129 【战斗】战斗系统-服务端(诸葛果技能;追击支持;优化连击追击;程序内置限制单武将单次行动中每个对象累计使用技能次数20次;)
5个文件已修改
1个文件已添加
137 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 39 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5012.py 39 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 40 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -502,6 +502,12 @@
        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], ...]
        # 连击相关
        self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
        self._comboNum = 0 # 连击次数
        self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...}
        self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
        return
    
    def ResetUseRec(self):
@@ -580,6 +586,39 @@
        return hurtObj
    def GetHurtObjList(self): return self._hurtList
    
    def __commboClear(self):
        ## 连击相关清空
        self._comboState = 0
        self._comboNum = 0
        self._missTagIDDict = {}
        self._parryTagIDDict = {}
        return
    def ComboCheckStart(self, force=False):
        ## 检查并设置开始连击相关,一般是开始使用技能时调用
        if not force:
            if self._comboState == 1:
                #GameWorld.DebugLog("连击进行中,不重置")
                return
        self.__commboClear()
        self._comboState = 1 # 设置已初始化连击相关
        #GameWorld.DebugLog("连击重置")
        return
    def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
    def ComboInterrupt(self):
        ## 连击中断,概率不再触发连击时需要设置中断
        self._comboState = 2
        return
    def GetComboNum(self): return self._comboNum # 已连击次数
    def SetComboNum(self, comboNum): self._comboNum = comboNum
    def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0)
    def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum
    def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
    def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
class SkillManager():
    ## 战斗对象技能管理器
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -162,6 +162,7 @@
        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
        self.startTime = 0 # 开始时间戳,支持毫秒小数
        self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
        self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
        
        # pve 多小队 - 一般只有PVE用到
        self.lineupIndex = 0 # 当前小队索引
@@ -427,6 +428,12 @@
            else:
                ObjPool.GetPoolMgr().release(clientPack)
        return
    def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
    def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0)
    def SetOneActionUseSkillCnt(self, objID, useCnt):
        self._oneActionUseSkillCntDict[objID] = useCnt
        return useCnt
    
class TurnFightMgr():
    ## 回合战斗管理器
@@ -1340,6 +1347,7 @@
        batLineup.actionNum = ActionNumStart
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
            
    turnFight.enterLogic = True
@@ -1358,10 +1366,6 @@
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
                
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
@@ -1440,6 +1444,7 @@
    if batObj.GetHP() <= 0:
        return
    
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
@@ -1463,6 +1468,7 @@
        return
    
    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3063,9 +3063,6 @@
Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数
Def_Obj_Dict_TurnAtkBackNum = 'TurnAtkBackNum' # 单次累计反击次数
Def_Obj_Dict_TurnParryNum = 'TurnParryNum' # 单次累计格挡次数
Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
@@ -509,7 +509,7 @@
def CanHappen(rate, maxRate=ShareDefine.Def_MaxRateValue):
    if rate <= 0:
        return 0
    if random.randint(0, maxRate -1) < rate:
    if rate >= maxRate or random.randint(0, maxRate -1) < rate:
        return 1
    
    return 0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5012.py
New file
@@ -0,0 +1,39 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_5012
#
# @todo:概率进行追击
# @author hxp
# @date 2025-09-18
# @version 1.0
#
# 详细描述: 概率进行追击
#
#-------------------------------------------------------------------------------
#"""Version = 2025-09-18 10:30"""
#-------------------------------------------------------------------------------
import TurnSkill
import IpyGameDataPY
import GameWorld
import ChConfig
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
    rate = curEffect.GetEffectValue(0)
    if not GameWorld.CanHappen(rate):
        #GameWorld.DebugLog("概率进行追击不触发!")
        return
    skillID = curEffect.GetEffectValue(1) # 技能ID,为0时释放本技能
    if not skillID:
        passiveSkill = effSkill
    else:
        passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not passiveSkill:
        return
    return TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Pursue, bySkill=connSkill)
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
    effSkill = effBuff.GetSkillData().GetIpyData()
    return DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -76,9 +76,16 @@
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        return
    
    objID = curBatObj.GetID()
    oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
    if oneActionUseCnt >= 20:
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
        return
    oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), 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
    
    poolMgr = ObjPool.GetPoolMgr()
@@ -93,6 +100,11 @@
    useSkill.SetBatType(batType)
    useSkill.SetBySkill(bySkill)
    
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
    if isTurnNormalSkill:
        # 普攻追击时强制重新开始算连击
        useSkill.ComboCheckStart(batType == ChConfig.TurnBattleType_Pursue)
    curBatObj.ClearSkillTempAttr()
    tagIDList = []
    for tagObj in tagObjList:
@@ -103,7 +115,6 @@
    if useSkill.GetFuncType():
        curBatObj.SetMainTagIDList(tagIDList)
        
    objID = curBatObj.GetID()
    useTag = ""
    
    #这个技能是Buff
@@ -132,7 +143,9 @@
        turnFight.addBatPack(clientPack)
        
    # 处理反击 或 连击
    DoCombo(turnFight, curBatObj, useSkill)
    if isTurnNormalSkill:
        if not DoCombo(turnFight, curBatObj, useSkill):
            useSkill.ComboInterrupt()
    
    # 最后重置、回收对象
    useSkill.ResetUseRec()
@@ -586,8 +599,7 @@
                纵排: 优先前面的单位
    '''
    
    if not SkillCommon.isTurnNormalSkill(useSkill):
        #GameWorld.DebugLog("非普攻不处理反击连击")
    if not useSkill.ComboEnable():
        return
    
    tagFriendly = useSkill.GetTagFriendly()
@@ -608,7 +620,7 @@
    if not tagObj:
        return
    
    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
    comboNum = useSkill.GetComboNum()
    aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
    aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill)
    
@@ -620,14 +632,14 @@
        return
    GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
                       % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
    atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
    useSkill.SetComboNum(comboNum + 1)
    
    # 连击特长
    DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
    
    # 连击根据技能目标配置逻辑重新选择目标
    OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
    return
    return True
def __getCanAtkBackSkill(useSkill, tagObj):
    ## 获取是否可反击及反击技能
@@ -872,7 +884,6 @@
        
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            GameWorld.DebugLog("    tagID=%s" % (tagID))
            if tagID in missObjIDList:
                # 闪避了不触发
                continue
@@ -1052,11 +1063,11 @@
    if isTurnNormalSkill and not mustHit:
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
        missNum = curSkill.GetTagMissNum(defID)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
            GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
            defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
            curSkill.SetTagMissNum(defID, missRate + 1)
            return 0, pow(2, ChConfig.HurtType_Miss)
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
@@ -1203,6 +1214,7 @@
        #被控制无法格挡
        return False
    
    defID = defObj.GetID()
    # 格挡印记
    buffMgr = defObj.GetBuffManager()
    parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
@@ -1213,11 +1225,11 @@
    
    aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
    dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
    parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
    parryNum = curSkill.GetTagParryNum(defID)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
    if GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
        defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
        curSkill.SetTagParryNum(defID, parryNum + 1)
        return True
    return False