From 0ce10692f53e9df632d848368f7081440974091f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 19:43:42 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(张飞技能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 164 +++++++++++++++++++++++++++++++++++++++++++++---------
1 files changed, 135 insertions(+), 29 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 e49c8f3..8af1cb2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,13 +37,45 @@
self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
return
- def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
+ def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
'''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
优先级之后有需要再扩展
@return: [["skill/buff", skillID/buffID, effIDList], ...]
'''
effList = []
+ if not connSkillTypeID:
+ if connSkill:
+ connSkillTypeID = connSkill.GetSkillTypeID()
+ elif connBuff:
+ skillData = connBuff.GetSkillData()
+ connSkillTypeID = skillData.GetSkillTypeID()
+
+ # SkillData 对象暂时没有 GetObjID
+ if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
+ skillID = connSkill.GetSkillID()
+ skillManager = self._batObj.GetSkillManager()
+ # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
+ if not skillManager.FindSkillByID(skillID):
+ effIDList = []
+ for index in xrange(connSkill.GetEffectCount()):
+ effect = connSkill.GetEffect(index)
+ effectID = effect.GetEffectID()
+ if effectID == 0:
+ continue
+ triggerWay = effect.GetTriggerWay()
+ triggerSrc = effect.GetTriggerSrc()
+ if not triggerWay:
+ continue
+ if triggerWay in ChConfig.TriggerWayNoLoadList:
+ continue
+ if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
+ # 仅添加本技能的
+ continue
+ effIDList.append(effectID)
+ if effIDList:
+ effList.append(["skill", skillID, effIDList])
+
# 优先取关联技能的
if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
# 技能
@@ -97,7 +129,7 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
- if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ if triggerWay in ChConfig.TriggerWayNoLoadList:
return
if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
# buff有效的不加进来
@@ -147,7 +179,7 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
- if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ if triggerWay in ChConfig.TriggerWayNoLoadList:
return
if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
# 技能有效的不加进来
@@ -242,8 +274,6 @@
def GetTriggerWay(self): return self._triggerWay
def GetTriggerSrc(self): return self._triggerSrc
#def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
-
-EmptyEffect = SkillEffect(0, [])
class SklllData():
@@ -280,13 +310,14 @@
def GetCalcType(self): return self._ipyData.GetCalcType()
def GetSkillPer(self): return self._ipyData.GetSkillPer()
def GetSkillValue(self): return self._ipyData.GetSkillValue()
+ def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
def GetEffectCount(self): return len(self._effList)
- def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
+ def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
def GetConnSkill(self): return self._ipyData.GetConnSkill()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
- def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
+ def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
@@ -465,7 +496,8 @@
class PySkill():
- def __init__(self, ipyData):
+ def __init__(self, ipyData, objID):
+ self._objID = objID # 该技能谁的
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
self._calcTime = 0
self._remainTime = 0
@@ -473,17 +505,26 @@
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._byBuff = None # 由哪个buff触发的
self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
+
+ # 连击相关
+ self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
+ self._comboNum = 0 # 连击次数
+ self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...}
+ self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
return
def ResetUseRec(self):
self._batType = 0
self._tagObjList = []
self._bySkill = None
+ self._byBuff = None
self._afterLogicList = []
self.ClearHurtObj()
return
+ def GetObjID(self): return self._objID
def GetSkillID(self): return self._skillData.GetSkillID()
def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -501,13 +542,14 @@
def GetCalcType(self): return self._skillData.GetCalcType()
def GetSkillPer(self): return self._skillData.GetSkillPer()
def GetSkillValue(self): return self._skillData.GetSkillValue()
+ def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._skillData.GetEffect(index)
def GetEffectCount(self): return self._skillData.GetEffectCount()
def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
def GetConnSkill(self): return self._skillData.GetConnSkill()
def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
- def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
+ def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
def GetCurBuffState(self): return self._skillData.GetCurBuffState()
def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
def GetLayerCnt(self): return self._skillData.GetLayerCnt()
@@ -526,6 +568,8 @@
def SetBatType(self, batType): self._batType = batType
def GetBySkill(self): return self._bySkill
def SetBySkill(self, bySkill): self._bySkill = bySkill
+ def GetByBuff(self): return self._byBuff
+ def SetByBuff(self, byBuff): self._byBuff = byBuff
def GetTagObjList(self): return self._tagObjList # 技能目标列表
def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
def GetAfterLogicList(self): return self._afterLogicList
@@ -551,10 +595,44 @@
return hurtObj
def GetHurtObjList(self): return self._hurtList
+ def __commboClear(self):
+ ## 连击相关清空
+ self._comboState = 0
+ self._comboNum = 0
+ self._missTagIDDict = {}
+ self._parryTagIDDict = {}
+ return
+
+ def ComboCheckStart(self, force=False):
+ ## 检查并设置开始连击相关,一般是开始使用技能时调用
+ if not force:
+ if self._comboState == 1:
+ #GameWorld.DebugLog("连击进行中,不重置")
+ return
+ self.__commboClear()
+ self._comboState = 1 # 设置已初始化连击相关
+ #GameWorld.DebugLog("连击重置")
+ return
+
+ def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
+
+ def ComboInterrupt(self):
+ ## 连击中断,概率不再触发连击时需要设置中断
+ self._comboState = 2
+ return
+
+ def GetComboNum(self): return self._comboNum # 已连击次数
+ def SetComboNum(self, comboNum): self._comboNum = comboNum
+ def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0)
+ def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum
+ def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
+ def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
+
class SkillManager():
## 战斗对象技能管理器
- def __init__(self):
+ def __init__(self, batObj):
+ self._batObj = batObj
self._skillList = [] # 技能列表 [PySkill, ...]
self._skillDict = {} # {skillID:PySkill, ...}
return
@@ -593,7 +671,7 @@
self.__deleteSkill(curSkill)
# 学新技能
- curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
+ curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
self._skillDict[skillID] = curSkill
self._skillList.append(curSkill)
return curSkill
@@ -621,6 +699,7 @@
self.atkDistType = 0
self.specialty = 0 # 特长
self.sex = 0
+ self.job = 0
self.lv = 1
self.fightPower = 0
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -630,14 +709,16 @@
self._xp = 0 # 当前怒气值
self._isAlive = True # 是否活着
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, ...}
+ self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
+ self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
self._kvDict = {} # 自定义kv字典
self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
- self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
+ self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
+ self._lastHurtValue = 0
+ self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
# 统计
self.hurtStat = 0 # 输出统计
@@ -653,9 +734,10 @@
self._initAttrDict = initAttrDict
self._batAttrDict = {}
self._batAttrDict.update(initAttrDict)
+ self.__onUpdBatAttr()
self._skillTempAttrDict = {}
- self._xp = initXP
- self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
+ self.SetXP(initXP, False)
+ self.SetHPFull(False)
TurnBuff.RefreshBuffAttr(self)
TurnPassive.RefreshPassive(self)
return
@@ -679,6 +761,7 @@
def ResetBattleEffect(self):
self._batAttrDict = {}
self._batAttrDict.update(self._initAttrDict)
+ self.__onUpdBatAttr()
return self._batAttrDict
def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
@@ -697,6 +780,8 @@
def SetSpecialty(self, specialty): self.specialty = specialty
def GetSex(self): return self.sex
def SetSex(self, sex): self.sex = sex
+ def GetJob(self): return self.job
+ def SetJob(self, job): self.job = job
def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
def GetHeroID(self): return self.heroID
@@ -744,22 +829,26 @@
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):
- return True
- return False
+ def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
+ def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
+ def IsInBuffStateGroup(self, buffStateGroup):
+ '''是否在某个状态组中
+ 已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
+ '''
+ buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
+ if buffStateGroup not in buffStateGroupDict:
+ return
+ for state in buffStateGroupDict[buffStateGroup]:
+ if self._buffMgr.IsInBuffState(state):
+ return state
+ return
def CanAction(self):
## 是否可以行动
if not self.IsAlive():
return False
- if self.IsInControlled():
+ if self.IsInControlledHard():
return False
return True
@@ -783,14 +872,16 @@
def SetDead(self):
self._isAlive = False
self._hp = 0
- def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
+ def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
def SetMaxHP(self, maxHP, isNotify=False):
+ maxHP = int(maxHP)
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):
+ hp = int(hp)
self._hp = hp
if isNotify:
NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
@@ -798,6 +889,7 @@
def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
def GetXP(self): return self._xp
def SetXP(self, xp, isNotify=True):
+ xp = int(xp)
self._xp = xp
if isNotify:
NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
@@ -805,14 +897,22 @@
def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
+ def GetBatAttrDict(self): return self._batAttrDict
def GetBatAttrValue(self, attrID, includeTemp=True):
#ChConfig.AttrID_HP ChConfig.AttrID_XP
value = self._batAttrDict.get(attrID, 0)
if includeTemp and attrID in self._skillTempAttrDict:
value += self._skillTempAttrDict[attrID] # 支持正负值
- value = max(1, value)
+ #value = max(1, value)
return value
- def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
+ def SetBatAttrValue(self, attrID, value):
+ self._batAttrDict[attrID] = value
+ self.__onUpdBatAttr()
+ return
+ def __onUpdBatAttr(self):
+ for attrID in [ChConfig.AttrID_MaxHP]:
+ self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0))
+ return
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
@@ -825,6 +925,12 @@
self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
+ def GetLastHurtValue(self): return self._lastHurtValue
+ def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
+
+ def GetMainTagIDList(self): return self._mainTagIDList
+ def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
+
def StatHurtValue(self, hurtValue):
## 统计输出
self.hurtStat += hurtValue
--
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