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 | 216 +++++++++++++++++++++++++++++++++++++++++++----------
1 files changed, 174 insertions(+), 42 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 3b23e4c..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
@@ -84,7 +86,6 @@
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)
@@ -531,9 +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")
@@ -543,6 +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
@@ -554,35 +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)
- dID = tagBatObj.GetID()
- hurtObj = useSkill.AddHurtObj(dID)
- if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
- continue
+ 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)
- dHP = tagBatObj.GetHP()
- dMapHP = tagBatObj.GetMaxHP()
-
- 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)
- 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):
@@ -667,7 +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)
@@ -747,10 +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))
@@ -879,6 +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)
@@ -1232,14 +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)
@@ -1457,6 +1576,7 @@
if hurtValue <= 0:
return 0, 0, hurtTypes
+ hurtValue = int(hurtValue)
buffMgr = defObj.GetBuffManager()
wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
if wudiBuffList:
@@ -1474,7 +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 = []
@@ -1487,27 +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):
@@ -1684,7 +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)
@@ -1716,6 +1844,10 @@
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)
remainHP = max(0, dHP - realHurtHP) # 剩余血量
--
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