From 36ca116422692e921945cec810d36fc5c0951a93 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 04 九月 2025 11:51:18 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(满最大幸运时重置幸运为0)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 218 +++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 148 insertions(+), 70 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 5701a0c..a5e2276 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
'''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
- @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+ @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
@return: 是否成功
'''
if not useSkill:
@@ -104,14 +104,16 @@
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
- # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
- useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
-
+ # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+ if batType != ChConfig.TurnBattleType_Enhance:
+ # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+ useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+ clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
+
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -557,7 +559,7 @@
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill)
+ DoBeAttackResult(turnFight, curBatObj, useSkill, True)
return
def DoCombo(turnFight, curBatObj, useSkill):
@@ -654,9 +656,10 @@
% (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
return False
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
'''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
'''
curID = curObj.GetID()
@@ -679,14 +682,16 @@
shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
elif logicType == ChConfig.AfterLogic_AddBuff:
- batObj, buff, _ = logicData
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+ batObj = logicData[0]
+ buff = logicData[1]
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
elif logicType == ChConfig.AfterLogic_SyncBuff:
- buffObj, buff, _, _ = logicData
+ buffObj = logicData[0]
+ buff = logicData[1]
TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
- # 统计结果
+ # 统计击杀
killObjIDList = [] # 击杀的目标ID列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
@@ -696,7 +701,7 @@
if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curObj)
- # 可能单个技能对同一目标造成多次伤害
+ # 统计伤血,可能单个技能对同一目标造成多次伤害
missObjIDList = []
for hurtObj in useSkill.GetHurtObjList():
hurtObjID = hurtObj.GetObjID()
@@ -712,10 +717,11 @@
curPlayer = turnFight.curPlayer
if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-
- # 额外触发技能
- __doUseEnhanceSkill(turnFight, curObj, useSkill)
-
+
+ # 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
+ if isUseSkill:
+ __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+
# ========== 以下触发被动 ==========
# 破盾时
@@ -730,9 +736,8 @@
# 自己或对方闪避了不再触发被动
continue
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
# 直接攻击
- if not SkillCommon.IsBuff(useSkill):
+ if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
@@ -809,59 +814,132 @@
GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
return
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
- if not curBatObj:
- return
- if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
- #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
- return
- enhanceSkillIDList = useSkill.GetEnhanceSkillList()
- if not enhanceSkillIDList:
- return
- GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
- tagObjList = useSkill.GetTagObjList()
- for enhanceSkillID in enhanceSkillIDList:
- enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
- if not enhanceSkillData:
- continue
- # 继承主技能目标
- if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- GameWorld.DebugLog("额外触发技能,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()
- enchanceTagObjList = []
- for tagObj in tagObjList:
- tagID = tagObj.GetID()
- if tagObj.GetHP() <= 0:
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
- continue
- inHurt = False
- for hurtObj in useSkill.GetHurtObjList():
- if hurtObj.GetObjID() != tagID:
- continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- continue
- inHurt = True
- break
- if not inHurt:
- GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
- continue
- if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
- GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
- continue
-
- enchanceTagObjList.append(tagObj)
-
- if enchanceTagObjList:
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+ ## 执行本技能/buff释放后额外效果
+ for index in xrange(useSkill.GetEffectCount()):
+ curEffect = useSkill.GetEffect(index)
+ if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
continue
- GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+ effID = curEffect.GetEffectID()
+ GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+ if effID == 5010:
+ # 额外技能效果
+ __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+ continue
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ GameWorld.DebugLog(" tagID=%s" % (tagID))
+ if tagID in missObjIDList:
+ # 闪避了不触发
+ continue
+
+ TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+
return
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+ ## 执行主技能的额外技能效果
+ #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+ # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+ # return
+ enhanceSkillID = curEffect.GetEffectValue(0)
+ checkInStateList = curEffect.GetEffectValue(1)
+ if checkInStateList:
+ if isinstance(checkInStateList, int):
+ checkInStateList = [checkInStateList]
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
+ tagObjList = useSkill.GetTagObjList()
+
+ enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+ if not enhanceSkillData:
+ return
+
+ # 继承主技能目标
+ if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ 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()
+ enchanceTagObjList = []
+ for tagObj in tagObjList:
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ continue
+ if tagID in missObjIDList:
+ GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
+ continue
+ if checkInStateList:
+ inState = False
+ for state in checkInStateList:
+ if tagObj.IsInState(state):
+ inState = True
+ break
+ if not inState:
+ GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+ continue
+ if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+ GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+ continue
+
+ enchanceTagObjList.append(tagObj)
+
+ if enchanceTagObjList:
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+
+ return
+
+ # 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:
+ inState = False
+ for tagObj in tagObjList:
+ for state in checkInStateList:
+ if not state or tagObj.IsInState(state):
+ inState = True
+ break
+ if inState:
+ break
+ if not inState:
+ GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ return
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+ return
+
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+ '''被动触发使用技能
+ @param passiveSkill: 释放的被动技能
+ @param connSkill: 由什么技能引起的
+ @param effSkillID: 被动效果所属的技能ID
+ @param effectID: 被动效果ID
+ 注:可能由A引起触发B技能的效果释放技能C
+ '''
+ if not passiveSkill:
+ return
+ isOK = False
+ passiveSkillID = passiveSkill.GetSkillID()
+ # 继承主技能目标
+ if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ happenRate = passiveSkill.GetHappenRate()
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+ if not tagObj:
+ return
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ return
+ if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ 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)
+ else:
+ GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+
+ return isOK
+
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
# @return: None - 没有执行成功,即忽略该目标
--
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