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/Skill/TurnSkill.py | 120 +++++++++++++++++++++++++++++++++--------------------------
1 files changed, 67 insertions(+), 53 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 7cbef56..b41a26b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
## 是否无视防御
return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
'''使用技能通用入口
@param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
- @param enhanceBySkill: 由哪个主技能额外触发的
+ @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
+ @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
@return: 是否成功
'''
if not useSkill:
@@ -65,9 +66,9 @@
tagCount = useSkill.GetTagCount()
tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
- enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
- GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s"
- % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
+ bySkillID = bySkill.GetSkillID() if bySkill else 0
+ GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s"
+ % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
if not tagObjList:
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
return
@@ -83,7 +84,8 @@
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
- useSkill.SetEnhanceBySkill(enhanceBySkill)
+ useSkill.SetBySkill(bySkill)
+ useSkill.SetIsEnhanceSkill(isEnhanceSkill)
useSkill.ClearHurtObj()
curBatObj.ClearSkillTempAttr()
@@ -92,7 +94,7 @@
objID = curBatObj.GetID()
useTag = ""
- if not enhanceBySkill:
+ if not isEnhanceSkill:
# 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
@@ -114,9 +116,10 @@
clientPack.Sign = 1
turnFight.addBatPack(clientPack)
- # 最后重置、清空回收对象池
+ # 最后重置、回收对象
useSkill.SetTagObjList([])
- useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
+ useSkill.SetBySkill(None) # 需重置,防止被误回收
+ useSkill.SetIsEnhanceSkill(False)
useSkill.ClearHurtObj()
if usePoolSkill:
poolMgr.release(useSkill)
@@ -243,11 +246,13 @@
# 血量最低
if tagAffect == ChConfig.SkillTagAffect_HPLowest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
+ #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
aimObjList = aimObjList[:tagCount]
-
+
# 血量最高
elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
+ #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
aimObjList = aimObjList[:tagCount]
else:
@@ -357,13 +362,15 @@
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
- enhanceBySkill = useSkill.GetEnhanceBySkill()
- relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+ bySkill = useSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
- effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
- angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
- angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
- calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
+ angerPer, angerValue, calcType = 0, 0, 0
+ effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_Anger)
+ if effect:
+ angerPer = effect.GetEffectValue(0)
+ angerValue = effect.GetEffectValue(1)
+ calcType = effect.GetEffectValue(2)
xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
attrID = ChConfig.AttrID_XP
@@ -431,10 +438,11 @@
skillID = useSkill.GetSkillID()
curBatObj.AddSkillUseCnt(skillID)
- # 需先通知伤血 - 前端按顺序优先表现主技能内容,
- enhanceBySkill = useSkill.GetEnhanceBySkill()
- if not enhanceBySkill:
+ # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
+ isEnhanceSkill = useSkill.GetIsEnhanceSkill()
+ if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
Sync_UseSkill(turnFight, curBatObj, useSkill)
+ if not isEnhanceSkill:
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
@@ -442,9 +450,10 @@
killObjIDList = [] # 击杀的目标ID列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- hurtObj = useSkill.GetHurtObj(tagID)
- if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
- __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+ # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
+ for hurtObj in useSkill.GetHurtObjList():
+ if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
+ __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
if tagObj.GetHP() <= 0:
killObjIDList.append(tagID)
TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
@@ -537,7 +546,7 @@
return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
- if useSkill.GetEnhanceBySkill():
+ if useSkill.GetIsEnhanceSkill():
GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
return
enhanceSkillIDList = useSkill.GetEnhanceSkillList()
@@ -562,12 +571,16 @@
if tagObj.GetHP() <= 0:
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
continue
- hurtObj = useSkill.GetHurtObj(tagID)
- if not hurtObj:
+ inHurt = False
+ for hurtObj in useSkill.GetHurtObjList():
+ if hurtObj.GetObjID() != tagID:
+ continue
+ if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+ continue
+ inHurt = True
+ break
+ if not inHurt:
GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
- continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- GameWorld.DebugLog(" 闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
continue
if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
@@ -576,12 +589,12 @@
enchanceTagObjList.append(tagObj)
if enchanceTagObjList:
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
continue
GameWorld.DebugLog(" 额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
return
@@ -594,8 +607,8 @@
defID = defObj.GetID()
hurtObj = curSkill.AddHurtObj(defID)
- #检查是否几率触发
- if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
+ #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
+ if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): # 额外触发的技能概率在触发时判断
rate = curSkill.GetHappenRate()
if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
#GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
@@ -604,9 +617,9 @@
hurtObj.SetCurHP(defObj.GetHP())
return hurtObj
- atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
+ effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
atkSkillValue = 0
- atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
+ atkSkillPer = effect.GetEffectValue(0) if effect else 0
dHP = defObj.GetHP() # 防守方当前血量
dMaxHP = defObj.GetMaxHP() # 防守方最大血量
@@ -662,13 +675,14 @@
mustHit = False
if isAngerSkill:
mustHit = True
- GameWorld.DebugLog(" XP必命中")
+ curXP = atkObj.GetXP()
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+ GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
if not mustHit:
- aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
- dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
+ aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
+ dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
if GameWorld.CanHappen(missRate):
@@ -690,31 +704,31 @@
#参与运算的数值
rand = random.random() #种子数 0~1
- aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+ aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
dHP = defObj.GetHP()
- dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+ dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
- aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
- dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+ aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
+ dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
- aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
- dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
+ aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
+ dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
aAngerSkillPer, dAngerSkillPerDef = 0, 0
if isAngerSkill:
- aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
- dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
+ aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
+ dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
- aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
- dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
+ aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
+ dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
else: # 物伤
- aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer)
- dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
+ aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
+ dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -767,7 +781,7 @@
remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
hurtObj.SetBounceHP(bounceHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
+ GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
return
@@ -798,9 +812,9 @@
''' 计算治疗值
'''
cureBaseValue = 0 #治疗基础值
- effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
- skillPer = curSkill.GetEffectValue(effIDNum, 0)
- cureType = curSkill.GetEffectValue(effIDNum, 1)
+ effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Cure)
+ skillPer = effect.GetEffectValue(0) if effect else 0
+ cureType = effect.GetEffectValue(1) if effect else 0
#获得基础治疗值
if cureType == ChConfig.Def_Cure_Attack:
--
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