From 2b91d1223f3d78bd2efa970478d1ed63666e131c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 10 十二月 2025 11:40:43 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化演武场匹配逻辑;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 306 ++++++++++++++++++++++++++++++++++++--------------
1 files changed, 219 insertions(+), 87 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 c505673..aaf4f3c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
## 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, byBuff=None, comboLimit=False, atkBackTag=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
'''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
@@ -61,8 +61,12 @@
return
if not curBatObj.IsAlive():
- return
-
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
+ GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
+ else:
+ # 其他技能死亡状态下无法释放
+ return
+
objID = curBatObj.GetID()
if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
@@ -85,18 +89,33 @@
rate = useSkill.GetHappenRate()
if rate:
rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
+ isRemove = False
for tagObj in tagObjList[::-1]:
- if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+ if not curBatObj.IsSkillCanHappen(skillID, rate):
tagObjList.remove(tagObj)
-
+ isRemove = True
+ GameWorld.DebugLog(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
+ if not tagObjList and isRemove:
+ return
+
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.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
+ GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.getReqPlayerID())
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+ otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
+ if otherEff:
+ otherSkillID = otherEff.GetEffectValue(0)
+ GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+ otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
+ if not otherSkill:
+ otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
+ if otherSkill:
+ OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
return
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)
+ GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
return
oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
@@ -153,7 +172,7 @@
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
- __doAddBuff(turnFight, curBatObj, useSkill)
+ __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
__doUseSkill(turnFight, curBatObj, useSkill)
@@ -201,7 +220,7 @@
def IsNeedSyncSkill(useSkill):
## 使用需要同步B427使用技能
- if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
return True
if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
return True
@@ -401,18 +420,12 @@
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
atkBackTagFrist = False
- 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]
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
+
+ # 承伤盾目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_DamShield:
+ atkBackTagFrist = False
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
# 仅焚血(毒奶)目标
elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -447,6 +460,20 @@
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
+ ## 获取处于xxbuff状态优先,然后再对位目标
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ sortObjList = [] # 优先灼烧目标,再对位
+ for aimObj in aimObjList:
+ sortValue = 0
+ if aimObj.CheckInState(checkStateList):
+ sortValue = 2
+ elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+ sortValue = 1
+ sortObjList.append([sortValue, aimObj])
+ sortObjList.sort(reverse=True)
+ return [s[1] for s in sortObjList]
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
@@ -600,7 +627,7 @@
# return False
return True
-def __doAddBuff(turnFight, curBatObj, useSkill):
+def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
#执行添加buff
#光环技能,需先添加施法者
@@ -608,14 +635,14 @@
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
- if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+ if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
for tagBatObj in useSkill.GetTagObjList():
if tagBatObj.GetID() == curBatObj.GetID():
continue
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
else:
for tagBatObj in useSkill.GetTagObjList():
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
return
@@ -624,6 +651,7 @@
atkType = useSkill.GetAtkType()
GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+ __doStealBuff(turnFight, curBatObj, useSkill)
__doHarmSelf(turnFight, curBatObj, useSkill)
# 通用攻击
@@ -634,7 +662,7 @@
SkillModule_2(turnFight, curBatObj, useSkill)
# 复活
elif atkType == 3:
- pass
+ SkillModule_3(turnFight, curBatObj, useSkill)
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
elif atkType == 4:
pass
@@ -654,6 +682,38 @@
elif atkType == 9:
SkillModule_9(turnFight, curBatObj, useSkill)
+ return
+
+def __doStealBuff(turnFight, curBatObj, useSkill):
+ ## 施法前偷取buff
+ stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
+ if not stealEff:
+ return
+ buffState = stealEff.GetEffectValue(0) # buff状态
+ stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
+ isAll = True if stealCnt == 0 else False
+
+ for tagObj in useSkill.GetTagObjList():
+ if not isAll and stealCnt <= 0:
+ break
+ tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
+ if not tagBuffList:
+ continue
+
+ if not isAll and len(tagBuffList) > stealCnt:
+ random.shuffle(tagBuffList) # 随机
+
+ for tagBuff in tagBuffList:
+ skillID = tagBuff.GetSkillID()
+ buffOwner = curBatObj
+ GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+ addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
+ if not addBuff:
+ continue
+ stealCnt -= 1
+ TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
+ TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
+
return
def __doHarmSelf(turnFight, curBatObj, useSkill):
@@ -681,7 +741,7 @@
curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
# 单独通知前端表现
- hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
diffType, diffValue = 0, lostHP
skillID = relatedSkillID = useSkill.GetSkillID()
Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
@@ -808,6 +868,41 @@
return
+def SkillModule_3(turnFight, curBatObj, useSkill):
+ ## 复活
+
+ initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+ xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ for tagBatObj in useSkill.GetTagObjList():
+ skillPer = useSkill.GetSkillPer()
+ skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
+
+ reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
+ reviveHPPer += skillPer
+ reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
+
+ reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
+ reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
+
+ dID = tagBatObj.GetID()
+ dMapHP = tagBatObj.GetMaxHP()
+
+ cureHP = int(dMapHP * reviveHPPer / 10000.0)
+ xp = initXP + int(xpMax * reviveXPPer / 10000.0)
+
+ tagBatObj.SetRevive(cureHP)
+ tagBatObj.SetXP(xp, False)
+
+ hurtObj = useSkill.AddHurtObj(dID)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(cureHP)
+ hurtObj.SetCurHP(tagBatObj.GetHP())
+ GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s"
+ % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
+
+ return
+
def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
'''结算技能治疗
@param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
@@ -820,8 +915,9 @@
for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
# 汇总毒奶
if poisonCureOwner:
- hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
- hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
hurtValue = cureHP
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
@@ -837,7 +933,7 @@
tagBatObj.SetHP(remainHP)
hurtObj = curSkill.AddHurtObj(dID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(tagBatObj.GetHP())
@@ -880,7 +976,7 @@
defID = defObj.GetID()
# 结算需要同步标签
- useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+ useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
@@ -905,8 +1001,9 @@
if poisonCureOwner:
GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
hurtValue = cureHP
- hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
- hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
@@ -916,7 +1013,7 @@
defObj.SetHP(remainHP)
hurtObj = useSkill.AddHurtObj(defID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(defObj.GetHP())
@@ -926,7 +1023,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1017,14 +1114,15 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
+
# 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 IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
- __doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+ DoBeAttackResult(turnFight, curBatObj, useSkill)
return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1123,7 +1221,7 @@
for hurtObj in useSkill.GetHurtObjListAll():
if hurtObj.GetObjID() != tagID:
continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
canAtkBack = True
break
@@ -1149,13 +1247,13 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
+def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
'''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,否则视为持续性的
'''
#curID = curObj.GetID()
+ isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1211,40 +1309,45 @@
missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
+ reviveObjList = [] # 复活的对象列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
- if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
totalHurtValue += hurtObj.GetHurtHP()
if hurtObj.GetLostHP() > 0: # 有掉血的
if hurtObjID not in beHurtObjIDList:
beHurtObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
if hurtObjID not in missObjIDList:
missObjIDList.append(hurtObjID)
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
+ if tagObj not in reviveObjList:
+ reviveObjList.append(tagObj)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
if hurtObjID not in immuneObjIDList:
immuneObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry):
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
if hurtObjID not in parryObjIDList:
parryObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
if hurtObjID not in superHitObjIDList:
superHitObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
if hurtObjID not in stunObjIDList:
stunObjIDList.append(hurtObjID)
@@ -1304,12 +1407,26 @@
# 己方单位死亡时
else:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-
+
+ # 复活时
+ for tagObj in reviveObjList:
+ # 同步最新的怒气及buff,血量已经在技能中通知了
+ tagObj.SetXP(tagObj.GetXP())
+ TurnBuff.DoBuffByRevive(turnFight, tagObj)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
+
+ # 闪避
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+
if tagID in effIgnoreObjIDList:
continue
@@ -1356,14 +1473,9 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
# 格挡
- if tagID in missObjIDList:
+ if tagID in parryObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
-
- # 闪避
- if tagID in missObjIDList:
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
# 连击
if batType == ChConfig.TurnBattleType_Combo:
@@ -1429,7 +1541,7 @@
curBatObj.SetXP(0)
elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
- AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+ AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
return
def __doSkillHurtAnger(batObj, lostHP, useSkill):
@@ -1439,10 +1551,10 @@
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
if addXP <= 0:
return
- AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+ AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
return
-def AddTurnFightXP(gameObj, addXP, reason=""):
+def AddFightXP(gameObj, addXP, reason=""):
## 回合战斗增加XP
if addXP <= 0 or not addXP:
#GameWorld.DebugLog(" 没有增加XP! curID=%s" % (gameObj.GetID()))
@@ -1524,7 +1636,8 @@
enhanceSkillID = curEffect.GetEffectValue(0)
checkInStateList = curEffect.GetEffectValue(1)
checkHeroJob = curEffect.GetEffectValue(2)
- GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+ checkHeroSex = curEffect.GetEffectValue(3)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
tagObjList = useSkill.GetTagObjList()
enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1544,7 +1657,8 @@
GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
# 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
enhanceRate = enhanceSkillData.GetHappenRate()
- enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
+ if enhanceRate:
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
enchanceTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
@@ -1561,7 +1675,10 @@
if checkHeroJob and checkHeroJob != tagObj.GetJob():
GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
continue
- if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+ if checkHeroSex and checkHeroSex != tagObj.GetSex():
+ GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+ continue
+ if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
continue
@@ -1574,8 +1691,8 @@
# 只执行一次,防止群攻时额外触发多次
GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- if checkInStateList or checkHeroJob:
- inState, haveJob = False, False
+ if checkInStateList or checkHeroJob or checkHeroSex:
+ inState, haveJob, haveSex = False, False, False
for tagObj in tagObjList:
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
@@ -1584,16 +1701,21 @@
inState = True
if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
haveJob = True
+ if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
+ haveSex = True
if checkInStateList and not inState:
GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
return
if checkHeroJob and not haveJob:
GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
return
+ if checkHeroSex and not haveSex:
+ GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+ return
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
'''被动触发使用技能
@param passiveSkill: 释放的被动技能 或 技能ID
@param connSkill: 由什么技能引起的
@@ -1628,23 +1750,24 @@
isOK = False
# 继承主技能目标
if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- happenRate = passiveSkill.GetHappenRate()
- happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
- 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
+ happenRate = passiveSkill.GetHappenRate()
+ if happenRate:
+ happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+ 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))
tagID = tagObj.GetID()
- if not tagObj.IsAlive():
+ if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
return
- if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
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, byBuff=connBuff)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
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)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
return isOK
@@ -1689,9 +1812,9 @@
if GameWorld.CanHappen(missRate):
GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
curSkill.SetTagMissNum(defID, missRate + 1)
- return 0, pow(2, ChConfig.HurtType_Miss)
+ return 0, pow(2, ChConfig.HurtAtkType_Miss)
- hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
isSuperHit, isParry, isStun = False, False, False
aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1705,7 +1828,7 @@
isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
- hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
@@ -1714,14 +1837,14 @@
GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
if isParry:
- hurtTypes |= pow(2, ChConfig.HurtType_Parry)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
if ignoreDef:
GameWorld.DebugLog("无视防御/真实伤害!")
- hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
if isStun:
- hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
#参与运算的数值
#rand = random.random() #种子数 0~1
@@ -1791,7 +1914,7 @@
dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
- if turnFight.getPVPPlayerID() > 0:
+ if turnFight.isPVP() > 0:
aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
@@ -1948,7 +2071,7 @@
hurtValue = int(hurtValue)
if defObj.CheckInState(ChConfig.BatObjState_Wudi):
- hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
immuneHurt = hurtValue
hurtValue = 0
return hurtValue, hurtTypes, immuneHurt
@@ -2077,7 +2200,7 @@
immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
# 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
if caorenProtectID == tagID:
- hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
@@ -2089,11 +2212,11 @@
tagObj = batObjMgr.getBatObj(tagID)
if not tagObj:
continue
- hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
finalHurt = int(hurtValueDict.pop(tagID, 0))
immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
if immuneHurt > 0:
- hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
@@ -2380,6 +2503,10 @@
if hurtHP <= 1:
return
+ if not atkObj.IsAlive():
+ # dot施法者已死亡不再吸血
+ return
+
aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
@@ -2404,7 +2531,7 @@
GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
- hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
return
@@ -2527,17 +2654,22 @@
defID = defObj.GetID()
# 结算需要同步标签
- useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+ useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
dMaxHP = defObj.GetMaxHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+ costLayer = kwargs.get("costLayer")
layer = curBuff.GetLayer()
- if layer > 0:
- hurtValue *= layer
- GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ if costLayer > 0:
+ hurtValue *= min(costLayer, max(1, layer))
+ GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+ else:
+ 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
@@ -2554,7 +2686,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
--
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