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/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