From 3ce8b5df3f2994b94a7103636a7b720f1532fca7 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 25 九月 2025 18:00:54 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马微技能;增加效果6014-增加技能概率;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  212 ++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 177 insertions(+), 35 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 59773b3..7c32629 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,17 +37,27 @@
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         return
     
-    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self._batObj = None
+        return
+    
+    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 and connSkill:
-            connSkillTypeID = connSkill.GetSkillTypeID()
-            
-        if connSkill:
+        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
@@ -58,14 +68,18 @@
                     effectID = effect.GetEffectID()
                     if effectID == 0:
                         continue
-                    triggerWay = effect.GetTriggerWay()
-                    triggerSrc = effect.GetTriggerSrc()
-                    if not triggerWay:
+                    tWay = effect.GetTriggerWay()
+                    tSrc = effect.GetTriggerSrc()
+                    if not tWay:
                         continue
-                    if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+                    if tWay in ChConfig.TriggerWayNoLoadList:
                         continue
-                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
+                    if tSrc != ChConfig.TriggerSrc_SkillSelf:
                         # 仅添加本技能的
+                        continue
+                    if tWay == ChConfig.TriggerWay_CalcEffValue:
+                        tWay = "%s_%s" % (tWay, effectID)
+                    if tWay != triggerWay:
                         continue
                     effIDList.append(effectID)
                 if effIDList:
@@ -124,7 +138,7 @@
         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
@@ -174,7 +188,7 @@
         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
@@ -215,6 +229,10 @@
     
     def __init__(self):
         self.Clear()
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
     def Clear(self):
@@ -262,6 +280,10 @@
         #self._triggerParams = triggerParams if triggerParams else []
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        return
+    
     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)
@@ -269,8 +291,6 @@
     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():
     
@@ -287,6 +307,10 @@
             effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
             self._effList.append(effect)
             self._effDict[(effID, triggerWay)] = effect
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
     def GetIpyData(self): return self._ipyData
@@ -311,10 +335,10 @@
     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()
@@ -336,6 +360,10 @@
         self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
         self._value2 = 0
         self._value3 = 0
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
     def GetSkillData(self): return self._skillData
@@ -376,6 +404,11 @@
         self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
         self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
         # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self._batObj = None
         return
     
     def ClearBuff(self):
@@ -465,6 +498,15 @@
             return
         buffID = buffIDList[0]
         return self._buffIDDict.get(buffID, None)
+    def FindBuffListByState(self, state):
+        ## 查找某种buff状态的buff列表
+        buffIDList = self._buffStateDict.get(state, [])
+        buffs = []
+        for buffID in buffIDList:
+            if buffID not in self._buffIDDict:
+                continue
+            buffs.append(self._buffIDDict[buffID])
+        return buffs
     
     def AddBuffState(self, state, buffID):
         ## 添加buff影响的状态,ChConfig.BatObjStateList
@@ -493,25 +535,45 @@
     
 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
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
+        self._killObjList = [] # 本次技能击杀目标列表 [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 onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self.ResetUseRec()
         return
     
     def ResetUseRec(self):
+        ## 重置技能使用记录
+        ## 注:有用到对象池相关对象的一定要重置,不然再回收技能对象时会连同该技能下的所有用到的对象池对象一并回收,导致后续使用对象错误
         self._batType = 0
         self._tagObjList = []
+        self._killObjList = []
         self._bySkill = None
+        self._byBuff = None
         self._afterLogicList = []
         self.ClearHurtObj()
         return
     
+    def GetObjID(self): return self._objID
+    def GetSkillData(self): return self._skillData
     def GetSkillID(self): return self._skillData.GetSkillID()
     def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
     def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -536,7 +598,7 @@
     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()
@@ -555,8 +617,12 @@
     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 GetKillObjList(self): return self._killObjList # 击杀目标列表
+    def SetKillObjList(self, killObjList): self._killObjList = killObjList
     def GetAfterLogicList(self): return self._afterLogicList
     def AddAfterLogic(self, logicType, logicData):
         '''添加技能释放后需要处理额外逻辑
@@ -580,12 +646,51 @@
         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
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self._batObj = None
         return
     
     def SkillReset(self):
@@ -622,7 +727,7 @@
             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
@@ -650,6 +755,7 @@
         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
@@ -664,7 +770,7 @@
         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
@@ -676,6 +782,10 @@
         self.cureStat = 0 # 治疗统计
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        return
+    
     def InitBatAttr(self, initAttrDict, initXP=0):
         '''初始化战斗属性
         @param initAttrDict: 已经算好的在阵容中的属性,包含羁绊、阵容属性等,战斗中只要计算buff属性即可
@@ -684,9 +794,10 @@
         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
@@ -707,9 +818,24 @@
             self._passiveEffMgr.RefreshSkillPassiveEffect()
         return
     
+    def GMSetBatAttr(self, attrID, attrValue):
+        ## GM设置战斗属性
+        self._initAttrDict[attrID] = attrValue # 需要同步设置初始化属性,防止刷属性后被重置
+        if attrID == ChConfig.AttrID_HP:
+            self.SetHP(attrValue, True)
+            if attrValue > self.GetMaxHP():
+                self._initAttrDict[ChConfig.AttrID_MaxHP] = attrValue
+                self.SetMaxHP(attrValue, True)
+        elif attrID == ChConfig.AttrID_XP:
+            self.SetXP(attrValue, True)
+        else:
+            self.SetBatAttrValue(attrID, attrValue)
+        return
+    
     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
@@ -728,6 +854,8 @@
     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
@@ -775,22 +903,26 @@
             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
     
@@ -814,14 +946,16 @@
     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)
@@ -829,6 +963,7 @@
     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)
@@ -844,7 +979,14 @@
             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

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