From 05251cfca26ce5f044923793da7c97597413ed1b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 13 八月 2025 19:18:54 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线掉落物品默认不堆叠;注:单个物品的个数可能大于1,单个战利品ID可能一次掉多个;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 287 ++++++++++++++++++++++++++++++++++-----------------------
1 files changed, 172 insertions(+), 115 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index a26c3d8..cd9560f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -24,6 +24,8 @@
import ShareDefine
import ChConfig
import ObjPool
+import TurnPassive
+import TurnBuff
class HurtObj():
## 伤血统计
@@ -64,10 +66,54 @@
def GetBounceHP(self): return self._bounceHP
def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
+class Effect():
+
+ def __init__(self, effID, values):
+ self._effID = effID
+ self._values = values
+ return
+
+ def GetEffectID(self): return self._effID
+ def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
+ def GetEffectValueCount(self): return len(self._values)
+
+class SklllData():
+
+ def __init__(self, ipyData):
+ self._ipyData = ipyData
+ self._effList = [] # [Effect, ...]
+ for num in range(1, 1 + 3):
+ effID = getattr(ipyData, "GetEffectID%s" % num)()
+ values = getattr(ipyData, "GetEffectValues%s" % num)()
+ self._effList.append(ObjPool.GetPoolMgr().acquire(Effect, effID, values))
+ return
+
+ def GetSkillID(self): return self._ipyData.GetSkillID()
+ def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+ def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
+ def GetSkillName(self): return self._ipyData.GetSkillName()
+ def GetFuncType(self): return self._ipyData.GetFuncType()
+ def GetSkillType(self): return self._ipyData.GetSkillType()
+ def GetHurtType(self): return self._ipyData.GetHurtType()
+ def GetAtkType(self): return self._ipyData.GetAtkType()
+ def GetTagAim(self): return self._ipyData.GetTagAim() # 瞄准位置
+ def GetTagFriendly(self): return self._ipyData.GetTagFriendly() # 敌我目标
+ def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己
+ def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分
+ def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数
+ def GetHappenRate(self): return self._ipyData.GetHappenRate() # 释放或添加几率
+ def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
+ def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
+ def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
+ def GetEffectCount(self): return len(self._effList)
+ def GetConnSkill(self): return self._ipyData.GetConnSkill() # 关联技能
+ def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
+ def GetFightPower(self): return self._ipyData.GetFightPower()
+
class PyBuff():
- def __init__(self, skillData):
- self._skillData = skillData
+ def __init__(self, ipyData):
+ self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
self._buffID = 0
self._ownerID = 0
self._layer = 0
@@ -88,7 +134,7 @@
def SetValueList(self, valueList): self._valueList = valueList
def GetValue(self, index):
return self._valueList[index] if len(self._valueList) > index else 0
-
+
class BuffManager():
## 战斗对象buff管理器
@@ -96,6 +142,7 @@
self._buffList = [] # [PyBuff, ...]
self._buffIDDict = {} # {buffID:PyBuff, ...}
self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
+ self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
# 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
return
@@ -119,13 +166,13 @@
def AddBuff(self, skillID):
buff = None
- skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
- if not skillData:
+ ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not ipyData:
return buff
- skillTypeID = skillData.GetSkillTypeID()
+ skillTypeID = ipyData.GetSkillTypeID()
self._buffID += 1
- buff = ObjPool.GetPoolMgr().acquire(PyBuff, skillData)
+ buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
buff.SetBuffID(self._buffID)
self._buffList.append(buff)
@@ -139,6 +186,21 @@
#if False:
# buff = PyBuff()
return buff
+
+ def DelBuff(self, buffID):
+ if buffID not in self._buffIDDict:
+ return
+ buff = self._buffIDDict.pop(buffID)
+ if buff in self._buffList:
+ self._buffList.remove(buff)
+ for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
+ if buffID not in buffIDList:
+ continue
+ buffIDList.remove(buffID)
+ if not buffIDList:
+ self._skillTypeIDBuffIDs.pop(skillTypeID)
+ break
+ return
def GetBuff(self, buffID):
buff = None
@@ -165,18 +227,44 @@
buffs.append(self._buffIDDict[buffID])
return buffs
-class PySkill():
-
- def __init__(self, skillData):
- self._skillData = skillData
- self._remainTime = 0
- self._batType = 0 # 战斗类型,普通、连击、反击、追击等
- self._enhanceBySkill = None # 由哪个主技能触发的
- self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
- self._hurtList = [] # 本次伤血列表 [HurtObj, ...]
+ def AddBuffState(self, state, buffID):
+ ## 添加buff影响的状态,ChConfig.BatObjStateList
+ if state not in self._buffStateDict:
+ self._buffStateDict[state] = []
+ buffIDList = self._buffStateDict[state]
+ if buffID not in buffIDList:
+ buffIDList.append(buffID)
+ GameWorld.DebugLog(" AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
return
- def SetSkillData(self, skillData): self._skillData = skillData
+ def DelBuffState(self, state, buffID):
+ ## 删除buff影响的状态
+ if state not in self._buffStateDict: return
+ buffIDList = self._buffStateDict[state]
+ if buffID not in buffIDList:
+ return
+ buffIDList.remove(buffID)
+ if not len(buffIDList):
+ self._buffStateDict.pop(state)
+ GameWorld.DebugLog(" DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+ return
+
+ def IsInBuffState(self, state):
+ ## 是否处于某种状态下
+ return state in self._buffStateDict and len(self._buffStateDict[state]) > 0
+
+class PySkill():
+
+ def __init__(self, ipyData):
+ self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._remainTime = 0
+ self._batType = 0 # 战斗类型,普通、连击、反击、追击等
+ self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
+ self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
+ self._bySkill = None # 由哪个技能触发的
+ self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
+ return
+
def GetSkillID(self): return self._skillData.GetSkillID()
def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
@@ -193,38 +281,8 @@
def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率
def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
- def FindEffectID(self, effID):
- ## 查找是否有某个效果ID
- # @return: 大于0该ID所在的效果ID编号; 0-不存在该效果ID
- for idNum in range(1, 1 + 3):
- if self.GetEffectID(idNum) == effID:
- return idNum
- return 0
- def GetEffectID(self, idNum):
- ## 获取效果ID
- # @param idNum: 效果ID编号,从1开始
- if idNum == 1:
- return self._skillData.GetEffectID1()
- if idNum == 2:
- return self._skillData.GetEffectID2()
- if idNum == 3:
- return self._skillData.GetEffectID3()
- return 0
- def GetEffectValue(self, idNum, index):
- ## 获取效果对应值
- # @param idNum: 效果ID编号,从1开始
- # @param index: 值索引,从0开始代表第1个值
- if idNum <= 0:
- return 0
- if idNum == 1:
- values = self._skillData.GetEffectValues1()
- elif idNum == 2:
- values = self._skillData.GetEffectValues2()
- elif idNum == 3:
- values = self._skillData.GetEffectValues3()
- else:
- return 0
- return values[index] if len(values) > index else 0
+ def GetEffect(self, index): return self._skillData.GetEffect(index)
+ def GetEffectCount(self): return self._skillData.GetEffectCount()
def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能
def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
def GetFightPower(self): return self._skillData.GetFightPower()
@@ -234,8 +292,10 @@
def SetRemainTime(self, remainTime): self._remainTime = remainTime
def GetBatType(self): return self._batType
def SetBatType(self, batType): self._batType = batType
- def GetEnhanceBySkill(self): return self._enhanceBySkill
- def SetEnhanceBySkill(self, enhanceBySkill): self._enhanceBySkill = enhanceBySkill
+ def GetIsEnhanceSkill(self): return self._isEnhanceSkill
+ def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
+ def GetBySkill(self): return self._bySkill
+ def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetTagObjList(self): return self._tagObjList # 技能目标列表
def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
def ClearHurtObj(self):
@@ -252,12 +312,6 @@
self._hurtList.append(hurtObj)
return hurtObj
def GetHurtObjList(self): return self._hurtList
- def GetHurtObj(self, tagID):
- ## 获取某个伤血,如果目标没有在伤血列表里则返回None
- for hurtObj in self._hurtList:
- if hurtObj.GetObjID() == tagID:
- return hurtObj
- return
class SkillManager():
## 战斗对象技能管理器
@@ -276,45 +330,42 @@
return
def GetSkillCount(self): return len(self._skillList)
- def GetSkillByIndex(self, index):
- skill = self._skillList[index]
- #if False:
- # skill = PySkill()
- return skill
- def FindSkillByID(self, skillID):
- skill = self._skillDict.get(skillID, None)
- #if False:
- # skill = PySkill()
- return skill
+ def GetSkillByIndex(self, index): return self._skillList[index]
+ def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
for s in self._skillList:
if s.GetSkillTypeID() == skillTypeID:
skill = s
break
- #if False:
- # skill = PySkill()
return skill
def LearnSkillByID(self, skillID):
- skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
- if not skillData:
+ ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not ipyData:
return
if skillID in self._skillDict:
return
- skillTypeID = skillData.GetSkillTypeID()
+ skillTypeID = ipyData.GetSkillTypeID()
curSkill = self.FindSkillByTypeID(skillTypeID)
if curSkill:
if curSkill.GetSkillID() >= skillID:
return
- # 升级技能
- curSkill.SetSkillData(skillData)
- else:
- # 学新技能
- curSkill = ObjPool.GetPoolMgr().acquire(PySkill, skillData)
- self._skillDict[skillID] = curSkill
- self._skillList.append(curSkill)
+ self.__deleteSkill(curSkill)
+
+ # 学新技能
+ curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
+ self._skillDict[skillID] = curSkill
+ self._skillList.append(curSkill)
return curSkill
+
+ def __deleteSkill(self, curSkill):
+ skillID = curSkill.GetSkillID()
+ self._skillDict.pop(skillID, None)
+ if curSkill in self._skillList:
+ self._skillList.remove(curSkill)
+ ObjPool.GetPoolMgr().release(curSkill)
+ return
class BatObj():
## 战斗实体对象数据,目前与某个NPCObj绑定
@@ -332,6 +383,8 @@
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._hp = 0 # 当前生命值
+ self._xp = 0 # 当前怒气值
self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...}
self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -348,14 +401,31 @@
return
def InitBatAttr(self, initAttrDict, initXP=0):
- ## 初始化战斗属性
+ '''初始化战斗属性
+ @param initAttrDict: 已经算好的在阵容中的属性,包含羁绊、阵容属性等,战斗中只要计算buff属性即可
+ @param initXP: 初始化的怒气值
+ '''
self._initAttrDict = initAttrDict
self._batAttrDict = {}
self._batAttrDict.update(initAttrDict)
- self._batAttrDict[ChConfig.AttrID_XP] = initXP
- self._batAttrDict[ChConfig.AttrID_HP] = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
self._skillTempAttrDict = {}
+ self._xp = initXP
+ self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
+ TurnBuff.RefreshBuffAttr(self)
+ TurnPassive.RefreshPassive(self)
return
+
+ def UpdInitBatAttr(self, initAttrDict):
+ ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
+ self._initAttrDict = initAttrDict
+ TurnBuff.RefreshBuffAttr(self)
+ return
+
+ def ResetBattleEffect(self):
+ self._batAttrDict = {}
+ self._batAttrDict.update(self._initAttrDict)
+ return self._batAttrDict
+
def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
@@ -398,31 +468,41 @@
# return False
return True
+ def IsInState(self, state):
+ ## 是否处于某种状态下
+ return self._buffMgr.IsInBuffState(state)
+
# 战斗属性
def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
- def SetMaxHP(self, maxHP): self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
- def GetHP(self): return self._batAttrDict.get(ChConfig.AttrID_HP, 0)
+ def SetMaxHP(self, maxHP, isNotify=False):
+ self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
+ if isNotify:
+ NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
+ return
+ def GetHP(self): return self._hp
def SetHP(self, hp, isNotify=False):
- self._batAttrDict[ChConfig.AttrID_HP] = hp
+ self._hp = hp
if isNotify:
NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
return
- def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP())
- def GetXP(self): return self._batAttrDict.get(ChConfig.AttrID_XP, 0)
+ def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
+ def GetXP(self): return self._xp
def SetXP(self, xp, isNotify=True):
- self._batAttrDict[ChConfig.AttrID_XP] = xp
+ self._xp = xp
if isNotify:
NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
return
- def GetAtk(self): return self.GetAttrValue(ChConfig.AttrID_Atk)
- def GetDef(self): return self.GetAttrValue(ChConfig.AttrID_Def)
+ def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
+ def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
- def GetAttrValue(self, attrID):
+ def GetBatAttrValue(self, attrID, includeTemp=True):
+ #ChConfig.AttrID_HP ChConfig.AttrID_XP
value = self._batAttrDict.get(attrID, 0)
- if attrID in self._skillTempAttrDict:
+ if includeTemp and attrID in self._skillTempAttrDict:
value += self._skillTempAttrDict[attrID] # 支持正负值
value = max(1, value)
return value
+ def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
def AddSkillTempAttr(self, attrID, value):
## 增加技能临时属性,支持正负值
# @param value: 正值-加属性;负值-减属性
@@ -453,29 +533,6 @@
def TurnReset(self):
## 回合重置
self._skillTurnUseCntDict = {}
-
- def ResetBatObj(self, isReborn=True):
- ## 重置战斗相关
- # @param isReborn: 死亡的是否复活
-
- # 重置统计
- self.hurtStat = 0
- self.defStat = 0
- self.cureStat = 0
-
- if self.GetHP() <= 0 and not isReborn:
- return
-
- # 清除buff
-
- # 回满血
- self.SetHPFull()
-
- # 重置怒气
- initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
- self.SetXP(initXP)
- return
-
class BattleObjMgr():
## 战斗对象管理器
--
Gitblit v1.8.0