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 | 157 +++++++++++++++++++++++++++++++++++++++++++-------- 1 files changed, 131 insertions(+), 26 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 efa0231..8af1cb2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -37,13 +37,45 @@ 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, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]: # 技能 @@ -97,7 +129,7 @@ triggerSrc = effect.GetTriggerSrc() if not triggerWay: return - if triggerWay == ChConfig.TriggerWay_CurSkillEff: + if triggerWay in ChConfig.TriggerWayNoLoadList: return if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]: # buff有效的不加进来 @@ -147,7 +179,7 @@ triggerSrc = effect.GetTriggerSrc() if not triggerWay: return - if triggerWay == ChConfig.TriggerWay_CurSkillEff: + if triggerWay in ChConfig.TriggerWayNoLoadList: return if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: # 技能有效的不加进来 @@ -242,8 +274,6 @@ 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(): @@ -280,13 +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() @@ -465,7 +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 @@ -473,17 +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() @@ -501,13 +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() @@ -526,6 +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 @@ -551,10 +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 @@ -593,7 +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 @@ -621,6 +699,7 @@ 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 @@ -635,9 +714,11 @@ 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 @@ -653,9 +734,10 @@ 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 @@ -679,6 +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 @@ -697,6 +780,8 @@ 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 @@ -744,22 +829,26 @@ 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): - ## 是否被控制中 - for state in ChConfig.InControlledStateList: - if self.IsInState(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 @@ -783,14 +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) @@ -798,6 +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) @@ -813,7 +905,14 @@ value += self._skillTempAttrDict[attrID] # 支持正负值 #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 @@ -826,6 +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 -- Gitblit v1.8.0