From 3047503c169b6f73a383335d0953b489412ce154 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 27 十月 2025 16:44:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孙坚技能;增加释放方式1005支持:根据击中的目标状态目标数额外buff属性; buff状态组限制改为支持配置数组;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 144 +++++++++++++++++++++++++++++++++++++++++++----
1 files changed, 130 insertions(+), 14 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 74c9966..af1e1e4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,11 +62,11 @@
if not curBatObj.CanAction():
return
- buffStateLimit = useSkill.GetBuffStateLimit()
- if buffStateLimit:
- limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+ buffStateGroups = useSkill.GetBuffStateLimit()
+ if buffStateGroups:
+ limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
if limitState:
- GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
+ GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
return
#没有指定目标,则按技能自身的目标逻辑
@@ -81,6 +81,7 @@
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.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
return
objID = curBatObj.GetID()
@@ -168,8 +169,13 @@
tagAffect = useSkill.GetTagAffect()
tagCount = useSkill.GetTagCount()
- curFaction = curBatObj.GetFaction()
-
+ lineupNumSet = None
+ changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+ if changeRet:
+ lineupNumSet, changeTagSet = changeRet
+ GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+ tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
@@ -182,6 +188,7 @@
# 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
+ curFaction = curBatObj.GetFaction()
sneerObj = None # 嘲讽目标
sneerObjID, sneerObjPosNum = 0, 0
if tagFriendly:
@@ -200,7 +207,9 @@
posNum = curBatObj.GetPosNum()
batFaction = turnFight.getBatFaction(tagFaction)
- if tagFaction == curFaction:
+ if lineupNumSet != None and not tagFriendly:
+ lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
+ elif tagFaction == curFaction:
lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
else:
lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
@@ -208,6 +217,7 @@
if tagNum not in lineupNumList:
lineupNumList.append(tagNum)
+ batLineup = None
aimObjList = [] # 先筛选出范围目标
for num in lineupNumList:
batLineup = batFaction.getBatlineup(num)
@@ -304,7 +314,27 @@
sneerObjFirst = False
aimObjList.sort(key=lambda o:(o.IsInControlled()))
GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+
+ # 灼烧/玄火目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_Burn:
+ 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]
+ # 仅焚血(毒奶)目标
+ elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+ aimObjList.remove(aimObj)
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -325,6 +355,38 @@
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+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
+ # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+ if not hasattr(useSkill, "GetEffectByID"):
+ return
+ cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+ if not cureWayExEff:
+ return
+ changeTagSet = cureWayExEff.GetEffectValue(0)
+ checkInStates = cureWayExEff.GetEffectValue(1)
+ if not checkInStates:
+ return None, changeTagSet
+
+ curFaction = curBatObj.GetFaction()
+ tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+ batFaction = turnFight.getBatFaction(tagFaction)
+
+ lineupNum = curBatObj.GetLineupNum()
+ lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+ for tagNum in batFaction.lineupDict.keys():
+ if tagNum not in lineupNumList:
+ lineupNumList.append(tagNum)
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for num in lineupNumList:
+ batLineup = batFaction.getBatlineup(num)
+ for tagID in batLineup.posObjIDDict.values():
+ tagObj = batObjMgr.getBatObj(tagID)
+ if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+ return lineupNum, changeTagSet
+ return
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
## 获取行排目标对象列表
@@ -408,7 +470,8 @@
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
## 获取在某一阵营中的默认对位目标
-
+ if not batLineup:
+ return
tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
# 优先自己所在纵
@@ -500,6 +563,11 @@
if cureHP <= 0:
continue
+ dID = tagBatObj.GetID()
+ hurtObj = useSkill.AddHurtObj(dID)
+ if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+ continue
+
dHP = tagBatObj.GetHP()
dMapHP = tagBatObj.GetMaxHP()
@@ -507,8 +575,6 @@
realCureHP = max(remainHP - dHP, 0)
tagBatObj.SetHP(remainHP)
- dID = tagBatObj.GetID()
- hurtObj = useSkill.AddHurtObj(dID)
hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
@@ -628,7 +694,13 @@
纵排: 优先前面的单位
'''
+ if turnFight.winFaction:
+ return
+
if not useSkill.ComboEnable():
+ return
+
+ if not atkObj.IsAlive():
return
tagFriendly = useSkill.GetTagFriendly()
@@ -807,6 +879,7 @@
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
effIgnoreObjIDList = missObjIDList + immuneObjIDList
+ useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
# 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
__DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
@@ -855,6 +928,10 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
triggerOne = True # 设置已经触发过一次
+
+ # 有击杀时验证是否结算,最后处理
+ if killObjList:
+ turnFight.checkOverByKilled()
return
@@ -1129,7 +1206,7 @@
CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
#吸血
- CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
+ CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
return
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
@@ -1189,6 +1266,8 @@
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+
dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
if isParry:
@@ -1466,7 +1545,7 @@
TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
return
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算吸血
'''
@@ -1478,6 +1557,9 @@
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
+ return
+
+ if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
return
curHP = atkObj.GetHP()
@@ -1492,6 +1574,39 @@
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
+
+def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
+ ## 毒奶逻辑
+ buffMgr = curObj.GetBuffManager()
+ poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+ if not poisonCureBuff:
+ return
+ ownerID = poisonCureBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+ if not buffOwner:
+ return
+ atkObj, defObj = buffOwner, curObj
+
+ hurtTypes = hurtObj.GetHurtTypes()
+ hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
+
+ dHP = defObj.GetHP()
+ remainHP = max(0, dHP - realHurtHP) # 剩余血量
+ lostHP = dHP - remainHP # 实际掉血量
+ defObj.SetHP(remainHP)
+ GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
+
+ if isSuck:
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.SetSuckHP(hurtValue)
+ else:
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtObj.SetHurtHP(hurtValue)
+ hurtObj.SetLostHP(lostHP)
+ hurtObj.SetHurtTypes(hurtTypes)
+
+ TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
+ return True
def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
''' 计算治疗值
@@ -1604,8 +1719,6 @@
GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
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)
@@ -1629,6 +1742,8 @@
def Sync_UseSkill(turnFight, curBatObj, useSkill):
## 通知释放技能
+ bySkill = useSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
poolMgr = ObjPool.GetPoolMgr()
clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
clientPack.ObjID = curBatObj.GetID()
@@ -1637,6 +1752,7 @@
clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
clientPack.SkillID = useSkill.GetSkillID()
+ clientPack.RelatedSkillID = relatedSkillID
clientPack.HurtList = []
for hurtObj in useSkill.GetHurtObjList():
hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
--
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