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 | 364 +++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 307 insertions(+), 57 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 dbba18d..cde32e1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,14 +59,16 @@
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
- buffStateLimit = useSkill.GetBuffStateLimit()
- if buffStateLimit:
- limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+ 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,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, 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
@@ -81,9 +83,9 @@
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)
@@ -124,20 +126,19 @@
curBatObj.SetMainTagIDList(tagIDList)
useTag = ""
- # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
- if batType != ChConfig.TurnBattleType_Enhance:
- # 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)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
-
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
+ # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+ if batType != ChConfig.TurnBattleType_Enhance:
+ # 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)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -169,8 +170,13 @@
tagAffect = useSkill.GetTagAffect()
tagCount = useSkill.GetTagCount()
- curFaction = curBatObj.GetFaction()
-
+ 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]
@@ -183,6 +189,7 @@
# 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:
@@ -201,7 +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
@@ -209,6 +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)
@@ -305,7 +315,27 @@
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:
@@ -326,6 +356,38 @@
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
@@ -409,7 +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
@@ -469,9 +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")
@@ -481,6 +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
@@ -492,32 +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):
@@ -602,7 +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)
@@ -629,7 +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()
@@ -676,10 +862,11 @@
if not tagObj:
return
- if not tagObj.IsAlive():
+ tagID = tagObj.GetID()
+ if not tagObj.CanAction():
+ GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
return
- tagID = tagObj.GetID()
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))
@@ -808,6 +995,7 @@
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)
@@ -856,6 +1044,10 @@
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:
+ turnFight.checkOverByKilled()
return
@@ -1130,7 +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):
@@ -1157,14 +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 and not defObj.IsInControlledHard():
+ 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)
@@ -1190,6 +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:
@@ -1380,6 +1576,7 @@
if hurtValue <= 0:
return 0, 0, hurtTypes
+ hurtValue = int(hurtValue)
buffMgr = defObj.GetBuffManager()
wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
if wudiBuffList:
@@ -1397,7 +1594,7 @@
# 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 = []
@@ -1410,27 +1607,35 @@
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):
@@ -1467,7 +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
'''
@@ -1479,6 +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()
@@ -1493,6 +1701,39 @@
# 吸血暂定算治疗
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
@@ -1571,7 +1812,7 @@
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)
@@ -1599,9 +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
@@ -1626,6 +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()
@@ -1634,6 +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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