| | | 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 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 SetBatType(self, batType): self._batType = batType
|
| | | def GetEnhanceBySkill(self): return self._enhanceBySkill
|
| | | def SetEnhanceBySkill(self, enhanceBySkill): self._enhanceBySkill = enhanceBySkill
|
| | | def GetBySkill(self): return self._bySkill
|
| | | def SetBySkill(self, bySkill): self._bySkill = bySkill
|
| | | def GetTagObjList(self): return self._tagObjList # 技能目标列表
|
| | | def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
|
| | | def GetAfterLogicList(self): return self._afterLogicList
|
| | | def AddAfterLogic(self, logicType, logicData):
|
| | | '''添加技能释放后需要处理额外逻辑
|
| | | @param logicType: 逻辑类型
|
| | | @param logicData: 逻辑对应的数据
|
| | | '''
|
| | | self._afterLogicList.append([logicType, logicData])
|
| | | return
|
| | | def ClearHurtObj(self):
|
| | | ## 清空伤血统计
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | |
| | | self._hurtList.append(hurtObj)
|
| | | return hurtObj
|
| | | def GetHurtObjList(self): return self._hurtList
|
| | | def GetHurtObj(self, tagID):
|
| | | ## 获取某个伤血,如果目标没有在伤血列表里则返回None
|
| | | for hurtObj in self._hurtList:
|
| | | if hurtObj.GetObjID() == tagID:
|
| | | return hurtObj
|
| | | return
|
| | |
|
| | | class SkillManager():
|
| | | ## 战斗对象技能管理器
|
| | |
| | | return
|
| | |
|
| | | def GetSkillCount(self): return len(self._skillList)
|
| | | def GetSkillByIndex(self, index):
|
| | | skill = self._skillList[index]
|
| | | #if False:
|
| | | # skill = PySkill()
|
| | | return skill
|
| | | def FindSkillByID(self, skillID):
|
| | | skill = self._skillDict.get(skillID, None)
|
| | | #if False:
|
| | | # skill = PySkill()
|
| | | return skill
|
| | | 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
|
| | | for s in self._skillList:
|
| | | if s.GetSkillTypeID() == skillTypeID:
|
| | | skill = s
|
| | | break
|
| | | #if False:
|
| | | # skill = PySkill()
|
| | | return skill
|
| | |
|
| | | def LearnSkillByID(self, skillID):
|
| | | skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillData:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not ipyData:
|
| | | return
|
| | | if skillID in self._skillDict:
|
| | | return
|
| | | skillTypeID = skillData.GetSkillTypeID()
|
| | | skillTypeID = ipyData.GetSkillTypeID()
|
| | | curSkill = self.FindSkillByTypeID(skillTypeID)
|
| | | if curSkill:
|
| | | if curSkill.GetSkillID() >= skillID:
|
| | | return
|
| | | # 升级技能
|
| | | curSkill.SetSkillData(skillData)
|
| | | else:
|
| | | # 学新技能
|
| | | curSkill = ObjPool.GetPoolMgr().acquire(PySkill, skillData)
|
| | | self._skillDict[skillID] = curSkill
|
| | | self._skillList.append(curSkill)
|
| | | self.__deleteSkill(curSkill)
|
| | | |
| | | # 学新技能
|
| | | curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
|
| | | self._skillDict[skillID] = curSkill
|
| | | self._skillList.append(curSkill)
|
| | | return curSkill
|
| | | |
| | | def __deleteSkill(self, curSkill):
|
| | | skillID = curSkill.GetSkillID()
|
| | | self._skillDict.pop(skillID, None)
|
| | | if curSkill in self._skillList:
|
| | | self._skillList.remove(curSkill)
|
| | | ObjPool.GetPoolMgr().release(curSkill)
|
| | | return
|
| | |
|
| | | class BatObj():
|
| | | ## 战斗实体对象数据,目前与某个NPCObj绑定
|
| | |
|
| | | 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
|
| | | self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
|
| | | self.posNum = 0 # 所在阵容站位
|
| | | self._hp = 0 # 当前生命值
|
| | | self._xp = 0 # 当前怒气值
|
| | | self._isAlive = True # 是否活着
|
| | | self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...}
|
| | | self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
|
| | | self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
|
| | |
| | | self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
|
| | | self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
|
| | | self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
|
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager)
|
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
|
| | | self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
|
| | |
|
| | | # 统计
|
| | | self.hurtStat = 0 # 输出统计
|
| | |
| | | return
|
| | |
|
| | | def InitBatAttr(self, initAttrDict, initXP=0):
|
| | | ## 初始化战斗属性
|
| | | '''初始化战斗属性
|
| | | @param initAttrDict: 已经算好的在阵容中的属性,包含羁绊、阵容属性等,战斗中只要计算buff属性即可
|
| | | @param initXP: 初始化的怒气值
|
| | | '''
|
| | | self._initAttrDict = initAttrDict
|
| | | self._batAttrDict = {}
|
| | | self._batAttrDict.update(initAttrDict)
|
| | | self._batAttrDict[ChConfig.AttrID_XP] = initXP
|
| | | self._batAttrDict[ChConfig.AttrID_HP] = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
|
| | | self._skillTempAttrDict = {}
|
| | | self._xp = initXP
|
| | | self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
|
| | | TurnBuff.RefreshBuffAttr(self)
|
| | | TurnPassive.RefreshPassive(self)
|
| | | return
|
| | | |
| | | 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):
|
| | | self._batAttrDict = {}
|
| | | self._batAttrDict.update(self._initAttrDict)
|
| | | return self._batAttrDict
|
| | | |
| | | 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):
|
| | |
| | |
|
| | | def GetSkillManager(self): return self._skillMgr
|
| | | def GetBuffManager(self):return self._buffMgr
|
| | | def GetPassiveEffManager(self):return self._passiveEffMgr
|
| | |
|
| | | def GetCanAttack(self):
|
| | | ## 可否被攻击
|
| | |
| | | # return False
|
| | | return True
|
| | |
|
| | | def IsInState(self, state):
|
| | | ## 是否处于某种状态下
|
| | | return self._buffMgr.IsInBuffState(state)
|
| | | |
| | | def IsInControlled(self):
|
| | | ## 是否被控制中
|
| | | for state in ChConfig.InControlledStateList:
|
| | | if self.IsInState(state):
|
| | | return True
|
| | | return False
|
| | | |
| | | def CanAction(self):
|
| | | ## 是否可以行动
|
| | | if not self.IsAlive():
|
| | | return False
|
| | | if self.IsInControlled():
|
| | | return False
|
| | | return True
|
| | | |
| | | def GetSneerTagObj(self):
|
| | | ## 获取被嘲讽的目标,如果存在则一定是活着的目标
|
| | | buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
|
| | | if not buffIDList:
|
| | | return
|
| | | objMgr = GetBatObjMgr()
|
| | | for buffID in buffIDList:
|
| | | buff = self._buffMgr.GetBuff(buffID)
|
| | | if not buff:
|
| | | continue
|
| | | tagObj = objMgr.getBatObj(buff.GetOwnerID())
|
| | | if tagObj and tagObj.IsAlive(): # 活着才有效
|
| | | return tagObj
|
| | | return
|
| | | |
| | | # 战斗属性
|
| | | def IsAlive(self): return self._isAlive # 是否活着
|
| | | def SetDead(self):
|
| | | self._isAlive = False
|
| | | self._hp = 0
|
| | | def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
|
| | | def SetMaxHP(self, maxHP): self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
|
| | | def GetHP(self): return self._batAttrDict.get(ChConfig.AttrID_HP, 0)
|
| | | def SetMaxHP(self, maxHP, isNotify=False):
|
| | | self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
|
| | | if isNotify:
|
| | | NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
|
| | | return
|
| | | def GetHP(self): return self._hp
|
| | | def SetHP(self, hp, isNotify=False):
|
| | | self._batAttrDict[ChConfig.AttrID_HP] = hp
|
| | | self._hp = hp
|
| | | if isNotify:
|
| | | NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
|
| | | return
|
| | | def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP())
|
| | | def GetXP(self): return self._batAttrDict.get(ChConfig.AttrID_XP, 0)
|
| | | def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
|
| | | def GetXP(self): return self._xp
|
| | | def SetXP(self, xp, isNotify=True):
|
| | | self._batAttrDict[ChConfig.AttrID_XP] = xp
|
| | | self._xp = xp
|
| | | if isNotify:
|
| | | NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
|
| | | return
|
| | | def GetAtk(self): return self.GetAttrValue(ChConfig.AttrID_Atk)
|
| | | def GetDef(self): return self.GetAttrValue(ChConfig.AttrID_Def)
|
| | | def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
|
| | | def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
|
| | |
|
| | | def GetAttrValue(self, attrID):
|
| | | def GetBatAttrValue(self, attrID, includeTemp=True):
|
| | | #ChConfig.AttrID_HP ChConfig.AttrID_XP
|
| | | value = self._batAttrDict.get(attrID, 0)
|
| | | if attrID in self._skillTempAttrDict:
|
| | | if includeTemp and attrID in self._skillTempAttrDict:
|
| | | value += self._skillTempAttrDict[attrID] # 支持正负值
|
| | | value = max(1, value)
|
| | | return value
|
| | | def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
|
| | | def AddSkillTempAttr(self, attrID, value):
|
| | | ## 增加技能临时属性,支持正负值
|
| | | # @param value: 正值-加属性;负值-减属性
|
| | |
| | | def TurnReset(self):
|
| | | ## 回合重置
|
| | | self._skillTurnUseCntDict = {}
|
| | | |
| | | def ResetBatObj(self, isReborn=True):
|
| | | ## 重置战斗相关
|
| | | # @param isReborn: 死亡的是否复活
|
| | | |
| | | # 重置统计
|
| | | self.hurtStat = 0
|
| | | self.defStat = 0
|
| | | self.cureStat = 0
|
| | | |
| | | if self.GetHP() <= 0 and not isReborn:
|
| | | return
|
| | | |
| | | # 清除buff
|
| | | |
| | | # 回满血
|
| | | self.SetHPFull()
|
| | | |
| | | # 重置怒气
|
| | | initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
|
| | | self.SetXP(initXP)
|
| | | return
|
| | | |
| | |
|
| | | class BattleObjMgr():
|
| | | ## 战斗对象管理器
|