From 3beded4a9ae2e126158d89a4e7048f595ea0bc1b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 八月 2025 12:01:24 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(技能触发来源触发逻辑优化;增加承伤盾支持,0428通知buff相关值;增加嘲讽支持,优化技能选择目标逻辑;增加连击、反击、格挡、暴击、通用击晕支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  226 ++++++--------------------------------------------------
 1 files changed, 26 insertions(+), 200 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 31df10d..a12550f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -267,12 +267,12 @@
                     batObj = batObjMgr.getBatObj(objID)
                     if not batObj:
                         continue
-                    if batObj.GetHP() > 0:
+                    if batObj.IsAlive():
                         allKilled = False
                         break
                     
             if allKilled:
-                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionA
+                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                 DoTurnFightOver(self.guid)
                 return self.winFaction
             
@@ -556,7 +556,7 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
-    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
+    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
         
@@ -597,6 +597,7 @@
         batObj.SetLineupPos(posNum, num)
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
+        batObj.SetAtkDistType(atkDistType)
         if npcID:
             batObj.SetNPCID(npcID)
         elif lineupPlayerID:
@@ -1112,6 +1113,7 @@
     return
 
 def OnTimelineChange(turnFight):
+    ## 每个时间节点变化时处理
     
     nowTimeline = turnFight.getTimeline()
     
@@ -1120,8 +1122,14 @@
         for batLineup in batFaction.lineupDict.values():
             for objID in batLineup.posObjIDDict.values():
                 batObj = batObjMgr.getBatObj(objID)
-                if not batObj or batObj.GetHP() <= 0:
+                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
+                if not batObj or not batObj.IsAlive():
                     continue
+                
+                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
+                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
+                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
+                
                 curID = batObj.GetID()
                 skillManager = batObj.GetSkillManager()
                 for index in range(0, skillManager.GetSkillCount()):
@@ -1148,10 +1156,12 @@
                     remainTime = buff.GetRemainTime()
                     if not remainTime:
                         # 永久buff不处理
+                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, buff.GetSkillID()))
                         continue
                     calcTimeline = buff.GetCalcTime()
                     passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
                     if passTurn <= 0:
+                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, buff.GetSkillID()))
                         continue
                     
                     updRemainTime = max(0, remainTime - passTurn)
@@ -1194,40 +1204,6 @@
         return
     
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
-            
-#    SetTimeline(gameObj, turnNum, 0)
-#    # 重置连击、反击数
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0)
-#    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # 击晕CD
-#    
-#    objType = gameObj.GetGameObjType()
-#    objID = gameObj.GetID()
-#    objName = GetObjName(gameObj)
-#    GameWorld.DebugLog("ObjPerTurnStart: 回合%s, %s objType-ID-HP(%s-%s-%s)" % (turnNum, objName, objType, objID, GameObj.GetHP(gameObj)))
-#    
-#    # 每回合开始减技能CD
-#    skillManager = gameObj.GetSkillManager()
-#    for i in range(skillManager.GetSkillCount()):
-#        skill = skillManager.GetSkillByIndex(i)
-#        remainTime = skill.GetRemainTime()
-#        if not remainTime:
-#            continue
-#        skillID = skill.GetSkillID()
-#        updRemainTime = max(0, remainTime - ChConfig.Def_PerTurnTick)
-#        skill.SetRemainTime(updRemainTime)
-#        GameWorld.DebugLog("    skillID=%s,remainTime=%s,updRemainTime=%s" % (skillID, remainTime, updRemainTime))
-#        
-#    # 刷新定时处理的buff效果
-#    SkillShell.ProcessPersistBuff(gameObj, tick)
-#    
-#    PassiveBuffEffMng.OnPassiveSkillTrigger(gameObj, tagObj, None, ChConfig.TriggerType_TurnNum, tick)
-#    
-#    __logGameObjAttr(gameObj)
     return
 
 def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
@@ -1271,6 +1247,8 @@
 def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
     ## 回合对象添加伤害值
     # @param isBounce: 是否反弹伤害
+    if hurtValue <= 0:
+        return
     curID = curBatObj.GetID()
     tagID = tagBatObj.GetID()
     if curID != tagID:
@@ -1279,7 +1257,7 @@
                        % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
         
         if tagBatObj:
-            updStatValue = tagBatObj.StatDefValue(lostHP)
+            updStatValue = tagBatObj.StatDefValue(hurtValue)
             GameWorld.DebugLog("        统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,isBounce=%s" 
                            % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
             
@@ -1303,12 +1281,11 @@
     objName = GetObjName(curBatObj)
     
     # 是否可行动状态判断
-    canAction = True
-    
+    canAction = curBatObj.CanAction()
     if not canAction:
         GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
         return
-        
+    
     atk = curBatObj.GetAtk()
     curXP = curBatObj.GetXP()
     GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
@@ -1338,6 +1315,9 @@
         if SkillCommon.isAngerSkill(useSkill):
             if curXP < xpMax:
                 continue
+            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
+                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
+                continue
             useCnt = -1 # xp技能优先释放
         else:
             useCnt = curBatObj.GetSkillUseCnt(skillID)
@@ -1354,166 +1334,12 @@
     TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
     return True
 
-def DoAttack(curBatObj, tagBatObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
-#    curID = curBatObj.GetID()
-#    npcID = curBatObj.GetNPCID()
-#    objName = GetObjName(curBatObj)
-#    GameWorld.DebugLog("    ● %s DoAttack: curID=%s,,turnBattleType=%s" % (objName, curID, turnBattleType))
-#    
-#    atkOK = False
-#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, turnBattleType)
-#    
-#    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
-#        if not tagBatObj:
-#            return
-#        skillManager = curBatObj.GetSkillManager()
-#        for index in range(0, skillManager.GetSkillCount()):
-#            skill = skillManager.GetSkillByIndex(index)
-#            if not skill:
-#                continue
-#            if skill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
-#                useSkill = skill
-#                break
-#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
-#    elif turnBattleType == ChConfig.TurnBattleType_Combo:
-#        if not tagBatObj:
-#            return
-#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
-#    else:
-#        curXP = GameObj.GetXP(curBatObj)
-#        xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
-#        skillManager = curBatObj.GetSkillManager()
-#        useSkillList = []
-#        #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
-#        for index in range(0, skillManager.GetSkillCount()):
-#            useSkill = skillManager.GetSkillByIndex(index)
-#            if not useSkill:
-#                continue
-#            if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
-#                #基础普攻不能主动释放,目前仅用于反击
-#                continue
-#            #被动技能无法使用
-#            if SkillCommon.isPassiveSkill(useSkill):
-#                continue
-#            #还在冷却时间内无法释放
-#            if useSkill.GetRemainTime():
-#                continue
-#            skillID = useSkill.GetSkillID()
-#            # 常规攻击优先xp
-#            if SkillCommon.isAngerSkill(useSkill) and turnBattleType == ChConfig.TurnBattleType_Normal:
-#                if curXP < xpMax:
-#                    continue
-#                useCnt = -1 # xp技能优先释放
-#            else:
-#                useCnt = curBatObj.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillID) # 该技能已使用次数
-#            useSkillList.append([useCnt, index, skillID, useSkill])
-#            
-#        useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
-#        #GameWorld.DebugLog('    技能使用顺序 = useSkillList%s' % str(useSkillList), npcID)
-#        
-#        for useInfo in useSkillList:
-#            useSkill = useInfo[-1]
-#            #skillID = useSkill.GetSkillID()
-#            atkOK, tagBatObj = OnUseSkill(curBatObj, useSkill, tick)
-#            if atkOK:
-#                break
-#            
-#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
-#    
-#    tagID = 0
-#    tagHP = 0
-#    if tagObj:
-#        tagID = tagObj.GetID()
-#        tagHP = GameObj.GetHP(tagObj)
-#    GameWorld.DebugLog('        atkOK=%s,tagID=%s,tagHP=%s' % (atkOK, tagID, tagHP), npcID)
-#    if not atkOK:
-#        return
-#    
-#    if not tagObj:
-#        return
-#    
-#    if GameObj.GetFaction(curNPC) == GameObj.GetFaction(tagObj):
-#        # 同阵营直接返回,不处理连击、反击
-#        return True
-#    
-#    curHP = GameObj.GetHP(curNPC)
-#    tagHP = GameObj.GetHP(tagObj)
-#    tagID = tagObj.GetID()
-#    GameWorld.DebugLog("            curID-HP=(%s-%s),tagID-HP=(%s-%s)" % (curID, curHP, tagID, tagHP))
-#    if tagHP <= 0 or curHP <= 0:
-#        return True
-#    
-#    # 反击,反击可打断连击,所以优先判断
-#    if CanAtkBack(curNPC, tagObj):
-#        DoAttack(tagObj, curNPC, tick, ChConfig.TurnBattleType_AtkBack)
-#        return True
-#    
-#    # 连击
-#    if CanCombo(curNPC, tagObj):
-#        DoAttack(curNPC, tagObj, tick, ChConfig.TurnBattleType_Combo, useSkill)
-#        
-    return True
-
-def CanAtkBack(atkObj, defObj):
-    ## 可否反击
-    posNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 100
-    if posNum <= 0:
-        GameWorld.DebugLog("            被非主战单位攻击时无法触发反击: atkID=%s,posNum=%s" % (atkObj.GetID(), posNum))
-        return False
-    atkDistType = AttackCommon.GetAtkDistType(defObj)
-    if atkDistType == ChConfig.AtkDistType_Long:
-        if not IpyGameDataPY.GetFuncCfg("ParryCfg", 2):
-            GameWorld.DebugLog("            远程单位不可反击: defID=%s" % (defObj.GetID()))
-            return False
-    defAtkBackRate = GameObj.GetAtkBackRate(defObj) # 防方反击率
-    atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # 已反击次数
-    if atkBackNum > 10:
-        # 内置最高反击数防范
-        return False
-    if atkBackNum > 0:
-        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 4)
-        vaildPer = validPerList[atkBackNum - 1] if len(validPerList) >= atkBackNum else 0
-        defAtkBackRate = int(defAtkBackRate * vaildPer / 100.0)
-        
-    atkAtkBackDefRate = GameObj.GetAtkBackDefRate(atkObj) # 攻方抵抗反击率
-    atkBackRate = max(0, defAtkBackRate - atkAtkBackDefRate)
-    if atkBackRate <= 0 or not GameWorld.CanHappen(atkBackRate):
-        GameWorld.DebugLog("            无法反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)" 
-                           % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
-        return False
-    GameWorld.DebugLog("            可以反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)" 
-                       % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
-    return True
-
-def CanCombo(atkObj, defObj):
-    ## 可否连击
-    
-    atkComboRate = GameObj.GetComboRate(atkObj) # 攻方连击率
-    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) # 已连击次数
-    if comboNum > 10:
-        # 内置最高连击数防范
-        return False
-    if comboNum > 0:
-        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 3)
-        vaildPer = validPerList[comboNum - 1] if len(validPerList) >= comboNum else 0
-        atkComboRate = int(atkComboRate * vaildPer / 100.0)
-        
-    defComboReduce = GameObj.GetComboDefRate(defObj) # 防方抵抗连击率
-    comboRate = max(0, atkComboRate - defComboReduce)
-    if comboRate <= 0 or not GameWorld.CanHappen(comboRate):
-        GameWorld.DebugLog("            无法连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
-                           % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
-        return False
-    GameWorld.DebugLog("            可以连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
-                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
-    return True
-
 def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
     objID = gameObj.GetID()
-    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
-    gameObj.SetHP(0)
     killerObjID = killer.GetID() if killer else 0
     skillID = useSkill.GetSkillID() if useSkill else 0
+    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
+    gameObj.SetDead()
     
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
     clientPack.ObjID = objID
@@ -1551,7 +1377,7 @@
     
     turnFight.costTime = time.time() - turnFight.startTime
     winFaction = turnFight.winFaction
-    GameWorld.DebugLog("--- 战斗结束处理 --- %s, winFaction=%s, costTime=%ss" % (guid, winFaction, turnFight.costTime))
+    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
     
     # 统计明细
     batObjMgr = BattleObj.GetBatObjMgr()
@@ -1577,7 +1403,7 @@
                 atkHurt = batObj.hurtStat
                 defHurt = batObj.defStat
                 cureHP = batObj.cureStat
-                GameWorld.DebugLog("    Pos:%s ID=%s-%s-%s,,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
+                GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
                                    % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
                 lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
                 

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