| | |
| | | ght = useSkill.GetHurtType() % 10
|
| | | if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
|
| | | return IPY_GameWorld.ghtMag
|
| | | if ght == 3: # 由触发的技能决定
|
| | | bySkill = useSkill.GetBySkill()
|
| | | if bySkill:
|
| | | #GameWorld.DebugLogEx("物法类型取触发的技能: useSkillID=%s,bySkillID=%s", useSkill.GetSkillID(), bySkill.GetSkillID())
|
| | | return GetPMType(batObj, bySkill)
|
| | | return IPY_GameWorld.ghtPhy
|
| | |
|
| | | def IsIgnoreDef(useSkill):
|
| | |
| | | return
|
| | |
|
| | | skillType = useSkill.GetSkillType()
|
| | | byBatObj = kwargs.pop("byBatObj", None)
|
| | | if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
|
| | | if useSkill.GetSkillType() in ChConfig.Def_HurtSkill_List:
|
| | | if not byBatObj:
|
| | | return
|
| | | GameWorld.DebugLogEx("命格攻击类技能施法方算触发者! mgObjID=%s,byObjID=%s,skillID=%s", curBatObj.GetID(), byBatObj.GetID(), skillID)
|
| | | curBatObj = byBatObj
|
| | | else:
|
| | | # 因为命格攻击类技能修改了施法者,后续如果有子技能触发会变成还是变更后的施法者,导致命格全体buff可能存在多个施法来源,可能导致bug
|
| | | batLineup = curBatObj.GetTFBatLineup()
|
| | | curBatObj = batLineup.getMinggeObj()
|
| | | GameWorld.DebugLogEx("命格非攻击类技能强制施法者为命格自己! mgObjID=%s,skillID=%s", curBatObj.GetID(), skillID)
|
| | | |
| | | byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
|
| | | if not curBatObj.IsAlive():
|
| | | if skillType == ChConfig.Def_SkillType_Revive:
|
| | |
| | | GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
|
| | | return
|
| | |
|
| | | if CheckSkillUseCntLimit(curBatObj, useSkill):
|
| | | if CheckSkillUseCntLimit(turnFight, curBatObj, useSkill):
|
| | | return
|
| | |
|
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | |
| | | angerOverflow = curBatObj.GetAngerOverflow()
|
| | |
|
| | | bySkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | GameWorld.DebugLogEx("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s", |
| | | objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
|
| | | GameWorld.DebugLogEx("◆使用技能: skillID=%s,curID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s", |
| | | skillID, objID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
|
| | | # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
|
| | |
|
| | | if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
|
| | |
| | | useSkill.SetBatType(batType)
|
| | | useSkill.SetBySkill(bySkill)
|
| | | useSkill.SetByBuff(byBuff)
|
| | | # 注:理论上原先的 byFriendObj 都可以直接用这个,但是旧的代码先不修改了,后续的累计敌军、友军之类的触发可以统一使用 byBatObj
|
| | | useSkill.SetByBatObj(kwargs.pop("byBatObj", None))
|
| | | useSkill.SetByTriggerWay(byTriggerWay)
|
| | |
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
|
| | |
| | | useSkill.ResetUseRec()
|
| | | return True
|
| | |
|
| | | def CheckSkillUseCntLimit(batObj, useSkill):
|
| | | def CheckSkillUseCntLimit(turnFight, batObj, useSkill):
|
| | | ## 检查技能使用次数是否受限
|
| | | # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | |
| | |
|
| | | skillID = useSkill.GetSkillID()
|
| | | if useCntLimit:
|
| | | useCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnAll=1)
|
| | | useCnt = batObj.GetSkillUseCnt(skillID)
|
| | | if useCnt >= useCntLimit:
|
| | | GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
|
| | | return True
|
| | |
|
| | | if turnUseCntLimit:
|
| | | turnUseCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnPer=1)
|
| | | turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
|
| | | if turnUseCnt >= turnUseCntLimit:
|
| | | GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
|
| | |
| | | colNumList.insert(0, specInColNum)
|
| | |
|
| | | GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
|
| | | posObjIDDict = batLineup.getPosObjIDDict()
|
| | | for col in colNumList:
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | if pNum not in posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagObjID = posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | |
| | |
|
| | | GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
|
| | | # 按前排优先原则
|
| | | posObjIDDict = batLineup.getPosObjIDDict()
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | for col in colNumList:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | if pNum not in posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagObjID = posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for num in lineupNumList:
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | for tagID in batLineup.posObjIDDict.values():
|
| | | for tagID in batLineup.getBatHeroObjIDList():
|
| | | tagObj = batObjMgr.getBatObj(tagID)
|
| | | if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
|
| | | return lineupNum, changeTagSet
|
| | |
| | |
|
| | | GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
|
| | | aimObjList = []
|
| | | posObjIDDict = batLineup.getPosObjIDDict()
|
| | | for row in rowNumList:
|
| | | for col in colNumList:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | #GameWorld.DebugLogEx(" row=%s,col=%s,pNum=%s", row, col, pNum)
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | if pNum not in posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagObjID = posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | |
| | | row = inRowNum # 目标玩家所在横排
|
| | |
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | batLineup = tagObj.GetBatLineup()
|
| | | batLineup = tagObj.GetTFBatLineup()
|
| | | aimObjList = []
|
| | | posObjIDDict = batLineup.getPosObjIDDict()
|
| | | for col in colNumList:
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | if pNum not in posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagObjID = posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not tagBatObj.IsAlive():
|
| | | continue
|
| | |
| | | col = inColNum # 目标玩家所在纵排
|
| | |
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | batLineup = tagObj.GetBatLineup()
|
| | | batLineup = tagObj.GetTFBatLineup()
|
| | | aimObjList = []
|
| | | posObjIDDict = batLineup.getPosObjIDDict()
|
| | | for row in range(1, 1 + ChConfig.TurnFightRows):
|
| | | pNum = (row - 1) * ChConfig.TurnFightCols + col
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | if pNum not in posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagObjID = posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not tagBatObj.IsAlive():
|
| | | continue
|
| | |
| | | colNumList.insert(0, inColNum)
|
| | |
|
| | | # 按前排优先原则
|
| | | posObjIDDict = batLineup.getPosObjIDDict()
|
| | | for row in range(ChConfig.TurnFightRows):
|
| | | for col in colNumList:
|
| | | pNum = row * ChConfig.TurnFightCols + col
|
| | | if pNum not in batLineup.posObjIDDict:
|
| | | if pNum not in posObjIDDict:
|
| | | continue
|
| | | tagObjID = batLineup.posObjIDDict[pNum]
|
| | | tagObjID = posObjIDDict[pNum]
|
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
|
| | | continue
|
| | |
| | | # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
|
| | | relatedSkillID = useSkill.GetSkillID()
|
| | | delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
|
| | | beControlledHardDict = {} # 受控目标 {objID:buff, ...}
|
| | | beDotBuffDict = {} # 被添加dot的目标 {objID:buff, ...}
|
| | | afterLogicList = useSkill.GetAfterLogicList()
|
| | | for logicType, logicData in afterLogicList:
|
| | | if logicType == ChConfig.AfterLogic_DelBuff:
|
| | |
| | | buff = logicData[1]
|
| | | TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
|
| | |
|
| | | # 统计添加buff需要触发的被动
|
| | | elif logicType == ChConfig.AfterLogic_TriggerAddBuff:
|
| | | triggerType, batObj, buff, buffOwner = logicData
|
| | | if buffOwner.GetID() == curID:
|
| | | if triggerType == ChConfig.TriggerWay_BeControlledHard:
|
| | | beControlledHardDict[batObj.GetID()] = buff
|
| | | elif triggerType == ChConfig.TriggerWay_AddDOTBuff:
|
| | | beDotBuffDict[batObj.GetID()] = buff
|
| | | |
| | | # 统计击杀
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | dieObjList = [] # 死亡的单位列表,包含友方单位或自己
|
| | |
| | |
|
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | | curBatLineup = curObj.GetTFBatLineup()
|
| | | curMGObj = curBatLineup.getMinggeObj()
|
| | | mgTriggerWayList = [] # 命格本次技能已触发方式列表,命格固定只触发一次
|
| | | |
| | | # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式 ChConfig.TriggerWay_BuffDel(立即触发)
|
| | | for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
|
| | | triggerWay, effInfoList = afterTriggerData
|
| | |
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | for lineupNum in batFaction.lineupDict.keys():
|
| | | batLineup = batFaction.getBatlineup(lineupNum)
|
| | | for lineupObjID in batLineup.posObjIDDict.values():
|
| | | for lineupObjID in batLineup.getBatHeroObjIDList():
|
| | | lineupObj = batObjMgr.getBatObj(lineupObjID)
|
| | | if not lineupObj.IsAlive():
|
| | | continue
|
| | |
| | | TurnBuff.DoBuffByRevive(turnFight, tagObj)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
|
| | | if reviveObjList and curMGObj:
|
| | | tagObj = reviveObjList[0]
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Revive, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | |
|
| | | # 曹仁防护触发,暂写死
|
| | | for tagObj in caorenProtectList:
|
| | | tagBatLineup = tagObj.GetBatLineup()
|
| | | tagBatLineup = tagObj.GetTFBatLineup()
|
| | | caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
|
| | | if not caorenObj or not caorenObj.IsAlive():
|
| | | continue
|
| | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
|
| | | curBatLineup = None
|
| | | for tagObj in tagObjListAll:
|
| | | tagID = tagObj.GetID()
|
| | |
|
| | |
| | | if tagID in missObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
|
| | | |
| | | tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
|
| | | if tagMGObj and ChConfig.TriggerWay_Miss not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_Miss)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill, byBatObj=tagObj)
|
| | | |
| | | # 免疫
|
| | | if tagID in immuneObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
|
| | |
| | | if tagID in stunObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
|
| | | if curMGObj and ChConfig.TriggerWay_Stun not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_Stun)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | |
| | | # 控制
|
| | | if tagID in beControlledHardDict:
|
| | | buff = beControlledHardDict[tagID]
|
| | | if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
|
| | | if curMGObj and ChConfig.TriggerWay_Frozen not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_Frozen)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
|
| | |
|
| | | # 附加dot
|
| | | if tagID in beDotBuffDict:
|
| | | if curMGObj and ChConfig.TriggerWay_AddDOTBuff not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_AddDOTBuff)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_AddDOTBuff, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | |
| | | # 暴击
|
| | | if tagID in superHitObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
|
| | | |
| | | if curMGObj and ChConfig.TriggerWay_SuperHit not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_SuperHit)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | |
| | | # 格挡
|
| | | if tagID in parryObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
|
| | | |
| | | tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
|
| | | if tagMGObj and ChConfig.TriggerWay_Parry not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_Parry)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill, byBatObj=tagObj)
|
| | | |
| | | # 吸血
|
| | | if tagID in suckObjIDList:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
|
| | | |
| | | if curMGObj and ChConfig.TriggerWay_SuckHPOne not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_SuckHPOne)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | |
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
|
| | | if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_Combo)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | # 追击
|
| | | elif batType == ChConfig.TurnBattleType_Pursue:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
|
| | | if isAttackDirect:
|
| | | if curMGObj and ChConfig.TriggerWay_PursueAtk not in mgTriggerWayList:
|
| | | mgTriggerWayList.append(ChConfig.TriggerWay_PursueAtk)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
|
| | | # 反击
|
| | | elif batType == ChConfig.TurnBattleType_AtkBack:
|
| | |
| | |
|
| | |
|
| | | # 敌友方
|
| | | if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
|
| | | if not curBatLineup:
|
| | | curBatLineup = curObj.GetBatLineup()
|
| | | for lineupObjID in curBatLineup.posObjIDDict.values():
|
| | | if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt or tagID in beControlledHardDict:
|
| | | for lineupObjID in curBatLineup.getBatHeroObjIDList():
|
| | | lineupObj = batObjMgr.getBatObj(lineupObjID)
|
| | | if not lineupObj.IsAlive():
|
| | | continue
|
| | |
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | |
|
| | | # 敌方被控时
|
| | | if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
|
| | | |
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | |
| | | if not batFaction:
|
| | | return
|
| | | batLineup = batFaction.getBatlineup(1)
|
| | | if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
|
| | | return
|
| | | dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
|
| | | dongbaiObj = batLineup.getHeroObj(ChConfig.HeroID_Dongbai)
|
| | | if not dongbaiObj or dongbaiObj.IsAlive():
|
| | | return
|
| | | skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
|
| | |
| | | @param effectID: 被动效果ID
|
| | | 注:可能由A引起触发B技能的效果释放技能C
|
| | | '''
|
| | | if not passiveSkill:
|
| | | if not passiveSkill or not batObj:
|
| | | return
|
| | | if isinstance(passiveSkill, int):
|
| | | passiveSkillID = passiveSkill
|
| | |
| | | bySkillID = connBuff.GetSkillID()
|
| | | passiveSkillID = passiveSkill.GetSkillID()
|
| | | if passiveSkillID == bySkillID:
|
| | | #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
|
| | | return
|
| | | |
| | | if not connSkill or connSkill.GetObjID() == batObj.GetID():
|
| | | GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
|
| | | return
|
| | | # 不同施法者的相同技能ID可触发,如双方都有相同武将相同技能的情况下,如吕玲绮
|
| | | |
| | | if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
|
| | | #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
|
| | | return
|
| | |
| | | '''按公式计算伤害,默认按攻击计算
|
| | | '''
|
| | |
|
| | | #mapID = turnFight.mapID
|
| | | skillID = curSkill.GetSkillID()
|
| | | #mapID = turnFight.mapID
|
| | | pmType = GetPMType(atkObj, curSkill)
|
| | | ignoreDef = IsIgnoreDef(curSkill)
|
| | | batType = curSkill.GetBatType()
|
| | |
| | | isAngerSkill = SkillCommon.isAngerSkill(curSkill)
|
| | | isDot = ("damageoftime" in kwargs)
|
| | |
|
| | | mustHit = False # 是否必命中
|
| | | if not isTurnNormalSkill: # 仅普攻判断是否闪避
|
| | | mustHit = True
|
| | | |
| | | angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
|
| | | if isAngerSkill:
|
| | | curXP = atkObj.GetXP()
|
| | | GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
|
| | | |
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
|
| | | # 常规闪避 - 仅针对普攻
|
| | | if isTurnNormalSkill and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | | missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
|
| | | if GameWorld.CanHappen(missRate):
|
| | | GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
|
| | | curSkill.SetTagMissNum(defID, missRate + 1)
|
| | | curSkill.SetTagMissNum(defID, missNum + 1)
|
| | | return 0, pow(2, ChConfig.HurtAtkType_Miss)
|
| | |
|
| | | # 绝对闪避 - 除dot外的所有技能,因为绝对闪避不触发常规闪避的被动,所以在常规闪避后判断
|
| | | if not isDot:
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRateDef)
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
|
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | | if dMissRate > 0:
|
| | | missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
|
| | | if GameWorld.CanHappen(missRate):
|
| | | GameWorld.DebugLogEx("绝对闪避了! missRate=%s,dAbsoluteMissRate=%s,aAbsoluteMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
|
| | | curSkill.SetTagMissNum(defID, missNum + 1)
|
| | | return 0, pow(2, ChConfig.HurtAtkType_AbsoluteMiss)
|
| | | |
| | | angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
|
| | | |
| | | hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
|
| | |
|
| | | isSuperHit, isParry, isStun = False, False, False
|
| | |
| | | aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
|
| | |
|
| | | dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
|
| | | GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
|
| | |
|
| | | if isParry:
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
|
| | |
| | | aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
|
| | | aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
|
| | |
|
| | | #招架 - 无视攻击方最终增伤百分比
|
| | | dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
|
| | | aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
|
| | | if dZhaojia > aZhaojiaDef:
|
| | | perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
|
| | | reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
|
| | | reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
|
| | | if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
|
| | | reducePer = min(reducePer, reduceMax)
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
|
| | | aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
|
| | | GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
|
| | | |
| | | #贯穿 - 无视防守方最终减伤百分比
|
| | | aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
|
| | | dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
|
| | | if aGuanchuan > dGuanchuanDef:
|
| | | perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
|
| | | reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
|
| | | reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
|
| | | if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
|
| | | reducePer = min(reducePer, reduceMax)
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
|
| | | dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
|
| | | GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef) |
| | | |
| | | aNormalSkillPer, dNormalSkillPerDef = 0, 0
|
| | | if isTurnNormalSkill:
|
| | | aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
|
| | |
| | | if turnFight.isPVP() > 0:
|
| | | aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
|
| | | dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
|
| | | GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
|
| | |
|
| | | # 所有万分率参数统一除10000.0
|
| | | atkSkillPer /= 10000.0
|
| | |
| | |
|
| | | if calcType != ChConfig.Def_Calc_Attack:
|
| | | aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
|
| | | GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s", |
| | | atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
|
| | | #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
|
| | | |
| | | GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,dBatDamPerDef=%s,aFinalDamPer=%s,dFinalDamPerDef=%s", |
| | | atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, dBatDamPerDef, aFinalDamPer, dFinalDamPerDef)
|
| | | if isSuperHit:
|
| | | GameWorld.DebugLogEx(" 暴击 aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
|
| | | if aPMDamPer or dPMDamPerDef:
|
| | | GameWorld.DebugLogEx(" 物法 aPMDamPer=%s,dPMDamPerDef=%s,pmType=%s", aPMDamPer, dPMDamPerDef, pmType)
|
| | | if aComboDamPer or dComboDamPerDef:
|
| | | GameWorld.DebugLogEx(" 连击 aComboDamPer=%s,dComboDamPerDef=%s", aComboDamPer, dComboDamPerDef)
|
| | | if aPursueDamPer or dPursueDamPerDef:
|
| | | GameWorld.DebugLogEx(" 追击 aPursueDamPer=%s,dPursueDamPerDef=%s", aPursueDamPer, dPursueDamPerDef)
|
| | | if aPVPDamPer or dPVPDamPerDef:
|
| | | GameWorld.DebugLogEx(" PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
|
| | | if aCountryDamPer or dCountryDamPerDef:
|
| | | GameWorld.DebugLogEx(" 国家 aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
|
| | | |
| | | if isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLogEx(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
|
| | | elif isAngerSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
|
| | | GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
|
| | | GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s,angerOverflow=%s,curXP=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef, angerOverflow, atkObj.GetXP())
|
| | | elif isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLogEx(" 持续技能伤害=%s" % (hurtValue))
|
| | | GameWorld.DebugLogEx(" 持续技能伤害=%s,aDOTPer=%s,dDOTPerDef=%s", hurtValue, aDOTPer, dDOTPerDef)
|
| | | elif calcType == ChConfig.Def_Calc_ByBuffValue:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
|
| | | GameWorld.DebugLogEx(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
|
| | |
| | |
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | | if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
|
| | | GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
|
| | | return True
|
| | |
|
| | | aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
|
| | |
| | | faction, lineupNum, hurtValueDict, immuneHurtDict)
|
| | | # 按优先级顺序处理拥有分摊效果的武将
|
| | | for effHeroID in effHeroIDList:
|
| | | if effHeroID not in batLineup.heroObjIDDict:
|
| | | continue
|
| | | objID = batLineup.heroObjIDDict[effHeroID]
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | batObj = batLineup.getHeroObj(effHeroID)
|
| | | if not batObj or not batObj.IsAlive():
|
| | | continue
|
| | | objID = batObj.GetID()
|
| | | buffMgr = batObj.GetBuffManager()
|
| | |
|
| | | inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
|
| | |
| | | damBackPer = 0
|
| | | buffMgr = defObj.GetBuffManager()
|
| | | for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
|
| | | damBackPer += buff.GetValue1()
|
| | | damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
|
| | | connSkillTypeID = buff.GetSkillTypeID()
|
| | | damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
|
| | |
|
| | | if damBackPer <= 0:
|
| | | return
|
| | |
| | | useSkill.ResetUseRec()
|
| | | return
|
| | |
|
| | | def DoHurtExAtk(turnFight, atkObj, defObj, hurtValue, skillID, hurtTypes=0):
|
| | | ## 额外结算指定伤害
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | |
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | | |
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue()) # 复用dot的标签
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLogEx("额外结算指定伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,,dHP=%s/%s", |
| | | atkID, defID, skillID, hurtValue, dHP, dMaxHP)
|
| | | |
| | | useSkill = BattleObj.PySkill(skillIpyData, atkID)
|
| | | useSkill.SetTagObjList([defObj])
|
| | | useSkill.SetBatType(ChConfig.TurnBattleType_Dot) # 要修改表现的话等前端同步修改
|
| | | |
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt) # 确保有基础的伤害类型
|
| | | hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
|
| | | calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
|
| | | DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "HurtExAtk")
|
| | | |
| | | Sync_UseSkill(turnFight, atkObj, useSkill)
|
| | | |
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | # 通知结束标签
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | return True
|
| | |
|
| | | def Sync_TurnFightTag(turnFight, useTag, sign):
|
| | | ## 通知技能标签
|
| | | clientPack = ChPyNetSendPack.tagSCTurnFightTag()
|