From 2350f87cbba3da859d02632aa8116c1511d6d60b Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 24 九月 2025 18:54:13 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(马超所有技能;增加触发方式20 21 22;增加效果5006 6010 6011 6012 6013;修复非学习的子技能加载触发效果bug;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 387 ++++++++++++++++++++++++++++++++++++++++++------------- 1 files changed, 295 insertions(+), 92 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 1aea3dd..5492ff9 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: @@ -59,13 +59,19 @@ if not skillID: return + if not curBatObj.CanAction(): + return + + buffStateLimit = useSkill.GetBuffStateLimit() + if buffStateLimit: + limitState = curBatObj.IsInBuffStateGroup(buffStateLimit) + 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)) + 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: for tagObj in tagObjList[::-1]: @@ -76,9 +82,16 @@ # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果 return + 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) + return + 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" - % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID)) + 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 poolMgr = ObjPool.GetPoolMgr() @@ -86,18 +99,29 @@ if isinstance(useSkill, IpyGameDataPY.IPY_Skill): usePoolSkill = True # 统一使用 BattleObj.PySkill - useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill) + useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID) useSkill.ResetUseRec() useSkill.SetTagObjList(tagObjList) useSkill.SetBatType(batType) useSkill.SetBySkill(bySkill) + useSkill.SetByBuff(byBuff) + isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill) + if isTurnNormalSkill: + # 普攻追击时强制重新开始算连击 + useSkill.ComboCheckStart(batType == ChConfig.TurnBattleType_Pursue) + curBatObj.ClearSkillTempAttr() + tagIDList = [] for tagObj in tagObjList: + tagIDList.append(tagObj.GetID()) tagObj.ClearSkillTempAttr() - objID = curBatObj.GetID() + # 有功能分类的技能都认为是主技能 + if useSkill.GetFuncType(): + curBatObj.SetMainTagIDList(tagIDList) + useTag = "" #这个技能是Buff @@ -126,23 +150,38 @@ turnFight.addBatPack(clientPack) # 处理反击 或 连击 - DoCombo(turnFight, curBatObj, useSkill) - + if isTurnNormalSkill: + if comboLimit or not DoCombo(turnFight, curBatObj, useSkill): + useSkill.ComboInterrupt() + # 最后重置、回收对象 useSkill.ResetUseRec() if usePoolSkill: 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, ...] + + tagAim = useSkill.GetTagAim() + tagFriendly = useSkill.GetTagFriendly() + tagAffect = useSkill.GetTagAffect() + tagCount = useSkill.GetTagCount() curFaction = curBatObj.GetFaction() # 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 sneerObj = None # 嘲讽目标 sneerObjID, sneerObjPosNum = 0, 0 @@ -256,6 +295,11 @@ 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 @@ -272,6 +316,11 @@ if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0: 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] @@ -448,7 +497,7 @@ skillID = useSkill.GetSkillID() for tagBatObj in useSkill.GetTagObjList(): - cureHP = CalcCureHP(curBatObj, tagBatObj, useSkill, largeNum=True) + cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True) if cureHP <= 0: continue @@ -580,8 +629,7 @@ 纵排: 优先前面的单位 ''' - if not SkillCommon.isTurnNormalSkill(useSkill): - #GameWorld.DebugLog("非普攻不处理反击连击") + if not useSkill.ComboEnable(): return tagFriendly = useSkill.GetTagFriendly() @@ -602,7 +650,7 @@ if not tagObj: return - comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) + comboNum = useSkill.GetComboNum() aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate) aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill) @@ -614,14 +662,14 @@ return GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)) - atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1) + useSkill.SetComboNum(comboNum + 1) # 连击特长 DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID()) # 连击根据技能目标配置逻辑重新选择目标 OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo) - return + return True def __getCanAtkBackSkill(useSkill, tagObj): ## 获取是否可反击及反击技能 @@ -659,10 +707,10 @@ def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False): '''被攻击结果 @param curObj: 施法方或buff归属方 - @param isUseSkill: 是否是直接使用技能的攻击结果 + @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) @@ -698,30 +746,49 @@ 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) # 统计伤血,可能单个技能对同一目标造成多次伤害 + totalHurtValue = 0 isSuperHit, isStun, isSuckHP = False, False, False - missObjIDList = [] + missObjIDList, immuneObjIDList = [], [] for hurtObj in useSkill.GetHurtObjList(): hurtObjID = hurtObj.GetObjID() tagObj = batObjMgr.getBatObj(hurtObjID) if not tagObj: continue - if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive(): + if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \ + and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive(): __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill) + + if hurtObj.HaveHurtType(ChConfig.HurtType_Normal): + totalHurtValue += hurtObj.GetHurtHP() + if hurtObj.HaveHurtType(ChConfig.HurtType_Miss): - missObjIDList.append(hurtObjID) + if hurtObjID not in missObjIDList: + missObjIDList.append(hurtObjID) DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID) + + if hurtObj.HaveHurtType(ChConfig.HurtType_Immune): + if hurtObjID not in immuneObjIDList: + immuneObjIDList.append(hurtObjID) + if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID) + if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit): isSuperHit = True + if hurtObj.HaveHurtType(ChConfig.HurtType_Stun): isStun = True + if hurtObj.GetSuckHP() > 0: isSuckHP = True + + curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害 + # 群攻只触发一次特长 if isSuperHit: DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) @@ -735,10 +802,10 @@ if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID(): FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) + effIgnoreObjIDList = missObjIDList + immuneObjIDList # 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 - if isUseSkill: - __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) - + __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill) + # ========== 以下触发被动 ========== # 破盾时 @@ -747,17 +814,44 @@ 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 == curID or tagID in missObjIDList: - # 自己或对方闪避了不再触发被动 + 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 + return def __doCostZhanchui(turnFight, curBatObj, useSkill): @@ -846,24 +940,28 @@ Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID) return -def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList): +def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill): ## 执行本技能/buff释放后额外效果 for index in xrange(useSkill.GetEffectCount()): curEffect = useSkill.GetEffect(index) - if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff: - continue - + triggerWay = curEffect.GetTriggerWay() + if isUseSkill: + if triggerWay != ChConfig.TriggerWay_CurSkillEff: + continue + else: + if triggerWay != ChConfig.TriggerWay_CurSkillEffLst: + continue + effID = curEffect.GetEffectID() - GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList)) + 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, missObjIDList) + __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList) continue for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() - GameWorld.DebugLog(" tagID=%s" % (tagID)) - if tagID in missObjIDList: + if tagID in effIgnoreObjIDList: # 闪避了不触发 continue @@ -871,7 +969,7 @@ return -def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList): +def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList): ## 执行主技能的额外技能效果 #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance: # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID()) @@ -896,8 +994,8 @@ if not tagObj.IsAlive(): GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) continue - if tagID in missObjIDList: - GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID)) + if tagID in effIgnoreObjIDList: + GameWorld.DebugLog(" 闪避或免疫的不触发: tagID=%s" % (tagID)) continue if checkInStateList: if not tagObj.CheckInState(checkInStateList): @@ -928,7 +1026,7 @@ 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 @@ -938,12 +1036,21 @@ ''' 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)) + 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() @@ -954,10 +1061,10 @@ 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 @@ -984,7 +1091,7 @@ else: hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer) - hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue) + hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes) #伤害结构体 hurtObj.SetHurtTypes(hurtTypes) @@ -1015,6 +1122,7 @@ skillID = curSkill.GetSkillID() pmType = GetPMType(atkObj, curSkill) ignoreDef = IsIgnoreDef(curSkill) + batType = curSkill.GetBatType() changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill) if changeHurtType == 1: @@ -1024,41 +1132,41 @@ atkID = atkObj.GetID() defID = defObj.GetID() + calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击 isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill) isAngerSkill = SkillCommon.isAngerSkill(curSkill) isDot = ("damageoftime" in kwargs) angerOverflow = 0 # 怒气溢出值 - mustHit = False + mustHit = False # 是否必命中 if isAngerSkill: mustHit = True curXP = atkObj.GetXP() angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0) GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow)) - if isDot: - mustHit = True - #命中公式 攻击方类型不同,公式不同 - if not mustHit: + if isTurnNormalSkill and not 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 = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum) + missNum = curSkill.GetTagMissNum(defID) missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1)) if GameWorld.CanHappen(missRate): GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum)) - defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1) + curSkill.SetTagMissNum(defID, missRate + 1) return 0, pow(2, ChConfig.HurtType_Miss) hurtTypes = pow(2, ChConfig.HurtType_Normal) - #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他 - isSuperHit, isParry, isStun = False, False, False aSuperDamPer, dSuperDamPerDef = 0, 0 + # 暴击(dot除外) if not isDot: isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击 - isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻 + + # 闪避、击晕、格挡 + if isTurnNormalSkill: + isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡 isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕 if isSuperHit: @@ -1078,13 +1186,20 @@ #参与运算的数值 #rand = random.random() #种子数 0~1 - aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击 + aAtk = atkObj.GetAtk() # 攻击方最大攻击 - dHP = defObj.GetHP() - dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力 + 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 += 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) 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: @@ -1107,6 +1222,14 @@ aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef) + aComboDamPer = 0 # 连击增伤 + if batType == ChConfig.TurnBattleType_Combo: + aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer) + + aPursueDamPer = 0 # 追击增伤 + if batType == ChConfig.TurnBattleType_Pursue: + aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer) + # 所有万分率参数统一除10000.0 atkSkillPer /= 10000.0 aNormalSkillPer /= 10000.0 @@ -1120,20 +1243,30 @@ dSuperDamPerDef /= 10000.0 aFinalDamPer /= 10000.0 dFinalDamPerDef /= 10000.0 + aComboDamPer /= 10000.0 + aPursueDamPer /= 10000.0 - GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" - % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer)) + if calcType != ChConfig.Def_Calc_Attack: + 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 isDot: - hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1)) - GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue)) - elif isTurnNormalSkill: + if isTurnNormalSkill: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1)) GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue)) elif isAngerSkill: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2)) GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue)) + 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)) else: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4)) GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue)) @@ -1148,10 +1281,28 @@ hurtValue = int(hurtValue * multiValue) GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue)) + hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率 + if hurtAtkPerMax: + aAtk = atkObj.GetAtk() + hurtValueMax = aAtk * hurtAtkPerMax / 10000.0 + 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 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) @@ -1168,40 +1319,61 @@ happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1)) if not GameWorld.CanHappen(happenRate): return False - GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef)) stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2) - TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True) - return True + if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True): + GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef)) + return True + 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() # 格挡印记 buffMgr = defObj.GetBuffManager() parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ) if parryYJBuff and parryYJBuff.GetLayer(): GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())) - TurnBuff.DecBuffLayer(turnFight, defObj, parryYJBuff, 1, curSkill.GetSkillID()) + TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill) return True aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef) dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate) - parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum) + parryNum = curSkill.GetTagParryNum(defID) happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1)) if GameWorld.CanHappen(happenRate): GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum)) - defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1) + curSkill.SetTagParryNum(defID, parryNum + 1) return True return False -def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue): +def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0): ## 计算伤害后,因各种buff和状态的影响处理 - # @return: hurtValue, realHurtHP + # @return: hurtValue, realHurtHP, hurtTypes if hurtValue <= 0: - return 0, 0 + return 0, 0, hurtTypes + + if defObj.CheckInState(ChConfig.BatObjState_Wudi): + 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 + skillData = buff.GetSkillData() + if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi: + continue + # 记录免疫的积攒伤害 + buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue + updBuffValue = buffValue + hurtValue + buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue) + buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue) + GameWorld.DebugLog(" 无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s" + % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue)) + return 0, 0, hurtTypes # 减伤盾减伤, 会改变 hurtValue hurtValue = max(0, hurtValue) @@ -1243,7 +1415,7 @@ buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue) curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"]) - return hurtValue, max(0, realHurtHP) + return hurtValue, max(0, realHurtHP), hurtTypes def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算反弹反弹伤害 @@ -1256,8 +1428,9 @@ return GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP())) - bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) + bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) if bounceHP <= 0: + GameWorld.DebugLog(" bounceHP=%s" % (bounceHP)) return hurtObj.SetBounceHP(bounceHP) @@ -1296,16 +1469,29 @@ TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP) return -def CalcCureHP(userObj, tagObj, curSkill, largeNum=False): +def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False): ''' 计算治疗值 ''' cureType = curSkill.GetCalcType() skillPer = curSkill.GetSkillPer() #skillValue = curSkill.GetSkillValue() - cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj) + skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill) - #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP) + 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 + + 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 @@ -1334,16 +1520,24 @@ % (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: baseValue = curObj.GetMaxHP() - #elif cureType == ChConfig.Def_Calc_HurtValue: - # baseValue = GameObj.GetLastHurtValue(userObj) + elif calcType == ChConfig.Def_Calc_LastHurt: + 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): @@ -1361,26 +1555,26 @@ atkObj = buffOwner defObj = batObj + atkID = ownerID defID = defObj.GetID() tagObjList = [defObj] poolMgr = ObjPool.GetPoolMgr() - useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData) + useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID) useSkill.SetTagObjList(tagObjList) useSkill.ClearHurtObj() hurtObj = useSkill.AddHurtObj(defID) dHP = defObj.GetHP() - GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" - % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP)) - hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue) + 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)) + 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 defObj.SetHP(remainHP) - GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP())) hurtObj.SetHurtTypes(hurtTypes) @@ -1421,6 +1615,15 @@ hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord) hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord) clientPack.HurtList.append(hurt) + if not clientPack.HurtList: + for tagObj in useSkill.GetTagObjList(): + tagID = tagObj.GetID() + hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt) + hurt.ObjID = tagID + hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue + hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue + clientPack.HurtList.append(hurt) + clientPack.HurtCount = len(clientPack.HurtList) turnFight.addBatPack(clientPack) return -- Gitblit v1.8.0