129 【战斗】战斗系统-服务端(无敌支持,免疫伤害、dot、控制;小怪技能;)
5个文件已修改
190 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 93 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 86 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -819,14 +819,11 @@
            if self._buffMgr.IsInBuffState(state):
                return True
        return False
    def IsInState(self, state):
        ## 是否处于指定状态下
        return self._buffMgr.IsInBuffState(state)
    
    def IsInControlled(self):
        ## 是否被控制中
        for state in ChConfig.InControlledStateList:
            if self.IsInState(state):
            if self._buffMgr.IsInBuffState(state):
                return True
        return False
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1562,7 +1562,7 @@
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
                continue
            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
            if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
                continue
            useCnt = -1 # xp技能优先释放
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -968,7 +968,7 @@
HurtType_Normal,            # 伤害 1
HurtTYpe_Recovery,          # 回血 2
HurtType_3,
HurtType_4,
HurtType_Immune,            # 免疫 4
HurtType_Parry,             # 格挡 5
HurtType_IgnoreDef,         # 无视防御/真实伤害 6
HurtType_SuperHit,          # 暴击 7
@@ -3142,7 +3142,7 @@
    BatObjState_Poison, # 中毒 5
    BatObjState_Bleeding, # 流血 6
    BatObjState_EasyHurt, # 易伤 7
    BatObjState_Wudi, # 无敌 8
    BatObjState_Wudi, # 无敌( 受任意伤害、控制类、dot效果,全部飘“免疫”) 8
    BatObjState_Sneer, # 嘲讽 9
    BatObjState_LimitSkill, # 沉默 10
    BatObjState_LimitAddHP, # 禁疗 11
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -44,10 +44,10 @@
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
    useSkill.SetTagObjList(tagObjList)
    
    OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
    isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
    
    poolMgr.release(useSkill)
    return
    return isOK
def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
    skillID = buffSkill.GetSkillID()
@@ -57,6 +57,14 @@
    if not buffOwner:
        buffOwner = batObj
    ownerID = buffOwner.GetID()
    #无敌免疫持续减益buff、控制类buff
    if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
        and batObj.CheckInState(ChConfig.BatObjState_Wudi):
        GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s"
                           % (curID, skillID, ownerID, relatedSkillID))
        return False
    buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" 
                       % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
@@ -81,7 +89,23 @@
    buffMgr = batObj.GetBuffManager()
    
    if buffRepeat == 4: # 4 独立:回合、效果独立计算
        pass # 不处理,直接跳过添加新buff
        maxLayerCnt = buffSkill.GetLayerMax()
        # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
        if maxLayerCnt:
            buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
            if len(buffList) >= maxLayerCnt:
                delBuff = None
                for buff in buffList:
                    if not buff:
                        continue
                    if buff.GetOwnerID() != ownerID:
                        continue
                    if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
                        delBuff = buff
                if delBuff:
                    GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
                    DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
    elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
        buffState = buffSkill.GetCurBuffState()
        for index in range(buffMgr.GetBuffCount())[::-1]:
@@ -93,40 +117,37 @@
            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
    else:
        buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
        if buffList:
            for buff in buffList:
                if not buff:
                    continue
                if buff.GetOwnerID() != ownerID:
                    continue
                buffID = buff.GetBuffID()
                nowLayerCnt = buff.GetLayer()
                GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
                updLayerCnt = addLayerCnt
                if buffRepeat == 3: # 叠加层级
                    maxLayerCnt = buffSkill.GetLayerMax()
                    updLayerCnt = nowLayerCnt + addLayerCnt
                    if maxLayerCnt and updLayerCnt > maxLayerCnt:
                        updLayerCnt = maxLayerCnt
                    GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
                else:
                    GameWorld.DebugLog("        默认覆盖")
                # 重置回合、CD、值等
                buff.SetCalcTime(turnFight.getTimeline())
                buff.SetRemainTime(buffSkill.GetLastTime())
                buff.SetLayer(updLayerCnt)
                buff.SetBuffValueList(buffValueList)
                if afterLogic and bySkill:
                    bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
                else:
                    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                if nowLayerCnt != updLayerCnt:
                    RefreshBuffEffect(turnFight, batObj, buff, False)
                break
        for buff in buffList:
            if not buff:
                continue
            if buff.GetOwnerID() != ownerID:
                continue
            buffID = buff.GetBuffID()
            nowLayerCnt = buff.GetLayer()
            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
            
            updLayerCnt = addLayerCnt
            if buffRepeat == 3: # 叠加层级
                maxLayerCnt = buffSkill.GetLayerMax()
                updLayerCnt = nowLayerCnt + addLayerCnt
                if maxLayerCnt and updLayerCnt > maxLayerCnt:
                    updLayerCnt = maxLayerCnt
                GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
            else:
                GameWorld.DebugLog("        默认覆盖")
            # 重置回合、CD、值等
            buff.SetCalcTime(turnFight.getTimeline())
            buff.SetRemainTime(buffSkill.GetLastTime())
            buff.SetLayer(updLayerCnt)
            buff.SetBuffValueList(buffValueList)
            if afterLogic and bySkill:
                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            else:
                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
            if nowLayerCnt != updLayerCnt:
                RefreshBuffEffect(turnFight, batObj, buff, False)
            return True
        
    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -720,26 +720,44 @@
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    totalHurtValue = 0
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList = []
    missObjIDList, immuneObjIDList = [], []
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
        if not tagObj:
            continue
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
            and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
            totalHurtValue += hurtObj.GetHurtHP()
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            missObjIDList.append(hurtObjID)
            if hurtObjID not in missObjIDList:
                missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
            if hurtObjID not in immuneObjIDList:
                immuneObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
    # 群攻只触发一次特长
    if isSuperHit:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -753,8 +771,9 @@
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    effIgnoreObjIDList = missObjIDList + immuneObjIDList
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
    __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
        
    # ========== 以下触发被动 ==========
    
@@ -766,7 +785,7 @@
        
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagID in missObjIDList:
        if tagID in effIgnoreObjIDList:
            continue
        
        # 直接攻击
@@ -872,7 +891,7 @@
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
    ## 执行本技能/buff释放后额外效果
    for index in xrange(useSkill.GetEffectCount()):
        curEffect = useSkill.GetEffect(index)
@@ -885,15 +904,15 @@
                continue
            
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
        GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
            continue
        
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            if tagID in missObjIDList:
            if tagID in effIgnoreObjIDList:
                # 闪避了不触发
                continue
            
@@ -901,7 +920,7 @@
            
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
    ## 执行主技能的额外技能效果
    #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
    #    #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
@@ -926,8 +945,8 @@
            if not tagObj.IsAlive():
                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                continue
            if tagID in missObjIDList:
                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
            if tagID in effIgnoreObjIDList:
                GameWorld.DebugLog("    闪避或免疫的不触发: tagID=%s" % (tagID))
                continue
            if checkInStateList:
                if not tagObj.CheckInState(checkInStateList):
@@ -1014,7 +1033,7 @@
    
    else:
        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
        hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
        hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
        
        #伤害结构体
        hurtObj.SetHurtTypes(hurtTypes)
@@ -1027,7 +1046,6 @@
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    atkObj.SetLastHurtValue(hurtValue)
    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" 
                       % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -1224,10 +1242,11 @@
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
    if not GameWorld.CanHappen(happenRate):
        return False
    GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
    stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
    TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
    return True
    if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
        GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
        return True
    return False
def CanParry(turnFight, atkObj, defObj, curSkill):
    if defObj.IsInControlled():
@@ -1253,12 +1272,31 @@
        return True
    return False
def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0):
    ## 计算伤害后,因各种buff和状态的影响处理
    # @return: hurtValue, realHurtHP
    # @return: hurtValue, realHurtHP, hurtTypes
    
    if hurtValue <= 0:
        return 0, 0
        return 0, 0, hurtTypes
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
        buffMgr = defObj.GetBuffManager()
        for index in range(buffMgr.GetBuffCount()):
            buff = buffMgr.GetBuffByIndex(index)
            if not buff:
                continue
            skillData = buff.GetSkillData()
            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
                continue
            # 记录免疫的积攒伤害
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
            updBuffValue = buffValue + hurtValue
            buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
            buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
            GameWorld.DebugLog("    无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s"
                               % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue))
        return 0, 0, hurtTypes
    
    # 减伤盾减伤, 会改变 hurtValue
    hurtValue = max(0, hurtValue)
@@ -1300,7 +1338,7 @@
                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                
    return hurtValue, max(0, realHurtHP)
    return hurtValue, max(0, realHurtHP), hurtTypes
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
@@ -1313,8 +1351,9 @@
        return
    
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
    bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
    if bounceHP <= 0:
        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
        return
    hurtObj.SetBounceHP(bounceHP)
    
@@ -1431,14 +1470,13 @@
    dHP = defObj.GetHP()
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
    
    # dot的反弹、吸血待定
    
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    atkObj.SetLastHurtValue(hurtValue)
    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    
    hurtObj.SetHurtTypes(hurtTypes)