6442 子 【2.0】装备莲台 / 【后端】【2.0】装备莲台
优化同buff 不同等级是否可添加逻辑
翻滚特殊处理,实时响应, 由CD 总控制 不受tick影响
| | |
| | | ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_Parry:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
|
| | | }
|
| | |
|
| | | calcTypeList = []
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Zhuxian]
|
| | | calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, |
| | | ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit]
|
| | | if defObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_Parry]
|
| | | # 暂时只计算玩家
|
| | |
| | | ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
|
| | | #ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_DeadlyHit:lambda aObj, dObj, hState:__HurtTypeHappen_Deadly(aObj, dObj, hState),
|
| | | }
|
| | |
|
| | | hadCheckList = [] # 已经处理过的伤害类型列表
|
| | |
| | | # if GameWorld.CanHappen(rate):
|
| | | # return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
|
| | | # return
|
| | |
|
| | | # 致命一击
|
| | | def __HurtTypeHappen_Deadly(atkObj, defObj, happenState):
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
|
| | | return True, 0, 0
|
| | | return
|
| | |
|
| | |
|
| | |
|
| | | def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
|
| | |
| | | isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
|
| | | dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
|
| | | isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
|
| | | isDeadlyHit = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit][0] # 致命一击
|
| | |
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
|
| | | return 1, hurtType
|
| | |
| | | dHP = GameObj.GetHP(defObj) # 防守方当前血量
|
| | | dMaxHP = GameObj.GetMaxHP(defObj) # 防守方最大血量
|
| | | dIceDef = defObj.GetIceDef() # 冰防, 元素真防, 玩家及NPC通用
|
| | | dFinalHurtReducePer = 0 # 最终伤害减少百分比 默认0
|
| | |
|
| | | # 攻击方
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | |
| | | dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
|
| | | dBeHurtPer = PlayerControl.GetBeHurtPer(defObj) # 加深受到伤害百分比
|
| | | dFightPower = defObj.GetFightPower()
|
| | | dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
|
| | | |
| | | else:
|
| | | dIgnoreDefRateReduce = 0 # 无视防御比率抗性
|
| | | dSkillAtkRateReduce = 0 # 技能攻击力减少
|
| | |
| | | dBeHurtPer = 0
|
| | | dFightPower = NPCCommon.GetSuppressFightPower(defObj)
|
| | |
|
| | | |
| | | #攻击字典 { 攻击类型 : '公式' }
|
| | | hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
|
| | |
|
| | |
| | | Def_HurtType_Zhansha, # նɱ 12
|
| | | Def_HurtType_Zhuxian, # 诛仙一击 13
|
| | | Def_HurtType_ZhognjiZhansha, # 终极斩杀 14
|
| | | ) = range(1, 15)
|
| | | Def_HurtType_DeadlyHit, # 致命一击 15
|
| | | ) = range(1, 16)
|
| | | #Def_HurtType_SuckBlood, # 吸血
|
| | |
|
| | | (
|
| | |
| | | TriggerType_SuperHitSkipCD, # 暴击无冷却 68
|
| | | TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
|
| | | TriggerType_4074PerValue, # 特殊效果的加成 70
|
| | | ) = range(1, 71)
|
| | | TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71
|
| | | TriggerType_IsDealy, # 是否触发致命一击 72 暂且理解为和概率是独立,有新概念产生则重定义 |
| | | ) = range(1, 73)
|
| | |
|
| | |
|
| | | # NPC功能类型定义
|
| | |
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | |
| | | #装备的被动触发类技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | | return True
|
| | |
|
| | |
|
| | |
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | |
| | | #装备的被动触发类技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | |
| | |
|
| | | if buffReplaceType == ChConfig.Def_Buff_Replace_Better:
|
| | | if buffSkillLV > curSkillLV:
|
| | | # 只取最好的
|
| | | continue
|
| | | # 只取最好的, 不可加直接退出
|
| | | return False
|
| | |
|
| | | resultTime = -1 #不改变时间的情况
|
| | | if buffRepeatTimeType == ChConfig.Def_BuffTime_Reset:
|
| | |
| | | return True
|
| | |
|
| | | buffSkill = curObjBuff.GetSkill()
|
| | | buffSkillLV = buffSkill.GetSkillLV()
|
| | |
|
| | | #已存在更强大的效果
|
| | | if buffSkillLV > curSkillLV:
|
| | | return
|
| | | #buff根据情况可以叠加低级,或者低级覆盖高级
|
| | | # buffSkillLV = buffSkill.GetSkillLV()
|
| | | # |
| | | # #已存在更强大的效果
|
| | | # if buffSkillLV > curSkillLV:
|
| | | # return
|
| | |
|
| | | if not buffSkill.GetLastTime():
|
| | | #GameWorld.DebugLog("无时间限制buff,只要存在buff,则无需重复添加")
|
New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #
|
| | | ##@package
|
| | | #
|
| | | # @todo: 承受全职业伤害减少X% (莲台专用叠加衰减)
|
| | | #
|
| | | # @author: Alee
|
| | | # @date 2019-4-11 下午03:09:43
|
| | | # @version 1.0
|
| | | #
|
| | | # @note: |
| | | #
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | import PassiveBuffEffMng
|
| | |
|
| | | def CheckCanHappen(attacker, defender, effect, curSkill):
|
| | | return True
|
| | | |
| | |
|
| | |
|
| | | def GetValue(attacker, defender, effect):
|
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0
|
| | | |
| | | # 已计算根据技能数叠加衰减
|
| | | return passiveEff.AffectSuperEquipEffectCntDict.get(effect.GetEffectID(), 0)
|
New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #
|
| | | ##@package
|
| | | #
|
| | | # @todo: 对全职业伤害增加X% (莲台专用叠加衰减)
|
| | | #
|
| | | # @author: Alee
|
| | | # @date 2019-4-11 下午03:09:43
|
| | | # @version 1.0
|
| | | #
|
| | | # @note: |
| | | #
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | import PassiveBuffEffMng
|
| | |
|
| | | def CheckCanHappen(attacker, defender, effect, curSkill):
|
| | | return True
|
| | | |
| | |
|
| | |
|
| | | def GetValue(attacker, defender, effect):
|
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0
|
| | | |
| | | # 已计算根据技能数叠加衰减
|
| | | return passiveEff.AffectSuperEquipEffectCntDict.get(effect.GetEffectID(), 0)
|
New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #
|
| | | ##@package
|
| | | #
|
| | | # @todo: 攻击有X%的概率造成2秒麻痹效果 (莲台专用叠加衰减)
|
| | | #
|
| | | # @author: Alee
|
| | | # @date 2019-4-11 下午03:26:53
|
| | | # @version 1.0
|
| | | #
|
| | | # @note: |
| | | #
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | import GameWorld
|
| | | import PassiveBuffEffMng
|
| | |
|
| | |
|
| | | def CheckCanHappen(attacker, defender, effect, curSkill):
|
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return False
|
| | | value = passiveEff.AffectSuperEquipEffectCntDict.get(effect.GetEffectID(), 0)
|
| | | |
| | | return GameWorld.CanHappen(value) |
New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #
|
| | | ##@package
|
| | | #
|
| | | # @todo: 攻击有XX%的概率造成致命一击
|
| | | #
|
| | | # @author: Alee
|
| | | # @date 2019-4-11 下午05:36:35
|
| | | # @version 1.0
|
| | | #
|
| | | # @note: |
| | | #
|
| | | #---------------------------------------------------------------------
|
| | | import PassiveBuffEffMng
|
| | | import GameWorld
|
| | |
|
| | | def CheckCanHappen(attacker, defender, effect, curSkill):
|
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return False
|
| | | value = passiveEff.AffectSuperEquipEffectCntDict.get(effect.GetEffectID(), 0)
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| | | |
| | | return GameWorld.CanHappen(value)
|
| | | |
| | |
|
| | |
|
| | | def GetValue(attacker, defender, effect):
|
| | | return 1
|
New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #
|
| | | ##@package
|
| | | #
|
| | | # @todo: 受到攻击时,对攻击方造成X%的反射伤害 (莲台专用叠加衰减)
|
| | | #
|
| | | # @author: Alee
|
| | | # @date 2019-4-11 下午05:41:23
|
| | | # @version 1.0
|
| | | #
|
| | | # @note: |
| | | #
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | import PassiveBuffEffMng
|
| | |
|
| | | def CheckCanHappen(attacker, defender, effect, curSkill):
|
| | | return True
|
| | | |
| | |
|
| | | def GetValue(attacker, defender, effect):
|
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0
|
| | | |
| | | # 已计算根据技能数叠加衰减
|
| | | return passiveEff.AffectSuperEquipEffectCntDict.get(effect.GetEffectID(), 0)
|
| | |
|
| | |
| | |
|
| | | # 助战神兽技能
|
| | | GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
|
| | | |
| | | GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | |
|
| | | #-被动逻辑处理--------------------------------------------------------------------------------------------------
|
| | | ##离开地图处理
|
| | |
| | | 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
|
| | | 4074:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14, 记录值
|
| | | 4075:ChConfig.TriggerType_4074PerValue, # 增加4074的反弹比例
|
| | | 4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 |
| | | 4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
|
| | | 4078:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4079:ChConfig.TriggerType_IsDealy, # 是否触发致命一击 72
|
| | | 4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | self.AffectSkillDict = {} # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
|
| | | self.AffectPassiveSkillSetDict = {} # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
|
| | | self.AffectDogzSkillDict = {} # 神兽助战技能
|
| | | self.AffectSuperEquipSkillDict = {} # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
|
| | | self.AffectSuperEquipEffectCntDict = {} # 特殊装备技能效果对应的已计算后的数值,直接调用
|
| | |
|
| | | #记录会影响其他技能或者被动触发释放技能的BUFF
|
| | | def AddBuffInfoByEffect(self, effect, skillID):
|
| | |
| | | self.AffectDogzSkillDict[key].append((skillTypeID, effectID))
|
| | |
|
| | | return self.AffectDogzSkillDict
|
| | | |
| | | |
| | | # 重刷特殊装备技能
|
| | | def RefreshSuperEquipSkillDict(self):
|
| | | self.AffectSuperEquipSkillDict = {}
|
| | | self.AffectSuperEquipEffectCntDict = {}
|
| | | skillsDict = FindSuperEquipSkills(self.gameObj)
|
| | | |
| | | for skillID, value in skillsDict.items():
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | if not SkillCommon.isPassiveTriggerSkill(curSkill):
|
| | | continue
|
| | | |
| | | skillTypeID = curSkill.GetSkillTypeID()
|
| | | |
| | | connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
|
| | | for i in xrange(curSkill.GetEffectCount()):
|
| | | curEffect = curSkill.GetEffect(i)
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | continue
|
| | | |
| | | triggerType = GetTriggerTypeByEffectID(effectID)
|
| | | if triggerType == -1:
|
| | | continue
|
| | | |
| | | key = (triggerType,connSkillID)
|
| | | if key not in self.AffectSuperEquipSkillDict:
|
| | | self.AffectSuperEquipSkillDict[key] = []
|
| | | |
| | | self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
|
| | | # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
|
| | | self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
|
| | | |
| | | GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
|
| | | |
| | | return self.AffectSuperEquipSkillDict
|
| | |
|
| | |
|
| | | # 重刷可装备的被动技能
|
| | |
| | | skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
|
| | | skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
|
| | | skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
|
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
|
| | | |
| | | if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
|
| | | skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
|
| | | skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
|
| | | skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
|
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
|
| | | return skillList
|
| | |
|
| | | #所有obj的被动效果管理
|
| | |
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshDogzBattleSkill()
|
| | | return
|
| | | |
| | | |
| | | |
| | | # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
|
| | | def RegistSuperEquipSkillDict(self, gameObj):
|
| | | passiveEff = self.GetPassiveEff(gameObj)
|
| | | if not passiveEff:
|
| | | # 强制刷新所有被动技能
|
| | | passiveEff = PassiveEff(gameObj)
|
| | | if not passiveEff.RefreshSuperEquipSkillDict():
|
| | | return
|
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshSuperEquipSkillDict()
|
| | | return
|
| | |
|
| | |
|
| | |
| | | skills.append(curSkill)
|
| | |
|
| | | return skills
|
| | |
|
| | |
|
| | | # 遍历身上装备技能以及各自个数,装备技能不需要学习
|
| | | # 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
|
| | | def FindSuperEquipSkills(gameObj):
|
| | | skillsDict = {}
|
| | | if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return skillsDict
|
| | | |
| | | equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for i in xrange(equipPack.GetCount()):
|
| | | curEquip = equipPack.GetAt(i)
|
| | | |
| | | if not curEquip or curEquip.IsEmpty():
|
| | | continue
|
| | | |
| | | if curEquip.GetAddSkill(0) == 0:
|
| | | #无技能
|
| | | continue
|
| | | |
| | | for j in xrange(curEquip.GetAddSkillCount()):
|
| | | skillID = curEquip.GetAddSkill(j)
|
| | | if skillID == 0:
|
| | | break
|
| | | |
| | | skillsDict[skillID] = skillsDict.get(skillID, 0) + 1 |
| | | |
| | | return skillsDict
|
| | |
| | | #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID)
|
| | | return
|
| | |
|
| | | if not CheckClientAttackTick(curPlayer, clientTick, tick):
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | curPlayer.Sync_ClientTick() |
| | | return
|
| | | if pack_SkillID != ChConfig.Def_SkillID_Somersault:
|
| | | # 翻滚特殊处理,实时响应, 由CD 总控制
|
| | | if not CheckClientAttackTick(curPlayer, clientTick, tick):
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | curPlayer.Sync_ClientTick() |
| | | return
|
| | |
|
| | | #已经在攻击中
|
| | | if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack:
|
| | |
| | | houseSkill = ChConfig.Def_Skill_TypeID_Speed
|
| | | curSkillType = curSkill.GetSkillTypeID()
|
| | |
|
| | | if not SkillCommon.IsBuff(curSkill):
|
| | | continue
|
| | | |
| | | if curSkillType in houseSkill:
|
| | | #不使用,不添加buff
|
| | | if playerVehicle != IPY_GameWorld.pvHorse :
|