From 2b34924e06c0c36d77d9ccec4c4f10f1ebd16e84 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 16 九月 2025 19:03:17 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(NPC表加特长字段;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 141 +++++++++++++++++++++++++++++++++------------- 1 files changed, 101 insertions(+), 40 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 89f6bc2..efa0231 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -45,7 +45,7 @@ effList = [] # 优先取关联技能的 - if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]: + if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]: # 技能 key = (triggerWay, connSkillTypeID) if key in self._AffectSkillDict: @@ -97,13 +97,21 @@ triggerSrc = effect.GetTriggerSrc() if not triggerWay: return - if triggerSrc == ChConfig.TriggerSrc_Buff: + if triggerWay == ChConfig.TriggerWay_CurSkillEff: + return + if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]: # buff有效的不加进来 return skillID = curSkill.GetSkillID() effectID = effect.GetEffectID() + if triggerWay == ChConfig.TriggerWay_CalcEffValue: + triggerWay = "%s_%s" % (triggerWay, effectID) + + if triggerSrc == ChConfig.TriggerSrc_SkillSelf: + triggerSrc = curSkill.GetSkillTypeID() + key = (triggerWay, triggerSrc) if key not in self._AffectSkillDict: self._AffectSkillDict[key] = {} @@ -139,20 +147,30 @@ triggerSrc = effect.GetTriggerSrc() if not triggerWay: return - if triggerSrc == ChConfig.TriggerSrc_Skill: + if triggerWay == ChConfig.TriggerWay_CurSkillEff: + return + if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: # 技能有效的不加进来 return buffID = buff.GetBuffID() effectID = effect.GetEffectID() + if triggerWay == ChConfig.TriggerWay_CalcEffValue: + triggerWay = "%s_%s" % (triggerWay, effectID) + + if triggerSrc == ChConfig.TriggerSrc_BuffSelf: + triggerSrc = skillData.GetSkillTypeID() + 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): @@ -209,20 +227,21 @@ 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 def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0 def GetEffectValueCount(self): return len(self._values) + def GetEffectValues(self): return self._values # 直接返回整个效果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, []) @@ -231,16 +250,16 @@ 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 @@ -264,7 +283,7 @@ 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 @@ -274,7 +293,6 @@ 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() @@ -339,6 +357,7 @@ self._buffList = [] self._buffIDDict = {} self._skillTypeIDBuffIDs = {} + self._buffStateDict = {} self._buffID = 0 return @@ -376,6 +395,12 @@ 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: @@ -389,13 +414,13 @@ return def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None) - def FindBuffBySkillID(self, skillID): + def FindBuffListBySkillID(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.FindBuffBySkillTypeID(skillData.GetSkillTypeID()) - def FindBuffBySkillTypeID(self, skillTypeID): + return self.FindBuffListBySkillTypeID(skillData.GetSkillTypeID()) + def FindBuffListBySkillTypeID(self, skillTypeID): ## 返回该技能TypeID的所有buff列表 if skillTypeID not in self._skillTypeIDBuffIDs: return [] @@ -405,6 +430,13 @@ continue buffs.append(self._buffIDDict[buffID]) return buffs + def FindBuffByState(self, state): + ## 查找某种buff状态的buff + buffIDList = self._buffStateDict.get(state, []) + if not buffIDList: + return + buffID = buffIDList[0] + return self._buffIDDict.get(buffID, None) def AddBuffState(self, state, buffID): ## 添加buff影响的状态,ChConfig.BatObjStateList @@ -472,7 +504,7 @@ 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(effID) + 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 @@ -482,7 +514,6 @@ 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() @@ -538,6 +569,7 @@ def GetSkillCount(self): return len(self._skillList) def GetSkillByIndex(self, index): return self._skillList[index] + def GetSkillIDList(self): return self._skillDict.keys() def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None) def FindSkillByTypeID(self, skillTypeID): skill = None @@ -579,13 +611,16 @@ 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.specialty = 0 # 特长 + 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 @@ -595,8 +630,8 @@ 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, ...} + self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值 + self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值 self._kvDict = {} # 自定义kv字典 self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...} self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...} @@ -625,10 +660,20 @@ TurnPassive.RefreshPassive(self) return - def UpdInitBatAttr(self, initAttrDict): + def TurnReset(self): + ## 回合重置 + self._skillTurnUseCntDict = {} + + 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): @@ -639,18 +684,24 @@ 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 GetSpecialty(self): return self.specialty + def SetSpecialty(self, specialty): self.specialty = specialty + 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): @@ -681,8 +732,20 @@ # return False return True - def IsInState(self, state): + def CheckInState(self, checkInState): ## 是否处于某种状态下 + if isinstance(checkInState, int): + checkInStateList = [checkInState] + elif isinstance(checkInState, list) or isinstance(checkInState, tuple): + checkInStateList = checkInState + else: + return False + for state in checkInStateList: + if self._buffMgr.IsInBuffState(state): + return True + return False + def IsInState(self, state): + ## 是否处于指定状态下 return self._buffMgr.IsInBuffState(state) def IsInControlled(self): @@ -742,12 +805,13 @@ def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk) def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def) + def GetBatAttrDict(self): return self._batAttrDict def GetBatAttrValue(self, attrID, includeTemp=True): #ChConfig.AttrID_HP ChConfig.AttrID_XP value = self._batAttrDict.get(attrID, 0) if includeTemp and attrID in self._skillTempAttrDict: value += self._skillTempAttrDict[attrID] # 支持正负值 - value = max(1, value) + #value = max(1, value) return value def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value def AddSkillTempAttr(self, attrID, value): @@ -776,10 +840,6 @@ ## 统计治疗 self.cureStat += cureValue return self.cureStat - - def TurnReset(self): - ## 回合重置 - self._skillTurnUseCntDict = {} class BattleObjMgr(): ## 战斗对象管理器 @@ -836,14 +896,15 @@ return objID = batObj.objID GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID)) - turnFight = batObj.GetTurnFight() - if turnFight: - # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分 - clientPack = ChNetSendPack.tagNPCDisappear() - clientPack.NPCID = [objID] - clientPack.Count = len(clientPack.NPCID) - turnFight.addBatPack(clientPack) - + #前端确认不需要通知消失 + #turnFight = batObj.GetTurnFight() + #if turnFight: + # # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分 + # clientPack = ChNetSendPack.tagNPCDisappear() + # clientPack.NPCID = [objID] + # clientPack.Count = len(clientPack.NPCID) + # turnFight.addBatPack(clientPack) + # 最后回收对象 ObjPool.GetPoolMgr().release(batObj) if objID not in self._freeIDList: # 回收ID,重复利用 -- Gitblit v1.8.0