From 1c4fc8c9115f81e106fa09d9a6dc44e8c1ef5d97 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 28 十月 2025 18:22:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孟获技能;增加效果7005-必命中;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 597 ++++++++++++++++++++++++++++++++++++++++++++++++----------
1 files changed, 488 insertions(+), 109 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 3d2c457..cde32e1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,11 @@
## 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, bySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=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 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,即主技能拆分成多个技能,额外释放的
+ @param comboLimit: 是否强制限制连击
@return: 是否成功
'''
if not useSkill:
@@ -59,24 +59,33 @@
if not skillID:
return
+ objID = curBatObj.GetID()
+ if not curBatObj.CanAction():
+ GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
+ return
+
+ buffStateGroups = useSkill.GetBuffStateLimit()
+ if buffStateGroups:
+ limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
+ if limitState:
+ GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
+ return
+
#没有指定目标,则按技能自身的目标逻辑
if not tagObjList:
- tagAim = useSkill.GetTagAim()
- tagFriendly = useSkill.GetTagFriendly()
- tagAffect = useSkill.GetTagAffect()
- tagCount = useSkill.GetTagCount()
- tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
+ tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
rate = useSkill.GetHappenRate()
- if rate and rate != ChConfig.Def_MaxRateValue:
+ if rate:
+ rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
for tagObj in tagObjList[::-1]:
if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
tagObjList.remove(tagObj)
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
+ GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
return
- objID = curBatObj.GetID()
oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
if oneActionUseCnt >= 20:
GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
@@ -84,7 +93,7 @@
oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("●使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
+ GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
% (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
@@ -99,6 +108,7 @@
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
+ useSkill.SetByBuff(byBuff)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
if isTurnNormalSkill:
@@ -116,7 +126,6 @@
curBatObj.SetMainTagIDList(tagIDList)
useTag = ""
-
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
@@ -130,7 +139,6 @@
clientPack.Len = len(clientPack.Tag)
clientPack.Sign = 0
turnFight.addBatPack(clientPack)
-
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -144,7 +152,7 @@
# 处理反击 或 连击
if isTurnNormalSkill:
- if not DoCombo(turnFight, curBatObj, useSkill):
+ if comboLimit or not DoCombo(turnFight, curBatObj, useSkill):
useSkill.ComboInterrupt()
# 最后重置、回收对象
@@ -153,16 +161,35 @@
poolMgr.release(useSkill)
return True
-def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
+def GetSkillTags(turnFight, curBatObj, useSkill):
## 获取技能目标
# @return: [主目标, 目标2, ...]
- curFaction = curBatObj.GetFaction()
+ tagAim = useSkill.GetTagAim()
+ tagFriendly = useSkill.GetTagFriendly()
+ tagAffect = useSkill.GetTagAffect()
+ tagCount = useSkill.GetTagCount()
+ lineupNumSet = None
+ changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+ if changeRet:
+ lineupNumSet, changeTagSet = changeRet
+ GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+ tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
+ tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+
+ # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
+ # 集火:直接通过效果5015指定了目标,所以这里可不处理
+ # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
+ # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
+ # 嘲讽: 目标是敌方时强制目标一定包含施法者
+
+ curFaction = curBatObj.GetFaction()
sneerObj = None # 嘲讽目标
sneerObjID, sneerObjPosNum = 0, 0
if tagFriendly:
@@ -181,7 +208,9 @@
posNum = curBatObj.GetPosNum()
batFaction = turnFight.getBatFaction(tagFaction)
- if tagFaction == curFaction:
+ if lineupNumSet != None and not tagFriendly:
+ lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
+ elif tagFaction == curFaction:
lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
else:
lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
@@ -189,6 +218,7 @@
if tagNum not in lineupNumList:
lineupNumList.append(tagNum)
+ batLineup = None
aimObjList = [] # 先筛选出范围目标
for num in lineupNumList:
batLineup = batFaction.getBatlineup(num)
@@ -275,12 +305,37 @@
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])
+ # 攻击力最高
+ elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
+ aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
+ #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+
# 未被控制优先
elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
sneerObjFirst = False
aimObjList.sort(key=lambda o:(o.IsInControlled()))
GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+
+ # 灼烧/玄火目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_Burn:
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ sortObjList = [] # 优先灼烧目标,再对位
+ for aimObj in aimObjList:
+ sortValue = 0
+ buffMgr = aimObj.GetBuffManager()
+ if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
+ sortValue = 2
+ elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+ sortValue = 1
+ sortObjList.append([sortValue, aimObj])
+ sortObjList.sort(reverse=True)
+ aimObjList = [s[1] for s in sortObjList]
+ # 仅焚血(毒奶)目标
+ elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+ aimObjList.remove(aimObj)
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -292,10 +347,47 @@
aimObjList.remove(sneerObj)
aimObjList.insert(0, sneerObj)
+ # 一定包含自己
+ if tagFriendly == 2:
+ if curBatObj not in aimObjList:
+ aimObjList.append(curBatObj)
+
if tagCount and len(aimObjList) > tagCount:
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+def CheckChangeTagEff(turnFight, curBatObj, useSkill):
+ ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
+ # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+ if not hasattr(useSkill, "GetEffectByID"):
+ return
+ cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+ if not cureWayExEff:
+ return
+ changeTagSet = cureWayExEff.GetEffectValue(0)
+ checkInStates = cureWayExEff.GetEffectValue(1)
+ if not checkInStates:
+ return None, changeTagSet
+
+ curFaction = curBatObj.GetFaction()
+ tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+ batFaction = turnFight.getBatFaction(tagFaction)
+
+ lineupNum = curBatObj.GetLineupNum()
+ lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+ for tagNum in batFaction.lineupDict.keys():
+ if tagNum not in lineupNumList:
+ lineupNumList.append(tagNum)
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for num in lineupNumList:
+ batLineup = batFaction.getBatlineup(num)
+ for tagID in batLineup.posObjIDDict.values():
+ tagObj = batObjMgr.getBatObj(tagID)
+ if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+ return lineupNum, changeTagSet
+ return
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
## 获取行排目标对象列表
@@ -379,7 +471,8 @@
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
## 获取在某一阵营中的默认对位目标
-
+ if not batLineup:
+ return
tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
# 优先自己所在纵
@@ -439,9 +532,9 @@
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
elif atkType == 4:
pass
- # 弹射(多次攻击,切换目标)
+ # 弹射攻击
elif atkType == 5:
- pass
+ SkillModule_5(turnFight, curBatObj, useSkill)
# 怒气增
elif atkType == 6:
SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -451,6 +544,9 @@
# 怒气偷
elif atkType == 8:
SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
+ # 弹射治疗
+ elif atkType == 9:
+ SkillModule_9(turnFight, curBatObj, useSkill)
return
@@ -462,32 +558,146 @@
return
+def SkillModule_5(turnFight, curBatObj, useSkill):
+ ## 弹射(多次攻击,切换目标,单目标可多次)
+
+ ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+ for tagBatObj in ricochetObjList:
+ __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
+
+ return
+
+def GetRicochetObjList(turnFight, curBatObj, useSkill):
+ ## 获取弹射目标队列
+ ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
+ randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
+ if randEffect:
+ valueA = randEffect.GetEffectValue(0)
+ valueB = max(randEffect.GetEffectValue(1), valueA)
+ ricochetCnt = random.randint(valueA, valueB)
+ GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+ ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
+ GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
+
+ # 弹射:优先弹射次数少的目标,相同目标可弹射多次
+ tagObjList = useSkill.GetTagObjList()
+ random.shuffle(tagObjList)
+ objCnt = len(tagObjList)
+ ricochetObjList = []
+ for index in range(ricochetCnt):
+ tagObj = tagObjList[index % objCnt]
+ ricochetObjList.append(tagObj)
+ return ricochetObjList
+
def SkillModule_2(turnFight, curBatObj, useSkill):
## 治疗
- skillID = useSkill.GetSkillID()
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
- if cureHP <= 0:
- continue
+ __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
- dHP = tagBatObj.GetHP()
- dMapHP = tagBatObj.GetMaxHP()
+ return
+
+def SkillModule_9(turnFight, curBatObj, useSkill):
+ ## 弹射治疗(多次治疗,切换目标,单目标可多次)
+
+ ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+ for tagBatObj in ricochetObjList:
+ __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
- remainHP = min(dHP + cureHP, dMapHP)
+ return
+
+def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
+ if cureHP <= 0:
+ return
+
+ dID = tagBatObj.GetID()
+ hurtObj = useSkill.AddHurtObj(dID)
+ if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+ return
+
+ skillID = useSkill.GetSkillID()
+ dHP = tagBatObj.GetHP()
+ dMapHP = tagBatObj.GetMaxHP()
+
+ remainHP = min(dHP + cureHP, dMapHP)
+ realCureHP = max(remainHP - dHP, 0)
+ tagBatObj.SetHP(remainHP)
+
+ hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(realCureHP)
+ hurtObj.SetCurHP(tagBatObj.GetHP())
+ GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+
+ TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+ return
+
+def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
+ ## 执行持续治疗单次逻辑
+ skillID = curBuff.GetSkillID()
+ skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not skillIpyData:
+ return
+ buffID = curBuff.GetBuffID()
+ ownerID = curBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
+ if not buffOwner:
+ return
+
+ atkObj = buffOwner
+ defObj = batObj
+
+ atkID = ownerID
+ defID = defObj.GetID()
+ tagObjList = [defObj]
+
+ poolMgr = ObjPool.GetPoolMgr()
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill.SetTagObjList(tagObjList)
+ useSkill.ClearHurtObj()
+ hurtObj = useSkill.AddHurtObj(defID)
+ hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+
+ dHP = defObj.GetHP()
+ dMaxHP = defObj.GetMaxHP()
+ GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
+ % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+ layer = curBuff.GetLayer()
+ if layer > 0:
+ cureHP *= layer
+ GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+ #if "FinalDamPer" in kwargs:
+ # FinalDamPer = kwargs["FinalDamPer"]
+ # hurtValue *= (10000 + FinalDamPer) / 10000.0
+ # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+
+ if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
+ remainHP = defObj.GetHP()
+ diffType = 0
+ diffValue = hurtObj.GetHurtHP()
+ else:
+ remainHP = min(dHP + cureHP, dMaxHP)
realCureHP = max(remainHP - dHP, 0)
- tagBatObj.SetHP(remainHP)
+ defObj.SetHP(remainHP)
- dID = tagBatObj.GetID()
- hurtObj = useSkill.AddHurtObj(dID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
- hurtObj.SetCurHP(tagBatObj.GetHP())
- GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+ hurtObj.SetCurHP(defObj.GetHP())
+ GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
- TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+ TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
+ diffType = 1
+ diffValue = cureHP
+
+ hurtTypes = hurtObj.GetHurtTypes()
+ Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
+
+ DoBeAttackResult(turnFight, atkObj, useSkill)
+
+ useSkill.ResetUseRec()
+ poolMgr.release(useSkill)
return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -572,7 +782,7 @@
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
- if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
+ if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
Sync_UseSkill(turnFight, curBatObj, useSkill)
__doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -599,7 +809,13 @@
纵排: 优先前面的单位
'''
+ if turnFight.winFaction:
+ return
+
if not useSkill.ComboEnable():
+ return
+
+ if not atkObj.IsAlive():
return
tagFriendly = useSkill.GetTagFriendly()
@@ -647,6 +863,10 @@
return
tagID = tagObj.GetID()
+ if not tagObj.CanAction():
+ GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
+ return
+
canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
@@ -680,7 +900,7 @@
@param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
'''
- curID = curObj.GetID()
+ #curID = curObj.GetID()
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -716,6 +936,7 @@
if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+ useSkill.SetKillObjList(killObjList)
if curObj.IsAlive() and curObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curObj)
@@ -756,8 +977,10 @@
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
- curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
-
+ # 记录最后一次总伤害,有伤害目标才记录
+ if useSkill.GetHurtObjList():
+ curObj.SetLastHurtValue(totalHurtValue)
+
# 群攻只触发一次特长
if isSuperHit:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -772,9 +995,10 @@
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
effIgnoreObjIDList = missObjIDList + immuneObjIDList
+ useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
# 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
__DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
-
+
# ========== 以下触发被动 ==========
# 破盾时
@@ -783,25 +1007,47 @@
tagObj = batObjMgr.getBatObj(tagObjID)
TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+ # 有击杀时
+ for index, tagObj in enumerate(killObjList):
+ if index == 0:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+
+ triggerOne = False
+ batType = useSkill.GetBatType()
+ isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
continue
# 直接攻击
- if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+ if isAttackDirect:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
+ else:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
# 使用技能后
if isUseSkill:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+
+ triggerOne = True # 设置已经触发过一次
+
+ # 有击杀时验证是否结算,最后处理
if killObjList:
- tagObj = killObjList[0]
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
- for tagObj in killObjList:
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+ turnFight.checkOverByKilled()
return
@@ -904,7 +1150,7 @@
continue
effID = curEffect.GetEffectID()
- GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
+ GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
if effID == 5010:
# 额外技能效果
__doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -927,7 +1173,8 @@
# return
enhanceSkillID = curEffect.GetEffectValue(0)
checkInStateList = curEffect.GetEffectValue(1)
- GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
+ checkHeroJob = curEffect.GetEffectValue(2)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
tagObjList = useSkill.GetTagObjList()
enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -939,6 +1186,7 @@
GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
# 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
enhanceRate = enhanceSkillData.GetHappenRate()
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
enchanceTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
@@ -952,6 +1200,9 @@
if not tagObj.CheckInState(checkInStateList):
GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
continue
+ if checkHeroJob and checkHeroJob != tagObj.GetJob():
+ GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+ 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))
continue
@@ -965,19 +1216,26 @@
# 只执行一次,防止群攻时额外触发多次
GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- if checkInStateList:
- inState = False
+ if checkInStateList or checkHeroJob:
+ inState, haveJob = False, False
for tagObj in tagObjList:
- if tagObj.CheckInState(checkInStateList):
+ tagID = tagObj.GetID()
+ if tagID in effIgnoreObjIDList:
+ continue
+ if not inState and tagObj.CheckInState(checkInStateList):
inState = True
- break
- if not inState:
- GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
+ haveJob = True
+ if checkInStateList and not inState:
+ GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ return
+ if checkHeroJob and not haveJob:
+ GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
return
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
'''被动触发使用技能
@param passiveSkill: 释放的被动技能
@param connSkill: 由什么技能引起的
@@ -987,26 +1245,36 @@
'''
if not passiveSkill:
return
- isOK = False
+ bySkillID = 0
+ if connSkill:
+ bySkillID = connSkill.GetSkillID()
+ elif connBuff:
+ bySkillID = connBuff.GetSkillID()
passiveSkillID = passiveSkill.GetSkillID()
+ if passiveSkillID == bySkillID:
+ #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ return
+
+ isOK = False
# 继承主技能目标
if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
happenRate = passiveSkill.GetHappenRate()
- GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+ happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
if not tagObj:
return
tagID = tagObj.GetID()
if not tagObj.IsAlive():
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
return
- if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
return
passiveTagObjList = [tagObj]
- isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
else:
- GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
- isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+ GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
return isOK
@@ -1054,7 +1322,7 @@
CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
#吸血
- CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
+ CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
return
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
@@ -1081,14 +1349,16 @@
angerOverflow = 0 # 怒气溢出值
mustHit = False # 是否必命中
- if isAngerSkill:
+ if not isTurnNormalSkill: # 仅普攻判断是否闪避
mustHit = True
+
+ if isAngerSkill:
curXP = atkObj.GetXP()
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
- GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+ GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
- if isTurnNormalSkill and not mustHit:
+ if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
missNum = curSkill.GetTagMissNum(defID)
@@ -1114,6 +1384,8 @@
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+
dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
if isParry:
@@ -1130,13 +1402,15 @@
aAtk = atkObj.GetAtk() # 攻击方最大攻击
- dHP = defObj.GetHP()
+ dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
- atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+ atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+
+ aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
@@ -1184,9 +1458,9 @@
aPursueDamPer /= 10000.0
if calcType != ChConfig.Def_Calc_Attack:
- aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
+ aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
+ GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
# 持续性伤害
if isTurnNormalSkill:
@@ -1198,6 +1472,9 @@
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ elif calcType == ChConfig.Def_Calc_ByBuffValue:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
+ GameWorld.DebugLog(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
elif calcType != ChConfig.Def_Calc_Attack:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
@@ -1222,10 +1499,30 @@
hurtValue = min(hurtValue, hurtValueMax)
GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+ # 均摊
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if hurtShareEff:
+ tagCnt = max(1, len(curSkill.GetTagObjList()))
+ hurtValue = hurtValue / tagCnt
+ GameWorld.DebugLog(" 目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
+
hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
+def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
+ ## 获取额外增加的技能万分比
+ atkSkillPer = 0
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+ return atkSkillPer
+
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
+ if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
+ GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+ return True
+
aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
@@ -1249,8 +1546,8 @@
return False
def CanParry(turnFight, atkObj, defObj, curSkill):
- if defObj.IsInControlled():
- #被控制无法格挡
+ if defObj.IsInControlledHard():
+ #被硬控无法格挡
return False
defID = defObj.GetID()
@@ -1279,17 +1576,14 @@
if hurtValue <= 0:
return 0, 0, hurtTypes
- if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+ hurtValue = int(hurtValue)
+ buffMgr = defObj.GetBuffManager()
+ wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+ if wudiBuffList:
hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
- buffMgr = defObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount()):
- buff = buffMgr.GetBuffByIndex(index)
- if not buff:
- continue
+ for buff in wudiBuffList:
skillData = buff.GetSkillData()
- if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
- continue
- # 记录免疫的积攒伤害
+ # 记录免疫积攒的伤害
buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
updBuffValue = buffValue + hurtValue
buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1300,57 +1594,70 @@
# 减伤盾减伤, 会改变 hurtValue
hurtValue = max(0, hurtValue)
-
+
# 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
realHurtHP = hurtValue
shieldBuffList = []
- buffMgr = defObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount()):
- buff = buffMgr.GetBuffByIndex(index)
+ for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
skillData = buff.GetSkillData()
- # 承伤盾
- if SkillCommon.isDamageShieldSkill(skillData):
- remainTime = buff.GetRemainTime() # 剩余回合
- if not skillData.GetLastTime():
- remainTime = 999 # 永久盾
- buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
- shieldBuffList.append([remainTime, buffValue, buff])
-
+ remainTime = buff.GetRemainTime() # 剩余回合
+ if not skillData.GetLastTime():
+ remainTime = 999 # 永久盾
+ buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+ shieldBuffList.append([remainTime, buffValue, buff])
+
if shieldBuffList:
+ #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
+ shieldHurtPer = 10000 # 对护盾伤害比
+ shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
+ shieldHurtPer /= 10000.0
+ shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
+ GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
shieldBuffList.sort()
for _, buffValue, buff in shieldBuffList:
- if realHurtHP <= 0:
+ if shieldHurtValue <= 0:
break
buffID = buff.GetBuffID()
- if realHurtHP < buffValue:
- damageShieldValue = realHurtHP
+ if shieldHurtValue < buffValue:
+ decShieldValue = shieldHurtValue
else:
- damageShieldValue = buffValue
- GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
- realHurtHP -= damageShieldValue # 承伤值
- if damageShieldValue >= buffValue:
- GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+ decShieldValue = buffValue
+ GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
+ shieldHurtValue -= decShieldValue # 承伤值
+ if decShieldValue >= buffValue:
+ GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
else:
- updShieldValue = buffValue - damageShieldValue
- GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+ updShieldValue = buffValue - decShieldValue
+ GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
+ realHurtHP = int(shieldHurtValue / shieldHurtPer)
+ GameWorld.DebugLog(" 承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
return hurtValue, max(0, realHurtHP), hurtTypes
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
+ 注:反伤/荆棘暂不做属性支持,仅做buff效果支持
'''
if not atkObj.GetCanAttack():
return
- bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+ damBackPer = 0
+ buffMgr = defObj.GetBuffManager()
+ for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+ damBackPer += buff.GetValue1()
+
+ if damBackPer <= 0:
+ return
+
+ bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
if bounceHP <= 0:
return
- GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+ GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
if bounceHP <= 0:
GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
@@ -1365,7 +1672,7 @@
TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
return
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算吸血
'''
@@ -1377,6 +1684,9 @@
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
+ return
+
+ if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
return
curHP = atkObj.GetHP()
@@ -1392,6 +1702,39 @@
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
+def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
+ ## 毒奶逻辑
+ buffMgr = curObj.GetBuffManager()
+ poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+ if not poisonCureBuff:
+ return
+ ownerID = poisonCureBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+ if not buffOwner:
+ return
+ atkObj, defObj = buffOwner, curObj
+
+ hurtTypes = hurtObj.GetHurtTypes()
+ hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
+
+ dHP = defObj.GetHP()
+ remainHP = max(0, dHP - realHurtHP) # 剩余血量
+ lostHP = dHP - remainHP # 实际掉血量
+ defObj.SetHP(remainHP)
+ GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
+
+ if isSuck:
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.SetSuckHP(hurtValue)
+ else:
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtObj.SetHurtHP(hurtValue)
+ hurtObj.SetLostHP(lostHP)
+ hurtObj.SetHurtTypes(hurtTypes)
+
+ TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
+ return True
+
def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
''' 计算治疗值
'''
@@ -1399,9 +1742,28 @@
skillPer = curSkill.GetSkillPer()
#skillValue = curSkill.GetSkillValue()
- cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
+ skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
- skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+ cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+
+ cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
+ if cureWayExEff:
+ cureType = cureWayExEff.GetEffectValue(0)
+ skillPer = cureWayExEff.GetEffectValue(1)
+ GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
+ cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+ cureHP += cureHPEx
+
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if hurtShareEff:
+ tagCnt = max(1, len(curSkill.GetTagObjList()))
+ cureHP = cureHP / tagCnt
+ GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
+
+ return max(1, int(cureHP)) # 保底1点
+
+def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
+ cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
# 回合制
curePer = 0 # 治疗加成
@@ -1430,8 +1792,9 @@
% (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
return cureHP
-def GetCalcBaseValue(calcType, curObj, tagObj):
+def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
+ baseValue = 0
if calcType == ChConfig.Def_Calc_Attack:
baseValue = curObj.GetAtk()
elif calcType == ChConfig.Def_Calc_MaxHP:
@@ -1440,9 +1803,16 @@
baseValue = curObj.GetLastHurtValue()
elif calcType == ChConfig.Def_Calc_TagMaxHP:
baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+ elif calcType == ChConfig.Def_Calc_TagLostHP:
+ baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP())
+ elif calcType == ChConfig.Def_Calc_ByBuffValue:
+ byBuff = curSkill.GetByBuff()
+ if byBuff:
+ baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
+ GameWorld.DebugLog("根据buff值: %s" % baseValue)
return baseValue
-def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
+def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
## 执行单次dot逻辑
skillID = curBuff.GetSkillID()
skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1470,9 +1840,15 @@
dHP = defObj.GetHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+ layer = curBuff.GetLayer()
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ if "FinalDamPer" in kwargs:
+ FinalDamPer = kwargs["FinalDamPer"]
+ hurtValue *= (10000 + FinalDamPer) / 10000.0
+ GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
-
- # dot的反弹、吸血待定
remainHP = max(0, dHP - realHurtHP) # 剩余血量
lostHP = dHP - remainHP # 实际掉血量
@@ -1497,6 +1873,8 @@
def Sync_UseSkill(turnFight, curBatObj, useSkill):
## 通知释放技能
+ bySkill = useSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
poolMgr = ObjPool.GetPoolMgr()
clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
clientPack.ObjID = curBatObj.GetID()
@@ -1505,6 +1883,7 @@
clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
clientPack.SkillID = useSkill.GetSkillID()
+ clientPack.RelatedSkillID = relatedSkillID
clientPack.HurtList = []
for hurtObj in useSkill.GetHurtObjList():
hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
--
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