From 206203b4ccec9426178e12b8d67c815c4743df54 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期一, 01 九月 2025 15:45:06 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线战斗片段断点逻辑;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 243 +++++++++++++++++++++++++++++++++-------------- 1 files changed, 169 insertions(+), 74 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 55da264..150d32d 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -33,41 +33,45 @@ def __init__(self, batObj): self._batObj = batObj # 被影响的技能ID: 0为所有技能 - self._AffectSkillDict = {} # 被动技能 {(触发方式, 被影响的技能ID):{技能ID:[effID, ...], ...}, ...} - self._AffectBuffDict = {} # 被动buff {(触发方式, 被影响的技能ID):{buffID:[effID, ...], ...}, ...} + self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...} + self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...} return - def GetPassiveEffByTrigger(self, triggerWay, connSkill=None): + def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0): '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先 优先级之后有需要再扩展 @return: [["skill/buff", skillID/buffID, effIDList], ...] ''' - connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 effList = [] - # 技能 - key = (triggerWay, connSkillID) - if key in self._AffectSkillDict: - effDict = self._AffectSkillDict[key] - for skillID, effIDList in effDict.items(): - effList.append(["skill", skillID, effIDList]) - if connSkillID != 0: - key = (triggerWay, 0) - effDict = self._AffectSkillDict.get(key, {}) - for skillID, effIDList in effDict.items(): - effList.append(["skill", skillID, effIDList]) - - # buff - key = (triggerWay, connSkillID) - if key in self._AffectBuffDict: - effDict = self._AffectBuffDict[key] - for buffID, effIDList in effDict.items(): - effList.append(["buff", buffID, effIDList]) - if connSkillID != 0: - key = (triggerWay, 0) - effDict = self._AffectBuffDict.get(key, {}) - for buffID, effIDList in effDict.items(): - effList.append(["buff", buffID, effIDList]) - + + # 优先取关联技能的 + if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]: + # 技能 + key = (triggerWay, connSkillTypeID) + if key in self._AffectSkillDict: + effDict = self._AffectSkillDict[key] + for skillID, effIDList in effDict.items(): + effList.append(["skill", skillID, effIDList]) + + # buff + key = (triggerWay, connSkillTypeID) + if key in self._AffectBuffDict: + effDict = self._AffectBuffDict[key] + for buffID, effIDList in effDict.items(): + effList.append(["buff", buffID, effIDList]) + + # 所有技能有效的 + key = (triggerWay, ChConfig.TriggerSrc_Skill) + effDict = self._AffectSkillDict.get(key, {}) + for skillID, effIDList in effDict.items(): + effList.append(["skill", skillID, effIDList]) + + # 所有buff有效的 + key = (triggerWay, ChConfig.TriggerSrc_Buff) + effDict = self._AffectBuffDict.get(key, {}) + for buffID, effIDList in effDict.items(): + effList.append(["buff", buffID, effIDList]) + return effList def RefreshSkillPassiveEffect(self): @@ -91,16 +95,18 @@ ## 添加技能被动效果 triggerWay = effect.GetTriggerWay() triggerSrc = effect.GetTriggerSrc() - if not triggerWay or triggerSrc != 1: + if not triggerWay: + return + if triggerWay == ChConfig.TriggerWay_CurSkillEff: + return + if triggerSrc == ChConfig.TriggerSrc_Buff: + # buff有效的不加进来 return skillID = curSkill.GetSkillID() - connSkillID = curSkill.GetConnSkill() - #priority = curSkill.GetPriority() - effectID = effect.GetEffectID() - key = (triggerWay, connSkillID) + key = (triggerWay, triggerSrc) if key not in self._AffectSkillDict: self._AffectSkillDict[key] = {} effDict = self._AffectSkillDict[key] @@ -133,21 +139,26 @@ ''' triggerWay = effect.GetTriggerWay() triggerSrc = effect.GetTriggerSrc() - if not triggerWay or triggerSrc != 2: + if not triggerWay: + return + if triggerWay == ChConfig.TriggerWay_CurSkillEff: + return + if triggerSrc == ChConfig.TriggerSrc_Skill: + # 技能有效的不加进来 return buffID = buff.GetBuffID() - connSkillID = skillData.GetConnSkill() - #priority = skillData.GetPriority() - effectID = effect.GetEffectID() - key = (triggerWay, connSkillID) + + key = (triggerWay, triggerSrc) if key not in self._AffectBuffDict: self._AffectBuffDict[key] = {} effDict = self._AffectBuffDict[key] if buffID not in effDict: effDict[buffID] = [] - effDict[buffID].append(effectID) + effIDList = effDict[buffID] + if effectID not in effIDList: + effIDList.append(effectID) return def DelBuffPassiveEffect(self, buffID): @@ -170,7 +181,8 @@ def Clear(self): self._objID = 0 self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡 - self._hurtHP = 0 # 伤血值 + self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血 + self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值 self._lostHP = 0 # 实际掉血值 self._curHP = 0 # 更新血量 self._suckHP = 0 # 吸血量 @@ -190,6 +202,8 @@ return self._hurtTypes & pow(2, hurtType) def GetHurtHP(self): return self._hurtHP def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP + def GetRealHurtHP(self): return self._realHurtHP + def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP def GetLostHP(self): return self._lostHP def SetLostHP(self, lostHP): self._lostHP = lostHP def GetCurHP(self): return self._curHP @@ -201,12 +215,12 @@ class SkillEffect(): - def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None): + def __init__(self, effID, values, triggerWay=0, triggerSrc=0): self._effID = effID self._values = values self._triggerWay = triggerWay self._triggerSrc = triggerSrc - self._triggerParams = triggerParams if triggerParams else [] + #self._triggerParams = triggerParams if triggerParams else [] return def GetEffectID(self): return self._effID @@ -214,7 +228,7 @@ def GetEffectValueCount(self): return len(self._values) def GetTriggerWay(self): return self._triggerWay def GetTriggerSrc(self): return self._triggerSrc - def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0 + #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0 EmptyEffect = SkillEffect(0, []) @@ -223,18 +237,19 @@ def __init__(self, ipyData): self._ipyData = ipyData self._effList = [] # [Effect, ...] - self._effDict = {} # {effID:Effect, ...} + self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID for num in range(1, 1 + 3): effID = getattr(ipyData, "GetEffectID%s" % num)() values = getattr(ipyData, "GetEffectValues%s" % num)() triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)() triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)() - triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)() - effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams) + #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)() + effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc) self._effList.append(effect) - self._effDict[effID] = effect + self._effDict[(effID, triggerWay)] = effect return + def GetIpyData(self): return self._ipyData def GetSkillID(self): return self._ipyData.GetSkillID() def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID() def GetSkillLV(self): return self._ipyData.GetSkillLV() @@ -255,18 +270,18 @@ def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率 def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0 def GetEffectCount(self): return len(self._effList) - def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect) + def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect) def GetConnSkill(self): return self._ipyData.GetConnSkill() def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime() def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表 - def GetBuffStates(self): return self._ipyData.GetBuffStates() + def GetCurBuffState(self): return self._ipyData.GetCurBuffState() def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间 def GetLayerCnt(self): return self._ipyData.GetLayerCnt() def GetLayerMax(self): return self._ipyData.GetLayerMax() def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则 def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在 - def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表 def GetFightPower(self): return self._ipyData.GetFightPower() + def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName() class PyBuff(): @@ -277,7 +292,9 @@ self._layer = 0 self._calcTime = 0 self._remainTime = 0 - self._valueList = [] + self._value1 = 0 # 值需要通知前端,开发时注意20亿问题 + self._value2 = 0 + self._value3 = 0 return def GetSkillData(self): return self._skillData @@ -292,9 +309,20 @@ def SetCalcTime(self, calcTime): self._calcTime = calcTime def GetRemainTime(self): return self._remainTime def SetRemainTime(self, remainTime): self._remainTime = remainTime - def SetBuffValueList(self, valueList): self._valueList = valueList - def GetBuffValue(self, index): - return self._valueList[index] if len(self._valueList) > index else 0 + def SetBuffValueList(self, valueList): + for index, value in enumerate(valueList): + if index == 0: + self.SetValue1(value) + elif index == 1: + self.SetValue2(value) + elif index == 2: + self.SetValue3(value) + def GetValue1(self): return self._value1 + def SetValue1(self, value): self._value1 = value + def GetValue2(self): return self._value2 + def SetValue2(self, value): self._value2 = value + def GetValue3(self): return self._value3 + def SetValue3(self, value): self._value3 = value class BuffManager(): ## 战斗对象buff管理器 @@ -336,6 +364,7 @@ self._buffList.append(buff) self._buffIDDict[buffID] = buff + #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict)) if skillTypeID not in self._skillTypeIDBuffIDs: self._skillTypeIDBuffIDs[skillTypeID] = [] buffIDs = self._skillTypeIDBuffIDs[skillTypeID] @@ -344,12 +373,21 @@ return buff - def DelBuff(self, buffID): + def DelBuff(self, buffID, release=True): if buffID not in self._buffIDDict: + #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys())) return + #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList)) buff = self._buffIDDict.pop(buffID) if buff in self._buffList: self._buffList.remove(buff) + else: + # 防范下找不到的情况 + for lBuff in self._buffList[::-1]: + if lBuff.GetBuffID() == buffID: + self._buffList.remove(lBuff) + GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff)) + #GameWorld.DebugLog(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList)) for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items(): if buffID not in buffIDList: continue @@ -357,17 +395,19 @@ if not buffIDList: self._skillTypeIDBuffIDs.pop(skillTypeID) break + if release: + ObjPool.GetPoolMgr().release(buff) return def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None) - def FindBuffIDBySkillID(self, skillID): - ## 返回该技能ID的所有buffID列表 + def FindBuffBySkillID(self, skillID): + ## 返回该技能ID的所有buff列表 skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID) if not skillData: return [] - return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID()) - def FindBuffIDBySkillTypeID(self, skillTypeID): - ## 返回该技能TypeID的所有buffID列表 + return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID()) + def FindBuffBySkillTypeID(self, skillTypeID): + ## 返回该技能TypeID的所有buff列表 if skillTypeID not in self._skillTypeIDBuffIDs: return [] buffs = [] @@ -402,7 +442,6 @@ def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下 def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表 - class PySkill(): def __init__(self, ipyData): @@ -413,14 +452,14 @@ 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) + self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...] return def ResetUseRec(self): self._batType = 0 self._tagObjList = [] self._bySkill = None - self._isEnhanceSkill = False + self._afterLogicList = [] self.ClearHurtObj() return @@ -444,18 +483,18 @@ def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率 def GetEffect(self, index): return self._skillData.GetEffect(index) def GetEffectCount(self): return self._skillData.GetEffectCount() - def GetEffectByID(self, effID): return self._skillData.GetEffectByID() + def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay) def GetConnSkill(self): return self._skillData.GetConnSkill() def GetCoolDownTime(self): return self._skillData.GetCoolDownTime() def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表 - def GetBuffStates(self): return self._skillData.GetBuffStates() + def GetCurBuffState(self): return self._skillData.GetCurBuffState() def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间 def GetLayerCnt(self): return self._skillData.GetLayerCnt() def GetLayerMax(self): return self._skillData.GetLayerMax() def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则 def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在 - def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表 def GetFightPower(self): return self._skillData.GetFightPower() + def GetSkillMotionName(self): return self._skillData.GetSkillMotionName() ## ---------------------------------- 非技能表内容 ---------------------------------- def GetCalcTime(self): return self._calcTime @@ -464,12 +503,18 @@ def SetRemainTime(self, remainTime): self._remainTime = remainTime def GetBatType(self): return self._batType def SetBatType(self, batType): self._batType = batType - 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 GetAfterLogicList(self): return self._afterLogicList + def AddAfterLogic(self, logicType, logicData): + '''添加技能释放后需要处理额外逻辑 + @param logicType: 逻辑类型 + @param logicData: 逻辑对应的数据 + ''' + self._afterLogicList.append([logicType, logicData]) + return def ClearHurtObj(self): ## 清空伤血统计 poolMgr = ObjPool.GetPoolMgr() @@ -544,12 +589,15 @@ def __init__(self): self.tfGUID = "" # 所属的某场回合战斗的guid + self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体 self.objID = 0 self.objName = "" self.npcID = 0 - self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体 self.heroID = 0 self.skinID = 0 + self.country = 0 + self.atkDistType = 0 + self.sex = 0 self.lv = 1 self.fightPower = 0 self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1 @@ -557,6 +605,7 @@ 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._isAlive = True # 是否活着 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, ...} @@ -588,10 +637,16 @@ TurnPassive.RefreshPassive(self) return - def UpdInitBatAttr(self, initAttrDict): + def UpdInitBatAttr(self, initAttrDict, skillIDList): ## 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 + learnNewSkill = False + for skillID in skillIDList: + if self._skillMgr.LearnSkillByID(skillID): + learnNewSkill = True TurnBuff.RefreshBuffAttr(self) + if learnNewSkill: # 有学新技能时重刷技能被动 + self._passiveEffMgr.RefreshSkillPassiveEffect() return def ResetBattleEffect(self): @@ -602,16 +657,22 @@ 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) + def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID + def SetOwnerID(self, ownerID): self.ownerID = ownerID def GetID(self): return self.objID def GetName(self): return self.objName def SetName(self, name): self.objName = name + def GetCountry(self): return self.country + def SetCountry(self, country): self.country = country + def GetAtkDistType(self): return self.atkDistType + def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType + def GetSex(self): return self.sex + def SetSex(self, sex): self.sex = sex def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0 def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID - def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID - def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID + def GetHeroID(self): return self.heroID def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤 - def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将 - self.ownerID = ownerID + def SetHero(self, heroID, skinID=0): # 设置所属武将 self.heroID = heroID self.skinID = skinID def SetLineupPos(self, posNum, lineupNum=1): @@ -646,7 +707,41 @@ ## 是否处于某种状态下 return self._buffMgr.IsInBuffState(state) + def IsInControlled(self): + ## 是否被控制中 + for state in ChConfig.InControlledStateList: + if self.IsInState(state): + return True + return False + + def CanAction(self): + ## 是否可以行动 + if not self.IsAlive(): + return False + if self.IsInControlled(): + return False + return True + + def GetSneerTagObj(self): + ## 获取被嘲讽的目标,如果存在则一定是活着的目标 + buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer) + if not buffIDList: + return + objMgr = GetBatObjMgr() + for buffID in buffIDList: + buff = self._buffMgr.GetBuff(buffID) + if not buff: + continue + tagObj = objMgr.getBatObj(buff.GetOwnerID()) + if tagObj and tagObj.IsAlive(): # 活着才有效 + return tagObj + return + # 战斗属性 + def IsAlive(self): return self._isAlive # 是否活着 + def SetDead(self): + self._isAlive = False + self._hp = 0 def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0) def SetMaxHP(self, maxHP, isNotify=False): self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP -- Gitblit v1.8.0