hxp
2024-02-06 81d4c82d07f4d5aff78c40579049ae70a94163d5
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -9,7 +9,7 @@
# @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"""
@@ -174,8 +174,9 @@
        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:
@@ -194,15 +195,13 @@
    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
@@ -268,7 +267,7 @@
            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)
@@ -313,13 +312,17 @@
                       % (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)
@@ -331,7 +334,9 @@
        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:
@@ -362,7 +367,7 @@
    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
    
@@ -406,7 +411,7 @@
    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
    
@@ -504,6 +509,7 @@
    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,
@@ -512,17 +518,17 @@
    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()
    
@@ -531,10 +537,10 @@
    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()
@@ -549,6 +555,8 @@
            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:
@@ -557,12 +565,19 @@
                    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),
@@ -582,6 +597,8 @@
    # 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()
@@ -718,7 +735,7 @@
    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
@@ -728,13 +745,103 @@
    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)
        
@@ -878,7 +985,6 @@
            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