From 30dd8ff93a00ada8262a35da0ede9c2088a7fd37 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 16:52:52 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(诸葛亮技能; 目标细分增加攻击力最高5; buff状态增加军令19;增加效果6006增加本次技能万分比验证职业;增加效果5015集火攻击军令目标;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  215 ++++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 178 insertions(+), 37 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 b0984f2..8af1cb2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,15 +37,47 @@
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         return
     
-    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
+    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
         '''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], ...]
         '''
         effList = []
         
+        if not connSkillTypeID:
+            if connSkill:
+                connSkillTypeID = connSkill.GetSkillTypeID()
+            elif connBuff:
+                skillData = connBuff.GetSkillData()
+                connSkillTypeID = skillData.GetSkillTypeID()
+                
+        # SkillData 对象暂时没有 GetObjID
+        if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
+            skillID = connSkill.GetSkillID()
+            skillManager = self._batObj.GetSkillManager()
+            # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
+            if not skillManager.FindSkillByID(skillID):
+                effIDList = []
+                for index in xrange(connSkill.GetEffectCount()):
+                    effect = connSkill.GetEffect(index)
+                    effectID = effect.GetEffectID()
+                    if effectID == 0:
+                        continue
+                    triggerWay = effect.GetTriggerWay()
+                    triggerSrc = effect.GetTriggerSrc()
+                    if not triggerWay:
+                        continue
+                    if triggerWay in ChConfig.TriggerWayNoLoadList:
+                        continue
+                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
+                        # 仅添加本技能的
+                        continue
+                    effIDList.append(effectID)
+                if effIDList:
+                    effList.append(["skill", skillID, effIDList])
+                    
         # 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:
@@ -97,15 +129,21 @@
         triggerSrc = effect.GetTriggerSrc()
         if not triggerWay:
             return
-        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+        if triggerWay in ChConfig.TriggerWayNoLoadList:
             return
-        if triggerSrc == ChConfig.TriggerSrc_Buff:
+        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] = {}
@@ -141,15 +179,21 @@
         triggerSrc = effect.GetTriggerSrc()
         if not triggerWay:
             return
-        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+        if triggerWay in ChConfig.TriggerWayNoLoadList:
             return
-        if triggerSrc == ChConfig.TriggerSrc_Skill:
+        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] = {}
@@ -226,11 +270,10 @@
     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
-    
-EmptyEffect = SkillEffect(0, [])
 
 class SklllData():
     
@@ -267,13 +310,14 @@
     def GetCalcType(self): return self._ipyData.GetCalcType()
     def GetSkillPer(self): return self._ipyData.GetSkillPer()
     def GetSkillValue(self): return self._ipyData.GetSkillValue()
+    def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
     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, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
+    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
     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 GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
     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()
@@ -401,13 +445,13 @@
         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 []
@@ -417,6 +461,13 @@
                 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
@@ -445,7 +496,8 @@
     
 class PySkill():
     
-    def __init__(self, ipyData):
+    def __init__(self, ipyData, objID):
+        self._objID = objID # 该技能谁的
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
         self._calcTime = 0
         self._remainTime = 0
@@ -453,17 +505,26 @@
         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._byBuff = None # 由哪个buff触发的
         self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
+        
+        # 连击相关
+        self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
+        self._comboNum = 0 # 连击次数
+        self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...}
+        self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
         return
     
     def ResetUseRec(self):
         self._batType = 0
         self._tagObjList = []
         self._bySkill = None
+        self._byBuff = None
         self._afterLogicList = []
         self.ClearHurtObj()
         return
     
+    def GetObjID(self): return self._objID
     def GetSkillID(self): return self._skillData.GetSkillID()
     def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
     def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -481,13 +542,14 @@
     def GetCalcType(self): return self._skillData.GetCalcType()
     def GetSkillPer(self): return self._skillData.GetSkillPer()
     def GetSkillValue(self): return self._skillData.GetSkillValue()
+    def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
     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, 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 GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
     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()
@@ -506,6 +568,8 @@
     def SetBatType(self, batType): self._batType = batType
     def GetBySkill(self): return self._bySkill
     def SetBySkill(self, bySkill): self._bySkill = bySkill
+    def GetByBuff(self): return self._byBuff
+    def SetByBuff(self, byBuff): self._byBuff = byBuff
     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
@@ -531,10 +595,44 @@
         return hurtObj
     def GetHurtObjList(self): return self._hurtList
     
+    def __commboClear(self):
+        ## 连击相关清空
+        self._comboState = 0
+        self._comboNum = 0
+        self._missTagIDDict = {}
+        self._parryTagIDDict = {}
+        return
+    
+    def ComboCheckStart(self, force=False):
+        ## 检查并设置开始连击相关,一般是开始使用技能时调用
+        if not force:
+            if self._comboState == 1:
+                #GameWorld.DebugLog("连击进行中,不重置")
+                return
+        self.__commboClear()
+        self._comboState = 1 # 设置已初始化连击相关
+        #GameWorld.DebugLog("连击重置")
+        return
+    
+    def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
+    
+    def ComboInterrupt(self):
+        ## 连击中断,概率不再触发连击时需要设置中断
+        self._comboState = 2
+        return
+    
+    def GetComboNum(self): return self._comboNum # 已连击次数
+    def SetComboNum(self, comboNum): self._comboNum = comboNum
+    def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0)
+    def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum
+    def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
+    def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
+    
 class SkillManager():
     ## 战斗对象技能管理器
     
-    def __init__(self):
+    def __init__(self, batObj):
+        self._batObj = batObj
         self._skillList = [] # 技能列表 [PySkill, ...]
         self._skillDict = {} # {skillID:PySkill, ...}
         return
@@ -573,7 +671,7 @@
             self.__deleteSkill(curSkill)
             
         # 学新技能
-        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
+        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
         self._skillDict[skillID] = curSkill
         self._skillList.append(curSkill)
         return curSkill
@@ -599,7 +697,9 @@
         self.skinID = 0
         self.country = 0
         self.atkDistType = 0
+        self.specialty = 0 # 特长
         self.sex = 0
+        self.job = 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
@@ -609,14 +709,16 @@
         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, ...}
-        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
+        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
         self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
         self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
+        self._lastHurtValue = 0
+        self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -632,13 +734,18 @@
         self._initAttrDict = initAttrDict
         self._batAttrDict = {}
         self._batAttrDict.update(initAttrDict)
+        self.__onUpdBatAttr()
         self._skillTempAttrDict = {}
-        self._xp = initXP
-        self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
+        self.SetXP(initXP, False)
+        self.SetHPFull(False)
         TurnBuff.RefreshBuffAttr(self)
         TurnPassive.RefreshPassive(self)
         return
     
+    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
@@ -654,6 +761,7 @@
     def ResetBattleEffect(self):
         self._batAttrDict = {}
         self._batAttrDict.update(self._initAttrDict)
+        self.__onUpdBatAttr()
         return self._batAttrDict
     
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
@@ -668,8 +776,12 @@
     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 GetJob(self): return self.job
+    def SetJob(self, job): self.job = job
     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 GetHeroID(self): return self.heroID
@@ -705,22 +817,38 @@
         #    return False
         return True
     
-    def IsInState(self, state):
+    def CheckInState(self, checkInState):
         ## 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):
+        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 IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
+    def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
+    def IsInBuffStateGroup(self, buffStateGroup):
+        '''是否在某个状态组中
+                        已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
+        '''
+        buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
+        if buffStateGroup not in buffStateGroupDict:
+            return
+        for state in buffStateGroupDict[buffStateGroup]:
+            if self._buffMgr.IsInBuffState(state):
+                return state
+        return
     
     def CanAction(self):
         ## 是否可以行动
         if not self.IsAlive():
             return False
-        if self.IsInControlled():
+        if self.IsInControlledHard():
             return False
         return True
     
@@ -744,14 +872,16 @@
     def SetDead(self):
         self._isAlive = False
         self._hp = 0
-    def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
+    def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
     def SetMaxHP(self, maxHP, isNotify=False):
+        maxHP = int(maxHP)
         self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
         if isNotify:
             NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
         return
     def GetHP(self): return self._hp
     def SetHP(self, hp, isNotify=False):
+        hp = int(hp)
         self._hp = hp
         if isNotify:
             NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
@@ -759,6 +889,7 @@
     def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
     def GetXP(self): return self._xp
     def SetXP(self, xp, isNotify=True):
+        xp = int(xp)
         self._xp = xp
         if isNotify:
             NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
@@ -766,14 +897,22 @@
     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 SetBatAttrValue(self, attrID, value):
+        self._batAttrDict[attrID] = value
+        self.__onUpdBatAttr()
+        return
+    def __onUpdBatAttr(self):
+        for attrID in [ChConfig.AttrID_MaxHP]:
+            self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0))
+        return
     def AddSkillTempAttr(self, attrID, value):
         ## 增加技能临时属性,支持正负值
         # @param value: 正值-加属性;负值-减属性
@@ -786,6 +925,12 @@
         self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
         self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
         
+    def GetLastHurtValue(self): return self._lastHurtValue
+    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
+    
+    def GetMainTagIDList(self): return self._mainTagIDList
+    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
+    
     def StatHurtValue(self, hurtValue):
         ## 统计输出
         self.hurtStat += hurtValue
@@ -800,10 +945,6 @@
         ## 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

--
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