129 【战斗】战斗系统-服务端(NPC支持成长属性;NPC支持关联武将;)
| | |
| | | {
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| | | DWORD _NPCID; //NPCID
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| | | char NPCName; //名称
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| | | DWORD RelatedHeroID; //关联武将ID
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| | | BYTE Country; //国家
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| | | BYTE AtkDistType; //远近类型;1-近战;2-远程
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| | | BYTE Sex; //性别;1-男,2-女
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| | |
| | | DWORD SuckHPPer; //吸血比率
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| | | DWORD SuckHPPerDef; //抗吸血比率
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| | | dict SpecAttrInfo; //特殊属性信息 {"属性ID":值, ...}
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| | | };
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| | |
|
| | | //NPC成长表
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| | |
|
| | | struct NPCStronger |
| | | {
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| | | DWORD _NPCID; //NPCID
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| | | float AtkRatio; //攻击系数
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| | | float DefRatio; //防御系数
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| | | float MaxHPRatio; //生命系数
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| | | float StunRateRatio;
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| | | float SuperHitRateRatio;
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| | | float ComboRateRatio;
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| | | float MissRateRatio;
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| | | float ParryRateRatio;
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| | | float SuckHPPerRatio;
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| | | float StunRateDefRatio;
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| | | float SuperHitRateDefRatio;
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| | | float ComboRateDefRatio;
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| | | float MissRateDefRatio;
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| | | float ParryRateDefRatio;
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| | | float SuckHPPerDefRatio;
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| | | };
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| | |
|
| | | //技能表
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| | |
| | | list WaveLineupIDList6; // 波6阵容ID列表,小队1阵容ID|小队2阵容ID|...
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| | | list BossLineupIDList; // Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
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| | | list AwardItemList; // 过关奖励列表,[[物品ID,个数], ...]
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| | | WORD NPCLV; //NPC等级
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| | | float Difficulty; //难度系数
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| | | };
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| | |
|
| | | //NPC阵容表
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| | |
| | | DWORD MaxHP; //生命
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| | | DWORD Atk; //攻击
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| | | DWORD Def; //防御
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| | | BYTE ReHeroBreakLV; //参考突破等级
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| | | BYTE ReHeroAwakeLV; //参考觉醒等级
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| | | DWORD ReAtk; //参考攻击
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| | | DWORD ReDef; //防御
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| | | DWORD ReMaxHP; //生命
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| | | DWORD ReStunRate;
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| | | DWORD ReSuperHitRate;
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| | | DWORD ReComboRate;
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| | | DWORD ReMissRate;
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| | | DWORD ReParryRate;
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| | | DWORD ReSuckHPPer;
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| | | DWORD ReStunRateDef;
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| | | DWORD ReSuperHitRateDef;
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| | | DWORD ReComboRateDef;
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| | | DWORD ReMissRateDef;
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| | | DWORD ReParryRateDef;
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| | | DWORD ReSuckHPPerDef;
|
| | | };
|
| | |
|
| | | //特殊地图玩家属性公式表
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| | |
| | | DWORD MDef; // 标准击杀时间/毫秒
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| | | DWORD FireDef; // 脱机挂经验计算战力
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| | | DWORD SP; // SP
|
| | | };
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| | |
|
| | | //成长型怪物参数公式表
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| | |
|
| | | struct tagNPCStrengthen
|
| | | {
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| | | DWORD _NPCID; //NPCID
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| | | BYTE IsStrengthenByPlayerCount;//是否根据人数成长
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| | | BYTE LVStrengthenMark;//等级成长属性公式标记
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| | | BYTE LVStrengthenType;//等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级;
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| | | BYTE CmpNPCBaseLV;//是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级
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| | | DWORD HitTime;//受击次数
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| | | DWORD DefCoefficient;//人物防御系数
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| | | DWORD AtkCoefficient;//人物攻击系数
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| | | DWORD AdjustCoefficient;//调整系数比例
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| | | DWORD AtkInterval;//怪物攻击间隔
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| | | DWORD HitRate;//对人物的命中率
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| | | DWORD MissRate;//对人物的闪避率
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| | | DWORD MonterNum;//怪物数
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| | | DWORD IceAtkCoefficient;//元素攻击比例
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| | | DWORD IceDefCoefficient;//元素抗性比例
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| | | DWORD MaxEnduranceTime;//玩家最大承受伤害时间
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| | | DWORD FightPowerCoefficient;//压制战斗力系数
|
| | | };
|
| | |
|
| | | //NPC时间掉血表
|
| | |
| | |
|
| | | def __init__(self):
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| | | self.tfGUID = "" # 所属的某场回合战斗的guid
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| | | self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
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| | | self.objID = 0
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| | | self.objName = ""
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| | | self.npcID = 0
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| | | self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
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| | | self.heroID = 0
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| | | self.skinID = 0
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| | | self.country = 0
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| | | self.atkDistType = 0
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| | | self.sex = 0
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| | | self.lv = 1
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| | | self.fightPower = 0
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| | | self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
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| | |
| | | def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
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| | | def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
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| | | def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
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| | | 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
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| | | def SetOwnerID(self, ownerID): self.ownerID = ownerID
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| | | def GetID(self): return self.objID
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| | | def GetName(self): return self.objName
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| | | def SetName(self, name): self.objName = name
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| | | def GetCountry(self): return self.country
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| | | def SetCountry(self, country): self.country = country
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| | | def GetAtkDistType(self): return self.atkDistType
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| | | def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
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| | | def GetSex(self): return self.sex
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| | | def SetSex(self, sex): self.sex = sex
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| | | def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
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| | | def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
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| | | 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
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| | | def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
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| | | def GetHeroID(self): return self.heroID
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| | | def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
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| | | def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
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| | | self.ownerID = ownerID
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| | | def SetHero(self, heroID, skinID=0): # 设置所属武将
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| | | self.heroID = heroID
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| | | self.skinID = skinID
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| | | def SetLineupPos(self, posNum, lineupNum=1):
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| | |
| | | self.teamMax = 1 # 当前波最大小队,某场战斗可能包含多个小队,所有小队混流击杀完才算过了本波
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| | | self.nextTeam = False # 下次前端请求战斗是否是下一小队,否则都是重新刷新当前进度怪
|
| | | self.waveLineupList = [] # 小队列表
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| | | self.strongerLV = 0
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| | | self.difficulty = 0
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| | | self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return lineupInfo
|
| | |
|
| | | def GetNPCLineupInfo(lineupID):
|
| | | def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
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| | | ## 获取NPC阵容信息
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| | | # @param lineupID: 阵容ID
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| | | # @param npcLV: 成长NPC等级
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| | | # @param difficulty: 成长NPC难度系数
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| | | # @return: 阵容全部信息json字典,前端通用格式
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| | | ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
|
| | | if not ipyData:
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| | |
| | | npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
|
| | | if not npcID:
|
| | | continue
|
| | | npcData = NPCCommon.GetNPCDataPy(npcID)
|
| | | if not npcData:
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| | | battleDict = GetNPCBattleDict(npcID, strongerLV, difficulty)
|
| | | if not battleDict:
|
| | | continue
|
| | | heroDict[str(posNum)] = battleDict
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| | | |
| | | lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
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| | | return lineupInfo
|
| | |
|
| | | def GetNPCBattleDict(npcID, strongerLV=0, difficulty=0):
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| | | ## 获取NPC战斗相关字典,支持成长NPC
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| | | # @param strongerLV: 成长等级
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| | | # @param difficulty: 难度系数
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| | | npcData = NPCCommon.GetNPCDataPy(npcID)
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| | | if not npcData:
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| | | return
|
| | | heroID = npcData.GetRelatedHeroID()
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| | | npcLV = npcData.GetLV()
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| | | |
| | | lvIpyData = None
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| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
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| | | npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
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| | | if npcStronger and strongerLV:
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| | | lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
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| | | if lvIpyData:
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| | | npcLV = strongerLV
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| | | if not lvIpyData:
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| | | lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
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| | | |
| | | if heroIpyData and lvIpyData:
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| | | skinIDList = heroIpyData.GetSkinIDList()
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| | | skinID = skinIDList[0] if skinIDList else 0
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| | | skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
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| | | else:
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| | | heroID = 0
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| | | skinID = 0
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| | | skillIDList = [] + npcData.GetSkillIDList()
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| | | |
| | | # 成长怪属性
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| | | batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
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| | | if not batAttrDict:
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| | | batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(),
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| | | ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(),
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| | | ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(),
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| | |
| | | ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(),
|
| | | }
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| | | batAttrDict.update(npcData.GetSpecAttrInfo())
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| | | skillIDList = [] + npcData.GetSkillIDList()
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| | | heroDict[str(posNum)] = {"NPCID":npcID, |
| | | "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
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| | | "SkillIDList":skillIDList
|
| | | }
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| | |
|
| | | lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
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| | | return lineupInfo
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| | | battleDict = {"NPCID":npcID,
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| | | "HeroID":heroID,
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| | | "SkinID":skinID,
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| | | "LV":npcLV,
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| | | "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
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| | | "SkillIDList":skillIDList,
|
| | | }
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| | | |
| | | GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
|
| | | return battleDict
|
| | |
|
| | | def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
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| | | ## 获取NPC对应武将的技能ID列表
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| | | normalSkillID = heroIpyData.GetNormalSkillID()
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| | | angerSkillID = heroIpyData.GetAngerSkillID()
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| | | skillIDList = [normalSkillID, angerSkillID]
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| | | |
| | | breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
|
| | | if breakIpyDataList:
|
| | | for breakIpyData in breakIpyDataList:
|
| | | if breakIpyData.GetBreakLV() > breakLV:
|
| | | break
|
| | | skillID = breakIpyData.GetSkillID()
|
| | | if skillID:
|
| | | skillIDList.append(skillID)
|
| | | |
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
|
| | | if awakeIpyDataList:
|
| | | for awakeIpyData in awakeIpyDataList:
|
| | | if awakeIpyData.GetAwakeLV() > awakeLV:
|
| | | break
|
| | | skillID = awakeIpyData.GetSkillID()
|
| | | if skillID:
|
| | | skillIDList.append(skillID)
|
| | | |
| | | return skillIDList
|
| | |
|
| | | def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
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| | | ## 获取NPC成长属性
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| | | # @param strongerLV: 成长等级
|
| | | # @param difficulty: 难度系数
|
| | | |
| | | batAttrDict = {}
|
| | | if not lvIpyData or not npcStronger or not difficulty:
|
| | | return batAttrDict
|
| | | lv = lvIpyData.GetLV()
|
| | | for attrID in ChConfig.CalcBattleAttrIDList:
|
| | | attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
|
| | | if not attrIpyData:
|
| | | continue
|
| | | attrName = attrIpyData.GetParameter()
|
| | | if not hasattr(lvIpyData, "GetRe%s" % attrName):
|
| | | continue
|
| | | reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
|
| | | ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
|
| | | attrValue = int(reValue * ratio * difficulty)
|
| | | batAttrDict[attrID] = attrValue
|
| | | #GameWorld.DebugLog(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
|
| | | |
| | | GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
|
| | | return batAttrDict
|
| | |
|
| | | def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
|
| | | '''召唤阵容战斗实例
|
| | |
| | | for posNumKey, heroInfo in heroDict.items():
|
| | | posNum = int(posNumKey)
|
| | |
|
| | | npcID, heroID, skinID = 0, 0, 0
|
| | | atkBackSkillID = 0 # 反击技能ID
|
| | | fightPower = 0
|
| | | skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
|
| | | attrDict = {}
|
| | | skillIDList += heroInfo.get("SkillIDList", [])
|
| | | attrDict.update(heroInfo.get("AttrDict", {}))
|
| | | objName = ""
|
| | | if lineupPlayerID:
|
| | | heroID = heroInfo.get("HeroID", 0)
|
| | | skinID = heroInfo.get("SkinID", 0)
|
| | | lv = heroInfo.get("LV", 1)
|
| | | fightPower = heroInfo.get("FightPower", 0)
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | npcID = heroInfo.get("NPCID", 0)
|
| | | heroID = heroInfo.get("HeroID", 0)
|
| | | skinID = heroInfo.get("SkinID", 0)
|
| | | lv = heroInfo.get("LV", 1)
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
|
| | | if heroIpyData:
|
| | | atkDistType = heroIpyData.GetAtkDistType()
|
| | | objName = heroIpyData.GetName()
|
| | | country = heroIpyData.GetCountry()
|
| | | sex = heroIpyData.GetSex()
|
| | | |
| | | if lineupPlayerID:
|
| | | fightPower = heroInfo.get("FightPower", 0)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | |
| | | else:
|
| | | npcID = heroInfo.get("NPCID", 0)
|
| | | npcDataEx = NPCCommon.GetNPCDataPy(npcID)
|
| | | if not npcDataEx:
|
| | | continue
|
| | | objName = npcDataEx.GetNPCName()
|
| | | atkDistType = npcDataEx.GetAtkDistType()
|
| | | lv = npcDataEx.GetLV()
|
| | | |
| | | if not heroIpyData:
|
| | | atkDistType = npcDataEx.GetAtkDistType()
|
| | | objName = npcDataEx.GetNPCName()
|
| | | country = npcDataEx.GetCountry()
|
| | | sex = npcDataEx.GetSex()
|
| | | |
| | | batObj = batObjMgr.addBatObj()
|
| | | if not batObj:
|
| | | break
|
| | | objID = batObj.GetID()
|
| | | if npcID:
|
| | | batObj.SetNPCID(npcID)
|
| | | elif lineupPlayerID:
|
| | | batObj.SetOwnerID(lineupPlayerID)
|
| | | batObj.SetTFGUID(tfGUID)
|
| | | batObj.SetName(objName)
|
| | | batObj.SetFaction(faction)
|
| | |
| | | batObj.SetFightPower(fightPower)
|
| | | batObj.SetLV(lv)
|
| | | batObj.SetAtkDistType(atkDistType)
|
| | | if npcID:
|
| | | batObj.SetNPCID(npcID)
|
| | | elif lineupPlayerID:
|
| | | batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
|
| | | |
| | | batObj.SetCountry(country)
|
| | | batObj.SetSex(sex)
|
| | | batObj.SetHero(heroID, skinID)
|
| | | |
| | | if atkDistType == ChConfig.AtkDistType_Short:
|
| | | atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
|
| | | elif atkDistType == ChConfig.AtkDistType_Long:
|
| | |
| | | skillManager.LearnSkillByID(skillID)
|
| | |
|
| | | batLineup.posObjIDDict[posNum] = objID
|
| | | GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
|
| | | GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillIDList))
|
| | | batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
|
| | |
|
| | | return
|
| | |
| | | GameWorld.DebugLog("没有设置主阵容!", playerID)
|
| | | return
|
| | |
|
| | | strongerLV = levelIpyData.GetNPCLV()
|
| | | difficulty = levelIpyData.GetDifficulty()
|
| | | mainFightMgr = GetMainFightMgr(curPlayer)
|
| | | mainFightMgr.nextTeam = False
|
| | | mainFightMgr.chapterID = chapterID
|
| | |
| | | mainFightMgr.waveLineupList = waveLineupList
|
| | | mainFightMgr.teamNum = teamNum
|
| | | mainFightMgr.teamMax = teamMax
|
| | | mainFightMgr.strongerLV = strongerLV
|
| | | mainFightMgr.difficulty = difficulty
|
| | | turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
|
| | | mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
|
| | | GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s" |
| | | % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
|
| | | GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" |
| | | % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
|
| | |
|
| | | turnFight = mainFightMgr.turnFight
|
| | | turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
|
| | | turnFight.sortActionQueue()
|
| | | turnFight.startFight()
|
| | | return
|
| | |
| | | if not lineupMainInfo:
|
| | | GameWorld.DebugLog("没有设置主阵容!", playerID)
|
| | | return
|
| | | |
| | | |
| | | strongerLV = levelIpyData.GetNPCLV()
|
| | | difficulty = levelIpyData.GetDifficulty()
|
| | | mainFightMgr = GetMainFightMgr(curPlayer)
|
| | | mainFightMgr.nextTeam = False
|
| | | mainFightMgr.chapterID = chapterID
|
| | |
| | | mainFightMgr.waveLineupList = waveLineupList
|
| | | mainFightMgr.teamNum = teamNum
|
| | | mainFightMgr.teamMax = teamMax
|
| | | mainFightMgr.strongerLV = strongerLV
|
| | | mainFightMgr.difficulty = difficulty
|
| | | turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
|
| | | mapID, funcLineID = ChConfig.Def_FBMapID_MainBoss, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
|
| | | GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s" |
| | | % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
|
| | | GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" |
| | | % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
|
| | |
|
| | | turnFight = mainFightMgr.turnFight
|
| | | turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
|
| | | turnFight.sortActionQueue()
|
| | | turnFight.startFight()
|
| | |
|
| | |
| | | mainFightMgr.nextTeam = False
|
| | | turnFight.resetTurn({"teamNum":teamNum})
|
| | | # 切换小队时,玩家阵容不需要处理,保留状态
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, mainFightMgr.strongerLV, mainFightMgr.difficulty)})
|
| | | turnFight.sortActionQueue()
|
| | | turnFight.startFight()
|
| | |
|
| | |
| | | num = batObj.lineupNum
|
| | | posNum = batObj.posNum
|
| | | heroID = batObj.heroID
|
| | | if not heroID:
|
| | | heroID = batObj.npcID
|
| | | npcID = batObj.npcID
|
| | | objName = GameWorld.CodeToGbk(batObj.GetName())
|
| | | return "%s%s-%s [%s-%s] %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), heroID, objName)
|
| | | if heroID:
|
| | | objName += " Hero:%s" % heroID
|
| | | if npcID:
|
| | | objName += " NPC:%s" % npcID |
| | | return "%s%s-P%s ID:%s %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), objName)
|
| | |
|
| | | def EntryLogic(turnFight):
|
| | | ## 执行进场逻辑
|
| | |
| | | _fields_ = [
|
| | | ("ObjID", c_int), # 战斗单位唯一ID
|
| | | ("NPCID", c_int), # 战斗NPCID,不同的实例ID对应的NPCID可能一样
|
| | | ("HeroID", c_int), # 玩家武将ID,仅玩家阵容有
|
| | | ("SkinID", c_int), # 玩家武将皮肤ID,仅玩家阵容有
|
| | | ("HeroID", c_int), # 武将ID,玩家或NPC均可能有,如果有值则外观相关以该武将为准,否则以NPCID为准
|
| | | ("SkinID", c_int), # 武将皮肤ID,玩家或NPC均可能有,如果有值则皮肤以该值为准,否则取NPCID对应的皮肤ID
|
| | | ("HP", c_int), # 当前血量,求余20亿部分
|
| | | ("HPEx", c_int), # 当前血量,整除20亿部分
|
| | | ("MaxHP", c_int), # 最大血量,求余20亿部分
|
| | | ("MaxHPEx", c_int), # 最大血量,整除20亿部分
|
| | | ("LV", c_ushort), # 等级
|
| | | ("LV", c_ushort), # 等级,玩家的武将等级或NPC成长等级,等级显示以该值为准
|
| | | ("PosNum", c_ubyte), # 在本阵容中的站位,从1开始,非主战斗武将为0,如红颜
|
| | | ("AngreXP", c_ushort), # 当前怒气值
|
| | | ]
|
| | |
| | | "NPC":(
|
| | | ("DWORD", "NPCID", 1),
|
| | | ("char", "NPCName", 0),
|
| | | ("DWORD", "RelatedHeroID", 0),
|
| | | ("BYTE", "Country", 0),
|
| | | ("BYTE", "AtkDistType", 0),
|
| | | ("BYTE", "Sex", 0),
|
| | |
| | | ("DWORD", "SuckHPPer", 0),
|
| | | ("DWORD", "SuckHPPerDef", 0),
|
| | | ("dict", "SpecAttrInfo", 0),
|
| | | ),
|
| | |
|
| | | "NPCStronger":(
|
| | | ("DWORD", "NPCID", 1),
|
| | | ("float", "AtkRatio", 0),
|
| | | ("float", "DefRatio", 0),
|
| | | ("float", "MaxHPRatio", 0),
|
| | | ("float", "StunRateRatio", 0),
|
| | | ("float", "SuperHitRateRatio", 0),
|
| | | ("float", "ComboRateRatio", 0),
|
| | | ("float", "MissRateRatio", 0),
|
| | | ("float", "ParryRateRatio", 0),
|
| | | ("float", "SuckHPPerRatio", 0),
|
| | | ("float", "StunRateDefRatio", 0),
|
| | | ("float", "SuperHitRateDefRatio", 0),
|
| | | ("float", "ComboRateDefRatio", 0),
|
| | | ("float", "MissRateDefRatio", 0),
|
| | | ("float", "ParryRateDefRatio", 0),
|
| | | ("float", "SuckHPPerDefRatio", 0),
|
| | | ),
|
| | |
|
| | | "Skill":(
|
| | |
| | | ("list", "WaveLineupIDList6", 0),
|
| | | ("list", "BossLineupIDList", 0),
|
| | | ("list", "AwardItemList", 0),
|
| | | ("WORD", "NPCLV", 0),
|
| | | ("float", "Difficulty", 0),
|
| | | ),
|
| | |
|
| | | "NPCLineup":(
|
| | |
| | | ("DWORD", "MaxHP", 0),
|
| | | ("DWORD", "Atk", 0),
|
| | | ("DWORD", "Def", 0),
|
| | | ("BYTE", "ReHeroBreakLV", 0),
|
| | | ("BYTE", "ReHeroAwakeLV", 0),
|
| | | ("DWORD", "ReAtk", 0),
|
| | | ("DWORD", "ReDef", 0),
|
| | | ("DWORD", "ReMaxHP", 0),
|
| | | ("DWORD", "ReStunRate", 0),
|
| | | ("DWORD", "ReSuperHitRate", 0),
|
| | | ("DWORD", "ReComboRate", 0),
|
| | | ("DWORD", "ReMissRate", 0),
|
| | | ("DWORD", "ReParryRate", 0),
|
| | | ("DWORD", "ReSuckHPPer", 0),
|
| | | ("DWORD", "ReStunRateDef", 0),
|
| | | ("DWORD", "ReSuperHitRateDef", 0),
|
| | | ("DWORD", "ReComboRateDef", 0),
|
| | | ("DWORD", "ReMissRateDef", 0),
|
| | | ("DWORD", "ReParryRateDef", 0),
|
| | | ("DWORD", "ReSuckHPPerDef", 0),
|
| | | ),
|
| | |
|
| | | "SpecMapPlayerAttrFormat":(
|
| | |
| | | ("DWORD", "MDef", 0),
|
| | | ("DWORD", "FireDef", 0),
|
| | | ("DWORD", "SP", 0),
|
| | | ),
|
| | |
|
| | | "NPCStrengthen":(
|
| | | ("DWORD", "NPCID", 1),
|
| | | ("BYTE", "IsStrengthenByPlayerCount", 0),
|
| | | ("BYTE", "LVStrengthenMark", 0),
|
| | | ("BYTE", "LVStrengthenType", 0),
|
| | | ("BYTE", "CmpNPCBaseLV", 0),
|
| | | ("DWORD", "HitTime", 0),
|
| | | ("DWORD", "DefCoefficient", 0),
|
| | | ("DWORD", "AtkCoefficient", 0),
|
| | | ("DWORD", "AdjustCoefficient", 0),
|
| | | ("DWORD", "AtkInterval", 0),
|
| | | ("DWORD", "HitRate", 0),
|
| | | ("DWORD", "MissRate", 0),
|
| | | ("DWORD", "MonterNum", 0),
|
| | | ("DWORD", "IceAtkCoefficient", 0),
|
| | | ("DWORD", "IceDefCoefficient", 0),
|
| | | ("DWORD", "MaxEnduranceTime", 0),
|
| | | ("DWORD", "FightPowerCoefficient", 0),
|
| | | ),
|
| | |
|
| | | "NPCTimeLostHP":(
|
| | |
| | | |
| | | def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
|
| | | def GetNPCName(self): return self.attrTuple[1] # 名称 char
|
| | | def GetCountry(self): return self.attrTuple[2] # 国家 BYTE
|
| | | def GetAtkDistType(self): return self.attrTuple[3] # 远近类型;1-近战;2-远程 BYTE
|
| | | def GetSex(self): return self.attrTuple[4] # 性别;1-男,2-女 BYTE
|
| | | def GetLV(self): return self.attrTuple[5] # 等级 WORD
|
| | | def GetAtk(self): return self.attrTuple[6] # 攻击力 DWORD
|
| | | def GetDef(self): return self.attrTuple[7] # 防御值 DWORD
|
| | | def GetMaxHP(self): return self.attrTuple[8] # 最大生命值,可超过20E DWORD
|
| | | def GetSkillIDList(self): return self.attrTuple[9] # 技能ID列表 list
|
| | | def GetFinalDamPer(self): return self.attrTuple[10] # 最终增伤 DWORD
|
| | | def GetFinalDamPerDef(self): return self.attrTuple[11] # 最终减伤 DWORD
|
| | | def GetMissRate(self): return self.attrTuple[12] # 闪避概率 DWORD
|
| | | def GetMissRateDef(self): return self.attrTuple[13] # 抗闪避概率 DWORD
|
| | | def GetSuperHitRate(self): return self.attrTuple[14] # 暴击概率 DWORD
|
| | | def GetSuperHitRateDef(self): return self.attrTuple[15] # 抗暴击概率 DWORD
|
| | | def GetStunRate(self): return self.attrTuple[16] # 击晕概率 DWORD
|
| | | def GetStunRateDef(self): return self.attrTuple[17] # 抗击晕概率 DWORD
|
| | | def GetComboRate(self): return self.attrTuple[18] # 连击概率 DWORD
|
| | | def GetComboRateDef(self): return self.attrTuple[19] # 抗连击概率 DWORD
|
| | | def GetParryRate(self): return self.attrTuple[20] # 格挡概率 DWORD
|
| | | def GetParryRateDef(self): return self.attrTuple[21] # 抗格挡概率 DWORD
|
| | | def GetSuckHPPer(self): return self.attrTuple[22] # 吸血比率 DWORD
|
| | | def GetSuckHPPerDef(self): return self.attrTuple[23] # 抗吸血比率 DWORD
|
| | | def GetSpecAttrInfo(self): return self.attrTuple[24] # 特殊属性信息 {"属性ID":值, ...} dict |
| | | def GetRelatedHeroID(self): return self.attrTuple[2] # 关联武将ID DWORD
|
| | | def GetCountry(self): return self.attrTuple[3] # 国家 BYTE
|
| | | def GetAtkDistType(self): return self.attrTuple[4] # 远近类型;1-近战;2-远程 BYTE
|
| | | def GetSex(self): return self.attrTuple[5] # 性别;1-男,2-女 BYTE
|
| | | def GetLV(self): return self.attrTuple[6] # 等级 WORD
|
| | | def GetAtk(self): return self.attrTuple[7] # 攻击力 DWORD
|
| | | def GetDef(self): return self.attrTuple[8] # 防御值 DWORD
|
| | | def GetMaxHP(self): return self.attrTuple[9] # 最大生命值,可超过20E DWORD
|
| | | def GetSkillIDList(self): return self.attrTuple[10] # 技能ID列表 list
|
| | | def GetFinalDamPer(self): return self.attrTuple[11] # 最终增伤 DWORD
|
| | | def GetFinalDamPerDef(self): return self.attrTuple[12] # 最终减伤 DWORD
|
| | | def GetMissRate(self): return self.attrTuple[13] # 闪避概率 DWORD
|
| | | def GetMissRateDef(self): return self.attrTuple[14] # 抗闪避概率 DWORD
|
| | | def GetSuperHitRate(self): return self.attrTuple[15] # 暴击概率 DWORD
|
| | | def GetSuperHitRateDef(self): return self.attrTuple[16] # 抗暴击概率 DWORD
|
| | | def GetStunRate(self): return self.attrTuple[17] # 击晕概率 DWORD
|
| | | def GetStunRateDef(self): return self.attrTuple[18] # 抗击晕概率 DWORD
|
| | | def GetComboRate(self): return self.attrTuple[19] # 连击概率 DWORD
|
| | | def GetComboRateDef(self): return self.attrTuple[20] # 抗连击概率 DWORD
|
| | | def GetParryRate(self): return self.attrTuple[21] # 格挡概率 DWORD
|
| | | def GetParryRateDef(self): return self.attrTuple[22] # 抗格挡概率 DWORD
|
| | | def GetSuckHPPer(self): return self.attrTuple[23] # 吸血比率 DWORD
|
| | | def GetSuckHPPerDef(self): return self.attrTuple[24] # 抗吸血比率 DWORD
|
| | | def GetSpecAttrInfo(self): return self.attrTuple[25] # 特殊属性信息 {"属性ID":值, ...} dict |
| | | |
| | | # NPC成长表 |
| | | class IPY_NPCStronger(): |
| | | |
| | | def __init__(self): |
| | | self.attrTuple = None |
| | | return |
| | | |
| | | def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
|
| | | def GetAtkRatio(self): return self.attrTuple[1] # 攻击系数 float
|
| | | def GetDefRatio(self): return self.attrTuple[2] # 防御系数 float
|
| | | def GetMaxHPRatio(self): return self.attrTuple[3] # 生命系数 float
|
| | | def GetStunRateRatio(self): return self.attrTuple[4] # float
|
| | | def GetSuperHitRateRatio(self): return self.attrTuple[5] # float
|
| | | def GetComboRateRatio(self): return self.attrTuple[6] # float
|
| | | def GetMissRateRatio(self): return self.attrTuple[7] # float
|
| | | def GetParryRateRatio(self): return self.attrTuple[8] # float
|
| | | def GetSuckHPPerRatio(self): return self.attrTuple[9] # float
|
| | | def GetStunRateDefRatio(self): return self.attrTuple[10] # float
|
| | | def GetSuperHitRateDefRatio(self): return self.attrTuple[11] # float
|
| | | def GetComboRateDefRatio(self): return self.attrTuple[12] # float
|
| | | def GetMissRateDefRatio(self): return self.attrTuple[13] # float
|
| | | def GetParryRateDefRatio(self): return self.attrTuple[14] # float
|
| | | def GetSuckHPPerDefRatio(self): return self.attrTuple[15] # float |
| | | |
| | | # 技能表 |
| | | class IPY_Skill(): |
| | |
| | | def GetWaveLineupIDList5(self): return self.attrTuple[6] # 波5阵容ID列表,小队1阵容ID|小队2阵容ID|... list
|
| | | def GetWaveLineupIDList6(self): return self.attrTuple[7] # 波6阵容ID列表,小队1阵容ID|小队2阵容ID|... list
|
| | | def GetBossLineupIDList(self): return self.attrTuple[8] # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|... list
|
| | | def GetAwardItemList(self): return self.attrTuple[9] # 过关奖励列表,[[物品ID,个数], ...] list |
| | | def GetAwardItemList(self): return self.attrTuple[9] # 过关奖励列表,[[物品ID,个数], ...] list
|
| | | def GetNPCLV(self): return self.attrTuple[10] # NPC等级 WORD
|
| | | def GetDifficulty(self): return self.attrTuple[11] # 难度系数 float |
| | | |
| | | # NPC阵容表 |
| | | class IPY_NPCLineup(): |
| | |
| | | def GetExp(self): return self.attrTuple[1] # 升级所需经验 DWORD
|
| | | def GetMaxHP(self): return self.attrTuple[2] # 生命 DWORD
|
| | | def GetAtk(self): return self.attrTuple[3] # 攻击 DWORD
|
| | | def GetDef(self): return self.attrTuple[4] # 防御 DWORD |
| | | def GetDef(self): return self.attrTuple[4] # 防御 DWORD
|
| | | def GetReHeroBreakLV(self): return self.attrTuple[5] # 参考突破等级 BYTE
|
| | | def GetReHeroAwakeLV(self): return self.attrTuple[6] # 参考觉醒等级 BYTE
|
| | | def GetReAtk(self): return self.attrTuple[7] # 参考攻击 DWORD
|
| | | def GetReDef(self): return self.attrTuple[8] # 防御 DWORD
|
| | | def GetReMaxHP(self): return self.attrTuple[9] # 生命 DWORD
|
| | | def GetReStunRate(self): return self.attrTuple[10] # DWORD
|
| | | def GetReSuperHitRate(self): return self.attrTuple[11] # DWORD
|
| | | def GetReComboRate(self): return self.attrTuple[12] # DWORD
|
| | | def GetReMissRate(self): return self.attrTuple[13] # DWORD
|
| | | def GetReParryRate(self): return self.attrTuple[14] # DWORD
|
| | | def GetReSuckHPPer(self): return self.attrTuple[15] # DWORD
|
| | | def GetReStunRateDef(self): return self.attrTuple[16] # DWORD
|
| | | def GetReSuperHitRateDef(self): return self.attrTuple[17] # DWORD
|
| | | def GetReComboRateDef(self): return self.attrTuple[18] # DWORD
|
| | | def GetReMissRateDef(self): return self.attrTuple[19] # DWORD
|
| | | def GetReParryRateDef(self): return self.attrTuple[20] # DWORD
|
| | | def GetReSuckHPPerDef(self): return self.attrTuple[21] # DWORD |
| | | |
| | | # 特殊地图玩家属性公式表 |
| | | class IPY_SpecMapPlayerAttrFormat(): |
| | |
| | | def GetMDef(self): return self.attrTuple[12] # 标准击杀时间/毫秒 DWORD
|
| | | def GetFireDef(self): return self.attrTuple[13] # 脱机挂经验计算战力 DWORD
|
| | | def GetSP(self): return self.attrTuple[14] # SP DWORD |
| | | |
| | | # 成长型怪物参数公式表 |
| | | class IPY_NPCStrengthen(): |
| | | |
| | | def __init__(self): |
| | | self.attrTuple = None |
| | | return |
| | | |
| | | def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
|
| | | def GetIsStrengthenByPlayerCount(self): return self.attrTuple[1] # 是否根据人数成长 BYTE
|
| | | def GetLVStrengthenMark(self): return self.attrTuple[2] # 等级成长属性公式标记 BYTE
|
| | | def GetLVStrengthenType(self): return self.attrTuple[3] # 等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级; BYTE
|
| | | def GetCmpNPCBaseLV(self): return self.attrTuple[4] # 是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级 BYTE
|
| | | def GetHitTime(self): return self.attrTuple[5] # 受击次数 DWORD
|
| | | def GetDefCoefficient(self): return self.attrTuple[6] # 人物防御系数 DWORD
|
| | | def GetAtkCoefficient(self): return self.attrTuple[7] # 人物攻击系数 DWORD
|
| | | def GetAdjustCoefficient(self): return self.attrTuple[8] # 调整系数比例 DWORD
|
| | | def GetAtkInterval(self): return self.attrTuple[9] # 怪物攻击间隔 DWORD
|
| | | def GetHitRate(self): return self.attrTuple[10] # 对人物的命中率 DWORD
|
| | | def GetMissRate(self): return self.attrTuple[11] # 对人物的闪避率 DWORD
|
| | | def GetMonterNum(self): return self.attrTuple[12] # 怪物数 DWORD
|
| | | def GetIceAtkCoefficient(self): return self.attrTuple[13] # 元素攻击比例 DWORD
|
| | | def GetIceDefCoefficient(self): return self.attrTuple[14] # 元素抗性比例 DWORD
|
| | | def GetMaxEnduranceTime(self): return self.attrTuple[15] # 玩家最大承受伤害时间 DWORD
|
| | | def GetFightPowerCoefficient(self): return self.attrTuple[16] # 压制战斗力系数 DWORD |
| | | |
| | | # NPC时间掉血表 |
| | | class IPY_NPCTimeLostHP(): |
| | |
| | | self.__LoadFileData("DirtyName", onlyCheck)
|
| | | self.__LoadFileData("FuncTeamSet", onlyCheck)
|
| | | self.__LoadFileData("NPC", onlyCheck)
|
| | | self.__LoadFileData("NPCStronger", onlyCheck)
|
| | | self.__LoadFileData("Skill", onlyCheck)
|
| | | self.__LoadFileData("Hero", onlyCheck)
|
| | | self.__LoadFileData("HeroTalent", onlyCheck)
|
| | |
| | | self.__LoadFileData("SpecMapPlayerAttrFormat", onlyCheck)
|
| | | self.__LoadFileData("GMAttr", onlyCheck)
|
| | | self.__LoadFileData("NPCRealmStrengthen", onlyCheck)
|
| | | self.__LoadFileData("NPCStrengthen", onlyCheck)
|
| | | self.__LoadFileData("NPCTimeLostHP", onlyCheck)
|
| | | self.__LoadFileData("EquipSuitAttr", onlyCheck)
|
| | | self.__LoadFileData("WingRefineAttr", onlyCheck)
|
| | |
| | | def GetNPCByIndex(self, index): |
| | | self.CheckLoadData("NPC") |
| | | return self.ipyNPCCache[index]
|
| | | |
| | | def GetNPCStrongerCount(self): |
| | | self.CheckLoadData("NPCStronger") |
| | | return self.ipyNPCStrongerLen
|
| | | def GetNPCStrongerByIndex(self, index): |
| | | self.CheckLoadData("NPCStronger") |
| | | return self.ipyNPCStrongerCache[index]
|
| | | |
| | | def GetSkillCount(self): |
| | | self.CheckLoadData("Skill") |
| | |
| | | def GetNPCRealmStrengthenByIndex(self, index): |
| | | self.CheckLoadData("NPCRealmStrengthen") |
| | | return self.ipyNPCRealmStrengthenCache[index]
|
| | | |
| | | def GetNPCStrengthenCount(self): |
| | | self.CheckLoadData("NPCStrengthen") |
| | | return self.ipyNPCStrengthenLen
|
| | | def GetNPCStrengthenByIndex(self, index): |
| | | self.CheckLoadData("NPCStrengthen") |
| | | return self.ipyNPCStrengthenCache[index]
|
| | | |
| | | def GetNPCTimeLostHPCount(self): |
| | | self.CheckLoadData("NPCTimeLostHP") |
| | |
| | | def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分
|
| | |
|
| | | def DoNPCAttrStrengthen(curNPC, isReborn, isDyn=False):
|
| | | '''NPC属性增强, NPC属性成长由两个因素决定
|
| | | 1.NPC成长等级,成长等级决定成长属性,与成长表结合使用
|
| | | 可设置地图NPC等级动态成长,但是已经刷新出来的NPC等级不变,动态等级变更后刷新的NPC等级才会使用最新等级
|
| | | |
| | | 2.玩家人数因素,决定NPC属性的额外成长系数,可单独使用,或者和1一起使用
|
| | | 可设置马上刷新NPC属性
|
| | | 除血量外,其他属性会根据动态因素直接变更
|
| | | 血量会根据血量百分比动态变更至相应的百分比
|
| | | '''
|
| | | npcID = curNPC.GetNPCID()
|
| | | strengthenIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCStrengthen", npcID)
|
| | | if not strengthenIpyData:
|
| | | #GameWorld.DebugLog("该NPC属性不成长!npcID=%s" % npcID)
|
| | | return
|
| | | |
| | | strengthenLV = 0
|
| | | strengthenPlayerCnt = 0
|
| | | |
| | | gameFB = GameWorld.GetGameFB()
|
| | | |
| | | if strengthenIpyData.GetIsStrengthenByPlayerCount():
|
| | | strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
|
| | | if not strengthenPlayerCnt:
|
| | | GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
|
| | | return
|
| | | |
| | | lvStrengthenType = strengthenIpyData.GetLVStrengthenType()
|
| | | # 根据世界等级
|
| | | if lvStrengthenType == 3:
|
| | | strengthenLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
|
| | | # 根据最大等级
|
| | | elif lvStrengthenType == 2:
|
| | | strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
|
| | | # 根据平均等级
|
| | | elif lvStrengthenType == 1:
|
| | | strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV)
|
| | | # 根据按成长等级的上下限随机
|
| | | elif lvStrengthenType == 4:
|
| | | randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV)
|
| | | randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
|
| | | strengthenLV = random.randint(randMinLV, randMaxLV)
|
| | | # 根据境界难度
|
| | | elif lvStrengthenType == 5:
|
| | | realmLV = PlayerControl.GetDifficultyRealmLV(curNPC.GetSightLevel())
|
| | | realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
|
| | | if realmNPCIpyData:
|
| | | strengthenLV = realmNPCIpyData.GetLV()
|
| | | else:
|
| | | lvStrengthenType = 0
|
| | | |
| | | # 木桩怪最大、平均成长等级处理,直接取归属玩家等级
|
| | | if lvStrengthenType in [1, 2] and curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
|
| | | owner = None
|
| | | summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
|
| | | if summonPlayerID:
|
| | | owner = GameWorld.GetObj(summonPlayerID, IPY_GameWorld.gotPlayer)
|
| | | if owner:
|
| | | strengthenLV = owner.GetLV()
|
| | | |
| | | if strengthenIpyData.GetCmpNPCBaseLV():
|
| | | strengthenLV = max(strengthenLV, curNPC.GetLV())
|
| | | |
| | | if lvStrengthenType in [1, 2] and not strengthenLV:
|
| | | GameWorld.ErrLog("NPC配置了成长等级类型,但是无法获取到对应的成长等级值!npcID=%s,lvStrengthenType=%s" % (npcID, lvStrengthenType))
|
| | | return
|
| | | |
| | | # 副本特殊指定
|
| | | npcFBAttrDict = FBLogic.GetFBNPCStrengthenAttr(curNPC, isReborn)
|
| | | if "LV" in npcFBAttrDict:
|
| | | strengthenLV = npcFBAttrDict["LV"]
|
| | | |
| | | attrDict = {} #GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
|
| | | attrDict.update(npcFBAttrDict) # 如果副本有指定属性,则以副本为主
|
| | | if not attrDict:
|
| | | return
|
| | | |
| | | # 成长等级只在重生的时候设置一次
|
| | | if isReborn and curNPC.GetCurLV() != strengthenLV:
|
| | | curNPC.SetCurLV(strengthenLV, False) # 重生的不通知等级变更,属性成长刷新后由NPC出现包通知
|
| | | |
| | | befMaxHP = GameObj.GetMaxHP(curNPC)
|
| | | befHP = GameObj.GetHP(curNPC)
|
| | | #GameWorld.DebugLog("NPC属性成长刷新,isReborn=%s,npcID=%s,LV=%s,curLV=%s,befMaxHP=%s,befHP=%s,attrDict=%s" |
| | | # % (isReborn, npcID, curNPC.GetLV(), curNPC.GetCurLV(), befMaxHP, befHP, attrDict))
|
| | | for attrKey, strengthenValue in attrDict.items():
|
| | | if not hasattr(curNPC, "Set%s" % attrKey):
|
| | | if attrKey == "FightPower":
|
| | | SetSuppressFightPower(curNPC, strengthenValue)
|
| | | continue
|
| | | |
| | | if attrKey == "MaxHP":
|
| | | GameObj.SetMaxHP(curNPC, strengthenValue)
|
| | | else:
|
| | | strengthenValue = min(strengthenValue, ChConfig.Def_UpperLimit_DWord)
|
| | | getattr(curNPC, "Set%s" % attrKey)(strengthenValue)
|
| | | #GameWorld.DebugLog(" %s=%s" % (attrKey, strengthenValue))
|
| | | |
| | | aftMaxHP = GameObj.GetMaxHP(curNPC)
|
| | | if befMaxHP != aftMaxHP:
|
| | | if isReborn:
|
| | | GameObj.SetHP(curNPC, aftMaxHP)
|
| | | elif isDyn:
|
| | | # 动态刷新属性的,血量按百分比继承
|
| | | aftHP = int(aftMaxHP * befHP / befMaxHP)
|
| | | GameObj.SetHP(curNPC, aftHP)
|
| | | curNPC.Notify_HP()
|
| | | curNPC.Notify_MaxHP()
|
| | | #GameWorld.DebugLog(" aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP))
|
| | | |
| | | # 机器人复活初始化给技能
|
| | | if isReborn and curNPC.GetType() == ChConfig.ntRobot:
|
| | | __OnFBRobotReborn(curNPC, strengthenLV)
|
| | | |
| | | return
|
| | |
|
| | | def __OnFBRobotReborn(curNPC, npcLV):
|
| | |
| | |
|
| | | # 突破潜能
|
| | | breakAttrDict = {}
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
|
| | | if awakeIpyDataList:
|
| | | for breakIpyData in awakeIpyDataList:
|
| | | breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
|
| | | if breakIpyDataList:
|
| | | for breakIpyData in breakIpyDataList:
|
| | | if breakIpyData.GetBreakLV() > breakLV:
|
| | | break
|
| | | attrIDList = breakIpyData.GetAttrIDList()
|