| | |
| | | # @date 2023-11-30 |
| | | # @version 1.0 |
| | | # |
| | | # 详细描述: 回合制攻击逻辑 |
| | | # 详细描述: 回合制攻击逻辑,均使用NPC实例作为战斗主体 |
| | | # |
| | | #------------------------------------------------------------------------------- |
| | | #"""Version = 2023-11-30 15:30""" |
| | |
| | | playerID = 0 |
| | | sightLevel, posX, posY = 99, 192, 109 # 系统默认处理的层级及坐标 |
| | | |
| | | objRetA = __SummonFactionObjs(factionInfoA, sightLevel, posX, posY) |
| | | objRetB = __SummonFactionObjs(factionInfoB, sightLevel, posX, posY) |
| | | factionA, factionB, mainRolePlace = 1, 2, 1 |
| | | objRetA = __SummonFactionObjs(factionA, mainRolePlace, factionInfoA, sightLevel, posX, posY) |
| | | objRetB = __SummonFactionObjs(factionB, mainRolePlace, factionInfoB, sightLevel, posX, posY) |
| | | objA, petObjListA, factionSyncInfoA = objRetA if objRetA else (None, []) |
| | | objB, petObjListB, factionSyncInfoB = objRetB if objRetB else (None, []) |
| | | if not objA or not objB: |
| | |
| | | atkFactionList = [factionListA, factionListB] |
| | | |
| | | # 设置战斗主体 |
| | | objA.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRole, 1) |
| | | objB.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRole, 1) |
| | | objA.SetDict(ChConfig.Def_Obj_Dict_TurnEnemyID, objB.GetID()) |
| | | objB.SetDict(ChConfig.Def_Obj_Dict_TurnEnemyID, objA.GetID()) |
| | | |
| | | # 战斗前初始化,可能会改变攻速,所以先初始化 |
| | | for faction, factionObjList in enumerate(atkFactionList, 1): |
| | | for factionObjList in atkFactionList: |
| | | for gameObj in factionObjList: |
| | | TurnFightObjStartInit(playerID, gameObj, faction, tick) |
| | | TurnFightObjStartInit(playerID, gameObj, tick) |
| | | |
| | | #一个回合攻击顺序,为了后续逻辑统一,都是先确定好顺序 |
| | | sortType = 2 # 攻击顺序排序方式 |
| | |
| | | GameWorld.DebugLog("★回合%s.%s %s 行动 : objType-ID-HP(%s-%s-%s),curAtk=%s, tagType-ID-HP(%s-%s-%s)" |
| | | % (turnNum, actionNum, objName, objType, objID, curHP, gameObj.GetMaxAtk(), tagObjType, tagObjID, tagHP)) |
| | | |
| | | if not DoAttack(gameObj, tagGameObj, tick): |
| | | if not DoAttack(gameObj, tagGameObj, tick, checkUseXP=True): |
| | | continue |
| | | |
| | | isWin = CheckIswin(objA, objB) |
| | |
| | | % (mapID, funcLineID, playerIDA, playerIDB, isWin)) |
| | | return isWin, turnNum, turnMax, factionTotalHurtDict, playbackID |
| | | |
| | | def __SummonFactionObjs(factionInfo, sightLevel, posX, posY): |
| | | ## 召唤阵营战斗实例 |
| | | def __SummonFactionObjs(faction, mainRolePlace, objInfo, sightLevel, posX, posY): |
| | | '''召唤阵营战斗实例 |
| | | @param faction: 所属阵营,目前支持两个阵营,1或2 |
| | | @param mainRolePlace: 战斗主体在该阵营上阵位置,1V1时默认1,多对多时,代表所在阵营位置 |
| | | @param objInfo: 该战斗主体出战信息 |
| | | ''' |
| | | factionSyncInfo = {} # 同步前端的阵营信息,包含主ID、灵宠、其他灵通等 |
| | | playerID = factionInfo.get("playerID") |
| | | npcID = factionInfo.get("npcID") |
| | | skillIDList = factionInfo.get("skillIDList") # 技能ID列表 |
| | | skillIDExList = factionInfo.get("skillIDExList") # 附加技能ID列表 |
| | | playerID = objInfo.get("playerID") |
| | | npcID = objInfo.get("npcID") |
| | | skillIDList = objInfo.get("skillIDList") # 技能ID列表 |
| | | skillIDExList = objInfo.get("skillIDExList") # 附加技能ID列表 |
| | | if playerID: |
| | | npcID = ChConfig.Def_NPCID_PVP |
| | | mainObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=sightLevel, mirrorPlayerID=playerID, skillIDList=skillIDList, skillIDExList=skillIDExList) |
| | |
| | | return |
| | | if not mainObj: |
| | | return |
| | | petObjList = PetControl.CalloutFightPet(mainObj, factionInfo.get("pet")) |
| | | GameObj.SetFaction(mainObj, faction) |
| | | mainObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace, mainRolePlace) |
| | | petObjList = PetControl.CalloutFightPet(mainObj, objInfo.get("pet")) |
| | | petObjIDList = [] |
| | | for petObj in petObjList: |
| | | if petObj: |
| | |
| | | return isWin |
| | | |
| | | def SetKilled(gameObj, killer=None): |
| | | if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRole): |
| | | if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace): |
| | | #GameWorld.DebugLog("非回合战斗主体被击杀: curID=%s" % gameObj.GetID()) |
| | | return |
| | | |
| | |
| | | if not gameObj: |
| | | return |
| | | |
| | | if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRole): |
| | | if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace): |
| | | # 仅主体可复活 |
| | | return |
| | | |
| | |
| | | NetPackCommon.SendFakePack(curPlayer, clientPack) |
| | | return True |
| | | |
| | | def GetTurnNum(timeline): return timeline / 100 |
| | | def SetTimeline(gameObj, turnNum, actionNum): |
| | | '''设置回合制战斗所在时间节点 |
| | | @param turnNum: 第几回合,如果在回合制战斗中,则回合数一定大于0, |
| | |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightTimeline, turnNum * 100 + actionNum) |
| | | return |
| | | |
| | | def TurnFightObjStartInit(playerID, gameObj, faction, tick): |
| | | def TurnFightObjStartInit(playerID, gameObj, tick): |
| | | ## 回合制战斗实例初始化 |
| | | if not gameObj: |
| | | return |
| | | isMainRole = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRole) |
| | | mainRolePlace = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightID, playerID) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnRebornCount, 0) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnTotalHurt, 0) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnTotalHurtEx, 0) |
| | | SetTimeline(gameObj, 1, 0) |
| | | GameObj.SetFaction(gameObj, faction) |
| | | faction = GameObj.GetFaction(gameObj) |
| | | GameObj.SetHPFull(gameObj, True) |
| | | gameObj.RefreshView() |
| | | |
| | |
| | | objName = GetObjName(gameObj) |
| | | fightPlaceNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum) |
| | | |
| | | GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,isMainRole=%s" |
| | | % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID, GameObj.GetAtkSpeed(gameObj), isMainRole)) |
| | | __logGameObjAttr(gameObj) |
| | | GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,faction=%s,mainRolePlace=%s" |
| | | % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID, GameObj.GetAtkSpeed(gameObj), faction, mainRolePlace)) |
| | | |
| | | haveXPSkill = False |
| | | # 重置技能CD、战斗buff |
| | | if objType == IPY_GameWorld.gotPlayer: |
| | | skillManager = gameObj.GetSkillManager() |
| | |
| | | curSkill = skillManager.GetSkillByIndex(i) |
| | | if not curSkill: |
| | | continue |
| | | if mainRolePlace and curSkill.GetXP(): |
| | | haveXPSkill = True |
| | | skillIDList.append(curSkill.GetSkillID()) |
| | | if fightPlaceNum: |
| | | if curSkill.GetSkillType() != ChConfig.Def_SkillType_Revive: |
| | |
| | | curSkill.SetRemainTime(curSkill.GetCoolDownTime()) |
| | | GameWorld.DebugLog(" NPC技能: npcID=%s,skillIDList=%s" % (npcID, skillIDList)) |
| | | |
| | | if haveXPSkill: |
| | | GameObj.SetMaxXP(gameObj, IpyGameDataPY.GetFuncCfg("TurnFightXP", 1)) |
| | | GameObj.SetXP(gameObj, 0) # 进行设置一次通知前端,视为告知前端该实例有XP |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPFullTimeline, 0) |
| | | |
| | | __logGameObjAttr(gameObj) |
| | | return |
| | | |
| | | def __logGameObjAttr(gameObj): |
| | | GameWorld.DebugLog(" HP=%s/%s,atk=%s~%s,Def=%s,atkSpeed=%s" |
| | | % (GameObj.GetHP(gameObj), GameObj.GetMaxHP(gameObj), gameObj.GetMinAtk(), gameObj.GetMaxAtk(), |
| | | gameObj.GetDef(), GameObj.GetAtkSpeed(gameObj))) |
| | | GameWorld.DebugLog(" HP=%s/%s,atk=%s~%s,Def=%s,atkSpeed=%s,XP=%s/%s" |
| | | % (GameObj.GetHP(gameObj), GameObj.GetMaxHP(gameObj), gameObj.GetMinAtk(), gameObj.GetMaxAtk(), |
| | | gameObj.GetDef(), GameObj.GetAtkSpeed(gameObj), GameObj.GetXP(gameObj), GameObj.GetMaxXP(gameObj))) |
| | | GameWorld.DebugLog(" 闪(%s,%s),暴(%s,%s),晕(%s,%s),连(%s,%s),反(%s,%s),吸(%s,%s)" |
| | | % (GameObj.GetMissRate(gameObj), GameObj.GetMissDefRate(gameObj), |
| | | GameObj.GetSuperHitRate(gameObj), GameObj.GetSuperHitRateReduce(gameObj), |
| | |
| | | # 重置连击、反击数 |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0) |
| | | gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0) |
| | | gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # 击晕CD |
| | | |
| | | objType = gameObj.GetGameObjType() |
| | |
| | | NPCCommon.SetDeadEx(gameObj) |
| | | return |
| | | |
| | | def AddTurnObjHurtValue(curObj, tagObj, hurtType, hurtValue, curSkill=None): |
| | | def AddTurnObjHurtValue(curObj, tagObj, hurtType, hurtValue, lostHP, curSkill=None): |
| | | if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline): |
| | | return |
| | | skillID = curSkill.GetSkillID() if curSkill else 0 |
| | |
| | | curObj.SetDict(ChConfig.Def_Obj_Dict_TurnTotalHurtEx, totalHurt / ChConfig.Def_PerPointValue) |
| | | GameWorld.DebugLog(" 伤血: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,totalHurt=%s,tagHP=%s" |
| | | % (curObj.GetID(), tagObj.GetID(), skillID, hurtType, hurtValue, totalHurt, GameObj.GetHP(tagObj))) |
| | | |
| | | if lostHP: |
| | | AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID) |
| | | AddTurnFightXP(curObj, __GetAddXP_Attack(curObj, curSkill), "skillID:%s" % skillID) |
| | | return |
| | | |
| | | def DoAttack(curObj, tagObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal): |
| | | def __GetAddXP_Attack(attack, curSkill): |
| | | ## 攻击方增加的XP值根据主动攻击次数获得 |
| | | isAddXPSkill = not curSkill or curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk |
| | | if not isAddXPSkill: |
| | | return 0 |
| | | atkAddXPCount = attack.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount) |
| | | addXPList = IpyGameDataPY.GetFuncEvalCfg("TurnFightXP", 2) |
| | | if atkAddXPCount >= len(addXPList): |
| | | return 0 |
| | | attack.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, atkAddXPCount + 1) |
| | | return addXPList[atkAddXPCount] |
| | | |
| | | def __GetAddXP_Defender(defender, lostHP): |
| | | ## 掉血方增加的XP值根据掉血百分比获得 |
| | | maxXP = GameObj.GetMaxXP(defender) |
| | | if not maxXP: |
| | | return 0 |
| | | maxHP = GameObj.GetMaxHP(defender) |
| | | lostHPPer = lostHP / float(maxHP) |
| | | #GameWorld.DebugLog(" lostHP=%s,lostHPPer=%s" % (lostHP, lostHPPer)) |
| | | return eval(IpyGameDataPY.GetFuncCompileCfg("TurnFightXP", 3)) |
| | | |
| | | def AddTurnFightXP(gameObj, addXP, reason=""): |
| | | ## 回合战斗增加XP |
| | | if not addXP: |
| | | #GameWorld.DebugLog(" 没有增加XP! curID=%s" % (gameObj.GetID())) |
| | | return |
| | | maxXP = GameObj.GetMaxXP(gameObj) |
| | | if not maxXP: |
| | | #GameWorld.DebugLog(" 无最大XP值,不更新! curID=%s" % (gameObj.GetID())) |
| | | return |
| | | curXP = GameObj.GetXP(gameObj) |
| | | if curXP >= maxXP: |
| | | #GameWorld.DebugLog(" XP值已满,不更新! curID=%s,curXP=%s" % (gameObj.GetID(), curXP)) |
| | | return |
| | | updXP = min(curXP + addXP, maxXP) |
| | | GameObj.SetXP(gameObj, updXP) |
| | | GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason)) |
| | | return |
| | | |
| | | def __CheckUseXPSkill(curObj, tagObj, tick): |
| | | ## 使用XP技能 - 道法技能 |
| | | maxXP = GameObj.GetMaxXP(curObj) |
| | | curXP = GameObj.GetXP(curObj) |
| | | if not maxXP or curXP < maxXP: |
| | | #GameWorld.DebugLog(" 没有XP或XP未满,无法释放XP! curID=%s,curXP=%s" % (curObj.GetID(), curXP)) |
| | | return |
| | | turnNum = GetTurnNum(curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline)) |
| | | xpFullTurnNum = GetTurnNum(curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnXPFullTimeline)) |
| | | if turnNum <= xpFullTurnNum: |
| | | #GameWorld.DebugLog(" XP技能在本回合无法释放! curID=%s, turnNum=%s <= %s" % (curObj.GetID(), turnNum, xpFullTurnNum)) |
| | | return |
| | | |
| | | curObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 1) # 设置可用 |
| | | |
| | | tagDist = 0 |
| | | skillManager = curObj.GetSkillManager() |
| | | for index in range(0, skillManager.GetSkillCount()): |
| | | curSkill = skillManager.GetSkillByIndex(index) |
| | | if not curSkill or curSkill.GetSkillTypeID() == 0: |
| | | break |
| | | skillID = curSkill.GetSkillID() |
| | | #被动技能无法使用 |
| | | if SkillCommon.isPassiveSkill(curSkill): |
| | | continue |
| | | #还在冷却时间内无法释放 |
| | | if SkillCommon.RefreshSkillRemainTime(curSkill, tick) != 0: |
| | | continue |
| | | needXP = curSkill.GetXP() |
| | | if not needXP or needXP < curXP: |
| | | continue |
| | | curID = curObj.GetID() |
| | | tagID = tagObj.GetID() |
| | | if not AICommon.DoNPCUseSkill(curObj, tagObj, curSkill, tagDist, tick): |
| | | GameWorld.DebugLog(" XP技能攻击失败: curID=%s,tagID=%s,skillID=%s" % (curID, tagID, skillID)) |
| | | continue |
| | | GameWorld.DebugLog(" XP技能攻击成功: curID=%s,tagID=%s,skillID=%s" % (curID, tagID, skillID)) |
| | | curObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 2) # 设置已用 |
| | | return skillID |
| | | |
| | | return |
| | | |
| | | def DoAttack(curObj, tagObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, checkUseXP=False): |
| | | curID = curObj.GetID() |
| | | tagID = tagObj.GetID() |
| | | objName = GetObjName(curObj) |
| | | GameWorld.DebugLog(" ● %s DoAttack: curID=%s,tagID=%s,turnBattleType=%s" % (objName, curID, tagID, turnBattleType)) |
| | | if checkUseXP: |
| | | if __CheckUseXPSkill(curObj, tagObj, tick): |
| | | return True |
| | | |
| | | if turnBattleType == ChConfig.TurnBattleType_AtkBack: |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, tagObj, None, ChConfig.TriggerType_AtkBackBef, tick) |
| | | |
| | |
| | | continue |
| | | |
| | | if not AICommon.DoNPCUseSkill(playerNPC, tagObj, curSkill, tagDist, tick): |
| | | GameWorld.DebugLog(" 技能攻击失败: playerID=%s,tagID=%s,skillID=%s" % (playerID, tagObjID, skillID)) |
| | | continue |
| | | GameWorld.DebugLog(" 技能攻击成功: playerID=%s,tagID=%s,skillID=%s" % (playerID, tagObjID, skillID)) |
| | | return skillID |