From 1890f0643483194e41668032aa75eb755c8a1aad Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 12 八月 2025 17:23:43 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主阵容变更时重新开始战斗;主阵容属性变化时实时更新主线战斗;主线战斗请求CD限制1秒;计算buff属性、buff添加删除通用逻辑;4012效果状态逻辑;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py | 32 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 142 +++++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 44 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 287 ++++++++++++--------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 25 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py | 0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py | 0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 121 +++-----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 120 ++++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 24 +
11 files changed, 550 insertions(+), 251 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
index 4b8559d..f0009f9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1799,9 +1799,9 @@
RegType = 0
RegisterPackCount = 3
-PacketCMD_1=0xB4
-PacketSubCMD_1=0x10
-PacketCallFunc_1=OnTurnFight
+PacketCMD_1=
+PacketSubCMD_1=
+PacketCallFunc_1=
PacketCMD_2=0xB4
PacketSubCMD_2=0x13
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
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 1bc7528..4e600cb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -43,7 +43,6 @@
import time
import json
-FighterNPCID = 100 # 战斗NPCID,仅后端用,除怪物外,所有玩家武将均使用该NPCID
PosNumMax = 10 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -85,16 +84,6 @@
SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
return
- def resetLineup(self, isReborn=True):
- ## 重置阵容
- batObjMgr = BattleObj.GetBatObjMgr()
- for objID in self.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- if not batObj:
- continue
- batObj.ResetBatObj(isReborn)
- return
-
def clearLineup(self):
## 清除阵容
if not self.posObjIDDict:
@@ -125,12 +114,6 @@
self.lineupDict[num] = lineup
return lineup
- def resetLineups(self):
- ## 重置所有战斗阵容
- for lineup in self.lineupDict.values():
- lineup.resetLineup()
- return
-
def clearLineups(self):
## 清除所有战斗阵容
for lineup in self.lineupDict.values():
@@ -154,6 +137,7 @@
self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
self.mapID = mapID
self.funcLineID = funcLineID
+ self.state = -1 # -1 代表未战斗
self.turnNum = 1 # 当前第x回合,默认第1回合开始
self.turnMax = 15 # 最大回合数
self.enterLogic = False # 是否已执行进场逻辑
@@ -195,21 +179,15 @@
self.costTime = 0
return
- def setFactionLineup(self, faction, lineupDict, onlyReset=False):
+ def setFactionLineup(self, faction, lineupDict):
## 设置阵营阵容
# @param lineupDict: {阵容编号:阵容信息, ...} 每个阵营支持多个阵容,即支持多V多
- # @param onlyReset: 是否仅重置,一般用于玩家的阵容,重复利用阵容实例,
batFaction = self.getBatFaction(faction)
- if onlyReset:
- batFaction.resetLineups()
- else:
- batFaction.clearLineups()
+ batFaction.clearLineups()
for num, lineupInfo in lineupDict.items():
- batLineup = batFaction.getBatlineup(num)
- if onlyReset and not batLineup.isEmpty():
- continue
if not lineupInfo:
continue
+ batLineup = batFaction.getBatlineup(num)
batLineup.setLineup(lineupInfo)
return
@@ -274,16 +252,21 @@
return 0
- def clearBatFaction(self, faction):
- batFaction = self.getBatFaction(faction)
- batFaction.clearLineups()
- return
-
- def clearFight(self):
+ def exitFight(self):
+ ## 退出战斗
self.syncState(FightState_Over)
for batFaction in self.factionDict.values():
batFaction.clearLineups()
+ self.state = -1
return
+
+ def startFight(self):
+ ## 准备就绪,开始战斗
+ self.state = FightState_Start
+ self.syncInit()
+ return
+
+ def isInFight(self): return self.state != -1
def syncInit(self):
## 初始化通知
@@ -336,6 +319,7 @@
return
def syncState(self, state, msgDict={}):
+ self.state = state
msg = json.dumps(msgDict, ensure_ascii=False)
msg = msg.replace(" ", "")
clientPack = ChPyNetSendPack.tagMCTurnFightState()
@@ -390,7 +374,7 @@
turnFight = self.getTurnFight(guid)
if not turnFight:
return
- turnFight.clearFight()
+ turnFight.exitFight()
self.turnFightDict.pop(guid, None)
return
@@ -590,8 +574,7 @@
batObj.SetNPCID(npcID)
elif lineupPlayerID:
batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
- batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
-
+
if atkDistType == ChConfig.AtkDistType_Short:
atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
elif atkDistType == ChConfig.AtkDistType_Long:
@@ -604,8 +587,8 @@
skillManager.LearnSkillByID(skillID)
batLineup.posObjIDDict[posNum] = objID
- GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s,atk=%s,def=%s,hp=%s"
- % (objID, faction, num, posNum, skillIDList, batObj.GetAtk(), batObj.GetDef(), batObj.GetHP()))
+ GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s" % (objID, faction, num, posNum, skillIDList))
+ batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
return
@@ -636,7 +619,7 @@
if reqType == 2: # 前端主动请求开始关卡小怪的视为从休息中开始
__doMainLevelWave(curPlayer, True)
elif reqType == 3:
- __doMainBossStart(curPlayer, tick)
+ __doMainBossStart(curPlayer)
elif reqType == 4:
__doMainFight(curPlayer, tick)
else:
@@ -652,7 +635,7 @@
mainFightMgr = GetMainFightMgr(curPlayer)
turnFight = mainFightMgr.turnFight
if turnFight:
- turnFight.clearFight()
+ turnFight.exitFight()
return
def __doSetFightPoint(curPlayer, fightPoint):
@@ -735,13 +718,13 @@
turnFight = mainFightMgr.turnFight
turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
- turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
+ turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
turnFight.sortActionQueue()
- turnFight.syncInit()
+ turnFight.startFight()
return
-def __doMainBossStart(curPlayer, tick):
+def __doMainBossStart(curPlayer):
## 开始挑战关卡boss
playerID = curPlayer.GetPlayerID()
chapterID, levelNum, wave = PlayerControl.GetMainLevelPassInfo(curPlayer)
@@ -809,17 +792,27 @@
turnFight = mainFightMgr.turnFight
turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
- turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
+ turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
turnFight.sortActionQueue()
- turnFight.syncInit()
+ turnFight.startFight()
# 挑战boss无中间过程,每次执行直接挑战一队结果
- __processTurnFight(turnFight.guid, tick)
+ __processTurnFight(turnFight.guid)
return
def __doMainFight(curPlayer, tick):
## 主线执行战斗
+
+ # 限制请求CD
+ #if not GameWorld.GetGameWorld().GetDebugLevel():
+ key = "MainFightReqTick"
+ lastTick = curPlayer.GetDictByKey(key)
+ if lastTick and tick - lastTick <= 1000:
+ GameWorld.DebugLog("主线战斗请求CD中")
+ return
+ curPlayer.SetDict(key, tick)
+
mainFightMgr = GetMainFightMgr(curPlayer)
turnFight = mainFightMgr.turnFight
@@ -840,11 +833,11 @@
# 切换小队时,玩家阵容不需要处理,保留状态
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
turnFight.sortActionQueue()
- turnFight.syncInit()
+ turnFight.startFight()
if mainFightMgr.isLevelBoss():
# 每次处理一小队的完整战斗,相当于一次完整战报
- __processTurnFight(turnFight.guid, tick)
+ __processTurnFight(turnFight.guid)
return
else:
__doMainLevelWave(curPlayer, False)
@@ -975,7 +968,7 @@
return
-def __processTurnFight(guid, tick):
+def __processTurnFight(guid):
## 一次性处理完一个小队的战斗
turnFight = GetTurnFightMgr().getTurnFight(guid)
curPlayer = turnFight.curPlayer
@@ -1052,24 +1045,6 @@
OnTurnAllOver(turnFight.guid)
return
-#// B4 10 回合制战斗 #tagCMTurnFight
-#
-#struct tagCMTurnFight
-#{
-# tagHead Head;
-# DWORD MapID; // 自定义地图ID,可用于绑定战斗地图场景功能(如主线关卡、主线boss、爬塔、竞技场等)
-# DWORD FuncLineID; // MapID对应的扩展值,如具体某个关卡等
-# BYTE TagType; // 目标类型,0-NPC阵容,1-玩家
-# DWORD TagID; // 目标类型对应的ID,如阵容ID或玩家ID
-# BYTE ValueCount;
-# DWORD ValueList[ValueCount]; // 附加值列表,可选,具体含义由MapID决定
-#};
-def OnTurnFight(index, clientData, tick):
- #curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- #mapID = clientData.MapID
- #funcLineID = clientData.FuncLineID
- return
-
def GetObjName(batObj):
faction = batObj.faction
num = batObj.lineupNum
@@ -1100,20 +1075,21 @@
curID = batObj.GetID()
buffMgr = batObj.GetBuffManager()
GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
- for index in range(buffMgr.GetBuffCount()):
+ for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
curRemainTime = buff.GetRemainTime()
if not curRemainTime:
# 永久buff不处理
continue
buffID = buff.GetBuffID()
+ skillID = buff.GetSkillID()
updRemainTime = curRemainTime - 1
- GameWorld.DebugLog(" 更新buff剩余回合数: buffID=%s,updRemainTime=%s" % (buffID, updRemainTime))
+ GameWorld.DebugLog(" 更新buff剩余回合数: buffID=%s,skillID=%s,updRemainTime=%s" % (buffID, skillID, updRemainTime))
if updRemainTime > 0:
- buff.SetRemainTime(curRemainTime - 1)
+ buff.SetRemainTime(updRemainTime)
TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
else:
- TurnBuff.SyncBuffDel(turnFight, batObj, buffID)
+ TurnBuff.DoBuffDel(turnFight, batObj, buff)
# SetTimeline(gameObj, turnNum, 0)
# # 重置连击、反击数
@@ -1208,10 +1184,11 @@
GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
return
- GameWorld.DebugLog("★回合%s %s 行动 : curHP=%s" % (turnNum, objName, curHP))
+ atk = curBatObj.GetAtk()
+ curXP = curBatObj.GetXP()
+ GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
turnFight.syncObjAction(turnNum, objID)
- curXP = curBatObj.GetXP()
xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
skillManager = curBatObj.GetSkillManager()
useSkillList = []
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 9e9784d..feca7c7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3139,6 +3139,30 @@
Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
+BatObjStateList = (
+ BatObjState_Normal, # 无 0
+ BatObjState_Freezed, # 定身状态 1
+ BatObjState_Slow, # 减速状态 2
+ BatObjState_LoseBlood, # 持续掉血状态 3
+ BatObjState_Shield, # 麒麟佑身4
+ BatObjState_DamBackShield, # 东皇附体5
+ BatObjState_Sneer, # 嘲讽 6
+ BatObjState_Stun, # 晕眩状态 7
+ BatObjState_AddAtk, # 加攻状态 8
+ BatObjState_WeakDef, # 减防状态 9
+ BatObjState_LimitSkill, # 禁魔状态 10
+ BatObjState_LimitAddHP, # 禁疗状态 11
+ BatObjState_Blind, # 致盲状态 12
+ BatObjState_Burn, # 灼烧 13
+ BatObjState_LoseBlood2, # 职业2持续掉血状态 14
+ BatObjState_LoseBlood3, # 职业3持续掉血状态 15
+ BatObjState_MissSneerAtk, # 对嘲讽攻击免疫表现为miss 16
+ BatObjState_BeInAir, # 浮空(做法同眩晕类) 17
+ BatObjState_zqdlj, # 紫气东来金灵根技能状态 18
+ BatObjState_Ice, # 寒冰状态(同减速) 19
+) = range(20)
+
+#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
Def_PlayerState_Normal, # 无 0
Def_PlayerState_Freezed, # 定身状态 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 9552131..bf3a1e4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,6 +16,7 @@
#"""Version = 2025-07-02 17:30"""
#-------------------------------------------------------------------------------
+import BattleObj
import TurnAttack
import PyGameData
import ShareDefine
@@ -56,6 +57,7 @@
self.olPlayer = None
self.shapeType = 0
self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
+ self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
@@ -69,6 +71,7 @@
@param shapeType: 阵型
@param refreshForce: 是否强制刷属性
'''
+ self.lineupChange = True
self.shapeType = shapeType
self.heroItemDict = heroItemDict
GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
@@ -129,6 +132,7 @@
if not self.__refreshState:
return False
doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+ self.lineupChange = False
self.__refreshState = 0
return True
@@ -154,7 +158,7 @@
return
def OnClear(self):
- self.mainFight.turnFight.clearFight()
+ self.mainFight.turnFight.exitFight()
return
def SetPlayer(self, curPlayer):
@@ -702,7 +706,7 @@
# 计算战力
fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
- GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
+ GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList), playerID)
skillTypeIDDict = {}
for skillID in lineupHero.heroSkillIDList:
skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -724,7 +728,7 @@
skillID = skillData.GetSkillID()
lineupHero.heroSkillIDList.append(skillID)
skillFightPower += skillData.GetFightPower()
- GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
+ GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
# 最终战力
fightPowerTotal = fightPower + skillFightPower
@@ -738,10 +742,42 @@
lineup.fightPower = lineupFightPower
GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
- # 更新排行榜
+ # 非主线阵容不处理以下内容
if lineupID != ShareDefine.Lineup_Main:
return
PlayerControl.SetFightPower(curPlayer, lineupFightPower)
+ mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+ mainTurnFight = mainFightMgr.turnFight
+ # 主线战斗如果有在战斗中,实时更新
+ if mainTurnFight and mainTurnFight.isInFight():
+ # 如果是阵容变化的,重新开始战斗
+ if lineup.lineupChange:
+ GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+ if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
+ TurnAttack.__doMainLevelWave(curPlayer, True)
+ elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
+ TurnAttack.__doMainBossStart(curPlayer)
+
+ # 否则只重新设置战斗属性
+ else:
+ GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+ # lineup 为卡牌的阵容,仅有阵容属性相关,没有战斗对象
+ # batLineup 为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
+ faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
+ batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for posNum, objID in batLineup.posObjIDDict.items():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ lineupHero = lineup.GetLineupHero(posNum)
+ if lineupHero.heroBatAttrDict:
+ batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
+ else:
+ GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+
+ # 更新排行榜
+
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index 7d4a172..adfc47f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,17 +18,21 @@
import ChConfig
import GameWorld
import ChPyNetSendPack
+import SkillCommon
+import TurnBuffs
import ObjPool
+
+GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None):
skillID = curSkill.GetSkillID()
- enhanceBySkill = curSkill.GetEnhanceBySkill()
- relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+ bySkill = curSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
curID = batObj.GetID()
ownerID = buffOwner.GetID() if buffOwner else curID
GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID))
- #检查是否几率触发
- if not enhanceBySkill:
+ #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)):
rate = curSkill.GetHappenRate()
if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
GameWorld.DebugLog(" 概率不触发buff!")
@@ -51,6 +55,8 @@
buff.SetRemainTime(curSkill.GetLastTime())
#buff.SetLayer()
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+
+ DoBuffAddOver(turnFight, batObj, curSkill, buff, buffOwner)
return True
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
@@ -72,3 +78,131 @@
clientPack.RelatedSkillID = relatedSkillID
turnFight.addBatPack(clientPack)
return
+
+def DoBuffAddOver(turnFight, batObj, curSkill, addBuff, buffOwner=None):
+ ## buff添加成功后处理
+
+ isRefreshAttr = False # 是否刷属性
+ skillData = addBuff.GetSkillData()
+ # buff效果加入
+ for effectIndex in range(0, skillData.GetEffectCount()):
+ curEffect = skillData.GetEffect(effectIndex)
+ effectID = curEffect.GetEffectID()
+ if effectID == 0:
+ continue
+
+ if effectID in ChConfig.AttrIDList:
+ isRefreshAttr = True
+
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
+ if callFunc:
+ GameWorld.DebugLog("OnBuffAddOver, objID=%s,buffID=%s,effectID=%s" % (batObj.GetID(), addBuff.GetBuffID(), effectID))
+ callFunc(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner)
+
+ #被动触发的
+ #triggerType = PassiveBuffEffMng.GetBuffTriggerTypeByEffectID(effectID)
+ #if triggerType == -1:
+ # continue
+ #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curObj)
+ #passiveEff.AddBuffInfoByEffect(curEffect, skillID, onwerID, onwerType)
+
+ if isRefreshAttr:
+ RefreshBuffAttr(batObj)
+
+ return
+
+def DoBuffDel(turnFight, batObj, curBuff):
+ ## 删除buff
+
+ buffMgr = batObj.GetBuffManager()
+ buffID = curBuff.GetBuffID()
+ skillData = curBuff.GetSkillData()
+ #buff消失的触发
+ for effectIndex in range(0, skillData.GetEffectCount()):
+ curEffect = skillData.GetEffect(effectIndex)
+ effectID = curEffect.GetEffectID()
+
+ if not effectID:
+ continue
+
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
+
+ if callFunc:
+ callFunc(turnFight, batObj, curBuff, curEffect)
+
+ #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj)
+ #if passiveEff:
+ # passiveEff.DelBuffInfo(skillData)
+
+ # 最后删除buff、通知
+ buffMgr.DelBuff(buffID)
+ SyncBuffDel(turnFight, batObj, buffID)
+ return
+
+def RefreshBuffAttr(batObj):
+ ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷
+ '''
+
+ objID = batObj.GetID()
+ befHP = batObj.GetHP()
+ befMaxHP = batObj.GetMaxHP()
+
+ batAttrDict = batObj.ResetBattleEffect()
+
+ GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s"
+ % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
+
+ # buff
+ buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
+ buffMgr = batObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount()):
+ buff = buffMgr.GetBuffByIndex(index)
+ skillData = buff.GetSkillData()
+ for eIndex in range(skillData.GetEffectCount()):
+ effect = skillData.GetEffect(eIndex)
+ effID = effect.GetEffectID()
+ if effID not in ChConfig.AttrIDList:
+ continue
+ attrID = effID
+ attrValue = effect.GetEffectValue(0)
+ calcType = effect.GetEffectValue(1)
+ if calcType == 2: # 减少,其他默认增加
+ attrValue = -attrValue
+ buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
+
+ GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict)
+
+ objID = batObj.GetID()
+ # 先计算百分比加成或降低的
+ perIDList = ChConfig.AttrPerDict.values()
+ for attrID, attrPerID in ChConfig.AttrPerDict.items():
+ if attrPerID not in buffAttrDict:
+ continue
+ attrPerValue = buffAttrDict[attrPerID] # 可能是负值
+ attrValue = batObj.GetBatAttrValue(attrID, False)
+ if attrValue <= 0:
+ continue
+ updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
+ updValue = max(0, updValue) # 最多减到0,最大无上限
+ batObj.SetBatAttrValue(attrID, updValue)
+ GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
+
+ # 再累加非百分比的固定值
+ for attrID, addValue in buffAttrDict.items():
+ if attrID in perIDList:
+ continue
+ attrValue = batObj.GetBatAttrValue(attrID, False)
+ updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
+ batObj.SetBatAttrValue(attrID, updValue)
+ GameWorld.DebugLog(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
+
+ aftHP = batObj.GetHP()
+ aftMaxHP = batObj.GetMaxHP()
+ if aftMaxHP != befMaxHP:
+ batObj.SetMaxHP(aftMaxHP, True)
+ if befHP and aftMaxHP > befMaxHP:
+ aftHP += (aftMaxHP - befMaxHP)
+ batObj.SetHP(aftHP, True)
+ GameWorld.DebugLog(" befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
+ GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
+ return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py
new file mode 100644
index 0000000..17ce898
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py
@@ -0,0 +1,32 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.TurnBuff.Buff_4012
+#
+# @todo:影响玩家状态效果
+# @author hxp
+# @date 2025-08-12
+# @version 1.0
+#
+# 详细描述: 影响玩家状态效果
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-08-12 17:30"""
+#-------------------------------------------------------------------------------
+
+def OnBuffAddOver(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner):
+ stateType = curEffect.GetEffectValue(0)
+ batObj.GetBuffManager().AddBuffState(stateType, addBuff.GetBuffID())
+
+ #curObj.SetDict("CurPyPlayerState", stateType)
+ #PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, None, ChConfig.TriggerType_BuffState, tick)
+ #buffOwner = SkillCommon.GetBuffOwner(addBuff)
+ #if buffOwner:
+ # PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, None, ChConfig.TriggerType_TagBuffState, tick)
+ return
+
+def OnBuffDel(turnFight, batObj, curBuff, curEffect):
+ stateType = curEffect.GetEffectValue(0)
+ batObj.GetBuffManager().DelBuffState(stateType, curBuff.GetBuffID())
+ return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
new file mode 100644
index 0000000..24321a0
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -0,0 +1,25 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.TurnPassive
+#
+# @todo:回合被动触发管理
+# @author hxp
+# @date 2025-8-11
+# @version 1.0
+#
+# 详细描述: 回合被动管理,主要被动触发的技能、buff等管理
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-8-11 下午3:47:07"""
+#-------------------------------------------------------------------------------
+
+import GameWorld
+import PassiveTrigger
+
+GameWorld.ImportAll("Script\\Skill\\", "PassiveTrigger")
+
+
+def RefreshPassive(batObj):
+ return
\ No newline at end of file
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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