ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -670,6 +670,7 @@ self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...] self._bySkill = None # 由哪个技能触发的 self._byBuff = None # 由哪个buff触发的 self._byBatObj = None # 由哪个战斗对象触发的 self._byTriggerWay = 0 # 由哪个被动方式触发的 self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...] self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑 @@ -696,6 +697,7 @@ self._effIgnoreObjIDList = [] self._bySkill = None self._byBuff = None self._byBatObj = None self._byTriggerWay = 0 self._afterLogicList = [] self.ClearHurtObj() @@ -748,6 +750,8 @@ def SetBySkill(self, bySkill): self._bySkill = bySkill def GetByBuff(self): return self._byBuff def SetByBuff(self, byBuff): self._byBuff = byBuff def GetByBatObj(self): return self._byBatObj def SetByBatObj(self, byBatObj): self._byBatObj = byBatObj def GetByTriggerWay(self): return self._byTriggerWay def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay def GetTagObjList(self): return self._tagObjList # 技能主要目标列表 @@ -909,6 +913,7 @@ self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1 self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1 self.posNum = 0 # 所在阵容站位 self._batLineup = None # 所属战斗阵容对象 self._hp = 0 # 当前生命值 self._xp = 0 # 当前怒气值 self._isAlive = True # 是否活着 @@ -995,9 +1000,11 @@ def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID) def GetBatLineup(self): turnFight = self.GetTurnFight() batFaction = turnFight.getBatFaction(self.faction) return batFaction.getBatlineup(self.lineupNum) if not self._batLineup: turnFight = self.GetTurnFight() batFaction = turnFight.getBatFaction(self.faction) self._batLineup = batFaction.getBatlineup(self.lineupNum) return self._batLineup def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID def SetOwnerID(self, ownerID): self.ownerID = ownerID def GetID(self): return self.objID ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -79,10 +79,10 @@ self.lineupInfo = {} # 传入初始化的阵容信息 self.shapeType = 0 # 阵型 self.fightPower = 0 # 阵容总战力 self.minggeObj = None # 命格战斗对象 self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等 self.heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...} self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...} self.beautyObjIDDict = {} # 红颜战斗单位 {位置编号:batObjID, ...} self.actionNum = ActionNumStart # 行动位置,从1开始 self.totalHurt = 0 # 阵容总输出 @@ -95,7 +95,7 @@ def isEmpty(self): return not self.posObjIDDict def setLineup(self, lineupInfo): def setLineupInfo(self, lineupInfo): ## 设置阵容 # @param lineupInfo: 阵容信息 self.clearLineup() @@ -115,13 +115,12 @@ batObjMgr.delBatObj(objID) for objID in self.lingshouObjIDDict.values(): batObjMgr.delBatObj(objID) for objID in self.beautyObjIDDict.values(): batObjMgr.delBatObj(objID) if self.minggeObj: batObjMgr.delBatObj(self.minggeObj.GetID()) self.lineupInfo = {} self.posObjIDDict = {} self.heroObjIDDict = {} self.lingshouObjIDDict = {} self.beautyObjIDDict = {} self.fightPower = 0 self.totalHurt = 0 return @@ -143,6 +142,8 @@ if heroID not in self.heroObjIDDict: return return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID]) def getMinggeObj(self): return self.minggeObj class BatFaction(): ## 战斗阵营 @@ -291,7 +292,7 @@ if not lineupInfo: continue batLineup = batFaction.getBatlineup(num) batLineup.setLineup(lineupInfo) batLineup.setLineupInfo(lineupInfo) return def sortActionQueue(self): @@ -617,6 +618,7 @@ lineup = GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID) if lineup.IsEmpty(): return {} batPresetID = lineup.batPresetID heroDict = {} curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero) @@ -654,8 +656,18 @@ if not heroDict: return {} mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge) olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer) mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID) mgSkillIDList = [] for skillTypeID, skillLV in mgSkillLVDict.items(): skillID = skillTypeID + skillLV - 1 if skillID not in mgSkillIDList: mgSkillIDList.append(skillID) #shapeType = 0 lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "BatPresetID":batPresetID, "Hero":heroDict} if mgSkillIDList: lineupInfo["MGSkillIDList"] = mgSkillIDList return lineupInfo def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0): @@ -940,12 +952,33 @@ lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID npcLineupID = lineupInfo.get("NPCLineupID", 0) GameWorld.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID) mgSkillIDList = lineupInfo.get("MGSkillIDList", []) turnFight = batLineup.turnFight tfGUID = turnFight.guid heroDict = lineupInfo.get("Hero", {}) batObjMgr = BattleObj.GetBatObjMgr() # 命格 #mgSkillIDList = [9000014] # 测试用 if mgSkillIDList: minggeObj = batObjMgr.addBatObj() if minggeObj: batLineup.minggeObj = minggeObj minggeObj.SetOwnerID(lineupPlayerID) minggeObj.SetTFGUID(tfGUID) minggeObj.SetFaction(faction) minggeObj.SetLineupPos(ChConfig.TFPosNum_Mingge, num) skillManager = minggeObj.GetSkillManager() skillManager.SkillReset() for skillID in mgSkillIDList: skillManager.LearnSkillByID(skillID) GameWorld.DebugLogEx("AddBatObj 命格: faction:%s,num:%s,objID=%s,skillIDList=%s", faction, num, minggeObj.GetID(), skillManager.GetSkillIDList()) ResetObjSkill(minggeObj) minggeObj.InitBatAttr({ChConfig.AttrID_MaxHP:1}) # 武将 initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1) for posNumKey, heroInfo in heroDict.items(): posNum = int(posNumKey) @@ -2151,11 +2184,15 @@ batLineup.totalHurt = 0 facDRLineupInfo[str(num)] = batLineup.lineupInfo GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num) for posNum, objID in batLineup.posObjIDDict.items(): posObjIDList = [[posNum, objID] for posNum, objID in batLineup.posObjIDDict.items()] mgObj = batLineup.minggeObj # 命格 if mgObj: posObjIDList.append([mgObj.GetPosNum(), mgObj.GetID()]) # 灵兽 for posNum, objID in posObjIDList: batObj = batObjMgr.getBatObj(objID) if not batObj: continue heroCount += 1 objID = batObj.GetID() npcID = batObj.GetNPCID() heroID = batObj.GetHeroID() @@ -2165,6 +2202,8 @@ batLineup.totalHurt += atkHurt batFaction.totalHurt += atkHurt dead = 0 if batObj.IsAlive() else 1 if heroID: heroCount += 1 GameWorld.DebugLogEx(" Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s", posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP) lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP, ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1310,6 +1310,10 @@ # @return: 1 ~ 总行数 return (posNum - 1) / TurnFightCols + 1 # 回合战斗站位定义, 1~20 以内为战斗武将固定位置 TFPosNum_Mingge = 99 # 命格固定站位 TFPosNum_Lingshou = 101 # 灵兽起始站位 101~xxx # 性别 BatObjSex_Male = 1 # 男 BatObjSex_Female = 2 # Ů @@ -4037,7 +4041,8 @@ TriggerWay_BeSuckHP, # 被吸血时 56 TriggerWay_SuckHPOne, # 吸血时(多目标仅触发一次) 57 TriggerWay_EnemyBeControlledHard, # 敌方受控时(硬控) 58 ) = range(1, 1 + 58) TriggerWay_PursueAtk, # 追击直接攻击时 59 ) = range(1, 1 + 59) # 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 TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst] @@ -4734,7 +4739,9 @@ Def_SkillFuncType_TurnNormaSkill, #1 普攻技能 Def_SkillFuncType_AngerSkill, #2 怒气技能 Def_SkillFuncType_PotentialSkill, #3 潜能技能 ) = range(4) Def_SkillFuncType_4, #4 觉醒技能 Def_SkillFuncType_MinggeSkill, #5 命格技能 ) = range(6) # MMO项目 - 先保留,重新定义从1000开始,后续可陆续删除 (Def_SkillFuncType_Common, #0为通用技能 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -230,6 +230,14 @@ GameWorld.DebugAnswer(curPlayer, "---------- 【阵营%s】 ----------" % faction) batFaction = turnFight.getBatFaction(faction) batLineup = batFaction.getBatlineup(1) mgObj = batLineup.getMinggeObj() if mgObj: objName = "命格 ID:%s" % mgObj.GetID() GameWorld.DebugAnswer(curPlayer, "--- %s" % objName) skillMgr = mgObj.GetSkillManager() skillIDList = skillMgr.GetSkillIDList() GameWorld.DebugAnswer(curPlayer, "技能: %s,%s" % (len(skillIDList), skillIDList)) for posNum in posNumList: objID = batLineup.posObjIDDict.get(posNum) if not objID: ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -38,6 +38,11 @@ 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): @@ -158,6 +163,8 @@ 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) @@ -1596,7 +1603,8 @@ triggerOne = False batType = useSkill.GetBatType() isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击 curBatLineup = None curBatLineup = curObj.GetBatLineup() curMGObj = curBatLineup.getMinggeObj() for tagObj in tagObjListAll: tagID = tagObj.GetID() @@ -1676,6 +1684,9 @@ # 追击 elif batType == ChConfig.TurnBattleType_Pursue: TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill) if isAttackDirect: if curMGObj: 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: @@ -1685,8 +1696,6 @@ # 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(): lineupObj = batObjMgr.getBatObj(lineupObjID) if not lineupObj.IsAlive(): @@ -2065,8 +2074,15 @@ '''按公式计算伤害,默认按攻击计算 ''' #mapID = turnFight.mapID skillID = curSkill.GetSkillID() # 命格攻击类技能,取触发者为施法方,因为部分战斗属性需要取施法方的,如最终增伤等 if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill: byBatObj = curSkill.GetByBatObj() if byBatObj: GameWorld.DebugLogEx("命格攻击类技能计算伤害属性取触发者! mgObjID=%s,byObjID=%s,skillID=%s", atkObj.GetID(), byBatObj.GetID(), skillID) atkObj = byBatObj #mapID = turnFight.mapID pmType = GetPMType(atkObj, curSkill) ignoreDef = IsIgnoreDef(curSkill) batType = curSkill.GetBatType()