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/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: -- Gitblit v1.8.0