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 | 60 +++++++++++++++++++++++++++++++++++++-----------------------
1 files changed, 37 insertions(+), 23 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 433c306..8af1cb2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,17 +37,22 @@
self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
return
- def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, 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 and connSkill:
- connSkillTypeID = connSkill.GetSkillTypeID()
-
- if connSkill and self._batObj.GetID() == connSkill.GetObjID():
+ 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
@@ -62,7 +67,7 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
continue
- if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ if triggerWay in ChConfig.TriggerWayNoLoadList:
continue
if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
# 仅添加本技能的
@@ -124,7 +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
@@ -174,7 +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
@@ -269,8 +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():
@@ -311,10 +314,10 @@
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()
@@ -502,6 +505,7 @@
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
@@ -515,6 +519,7 @@
self._batType = 0
self._tagObjList = []
self._bySkill = None
+ self._byBuff = None
self._afterLogicList = []
self.ClearHurtObj()
return
@@ -544,7 +549,7 @@
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()
@@ -563,6 +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
@@ -692,6 +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
@@ -772,6 +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
@@ -819,22 +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
--
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