129 【战斗】战斗系统-服务端(词条技能:增加属性类技能支持;增加触发方式24-掉血时触发;增加效果7009-限制技能最多触发次数;效果5011增加验证当前生命支持;)
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| | | TriggerWay_AttackOverDirectOne, # 直接攻击后(除dot或buff外的攻击,多目标仅触发一次)21
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| | | TriggerWay_BeAnyEffect, # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)22
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| | | TriggerWay_BuffAddByOwner, # buff添加时(施法者触发) 23
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| | | ) = range(1, 1 + 23)
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| | | TriggerWay_BeHurt, # 掉血时 24
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| | | ) = range(1, 1 + 24)
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| | | # 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
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| | | TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
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| | |
| | | SkillEff_ActionUseInvalid = 7006 # 行动时不可释放技能(可连击、反击、追击)
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| | | SkillEff_AngerSkillNoXP = 7007 # 无论多少怒气均可释放该怒气技能
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| | | SkillEff_UseSkillHarmSelf = 7008 # 释放技能时自残(先扣血)
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| | | SkillEff_SkillUseCntLimit = 7009 # 限制技能最多触发次数
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| | | (
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| | | TriggerType_BeSuperHit, # 被暴击触发技能 1
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| | | def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
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| | | skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
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| | | checkHPInfo = curEffect.GetEffectValue(1) # 可附加验证生命值[计算方式, 百分比]
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| | | if checkHPInfo:
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| | | checkType, checkHPPer = checkHPInfo
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| | | nowPer = batObj.GetHP() / float(batObj.GetMaxHP()) * 100
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| | | # 小于等于
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| | | if checkType == 0:
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| | | if nowPer > checkHPPer:
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| | | return
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| | | # 大于等于
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| | | else:
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| | | if nowPer < checkHPPer:
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| | | return
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| | | |
| | | if not skillID:
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| | | passiveSkill = effSkill
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| | | else:
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| | |
| | | GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s"
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| | | % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
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| | |
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| | | skbufAttrDict = {}
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| | | |
| | | # 属性技能
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| | | skillAttrDict = {}
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| | | skillManager = batObj.GetSkillManager()
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| | | for index in range(0, skillManager.GetSkillCount()):
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| | | curSkill = skillManager.GetSkillByIndex(index)
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| | | if not curSkill:
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| | | continue
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| | | for eIndex in range(curSkill.GetEffectCount()):
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| | | effect = curSkill.GetEffect(eIndex)
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| | | effID = effect.GetEffectID()
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| | | if effID not in ChConfig.AttrIDList:
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| | | continue
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| | | if effect.GetTriggerWay():
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| | | continue
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| | | attrID = effID
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| | | attrValue = effect.GetEffectValue(0)
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| | | calcType = effect.GetEffectValue(1)
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| | | if calcType == 2: # 减少,其他默认增加
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| | | attrValue = -attrValue
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| | | skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
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| | | skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
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| | | skillAttrDict and GameWorld.DebugLog(" skillAttrDict=%s" % skillAttrDict)
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| | | |
| | | # buff
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| | | buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
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| | | buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
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| | | buffMgr = batObj.GetBuffManager()
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| | | for index in range(buffMgr.GetBuffCount()):
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| | | buff = buffMgr.GetBuffByIndex(index)
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| | |
| | | calcType = effect.GetEffectValue(1)
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| | | if calcType == 2: # 减少,其他默认增加
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| | | attrValue = -attrValue
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| | | buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
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| | | buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
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| | | skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
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| | | GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict)
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| | | buffsAttrDict and GameWorld.DebugLog(" buffsAttrDict=%s" % buffsAttrDict)
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| | | GameWorld.DebugLog(" skbufAttrDict=%s" % skbufAttrDict)
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| | |
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| | | objID = batObj.GetID()
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| | | # 先计算百分比加成或降低的
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| | | perIDList = ChConfig.AttrPerDict.values()
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| | | for attrID, attrPerID in ChConfig.AttrPerDict.items():
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| | | if attrPerID not in buffAttrDict:
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| | | if attrPerID not in skbufAttrDict:
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| | | continue
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| | | attrPerValue = buffAttrDict[attrPerID] # 可能是负值
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| | | attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
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| | | attrValue = batObj.GetBatAttrValue(attrID, False)
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| | | if attrValue <= 0:
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| | | continue
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| | |
| | | GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
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| | |
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| | | # 再累加非百分比的固定值
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| | | for attrID, addValue in buffAttrDict.items():
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| | | for attrID, addValue in skbufAttrDict.items():
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| | | if attrID in perIDList:
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| | | continue
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| | | attrValue = batObj.GetBatAttrValue(attrID, False)
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| | |
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
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| | | return
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| | |
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| | | if CheckSkillUseCntLimit(curBatObj, useSkill):
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| | | return
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| | | |
| | | #没有指定目标,则按技能自身的目标逻辑
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| | | if not tagObjList:
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| | | tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
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| | |
| | | if usePoolSkill:
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| | | poolMgr.release(useSkill)
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| | | return True
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| | |
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| | | def CheckSkillUseCntLimit(batObj, useSkill):
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| | | ## 检查技能使用次数是否受限
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| | | # @return: 是否受限
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| | | if not hasattr(useSkill, "GetEffectByID"):
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| | | return
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| | | effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
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| | | if not effect:
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| | | return
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| | | useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
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| | | turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
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| | | |
| | | skillID = useSkill.GetSkillID()
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| | | if useCntLimit:
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| | | useCnt = batObj.GetSkillUseCnt(skillID)
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| | | if useCnt >= useCntLimit:
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| | | GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
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| | | return True
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| | | |
| | | if turnUseCntLimit:
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| | | turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
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| | | if turnUseCnt >= turnUseCntLimit:
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| | | GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
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| | | return True
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| | | |
| | | return
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| | |
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| | | def IsNeedSyncSkill(useSkill):
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| | | ## 使用需要同步B427使用技能
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| | |
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
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| | | totalHurtValue = 0
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| | | isSuperHit, isStun, isSuckHP = False, False, False
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| | | missObjIDList, immuneObjIDList = [], []
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| | | missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
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| | | beHurtObjIDList = [] # 受伤的对象ID列表
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| | | for hurtObj in useSkill.GetHurtObjList():
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| | | hurtObjID = hurtObj.GetObjID()
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| | | tagObj = batObjMgr.getBatObj(hurtObjID)
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| | |
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| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
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| | | totalHurtValue += hurtObj.GetHurtHP()
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| | | |
| | | if hurtObj.GetLostHP() > 0: # 有掉血的
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| | | if hurtObjID not in beHurtObjIDList:
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| | | beHurtObjIDList.append(hurtObjID)
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| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
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| | | if hurtObjID not in missObjIDList:
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| | | missObjIDList.append(hurtObjID)
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| | |
| | | if tagID in effIgnoreObjIDList:
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| | | continue
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| | |
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| | | # 掉血时
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| | | if tagID in beHurtObjIDList:
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| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
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| | | |
| | | # 直接攻击
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| | | if isAttackDirect:
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| | | if not triggerOne:
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