From 49687fb87f3ca5fb311cf0caef1185825dfa3ed0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 14:12:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化战斗效率;司马懿所有技能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 90 +++-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 164 ++++++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py | 38 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py | 37 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 12
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py | 16
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 176 +++++----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py | 4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 409 +++++++++++++-----------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 18
12 files changed, 608 insertions(+), 360 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 1a3d1bb..cd2e444 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -32,10 +32,17 @@
def __init__(self, batObj):
self._batObj = batObj
- # 被影响的技能ID: 0为所有技能
+ self._objID = batObj.GetID() if batObj else 0
+
+ # 技能
self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+ self._affectSkillEnhanceDict = {} # 未学习的额外子技能被动效果 {skillID:{(触发方式, 有效来源):[effID, ...], ...}, ...}
+ self._skillTriggerWayList = [] # 技能有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
+
+ # buff
self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
self._buffSkillIDDict = {} # {buffID:skillID, ...}
+ self._buffTriggerWayList = [] # buff有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
return
def onRelease(self):
@@ -50,20 +57,12 @@
'''
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():
+ # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+ if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
+ and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
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 = []
+ if skillID not in self._affectSkillEnhanceDict:
+ effDict = {}
for index in xrange(connSkill.GetEffectCount()):
effect = connSkill.GetEffect(index)
effectID = effect.GetEffectID()
@@ -80,12 +79,28 @@
continue
if tWay == ChConfig.TriggerWay_CalcEffValue:
tWay = "%s_%s" % (tWay, effectID)
- if tWay != triggerWay:
- continue
- effIDList.append(effectID)
- if effIDList:
- effList.append(["skill", skillID, 0, effIDList])
-
+
+ key = (tWay, tSrc)
+ if key not in effDict:
+ effDict[key] = {}
+ effList = effDict[key]
+ if effectID not in effList:
+ effList.append(effList)
+ self._affectSkillEnhanceDict[skillID] = effDict
+
+ effDict = self._affectSkillEnhanceDict[skillID]
+ if triggerWay in effDict:
+ effList.append(["skill", skillID, 0, effDict[triggerWay]])
+
+ if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
+ return effList
+
+ if not connSkillTypeID:
+ if connSkill:
+ connSkillTypeID = connSkill.GetSkillTypeID()
+ elif connBuff:
+ connSkillTypeID = connBuff.GetSkillTypeID()
+
# 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
@@ -100,24 +115,29 @@
if key in self._AffectBuffDict:
effDict = self._AffectBuffDict[key]
for buffID, effIDList in effDict.items():
- effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
+ skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+ effList.append(["buff", skillID, buffID, effIDList])
# 所有技能有效的
key = (triggerWay, ChConfig.TriggerSrc_Skill)
- effDict = self._AffectSkillDict.get(key, {})
- for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, 0, effIDList])
+ if key in self._AffectSkillDict:
+ effDict = self._AffectSkillDict[key]
+ for skillID, effIDList in effDict.items():
+ effList.append(["skill", skillID, 0, effIDList])
# 所有buff有效的
key = (triggerWay, ChConfig.TriggerSrc_Buff)
- effDict = self._AffectBuffDict.get(key, {})
- for buffID, effIDList in effDict.items():
- effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
+ if key in self._AffectBuffDict:
+ effDict = self._AffectBuffDict[key]
+ for buffID, effIDList in effDict.items():
+ skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+ effList.append(["buff", skillID, buffID, effIDList])
return effList
def RefreshSkillPassiveEffect(self):
self._AffectSkillDict = {}
+ self._skillTriggerWayList = []
skillManager = self._batObj.GetSkillManager()
for index in range(0, skillManager.GetSkillCount()):
@@ -161,10 +181,14 @@
if skillID not in effDict:
effDict[skillID] = []
effDict[skillID].append(effectID)
+ if triggerWay not in self._skillTriggerWayList:
+ self._skillTriggerWayList.append(triggerWay)
return
def RefreshBuffPassiveEffect(self):
self._AffectBuffDict = {}
+ self._buffTriggerWayList = []
+
buffMgr = self._batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount()):
buff = buffMgr.GetBuffByIndex(index)
@@ -214,6 +238,8 @@
if effectID not in effIDList:
effIDList.append(effectID)
self._buffSkillIDDict[buffID] = skillData.GetSkillID()
+ if triggerWay not in self._buffTriggerWayList:
+ self._buffTriggerWayList.append(triggerWay)
return
def DelBuffPassiveEffect(self, buffID):
@@ -221,10 +247,19 @@
for key, effDict in self._AffectBuffDict.items():
if buffID not in effDict:
continue
+ self._buffSkillIDDict.pop(buffID, 0)
effDict.pop(buffID)
if not effDict:
self._AffectBuffDict.pop(key)
- self._buffSkillIDDict.pop(buffID, 0)
+ # 检查移除存在的触发方式
+ triggerWay = key[0]
+ hasTrigger = False
+ for k in self._AffectBuffDict.keys():
+ if triggerWay == k[0]:
+ hasTrigger = True
+ break
+ if not hasTrigger and triggerWay in self._buffTriggerWayList:
+ self._buffTriggerWayList.remove(triggerWay)
return
class HurtObj():
@@ -315,6 +350,8 @@
def __init__(self, ipyData):
self._ipyData = ipyData
+ self._skillID = self._ipyData.GetSkillID()
+ self._skillTypeID = self._ipyData.GetSkillTypeID()
self._effList = [] # [Effect, ...]
self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
for num in range(1, 1 + 3):
@@ -331,9 +368,11 @@
## 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 GetObjID(self): return 0 # 减少判断 hasattr 用
+ def GetBatType(self): return -1 # 减少判断 hasattr 用
def GetIpyData(self): return self._ipyData
- def GetSkillID(self): return self._ipyData.GetSkillID()
- def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+ def GetSkillID(self): return self._skillID
+ def GetSkillTypeID(self): return self._skillTypeID
def GetSkillLV(self): return self._ipyData.GetSkillLV()
def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
def GetSkillName(self): return self._ipyData.GetSkillName()
@@ -351,9 +390,11 @@
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 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), None)
+ def GetEffectByID(self, effID, triggerWay=0):
+ if (effID, triggerWay) in self._effDict:
+ return self._effDict[(effID, triggerWay)]
def GetConnSkill(self): return self._ipyData.GetConnSkill()
def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
@@ -372,6 +413,8 @@
def __init__(self, ipyData):
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._skillID = self._skillData.GetSkillID()
+ self._skillTypeID = self._skillData.GetSkillTypeID()
self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
self._buffID = 0
@@ -391,7 +434,8 @@
return
def GetSkillData(self): return self._skillData
- def GetSkillID(self): return self._skillData.GetSkillID()
+ def GetSkillID(self): return self._skillID
+ def GetSkillTypeID(self): return self._skillTypeID
def GetCurBuffState(self): return self._skillData.GetCurBuffState()
def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
def GetBuffRetain(self): return self._skillData.GetBuffRetain()
@@ -425,7 +469,9 @@
def SetValue3(self, value): self._value3 = value
def GetIsCopy(self): return self._isCopy
def SetIsCopy(self, isCopy): self._isCopy = isCopy
- def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+ def GetEffectValueEx(self, effID):
+ if effID in self._effExDict:
+ return self._effExDict[effID]
def ResetEffectValueEx(self): self._effExDict = {}
def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
def GetEffectExDict(self): return self._effExDict
@@ -481,7 +527,7 @@
self._buffList.append(buff)
self._buffIDDict[buffID] = buff
- #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
+ #GameWorld.DebugLogEx("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s", self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict)
if skillTypeID not in self._skillTypeIDBuffIDs:
self._skillTypeIDBuffIDs[skillTypeID] = []
buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -492,9 +538,9 @@
def DelBuff(self, buffID, release=True):
if buffID not in self._buffIDDict:
- #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
+ #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s", self._batObj.GetID(), buffID, self._buffIDDict.keys())
return
- #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
+ #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s", self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList)
buff = self._buffIDDict.pop(buffID)
if buff in self._buffList:
self._buffList.remove(buff)
@@ -504,7 +550,7 @@
if lBuff.GetBuffID() == buffID:
self._buffList.remove(lBuff)
GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
- #GameWorld.DebugLog(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
+ #GameWorld.DebugLogEx(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s", self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList)
for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
if buffID not in buffIDList:
continue
@@ -516,7 +562,9 @@
ObjPool.GetPoolMgr().release(buff)
return
- def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
+ def GetBuff(self, buffID):
+ if buffID in self._buffIDDict:
+ return self._buffIDDict[buffID]
def FindBuffListBySkillID(self, skillID):
## 返回该技能ID的所有buff列表
skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -545,14 +593,19 @@
return
def FindBuffByState(self, state):
## 查找某种buff状态的buff
- buffIDList = self._buffStateDict.get(state, [])
+ if state not in self._buffStateDict:
+ return
+ buffIDList = self._buffStateDict[state]
if not buffIDList:
return
buffID = buffIDList[0]
- return self._buffIDDict.get(buffID, None)
+ if buffID in self._buffIDDict:
+ return self._buffIDDict[buffID]
def FindBuffListByState(self, state):
## 查找某种buff状态的buff列表
- buffIDList = self._buffStateDict.get(state, [])
+ if state not in self._buffStateDict:
+ return []
+ buffIDList = self._buffStateDict[state]
buffs = []
for buffID in buffIDList:
if buffID not in self._buffIDDict:
@@ -567,7 +620,7 @@
buffIDList = self._buffStateDict[state]
if buffID not in buffIDList:
buffIDList.append(buffID)
- GameWorld.DebugLog(" AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+ GameWorld.DebugLogEx(" AddBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
return
def DelBuffState(self, state, buffID):
@@ -579,17 +632,22 @@
buffIDList.remove(buffID)
if not buffIDList:
self._buffStateDict.pop(state)
- GameWorld.DebugLog(" DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+ GameWorld.DebugLogEx(" DelBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
return
def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
- def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
+ def GetStateBuffIDList(self, state): # 获取某种状态的所有buffID列表
+ if state in self._buffStateDict:
+ return self._buffStateDict[state]
+ return []
class PySkill():
def __init__(self, ipyData, objID):
self._objID = objID # 该技能谁的
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._skillID = self._skillData.GetSkillID()
+ self._skillTypeID = self._skillData.GetSkillTypeID()
self._remainTime = 0
self._batType = 0 # 战斗类型,普通、连击、反击、追击等
self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -631,8 +689,8 @@
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 GetSkillID(self): return self._skillID
+ def GetSkillTypeID(self): return self._skillTypeID
def GetSkillLV(self): return self._skillData.GetSkillLV()
def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
def GetSkillName(self): return self._skillData.GetSkillName()
@@ -733,11 +791,11 @@
## 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")
+ #GameWorld.DebugLogEx("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")
+ #GameWorld.DebugLogEx("连击重置")
return
def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
@@ -782,7 +840,9 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
def GetSkillIDList(self): return sorted(self._skillDict.keys())
- def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
+ def FindSkillByID(self, skillID):
+ if skillID in self._skillDict:
+ return self._skillDict[skillID]
def FindSkillByTypeID(self, skillTypeID):
skill = None
for s in self._skillList:
@@ -1183,7 +1243,7 @@
newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
newBatObj.objID = newObjID
self.batObjDict[newObjID] = newBatObj
- GameWorld.DebugLog("添加战斗单位: objID=%s" % (newObjID))
+ GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
if False:
newBatObj = BatObj(None, 0)
return newBatObj
@@ -1203,7 +1263,7 @@
if not batObj:
return
objID = batObj.objID
- GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
+ GameWorld.DebugLogEx("回收战斗单位: objID=%s", objID)
#前端确认不需要通知消失
#turnFight = batObj.GetTurnFight()
#if turnFight:
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 7daa0d6..41a9bca 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -302,8 +302,8 @@
for _, _, _, faction, num in sortList:
self.actionSortList.append([faction, num])
- GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
- GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
+ GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
+ GameWorld.DebugLogEx("阵容行动顺序[f, n]: %s", self.actionSortList)
return
def getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -458,13 +458,13 @@
if self._isNeedReport:
packBuff = clientPack.GetBuffer()
buffLen = len(packBuff)
- #GameWorld.DebugLog("回合战斗过程封包: %s, len:%s, %s" % (headStr, buffLen, CommFunc.B2Hex(packBuff)))
- GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
+ #GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s, %s", headStr, buffLen, CommFunc.B2Hex(packBuff))
+ GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s", headStr, buffLen)
self.batBuffer += CommFunc.WriteWORD("", buffLen)
self.batBuffer += packBuff
ObjPool.GetPoolMgr().release(clientPack)
else:
- GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
+ GameWorld.DebugLogEx("回合战斗过程封包: %s", headStr)
# 有玩家的统一每个包单独发送,同样也支持战报统计
if self.curPlayer:
NetPackCommon.SendFakePack(self.curPlayer, clientPack)
@@ -583,7 +583,7 @@
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
lineup = olPlayer.GetLineup(lineupID)
if lineup.IsEmpty():
- GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID, curPlayer.GetPlayerID())
+ GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
return lineup
@@ -662,6 +662,24 @@
lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
return lineupInfo
+
+def GMTestPVP(curPlayer, tagPlayerID=0):
+ ## GM测试PVP战斗
+ if not tagPlayerID:
+ tagPlayerID = curPlayer.GetPlayerID()
+
+ guid = GameWorld.GetGUID()
+ mapID, funcLineID = 0, 0
+
+ tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
+ if not tagViewCache:
+ PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
+ return
+ defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
+ lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
+ lineupDictB = {1:defLineupInfo}
+ turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
+ return turnFight.costTime if turnFight else None
def GMTestFight(curPlayer, heroIDList, isAllSkill):
## GM测试战斗,指定武将
@@ -794,7 +812,7 @@
random.shuffle(randSkillIDExList)
randSkillIDExList = randSkillIDExList[:skillExCnt]
skillIDList += randSkillIDExList
- GameWorld.DebugLog("阵容boss技能: %s, 随机附加技能: %s" % (skillIDList, randSkillIDExList))
+ GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
# 成长怪属性
batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
@@ -824,7 +842,7 @@
"SkillIDList":skillIDList,
}
- GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
+ GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -873,9 +891,9 @@
ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
attrValue = int(reValue * ratio * difficulty)
batAttrDict[attrID] = attrValue
- #GameWorld.DebugLog(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
+ #GameWorld.DebugLogEx(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
- GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
+ GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
@@ -887,7 +905,7 @@
'''
lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
npcLineupID = lineupInfo.get("NPCLineupID", 0)
- GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), reqPlayerID)
+ GameWorld.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID)
turnFight = batLineup.turnFight
tfGUID = turnFight.guid
@@ -959,15 +977,16 @@
batLineup.posObjIDDict[posNum] = objID
batLineup.heroObjIDDict[heroID] = objID
- GameWorld.DebugLog("AddBatObj %s,lv=%s,star=%s,skill=%s" % (GetObjName(batObj), lv, star, skillManager.GetSkillIDList()))
+ GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
ResetObjSkill(batObj)
if npcID:
#副本指定NPC属性
fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
if fbNPCInitAttrDict:
- GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
+ GameWorld.DebugLogEx("副本指定NPC初始化属性: npcID=%s, %s", npcID, fbNPCInitAttrDict)
attrDict = {str(k):v for k, v in fbNPCInitAttrDict.items()} # 统一格式
+ #attrDict[str(ChConfig.AttrID_MaxHP)] = 10000000000
batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
return
@@ -978,7 +997,7 @@
batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
if not batFaction:
return
- GameWorld.DebugLog("切换小队重置玩家阵容武将...")
+ GameWorld.DebugLogEx("切换小队重置玩家阵容武将...")
batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
batObjMgr = BattleObj.GetBatObjMgr()
for objID in batLineup.posObjIDDict.values():
@@ -987,9 +1006,9 @@
continue
objName = GetObjName(batObj)
if not batObj.IsAlive():
- GameWorld.DebugLog(" 已被击杀不处理! %s" % (objName))
+ GameWorld.DebugLogEx(" 已被击杀不处理! %s", objName)
continue
- GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
+ GameWorld.DebugLogEx("重置武将: %s, HP:%s/%s, XP:%s", objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP())
# 清除buff
buffMgr = batObj.GetBuffManager()
@@ -1012,7 +1031,7 @@
pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
if pubCD:
if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
- GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
+ GameWorld.DebugLogEx("回合制战斗请求服务器公共CD中!")
PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
return True
@@ -1020,7 +1039,7 @@
selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
lastTick = curPlayer.GetDictByKey(selfKey)
if selfCD and lastTick and tick - lastTick <= selfCD:
- GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
+ GameWorld.DebugLogEx("回合制战斗请求CD中: %s", selfKey)
PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
return True
@@ -1051,8 +1070,7 @@
tagID = clientData.TagID
valueList = clientData.ValueList
- GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s"
- % (mapID, funcLineID, tagType, tagID, valueList), playerID)
+ GameWorld.DebugLogEx("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s", mapID, funcLineID, tagType, tagID, valueList, playerID)
reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
if not reqRet:
@@ -1063,7 +1081,7 @@
fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
if fbIpyData:
if not fbLineIpyData:
- GameWorld.DebugLog("不存在该副本功能线路! mapID=%s,funcLineID=%s" % (mapID, funcLineID))
+ GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
return
if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
return
@@ -1082,7 +1100,7 @@
atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
if not atkLineupInfo:
- GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+ GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
return
# 玩家
@@ -1091,13 +1109,13 @@
tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
if not tagViewCache:
# 跨服玩家待扩展
- GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
+ GameWorld.DebugLogEx("目标玩家没有缓存数据! tagPlayerID=%s", tagPlayerID, playerID)
PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
return
defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
if not defLineupInfo:
- GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
+ GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
return
@@ -1156,6 +1174,7 @@
fromServerID = GameWorld.GetGameWorld().GetServerID()
reqInfo = [guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData]
multiMapSet = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 1)
+ #multiMapSet = 0
# 多地图战斗 0-本地图处理;1-多地图处理;2-debug模式默认本地图处理,非debug默认多地图处理
isMultiMap = False
if multiMapSet == 1:
@@ -1241,7 +1260,7 @@
for index, lineupID in enumerate(npcLineupIDList):
turnFight.lineupIndex = index
- GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
+ GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
if index > 0:
turnFight.nextTurnFight()
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1257,6 +1276,7 @@
tfMgr.delTurnFight(guid)
return turnFight if saveOK else None
+#@CommFunc.DoCProfile
def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, playerServerID=0):
'''执行PVP战斗,只处理战斗,不关心功能及curPlayer相关
@param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
@@ -1309,7 +1329,7 @@
__doSetFightPoint(curPlayer, reqValue)
return
- GameWorld.DebugLog("------------------- 主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+ GameWorld.DebugLogEx("------------------- 主线战斗请求: reqType=%s", reqType, curPlayer.GetPlayerID())
mainFightMgr = GetMainFightMgr(curPlayer)
mainFightMgr.resetMainFightExDataRec() # 请求时补重置,防止异常时重复结算逻辑
@@ -1369,14 +1389,14 @@
def __doSetFightPoint(curPlayer, fightPoint):
## 设置消耗倍值
- GameWorld.DebugLog("设置战锤消耗倍值: %s" % fightPoint)
+ GameWorld.DebugLogEx("设置战锤消耗倍值: %s", fightPoint)
needTreeLVList = IpyGameDataPY.GetFuncEvalCfg("AutoGuaji", 1)
if fightPoint < 1 or fightPoint > len(needTreeLVList):
return
needTreeLV = needTreeLVList[fightPoint - 1]
treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
if treeLV < needTreeLV:
- GameWorld.DebugLog("祝福树等级不足: treeLV=%s < %s" % (treeLV, needTreeLV))
+ GameWorld.DebugLogEx("祝福树等级不足: treeLV=%s < %s", treeLV, needTreeLV)
return
curPlayer.SetFightPoint(fightPoint)
return
@@ -1386,10 +1406,10 @@
# @param isRestStart: 是否从休息状态重新开始的
playerID = curPlayer.GetPlayerID()
chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
- GameWorld.DebugLog("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
+ GameWorld.DebugLogEx("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s", chapterID, levelNum, wave, isRestStart, playerID)
fightPoint = max(curPlayer.GetFightPoint(), 1)
if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("战锤不足,无法开始!")
+ GameWorld.DebugLogEx("战锤不足,无法开始!")
return
chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
if not chapterIpyData:
@@ -1421,7 +1441,7 @@
lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
if not lineupMainInfo:
- GameWorld.DebugLog("没有设置主阵容!", playerID)
+ GameWorld.DebugLogEx("没有设置主阵容!", playerID)
return
strongerLV = levelIpyData.GetNPCLV()
@@ -1433,8 +1453,8 @@
mainFightMgr.wave = wave
mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
turnMax = GetTurnMax(mapID)
- GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
- % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
+ GameWorld.DebugLogEx("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s",
+ chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty, playerID)
turnFight = mainFightMgr.turnFight
turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
@@ -1473,7 +1493,7 @@
if winFaction:
nextLineupID = turnFight.nextLineupID()
if nextLineupID:
- GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
+ GameWorld.DebugLogEx("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s", turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList)
turnFight.nextTurnFight()
# 切换小队时,玩家阵容不需要处理,保留状态
@@ -1489,7 +1509,7 @@
# 小怪战斗,每次消耗1个战锤
fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("回合开始时战锤不足!")
+ GameWorld.DebugLogEx("回合开始时战锤不足!")
return
# 以下均是处理关卡小怪分段实时战斗
@@ -1509,7 +1529,7 @@
# 回合开始
if turnNumStart < turnNum:
- GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
+ GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】 ", turnNum)
turnFight.turnNum = turnNum
turnFight.turnNumStart = turnNum
if curPlayer:
@@ -1531,10 +1551,10 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for posNum in range(batLineup.actionNum, PosNumMax + 1):
- #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
+ #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
if posNum not in batLineup.posObjIDDict:
batLineup.actionNum = posNum + 1
- #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
+ #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
continue
objID = batLineup.posObjIDDict[posNum]
@@ -1543,7 +1563,7 @@
# 玩家自己阵营,预判可否行动
if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
if batObj.CanAction():
- GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
+ GameWorld.DebugLogEx("玩家阵容下一个可行动的武将,断点: nextPosNum=%s", posNum)
return
batLineup.actionNum = posNum + 1
@@ -1586,7 +1606,7 @@
if turnFight.winFaction:
break
turnFight.turnNum = turnNum
- GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
+ GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】", turnNum)
if curPlayer:
turnFight.syncState(FightState_Fighting)
@@ -1649,7 +1669,7 @@
## 执行进场逻辑
if turnFight.enterLogic:
return
- GameWorld.DebugLog("执行进场逻辑...")
+ GameWorld.DebugLogEx("执行进场逻辑...")
batObjMgr = BattleObj.GetBatObjMgr()
for faction, num in turnFight.actionSortList:
@@ -1670,7 +1690,7 @@
batObjMgr = BattleObj.GetBatObjMgr()
for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s,num=%s" % (turnNum, faction, num))
+ GameWorld.DebugLogEx("大回合开始逻辑: turnNum=%s,faction=%s,num=%s", turnNum, faction, num)
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
batLineup.actionNum = 1
@@ -1698,7 +1718,7 @@
batObjMgr = BattleObj.GetBatObjMgr()
for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ GameWorld.DebugLogEx("回合结束逻辑: turnNum=%s,faction=%s, num=%s", turnNum, faction, num)
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for objID in batLineup.posObjIDDict.values():
@@ -1721,7 +1741,7 @@
if not batObj.IsAlive():
return
- GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLogEx("---[武将回合开始] : curID=%s,curHP=%s/%s", batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())
turnFight.ResetOneActionUseSkillCnt()
RefreshObjBuffTime(turnFight, batObj)
TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
@@ -1738,7 +1758,7 @@
if not batObj.IsAlive():
return
- GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLogEx("---[武将回合结束] : curID=%s,curHP=%s/%s", batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())
turnFight.ResetOneActionUseSkillCnt()
RefreshObjBuffTime(turnFight, batObj)
return
@@ -1756,7 +1776,7 @@
initCD = curSkill.GetCoolDownInit()
if initCD:
curSkill.SetRemainTime(initCD)
- GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
+ GameWorld.DebugLogEx("技能初始CD: curID=%s,skillID=%s,initCD=%s", curID, skillID, initCD)
elif curSkill.GetRemainTime():
curSkill.SetRemainTime(0)
curSkill.SetEnergy(0)
@@ -1778,11 +1798,11 @@
if remainTime <= 0:
continue
if preTurnUseCnt > 0:
- GameWorld.DebugLog(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+ GameWorld.DebugLogEx(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s", curID, skillID, remainTime, preTurnUseCnt)
continue
remainTime -= 1
curSkill.SetRemainTime(remainTime)
- GameWorld.DebugLog(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+ GameWorld.DebugLogEx(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
return
def RefreshObjByBigTurn(turnFight, batObj):
@@ -1797,16 +1817,16 @@
if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
continue
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
- #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ #GameWorld.DebugLogEx(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
- GameWorld.DebugLog(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ GameWorld.DebugLogEx(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
remainTime = buff.GetRemainTime()
if remainTime <= 0:
continue
remainTime -= 1
- GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s" % (curID, buffID, skillID, remainTime))
+ GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
return
@@ -1825,26 +1845,26 @@
if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_Default:
continue
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
- #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ #GameWorld.DebugLogEx(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
- GameWorld.DebugLog(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ GameWorld.DebugLogEx(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
remainTime = buff.GetRemainTime()
if remainTime <= 0:
# 永久buff不处理
- #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+ #GameWorld.DebugLogEx(" 永久buff不处理! curID=%s,index=%s,skillID=%s", curID, index, skillID)
continue
addTiming = buff.GetAddTiming()
if not buff.GetRefreshState():
- GameWorld.DebugLog(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ GameWorld.DebugLogEx(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s", curID, index, skillID, buffID, addTiming)
buff.SetRefreshState(1)
continue
if addTiming != curTiming:
- GameWorld.DebugLog(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ GameWorld.DebugLogEx(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s", curID, index, skillID, buffID, addTiming)
continue
remainTime -= 1
- GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+ GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s", curID, buffID, skillID, remainTime, addTiming)
TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
return
@@ -1859,8 +1879,8 @@
curID = curObj.GetID()
srcID = srcObj.GetID()
updStatValue = srcObj.StatCureValue(cureHP)
- GameWorld.DebugLog(" 统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s"
- % (curID, srcID, skillID, addValue, cureHP, updStatValue))
+ GameWorld.DebugLogEx(" 统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s",
+ curID, srcID, skillID, addValue, cureHP, updStatValue)
return
@@ -1872,18 +1892,18 @@
tagID = tagBatObj.GetID()
if curID != tagID:
updStatValue = curBatObj.StatHurtValue(hurtValue)
- GameWorld.DebugLog(" 统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s"
- % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
+ GameWorld.DebugLogEx(" 统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s",
+ curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType)
if tagBatObj:
updStatValue = tagBatObj.StatDefValue(hurtValue)
- GameWorld.DebugLog(" 统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s"
- % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
+ GameWorld.DebugLogEx(" 统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s",
+ tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType)
else:
# 如换血类技能,自残的伤害不算输出
- GameWorld.DebugLog(" 自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s"
- % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
+ GameWorld.DebugLogEx(" 自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s",
+ curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP())
return
def OnObjAction(turnFight, curBatObj, isExtra=False):
@@ -1903,12 +1923,12 @@
# 是否可行动状态判断
canAction = curBatObj.CanAction()
if not canAction:
- GameWorld.DebugLog("★回合%s %s 当前状态不可行动! isExtra=%s" % (turnNum, objName, isExtra))
+ GameWorld.DebugLogEx("★回合%s %s 当前状态不可行动! isExtra=%s", turnNum, objName, isExtra)
return
atk = curBatObj.GetAtk()
curXP = curBatObj.GetXP()
- GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+ GameWorld.DebugLogEx("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s", turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP)
turnFight.ResetOneActionUseSkillCnt()
turnFight.syncObjAction(turnNum, objID)
@@ -1917,7 +1937,7 @@
xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
skillManager = curBatObj.GetSkillManager()
useSkillList = []
- #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
+ #GameWorld.DebugLogEx('skillCount=%s', skillManager.GetSkillCount(), npcID)
for index in range(0, skillManager.GetSkillCount()):
useSkill = skillManager.GetSkillByIndex(index)
if not useSkill:
@@ -1937,18 +1957,18 @@
if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
continue
if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
- GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
+ GameWorld.DebugLogEx("嘲讽状态下,无法主动释放怒技! skillID=%s", skillID) # 可被动释放怒技,如怒技追击
continue
useCnt = -1 # xp技能优先释放
else:
if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
- GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+ GameWorld.DebugLogEx("行动时无法释放该技能! skillID=%s", skillID)
continue
useCnt = curBatObj.GetSkillUseCnt(skillID)
useSkillList.append([useCnt, 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)
+ #GameWorld.DebugLogEx(' 技能使用顺序 = useSkillList%s', str(useSkillList), npcID)
for useInfo in useSkillList:
useSkill = useInfo[-1]
@@ -1970,7 +1990,7 @@
objID = gameObj.GetID()
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))
+ GameWorld.DebugLogEx(" %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
gameObj.SetDead()
TurnBuff.DoBuffByDead(turnFight, gameObj)
@@ -1987,7 +2007,7 @@
def OnTurnAllOver(guid):
## 所有回合已经全部执行完毕
- GameWorld.DebugLog("所有回合结束")
+ GameWorld.DebugLogEx("所有回合结束")
turnFight = GetTurnFightMgr().getTurnFight(guid)
if not turnFight:
return
@@ -2017,7 +2037,7 @@
turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
mapID = turnFight.mapID
funcLineID = turnFight.funcLineID
- GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
+ GameWorld.DebugLogEx("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s", winFaction, turnFight.costTime, guid)
if mapID != ChConfig.Def_FBMapID_Main:
GameWorld.Log("战斗耗时: %ss, mapID=%s,funcLineID=%s,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
@@ -2036,7 +2056,7 @@
lineupStatInfo = facStatInfo[str(num)]
batLineup = batFaction.getBatlineup(num)
batLineup.totalHurt = 0
- GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
+ GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
for posNum, objID in batLineup.posObjIDDict.items():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
@@ -2050,8 +2070,8 @@
batLineup.totalHurt += atkHurt
batFaction.totalHurt += atkHurt
dead = 0 if batObj.IsAlive() else 1
- 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))
+ GameWorld.DebugLogEx(" 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,
"LV":batObj.GetLV(), "Star":batObj.GetStar(), "Skin":batObj.GetSkinID(), "Dead":dead}
@@ -2117,7 +2137,7 @@
pass
saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
- GameWorld.DebugLog("战报路径=%s" % saveFilePath)
+ GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
try:
clientPack = ChPyNetSendPack.tagSCTurnFightReport()
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index c47c362..0ebf652 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1345,7 +1345,8 @@
SkillTagAim_Vertical, # 竖排/纵排 4
SkillTagAim_Self, # 自己 5
SkillTagAim_MainSkill, # 继承主技能目标 6
-) = range(7)
+SkillTagAim_MainSkillEx, # 继承主技能目标一次性处理 7
+) = range(8)
# 技能目标 - 细分
(
@@ -3997,12 +3998,13 @@
TriggerWay_InBattlefield, # 在场时 40
TriggerWay_Revive, # 复活时 41
TriggerWay_BigTurnStartByDead, # 大回合开始时(死亡后有效) 42
-) = range(1, 1 + 42)
+TriggerWay_WhenDie, # 死亡时(自己) 43
+) = range(1, 1 + 43)
# 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
# 死亡可以触发的方式
-DeadCanTriggerWayList = [TriggerWay_BigTurnStartByDead]
+DeadCanTriggerWayList = [TriggerWay_BigTurnStartByDead, TriggerWay_WhenDie]
# 被动触发有效来源
TriggerSrc_Skill = 1 # 身上技能有效
@@ -4735,9 +4737,13 @@
) = range(1, 1 + 6)
# 部分武将ID
-HeroID_Zhenfu = 510013
-HeroID_Caoren = 510015
-HeroID_Dongbai = 540009
+HeroID_Simayi = 510012 # 司马懿
+HeroID_Zhenfu = 510013 # 甄宓
+HeroID_Caoren = 510015 # 曹仁
+HeroID_Dongbai = 540009 # 董白
+
+# 部分技能ID
+SkillID_SmyFanzhao = 1012050 # 返照
# 经验倍率限制类型
(
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
index e2f98f4..726901b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -42,6 +42,7 @@
GameWorld.DebugAnswer(curPlayer, "位置: 1~6号位")
GameWorld.DebugAnswer(curPlayer, "属性ID: 6-攻,7-防,8-HPMax,9-HP,12-怒")
GameWorld.DebugAnswer(curPlayer, "测试战斗: TurnFight f 是否满技能 [武将ID ...]")
+ GameWorld.DebugAnswer(curPlayer, "测试战斗: TurnFight fp [playerID]")
return
value = msgList[0]
@@ -55,6 +56,9 @@
__printInfo(curPlayer, msgList)
elif value == "f":
__doFightTest(curPlayer, msgList)
+ elif value == "fp":
+ costTime = TurnAttack.GMTestPVP(curPlayer, msgList[1] if len(msgList) > 1 else 0)
+ GameWorld.DebugAnswer(curPlayer, "GMTestPVP: %s" % costTime)
elif value > 0 and value != ChConfig.Def_FBMapID_Main:
__reqTurnFight(curPlayer, msgList)
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
index c2bb1c8..3f675a7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
@@ -1293,6 +1293,22 @@
LogUI.Msg('%s\t%s\tPyDebug:%s'%(par, playerID, msg))
return
+def DebugLogEx(logFormat, *args):
+ ## DEBUG调试输出信息,只传入日志格式跟参数,非debug下不进行日志内容格式化
+ # @param logFormat: 日志内容格式,也可以直接传入完整的日志内容
+ # @param args: 日志参数,最后一个参数可以多传一个参数作为playerID用
+ if not __GameWorld.GetDebugLevel():
+ return
+ par = 0
+ playerID = 0
+ try:
+ msg = logFormat % args
+ except:
+ msg = logFormat % args[:-1]
+ playerID = args[-1]
+ LogUI.Msg('%s\t%s\tPyDebug:%s'%(par, playerID, msg))
+ return
+
#---------------------------------------------------------------------
##获得当前服务器跨服ID
# @param 无
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py
index 1b1b21b..b410500 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py
@@ -50,6 +50,7 @@
def acquire(self, obj_class, *args, **kwargs):
"""获取对象并记录其所属池"""
+ return obj_class(*args, **kwargs) # 关闭对象池
if obj_class not in self._pools:
# 如果池不存在,自动创建大小为0的无限制池
self.create_pool(obj_class, 0)
@@ -78,6 +79,7 @@
def release(self, obj):
"""释放对象并递归释放其嵌套对象池对象"""
+ return # 释放对象效率有点低,暂时关闭对象池,后续优化
obj_id = id(obj)
# 检查是否正在递归释放中
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
index 30bcb0e..c977f45 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
@@ -50,7 +50,7 @@
return
effectID = curEffect.GetEffectID()
effSkillID = effSkill.GetSkillID()
- return TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID, connBuff)
+ return TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID, connBuff, **kwargs)
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs):
effSkill = effBuff.GetSkillData().GetIpyData()
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py
new file mode 100644
index 0000000..2bdbc19
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py
@@ -0,0 +1,37 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5502
+#
+# @todo:触发释放技能(指定目标)
+# @author hxp
+# @date 2025-12-11
+# @version 1.0
+#
+# 详细描述: 触发释放技能(指定目标)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-12-11 14:30"""
+#-------------------------------------------------------------------------------
+
+import TurnSkill
+import IpyGameDataPY
+import GameWorld
+import ChConfig
+
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+ skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
+ tagSet = curEffect.GetEffectValue(1) # 指定目标[范围, 友好, 细分, 个数]
+ tagObjList = TurnSkill.GetSkillTags(turnFight, batObj, None, tagSet=tagSet)
+ GameWorld.DebugLogEx("被动触发技能且指定目标: curID=%s,skillID=%s,tagSet=%s", batObj.GetID(), skillID, tagSet)
+
+ if not skillID:
+ passiveSkill = effSkill
+ else:
+ passiveSkill = batObj.GetSkillManager().FindSkillByID(skillID)
+ if not passiveSkill:
+ passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not passiveSkill:
+ return
+ return TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, tagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py
new file mode 100644
index 0000000..e05cf35
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py
@@ -0,0 +1,38 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5503
+#
+# @todo:触发释放多个技能(可继承触发技能目标或重新设置目标)
+# @author hxp
+# @date 2025-12-11
+# @version 1.0
+#
+# 详细描述: 触发释放多个技能(可继承触发技能目标或重新设置目标)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-12-11 14:30"""
+#-------------------------------------------------------------------------------
+
+import TurnSkill
+import IpyGameDataPY
+import GameWorld
+
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+ skillIDList = curEffect.GetEffectValue(0) # 技能ID列表
+ GameWorld.DebugLogEx("触发释放多个技能: %s", skillIDList)
+ isOK = False
+ effectID = curEffect.GetEffectID()
+ effSkillID = effSkill.GetSkillID()
+ for skillID in skillIDList:
+ if not skillID:
+ continue
+ passiveSkill = batObj.GetSkillManager().FindSkillByID(skillID)
+ if not passiveSkill:
+ passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not passiveSkill:
+ continue
+ if TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID, connBuff, **kwargs):
+ isOK = True
+ return isOK
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index 831c4f4..1d43d18 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -53,9 +53,9 @@
curBuff.SetValue2(tagBuff.GetValue2())
curBuff.SetValue3(tagBuff.GetValue3())
curBuff.SetIsCopy(1)
- GameWorld.DebugLog(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s"
- % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(),
- [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
+ GameWorld.DebugLogEx(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s",
+ curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(),
+ [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()])
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
return
@@ -91,15 +91,14 @@
#无敌免疫持续减益buff、控制类buff
if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
and batObj.CheckInState(ChConfig.BatObjState_Wudi):
- GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s"
- % (curID, skillID, ownerID, relatedSkillID))
+ GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
return
#被动触发免疫控制buff
if skillType == ChConfig.Def_SkillType_Action:
if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
- GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s"
- % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLogEx("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s",
+ curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP())
return
#光环技能,默认施法者身上也必须有,时长与施法者身上的同步
@@ -117,7 +116,7 @@
setLayerCnt = kwargs.get("setLayerCnt", 0)
if setLayerCnt > 0:
addLayerCnt = setLayerCnt
- GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
+ GameWorld.DebugLogEx("外部直接指定添加的buff层级: setLayerCnt=%s", setLayerCnt)
else:
addLayerCnt = buffSkill.GetLayerCnt()
addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
@@ -130,8 +129,8 @@
if maxLayerCnt:
maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
- GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s"
- % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
+ GameWorld.DebugLogEx("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s",
+ curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID)
#buff重复获得时的叠加规则
#以下规则默认针对的是相同施法者,即相同来源的处理
#如果有针对不同施法者的规则会说明
@@ -158,7 +157,7 @@
if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
delBuff = buff
if delBuff:
- GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
+ GameWorld.DebugLogEx("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s", delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime())
DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
@@ -179,16 +178,16 @@
continue
buffID = buff.GetBuffID()
nowLayerCnt = buff.GetLayer()
- GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
+ GameWorld.DebugLogEx(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
updLayerCnt = addLayerCnt
if buffRepeat == 3: # 叠加层级
updLayerCnt = nowLayerCnt + addLayerCnt
if maxLayerCnt and updLayerCnt > maxLayerCnt:
updLayerCnt = maxLayerCnt
- GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
+ GameWorld.DebugLogEx(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
else:
- GameWorld.DebugLog(" 默认覆盖")
+ GameWorld.DebugLogEx(" 默认覆盖")
# 重置回合、CD、值等
buff.SetAddTiming(batObj.GetTiming())
@@ -214,15 +213,15 @@
skillID = buffSkill.GetSkillID()
buff = buffMgr.AddBuff(skillID)
if not buff:
- GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID)
+ GameWorld.DebugLogEx(" 添加buff失败! skillID=%s", skillID, curID)
return
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
ownerID = buffOwner.GetID()
buffID = buff.GetBuffID()
timing = batObj.GetTiming()
- GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s"
- % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
+ GameWorld.DebugLogEx(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s",
+ buffID, skillID, ownerID, relatedSkillID, timing, curID)
buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
buff.SetOwnerID(ownerID)
buff.SetRemainTime(buffSkill.GetLastTime())
@@ -269,8 +268,37 @@
if isRefreshAttr:
RefreshBuffAttr(batObj)
+ if refreshType in [1, 2] and skillData.GetCurBuffState() == ChConfig.BatObjState_Frozen:
+ __smyRecordEnemyFrozen(turnFight, batObj, curBuff)
return
+def __smyRecordEnemyFrozen(turnFight, batObj, curBuff):
+ '''特殊处理司马懿记录敌方冰冻,比较特殊,使用场景比较专用,直接写,减少每次buff的触发被动遍历次数
+ 潜能ID 1012050
+ 司马懿存活时,记录敌方被冰冻次数,司马懿死亡后,对敌方返还攻击力100%的伤害,敌方每被冰冻一次,伤害提升100%,最多提升至1000%,本次伤害由敌方所有人均摊。(两个一起死算我方胜利)
+ '''
+ faction = batObj.GetFaction()
+ smyFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
+ batFaction = turnFight.getBatFaction(smyFaction)
+ if not batFaction:
+ return
+ batLineup = batFaction.getBatlineup(1)
+ if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
+ return
+ smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
+ smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
+ if not smyObj or not smyObj.IsAlive():
+ return
+ smySkillID = ChConfig.SkillID_SmyFanzhao
+ smySkill = smyObj.GetSkillManager().FindSkillByID(smySkillID)
+ if not smySkill:
+ GameWorld.DebugLogEx("司马懿还没有记录敌方被冰冻次数的潜能: %s" % smySkillID)
+ return
+ frozenCnt = smyObj.GetDictByKey("EnemyFrozen") + 1
+ smyObj.SetDict("EnemyFrozen", frozenCnt)
+ GameWorld.DebugLogEx("司马懿记录敌方被冰冻次数: %s" % frozenCnt)
+ return
+
def __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff):
## 添加光环buff有效的目标ID,添加光环buff时添加,不移除,由光源管理移除(光源武将死亡时删除)
if curID == ownerID:
@@ -309,7 +337,7 @@
if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
haloObjIDList = curBuff.GetHaloObjIDList()
- GameWorld.DebugLog("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s" % (skillID, ownerID, haloObjIDList))
+ GameWorld.DebugLogEx("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
batObjMgr = BattleObj.GetBatObjMgr()
for haloObjID in haloObjIDList:
if haloObjID == buffObjID:
@@ -402,7 +430,7 @@
if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
haloObjIDList = curBuff.GetHaloObjIDList()
- GameWorld.DebugLog("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s" % (skillID, ownerID, haloObjIDList))
+ GameWorld.DebugLogEx("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
batObjMgr = BattleObj.GetBatObjMgr()
for haloObjID in haloObjIDList:
if haloObjID == buffObjID:
@@ -442,7 +470,7 @@
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Dead):
- GameWorld.DebugLog("死亡不清除的buff: objID=%s,buffID=%s,skillID=%s" % (objID, buffID, skillID))
+ GameWorld.DebugLogEx("死亡不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
continue
if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 可不通知,前端默认都清除,复活后重新同步
isRefreshAttr = True
@@ -463,7 +491,7 @@
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Revive):
- GameWorld.DebugLog("复活不清除的buff: objID=%s,buffID=%s,skillID=%s" % (objID, buffID, skillID))
+ GameWorld.DebugLogEx("复活不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
SyncBuffRefresh(turnFight, batObj, buff, isNewAdd=True) # 复活时还存在的buff通知前端视为新添加的
continue
if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 复活可不通知删除的buff
@@ -489,7 +517,7 @@
# 非光源
continue
haloSkillID = buff.GetSkillID()
- GameWorld.DebugLog("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s" % (objID, tagObjID, haloSkillID))
+ GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
if not haloSkill:
continue
@@ -508,8 +536,8 @@
batAttrDict = batObj.ResetBattleEffect()
- GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s"
- % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
+ GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s",
+ objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
skbufAttrDict = {}
@@ -535,7 +563,7 @@
attrValue = -attrValue
skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
- skillAttrDict and GameWorld.DebugLog(" skillAttrDict=%s" % skillAttrDict)
+ skillAttrDict and GameWorld.DebugLogEx(" skillAttrDict=%s", skillAttrDict)
# buff
buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
@@ -570,8 +598,8 @@
buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
- buffsAttrDict and GameWorld.DebugLog(" buffsAttrDict=%s" % buffsAttrDict)
- GameWorld.DebugLog(" skbufAttrDict=%s" % skbufAttrDict)
+ buffsAttrDict and GameWorld.DebugLogEx(" buffsAttrDict=%s", buffsAttrDict)
+ GameWorld.DebugLogEx(" skbufAttrDict=%s", skbufAttrDict)
objID = batObj.GetID()
# 先计算百分比加成或降低的
@@ -586,7 +614,7 @@
updValue = attrValue * (10000 + attrPerValue) / 10000.0
#updValue = max(0, updValue) # 最多减到0,最大无上限
batObj.SetBatAttrValue(attrID, updValue)
- GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
+ GameWorld.DebugLogEx(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s", attrID, attrPerID, attrValue, attrPerValue, updValue)
# 再累加非百分比的固定值
for attrID, addValue in skbufAttrDict.items():
@@ -596,7 +624,7 @@
updValue = attrValue + addValue
#updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
batObj.SetBatAttrValue(attrID, updValue)
- GameWorld.DebugLog(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
+ GameWorld.DebugLogEx(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s", attrID, attrValue, addValue, updValue)
aftHP = batObj.GetHP()
aftMaxHP = batObj.GetMaxHP()
@@ -606,8 +634,8 @@
if befHP and aftMaxHP > befMaxHP:
aftHP += (aftMaxHP - befMaxHP)
batObj.SetHP(aftHP, isNotify)
- GameWorld.DebugLog(" befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
- GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
+ GameWorld.DebugLogEx(" befHP=%s/%s, aftHP=%s/%s", befHP, befMaxHP, aftHP, aftMaxHP)
+ GameWorld.DebugLogEx(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s", objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict())
return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index a53d5a4..d16dfec 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -27,8 +27,8 @@
passiveEffMgr = batObj.GetPassiveEffManager()
skillEffInfo = passiveEffMgr.RefreshSkillPassiveEffect()
buffEffInfo = passiveEffMgr.RefreshBuffPassiveEffect()
- skillEffInfo and GameWorld.DebugLog(" 被动技能效果: %s" % skillEffInfo)
- buffEffInfo and GameWorld.DebugLog(" 被动Buff效果: %s" % buffEffInfo)
+ skillEffInfo and GameWorld.DebugLogEx(" 被动技能效果: %s", skillEffInfo)
+ buffEffInfo and GameWorld.DebugLogEx(" 被动Buff效果: %s", buffEffInfo)
return
def OnTriggerPassiveEffect(turnFight, batObj, triggerWay, tagObj=None, connSkill=None, connSkillTypeID=0, connBuff=None, **kwargs):
@@ -43,7 +43,7 @@
return
# [["skill/buff", skillID, buffID, effIDList], ...]
tagID = tagObj.GetID() if tagObj else 0
- GameWorld.DebugLog("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s" % (triggerWay, batObj.GetID(), tagID, effInfoList))
+ GameWorld.DebugLogEx("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s", triggerWay, batObj.GetID(), tagID, effInfoList)
for effInfo in effInfoList:
sign = effInfo[0]
skillID, buffID, effIDList = effInfo[1:]
@@ -63,6 +63,7 @@
if not effSkill:
return
+ kwargs["triggerWay"] = triggerWay
for effID in effIDList:
curEffect = effSkill.GetEffectByID(effID, triggerWay)
if not curEffect:
@@ -91,6 +92,7 @@
return
skillData = effBuff.GetSkillData()
+ kwargs["triggerWay"] = triggerWay
for effID in effIDList:
curEffect = skillData.GetEffectByID(effID, triggerWay)
if not curEffect:
@@ -170,7 +172,7 @@
if effID in ChConfig.PassiveEffHappenValueList:
if value:
- GameWorld.DebugLog("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s" % (calcEffID, atkObj.GetID(), tagID, effInfoList, value))
+ GameWorld.DebugLogEx("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s", calcEffID, atkObj.GetID(), tagID, effInfoList, value)
return value
elif effID in ChConfig.PassiveEffValueMaxList:
curValue = max(curValue, value) # 取最大值
@@ -185,6 +187,6 @@
# if curSkill.GetCoolDownTime():
# SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
- GameWorld.DebugLog("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s" % (calcEffID, atkObj.GetID(), tagID, effInfoList, curValue))
+ GameWorld.DebugLogEx("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s", calcEffID, atkObj.GetID(), tagID, effInfoList, curValue)
return curValue
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 aaf4f3c..0ba5348 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,22 +62,26 @@
if not curBatObj.IsAlive():
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
- GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
+ GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
else:
- # 其他技能死亡状态下无法释放
- return
-
+ triggerWay = kwargs.get("triggerWay", 0)
+ if triggerWay in ChConfig.DeadCanTriggerWayList:
+ GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+ else:
+ GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
+ return
+
objID = curBatObj.GetID()
if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
- GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
+ GameWorld.DebugLogEx("技能CD中! skillID=%s,RemainTime=%s", skillID, useSkill.GetRemainTime())
return
buffStateGroups = useSkill.GetBuffStateLimit()
if buffStateGroups:
limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
if limitState:
- GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
+ GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
return
if CheckSkillUseCntLimit(curBatObj, useSkill):
@@ -94,18 +98,18 @@
if not curBatObj.IsSkillCanHappen(skillID, rate):
tagObjList.remove(tagObj)
isRemove = True
- GameWorld.DebugLog(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
+ GameWorld.DebugLogEx(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s", rate, skillID, tagObj.GetID())
if not tagObjList and isRemove:
return
if not tagObjList:
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
- GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.getReqPlayerID())
+ GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
if otherEff:
otherSkillID = otherEff.GetEffectValue(0)
- GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+ GameWorld.DebugLogEx("没有可复活的目标,释放其他技能! otherSkillID=%s", otherSkillID)
otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
if not otherSkill:
otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
@@ -132,8 +136,8 @@
angerOverflow = curBatObj.GetAngerOverflow()
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
- % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
+ GameWorld.DebugLogEx("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s",
+ objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
poolMgr = ObjPool.GetPoolMgr()
@@ -207,13 +211,13 @@
if useCntLimit:
useCnt = batObj.GetSkillUseCnt(skillID)
if useCnt >= useCntLimit:
- GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+ GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
return True
if turnUseCntLimit:
turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
if turnUseCnt >= turnUseCntLimit:
- GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+ GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
return True
return
@@ -226,28 +230,36 @@
return True
return False
-def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
+def GetSkillTags(turnFight, curBatObj, useSkill=None, atkBackTag=None, tagSet=None):
## 获取技能目标
+ # @param tagSet: 可以外部指定检索目标 [范围, 友好, 细分, 个数]
# @return: [主目标, 目标2, ...]
- tagAim = useSkill.GetTagAim()
- tagFriendly = useSkill.GetTagFriendly()
- tagAffect = useSkill.GetTagAffect()
- tagCount = useSkill.GetTagCount()
-
lineupNumSet = None
- changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
- if changeRet:
- lineupNumSet, changeTagSet = changeRet
- GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
- tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+ changeRet = None
+ if tagSet and len(tagSet) == 4:
+ tagAim, tagFriendly, tagAffect, tagCount = tagSet
+ elif useSkill:
+ tagAim = useSkill.GetTagAim()
+ tagFriendly = useSkill.GetTagFriendly()
+ tagAffect = useSkill.GetTagAffect()
+ tagCount = useSkill.GetTagCount()
+ changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+ if changeRet:
+ lineupNumSet, changeTagSet = changeRet
+ GameWorld.DebugLogEx("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s", lineupNumSet, changeTagSet)
+ tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+ else:
+ return []
+
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
- tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
- #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
+ if useSkill:
+ tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+ #GameWorld.DebugLogEx("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s", useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount)
# 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
# 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
@@ -266,12 +278,12 @@
elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
inChaos = True
tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
- #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+ #GameWorld.DebugLogEx("inCharm=%s,inChaos=%s,tagFriendly=%s", inCharm, inChaos, tagFriendly)
isNoSelf = False # 是否不包含自己
if inCharm or inChaos:
if SkillCommon.isAttackDirectSkill(useSkill):
isNoSelf = True
- #GameWorld.DebugLog("特殊不包含自己")
+ #GameWorld.DebugLogEx("特殊不包含自己")
# 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
sneerObjFirst = True # 嘲讽目标是否优先
@@ -289,10 +301,10 @@
sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
if sneerTagObj:
specMainObj = sneerTagObj
- #GameWorld.DebugLog("嘲讽特殊主目标")
+ #GameWorld.DebugLogEx("嘲讽特殊主目标")
elif atkBackTag:
specMainObj = atkBackTag
- #GameWorld.DebugLog("反击特殊主目标")
+ #GameWorld.DebugLogEx("反击特殊主目标")
if specMainObj:
specObjID = specMainObj.GetID()
@@ -357,11 +369,11 @@
colNumList.remove(specInColNum)
colNumList.insert(0, specInColNum)
- GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+ GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
for col in colNumList:
for row in range(1, 1 + ChConfig.TurnFightRows):
pNum = (row - 1) * ChConfig.TurnFightCols + col
- #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
+ #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
@@ -381,12 +393,12 @@
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+ GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
# 按前排优先原则
for row in range(1, 1 + ChConfig.TurnFightRows):
for col in colNumList:
pNum = (row - 1) * ChConfig.TurnFightCols + col
- #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
+ #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
@@ -399,23 +411,23 @@
# 血量最低
if tagAffect == ChConfig.SkillTagAffect_HPLowest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
- #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
# 血量最高
elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
- #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ #GameWorld.DebugLogEx("血量最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
# 攻击力最高
elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
- #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ #GameWorld.DebugLogEx("攻击力最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
# 未被控制优先
elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
sneerObjFirst = False
aimObjList.sort(key=lambda o:(o.IsInControlled()))
- GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+ GameWorld.DebugLogEx("未被控制优先: %s", [[o.GetID(), o.IsInControlled()] for o in aimObjList])
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
@@ -535,12 +547,12 @@
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
+ GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
aimObjList = []
for row in rowNumList:
for col in colNumList:
pNum = (row - 1) * ChConfig.TurnFightCols + col
- #GameWorld.DebugLog(" row=%s,col=%s,pNum=%s" % (row, col, pNum))
+ #GameWorld.DebugLogEx(" row=%s,col=%s,pNum=%s", row, col, pNum)
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
@@ -621,7 +633,7 @@
return False
if isNoSelf:
if tagBatObj.GetID() == curBatObj.GetID():
- #GameWorld.DebugLog("不包含自己")
+ #GameWorld.DebugLogEx("不包含自己")
return False
#if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
# return False
@@ -634,7 +646,7 @@
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
- GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
+ GameWorld.DebugLogEx("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s", skillID, curID)
if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
for tagBatObj in useSkill.GetTagObjList():
if tagBatObj.GetID() == curBatObj.GetID():
@@ -649,7 +661,7 @@
def __doUseSkill(turnFight, curBatObj, useSkill):
atkType = useSkill.GetAtkType()
- GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+ GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
__doStealBuff(turnFight, curBatObj, useSkill)
__doHarmSelf(turnFight, curBatObj, useSkill)
@@ -706,7 +718,7 @@
for tagBuff in tagBuffList:
skillID = tagBuff.GetSkillID()
buffOwner = curBatObj
- GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+ GameWorld.DebugLogEx("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s", tagObj.GetID(), tagBuff.GetBuffID(), skillID)
addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
if not addBuff:
continue
@@ -735,8 +747,8 @@
updHP = max(curHP - lostHP, 0)
curBatObj.SetHP(updHP, False)
- GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s"
- % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
+ GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s",
+ curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
@@ -750,19 +762,33 @@
def SkillModule_1(turnFight, curBatObj, useSkill):
## 通用攻击,单攻、群攻
+ addPer = 0
+ # 司马懿特殊潜能
+ if useSkill.GetSkillID() == ChConfig.SkillID_SmyFanzhao:
+ frozenCnt = curBatObj.GetDictByKey("EnemyFrozen")
+ curBatObj.SetDict("EnemyFrozen", 0)
+ effect = useSkill.GetEffect(0)
+ perFrozenAdd = effect.GetEffectValue(0) # 每个冰冻额外增加比例
+ addPerMax = effect.GetEffectValue(1) # 最大增加比例
+ addPer = frozenCnt * perFrozenAdd
+ if addPerMax and addPer > addPerMax:
+ addPer = addPerMax
+ GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
+
# 计算伤害
calcHurtResults = []
for tagBatObj in useSkill.GetTagObjList():
- hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
return
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
## 计算技能伤害,只计算值,不做实际处理
+ # @param addPer: 外部指定增加的比例
# @return: hurtValue, hurtTypes, immuneHurt
- atkSkillPer = curSkill.GetSkillPer()
+ atkSkillPer = curSkill.GetSkillPer() + addPer
atkSkillValue = curSkill.GetSkillValue()
hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
@@ -803,7 +829,7 @@
valueA = randEffect.GetEffectValue(0)
valueB = max(randEffect.GetEffectValue(1), valueA)
ricochetCnt = random.randint(valueA, valueB)
- GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+ GameWorld.DebugLogEx("随机弹射次数: %s,valueA=%s,valueB=%s", ricochetCnt, valueA, valueB)
ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
# 弹射:优先弹射次数少的目标,相同目标可弹射多次
@@ -817,7 +843,7 @@
ricochetObjList.append(tagObj)
ricochetObjIDList.append(tagObj.GetID())
- GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList))
+ GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -898,8 +924,8 @@
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(cureHP)
hurtObj.SetCurHP(tagBatObj.GetHP())
- GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s"
- % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
+ GameWorld.DebugLogEx(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s",
+ dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer)
return
@@ -937,7 +963,7 @@
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(tagBatObj.GetHP())
- GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+ GameWorld.DebugLogEx(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP)
TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
@@ -981,16 +1007,16 @@
dHP = defObj.GetHP()
dMaxHP = defObj.GetMaxHP()
- GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
- % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+ GameWorld.DebugLogEx("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s",
+ atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP)
layer = curBuff.GetLayer()
if layer > 0:
cureHP *= layer
- GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+ GameWorld.DebugLogEx(" 多层buff: cureHP=%s,layer=%s", cureHP, layer)
#if "FinalDamPer" in kwargs:
# FinalDamPer = kwargs["FinalDamPer"]
# hurtValue *= (10000 + FinalDamPer) / 10000.0
- # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+ # GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
poolMgr = ObjPool.GetPoolMgr()
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
@@ -999,7 +1025,7 @@
poisonCureOwner = GetPoisonCureOwner(defObj)
if poisonCureOwner:
- GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
+ GameWorld.DebugLogEx("本次治疗为毒奶: cureHP=%s", cureHP)
hurtValue = cureHP
hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
@@ -1017,7 +1043,7 @@
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(defObj.GetHP())
- GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
+ GameWorld.DebugLogEx(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP)
TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
@@ -1048,8 +1074,8 @@
calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
attrID = ChConfig.AttrID_XP
- GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s"
- % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
+ GameWorld.DebugLogEx("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s",
+ opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID)
curStealTotal = 0
for tagBatObj in useSkill.GetTagObjList():
@@ -1061,7 +1087,7 @@
diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
updValue = tagXP - diffValue
tagBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+ GameWorld.DebugLogEx(" 减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
# 偷
@@ -1071,7 +1097,7 @@
diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
updValue = tagXP - diffValue
tagBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+ GameWorld.DebugLogEx(" 偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
curStealTotal += diffValue
@@ -1083,7 +1109,7 @@
diffValue = GetEnhanceXP(tagBatObj, calcValue)
updValue = tagXP + diffValue
tagBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+ GameWorld.DebugLogEx(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
if curStealTotal > 0:
@@ -1092,7 +1118,7 @@
diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
updValue = curXP + diffValue
curBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
+ GameWorld.DebugLogEx(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s", curID, curStealTotal, curXP, diffValue, updValue)
Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
return
@@ -1163,7 +1189,7 @@
atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
if atkBackSkill:
# 可以反击,打断连击
- GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
+ GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
return
@@ -1177,11 +1203,11 @@
dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
if not GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+ GameWorld.DebugLogEx("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s",
+ atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)
return
- GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+ GameWorld.DebugLogEx("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s",
+ TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)
useSkill.SetComboNum(comboNum + 1)
# 连击特长
@@ -1204,17 +1230,17 @@
atkID = atkObj.GetID()
tagID = tagObj.GetID()
if not tagObj.CanAction():
- GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
+ GameWorld.DebugLogEx("当前状态无法反击! tagID=%s", tagID)
return
if atkObj.GetFaction() == tagObj.GetFaction():
- #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+ #GameWorld.DebugLogEx("同阵营不触发反击!") # 魅惑可能导致打自己人
return
canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
heroID = atkObj.GetHeroID()
- GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
+ GameWorld.DebugLogEx("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s", atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList)
return
canAtkBack = False
@@ -1226,7 +1252,7 @@
break
if not canAtkBack:
- GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
+ GameWorld.DebugLogEx("没有格挡不可反击! tagID=%s", tagID)
return
# 大回合单武将反击次数限制
@@ -1234,7 +1260,7 @@
if bigTurnAtkbackCntMax:
atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
if atkbackCnt >= bigTurnAtkbackCntMax:
- GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
+ GameWorld.DebugLogEx("本大回合累计反击次数达上限! atkbackCnt=%s >= %s", atkbackCnt, bigTurnAtkbackCntMax)
return
skillManager = tagObj.GetSkillManager()
@@ -1243,7 +1269,7 @@
if not useSkill:
continue
if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
- GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
+ GameWorld.DebugLogEx("可以反击! tagID=%s", tagID)
return useSkill
return
@@ -1392,6 +1418,9 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
if dieObjList:
+ for dieObj in dieObjList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+
for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
batFaction = turnFight.getBatFaction(faction)
for lineupNum in batFaction.lineupDict.keys():
@@ -1557,7 +1586,7 @@
def AddFightXP(gameObj, addXP, reason=""):
## 回合战斗增加XP
if addXP <= 0 or not addXP:
- #GameWorld.DebugLog(" 没有增加XP! curID=%s" % (gameObj.GetID()))
+ #GameWorld.DebugLogEx(" 没有增加XP! curID=%s", gameObj.GetID())
return
posNum = gameObj.GetPosNum()
if posNum <= 0:
@@ -1567,7 +1596,7 @@
curXP = gameObj.GetXP()
updXP = curXP + addXP
gameObj.SetXP(updXP)
- GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
+ GameWorld.DebugLogEx(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s", gameObj.GetID(), curXP, addXP, updXP, reason)
return
def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
@@ -1584,7 +1613,7 @@
curXP = gameObj.GetXP()
updXP = curXP + addXP
gameObj.SetXP(updXP, False)
- GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
+ GameWorld.DebugLogEx(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s", gameObj.GetID(), curXP, addXP, updXP, specialty)
Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
@@ -1596,7 +1625,7 @@
return addXP
objID = gameObj.GetID()
updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
- GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+ GameWorld.DebugLogEx("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s", objID, addXP, addPer, updAddXP)
return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
@@ -1612,7 +1641,7 @@
continue
effID = curEffect.GetEffectID()
- GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
+ GameWorld.DebugLogEx("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s", useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)
if effID == 5010:
# 额外技能效果
__doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -1631,13 +1660,13 @@
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
## 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())
+ # #GameWorld.DebugLogEx("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)
checkHeroJob = curEffect.GetEffectValue(2)
checkHeroSex = curEffect.GetEffectValue(3)
- GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
+ GameWorld.DebugLogEx("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s", enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex)
tagObjList = useSkill.GetTagObjList()
enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1649,12 +1678,12 @@
invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
triggerWay=ChConfig.TriggerWay_KillOneObj)
if invalidSkillID and invalidSkillID == enhanceSkillID:
- GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+ GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
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)
+ GameWorld.DebugLogEx("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()
if enhanceRate:
@@ -1663,23 +1692,23 @@
for tagObj in tagObjList:
tagID = tagObj.GetID()
if not tagObj.IsAlive():
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
continue
if tagID in effIgnoreObjIDList:
- GameWorld.DebugLog(" 闪避或免疫的不触发: tagID=%s" % (tagID))
+ GameWorld.DebugLogEx(" 闪避或免疫的不触发: tagID=%s", tagID)
continue
if checkInStateList:
if not tagObj.CheckInState(checkInStateList):
- GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+ GameWorld.DebugLogEx(" 不在状态下不触发: tagID=%s not in state:%s", tagID, checkInStateList)
continue
if checkHeroJob and checkHeroJob != tagObj.GetJob():
- GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+ GameWorld.DebugLogEx(" 非目标职业不触发: tagID=%s,job=%s != %s", tagID, tagObj.GetJob(), checkHeroJob)
continue
if checkHeroSex and checkHeroSex != tagObj.GetSex():
- GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+ GameWorld.DebugLogEx(" 非目标性别不触发: tagID=%s,sex=%s != %s", tagID, tagObj.GetSex(), checkHeroSex)
continue
if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
- GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+ GameWorld.DebugLogEx(" 概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
continue
enchanceTagObjList.append(tagObj)
@@ -1690,7 +1719,7 @@
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)
+ GameWorld.DebugLogEx("重新锁定目标! enhanceSkillID=%s", enhanceSkillID)
if checkInStateList or checkHeroJob or checkHeroSex:
inState, haveJob, haveSex = False, False, False
for tagObj in tagObjList:
@@ -1704,13 +1733,13 @@
if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
haveSex = True
if checkInStateList and not inState:
- GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ GameWorld.DebugLogEx(" 没有命中目标在状态下不触发: tagObj not in state:%s", str(checkInStateList))
return
if checkHeroJob and not haveJob:
- GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
+ GameWorld.DebugLogEx(" 没有命中目标为目标职业不触发: checkHeroJob=%s", checkHeroJob)
return
if checkHeroSex and not haveSex:
- GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+ GameWorld.DebugLogEx(" 没有命中目标为目标性别不触发: checkHeroSex=%s", checkHeroSex)
return
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
@@ -1740,33 +1769,39 @@
bySkillID = connBuff.GetSkillID()
passiveSkillID = passiveSkill.GetSkillID()
if passiveSkillID == bySkillID:
- #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
return
if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
- #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
+ #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
return
isOK = False
# 继承主技能目标
- if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ tagAim = passiveSkill.GetTagAim()
+ if tagAim == ChConfig.SkillTagAim_MainSkill:
if not tagObj:
return
happenRate = passiveSkill.GetHappenRate()
if happenRate:
happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
- GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
+ GameWorld.DebugLogEx("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, happenRate, bySkillID)
tagID = tagObj.GetID()
if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
return
if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
- GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+ GameWorld.DebugLogEx(" 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, byBuff=connBuff, **kwargs)
+ elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
+ if not connSkill:
+ return
+ passiveTagObjList = connSkill.GetTagObjList()
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
- GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
+ GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
return isOK
@@ -1784,7 +1819,7 @@
changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
if changeHurtType == 1:
ignoreDef = True
- GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
+ GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
atkID = atkObj.GetID()
defID = defObj.GetID()
@@ -1801,7 +1836,7 @@
angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
if isAngerSkill:
curXP = atkObj.GetXP()
- GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+ GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
#命中公式 攻击方类型不同,公式不同
if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
@@ -1810,7 +1845,7 @@
missNum = curSkill.GetTagMissNum(defID)
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
if GameWorld.CanHappen(missRate):
- GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
+ GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
curSkill.SetTagMissNum(defID, missRate + 1)
return 0, pow(2, ChConfig.HurtAtkType_Miss)
@@ -1834,13 +1869,13 @@
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
- GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
+ GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
if isParry:
hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
if ignoreDef:
- GameWorld.DebugLog("无视防御/真实伤害!")
+ GameWorld.DebugLogEx("无视防御/真实伤害!")
hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
if isStun:
@@ -1877,7 +1912,7 @@
if isDot:
aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
- GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+ GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
#aAddSkillPer = 0 # 技能增伤
aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
@@ -1917,7 +1952,7 @@
if turnFight.isPVP() > 0:
aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
- GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
+ GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -1946,52 +1981,52 @@
if calcType != ChConfig.Def_Calc_Attack:
aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
- GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
+ GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s",
+ atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
+ #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
- GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
+ GameWorld.DebugLogEx(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
- GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
+ GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLogEx(" 持续技能伤害=%s" % (hurtValue))
elif calcType == ChConfig.Def_Calc_ByBuffValue:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
- GameWorld.DebugLog(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
+ GameWorld.DebugLogEx(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
elif calcType != ChConfig.Def_Calc_Attack:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
- GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
+ GameWorld.DebugLogEx(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s", hurtValue, calcType, aAtk)
else:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
- GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
+ GameWorld.DebugLogEx(" 其他伤害=%s", hurtValue)
if isParry:
parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
hurtValue = hurtValue * (1 - parryReduceRatio)
- GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
+ GameWorld.DebugLogEx(" 格挡后伤害=%s,parryReduceRatio=%s", hurtValue, parryReduceRatio)
multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
if multiValue and multiValue != 1:
hurtValue = int(hurtValue * multiValue)
- GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+ GameWorld.DebugLogEx(" 伤害倍值: hurtValue=%s,multiValue=%s", hurtValue, multiValue)
hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
if hurtAtkPerMax:
aAtk = atkObj.GetAtk()
hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
hurtValue = min(hurtValue, hurtValueMax)
- GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+ GameWorld.DebugLogEx(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
# 均摊
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
tagCnt = max(1, len(curSkill.GetTagObjList()))
hurtValue = hurtValue / tagCnt
- GameWorld.DebugLog(" 目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
+ GameWorld.DebugLogEx(" 目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
@@ -2009,7 +2044,7 @@
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
- GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+ GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
return True
aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
@@ -2017,7 +2052,7 @@
dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
+ GameWorld.DebugLogEx("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s", happenRate, aSuperHitRate, dSuperHitRateDef)
return True
return False
@@ -2030,7 +2065,7 @@
return False
stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
- GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+ GameWorld.DebugLogEx("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s", happenRate, aStunRate, dStunRateDef)
return True
return False
@@ -2044,7 +2079,7 @@
buffMgr = defObj.GetBuffManager()
parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
if parryYJBuff and parryYJBuff.GetLayer():
- GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
+ GameWorld.DebugLogEx("格挡印记格挡了: buffID=%s,buffLayer=%s", parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())
TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
return True
@@ -2053,7 +2088,7 @@
parryNum = curSkill.GetTagParryNum(defID)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
+ GameWorld.DebugLogEx("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s", happenRate, aParryRateDef, dParryRate, parryNum)
curSkill.SetTagParryNum(defID, parryNum + 1)
return True
return False
@@ -2162,10 +2197,10 @@
isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
if not isAve:
- #GameWorld.DebugLog("没有分摊伤害原值返回")
+ #GameWorld.DebugLogEx("没有分摊伤害原值返回")
return calcHurtResults
- GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s"
- % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
+ GameWorld.DebugLogEx("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s",
+ hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID)
# 均摊给其他阵营的算非直接伤害,即曹仁无效
for key, otherHurtDict in otherFactionHurtDict.items():
@@ -2175,8 +2210,8 @@
# 其他阵营分摊后的最终伤害累加到实际最终伤害
for objID, aveHurt in otherHurtDict.items():
hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
- GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s"
- % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
+ GameWorld.DebugLogEx("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s",
+ isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx)
# 其他阵营再次分摊给其他阵营的,董白效果引起
# 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
@@ -2187,8 +2222,8 @@
for objID, aveHurt in otherHurtDictEx.items():
hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
- GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s"
- % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
+ GameWorld.DebugLogEx("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s",
+ otherHurtDictEx, hurtValueDict, immuneHurtDict)
finalHurtTotal = 0
finalHurtResults = []
@@ -2203,7 +2238,7 @@
hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
- GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+ GameWorld.DebugLogEx("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
# 剩下伤害则默认为额外目标伤害,放主要目标后面
isEx = 1
@@ -2218,12 +2253,12 @@
if immuneHurt > 0:
hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
- GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+ GameWorld.DebugLogEx("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
if finalHurtTotal != srcHurtTotal:
- GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
+ GameWorld.DebugLogEx("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s", srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal)
return finalHurtResults
def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
@@ -2248,8 +2283,8 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(lineupNum)
batObjMgr = BattleObj.GetBatObjMgr()
- GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s"
- % (faction, lineupNum, hurtValueDict, immuneHurtDict))
+ GameWorld.DebugLogEx("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s",
+ faction, lineupNum, hurtValueDict, immuneHurtDict)
# 按优先级顺序处理拥有分摊效果的武将
for effHeroID in effHeroIDList:
if effHeroID not in batLineup.heroObjIDDict:
@@ -2265,28 +2300,28 @@
aveObjList = [] # 可均摊伤害的对象列表
if effHeroID == ChConfig.HeroID_Caoren:
if not caorenProtectObj:
- GameWorld.DebugLog("没有曹仁可防护的对象")
+ GameWorld.DebugLogEx("没有曹仁可防护的对象")
continue
hpLowestID = caorenProtectObj.GetID()
if hpLowestID == objID:
- GameWorld.DebugLog("曹仁不防护自己")
+ GameWorld.DebugLogEx("曹仁不防护自己")
continue
if not inHurt and hpLowestID not in hurtValueDict:
- GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
+ GameWorld.DebugLogEx("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s", hpLowestID)
continue
if batObj.IsInControlledHard():
- GameWorld.DebugLog("曹仁被硬控中不防护")
+ GameWorld.DebugLogEx("曹仁被硬控中不防护")
continue
caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
if not caoRenSkill:
- GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
+ GameWorld.DebugLogEx("曹仁还未学习分担伤害技能! caorenSkillID=%s", caorenSkillID)
continue
if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
- GameWorld.DebugLog("曹仁概率未触发防护")
+ GameWorld.DebugLogEx("曹仁概率未触发防护")
continue
inHurt = True
aveObjList = [batObj, caorenProtectObj]
- GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
+ GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
elif effHeroID == ChConfig.HeroID_Zhenfu:
aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
@@ -2299,10 +2334,10 @@
if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
if not aveBuff:
- GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
+ GameWorld.DebugLogEx("没有分摊伤害光环! effHeroID=%s", effHeroID)
continue
haloObjIDList = aveBuff.GetHaloObjIDList()
- GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
+ GameWorld.DebugLogEx("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s", effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList)
for haloObjID in haloObjIDList:
haloObj = batObjMgr.getBatObj(haloObjID)
if not haloObj or not haloObj.IsAlive():
@@ -2312,12 +2347,12 @@
inHurt = True
if not inHurt:
- GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
+ GameWorld.DebugLogEx("相关人员没有受伤,不处理分摊伤害! effHeroID=%s", effHeroID)
continue
aveObjCnt = len(aveObjList)
if aveObjCnt < 2:
- GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
+ GameWorld.DebugLogEx("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s", effHeroID, aveObjCnt)
continue
if not isAve:
@@ -2325,27 +2360,27 @@
if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
caorenProtectID = caorenProtectObj.GetID()
- GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
+ GameWorld.DebugLogEx("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s", caorenProtectID, objID)
aveHurtTotal = 0
for aveObj in aveObjList:
aveObjID = aveObj.GetID()
if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
- GameWorld.DebugLog(" 曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
+ GameWorld.DebugLogEx(" 曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s", aveObjID)
continue
if aveObjID not in hurtValueDict:
continue
hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
if hurtValue <= 0:
- GameWorld.DebugLog(" 无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
+ GameWorld.DebugLogEx(" 无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s", aveObjID)
continue
aveHurtTotal += hurtValue
- GameWorld.DebugLog(" 累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
+ GameWorld.DebugLogEx(" 累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s", effHeroID, aveObjID, hurtValue, aveHurtTotal)
# 大家分摊
aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
- GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
+ GameWorld.DebugLogEx("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s", effHeroID, aveHurtTotal, aveObjCnt, aveHurt)
for aveObj in aveObjList:
aveObjID = aveObj.GetID()
aveFaction = aveObj.GetFaction()
@@ -2360,12 +2395,12 @@
if immuneHurt >= 0:
immuneHurtDict[aveObjID] = immuneHurt + aveHurt
- GameWorld.DebugLog(" 累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
+ GameWorld.DebugLogEx(" 累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s", aveObjID, immuneHurtDict)
continue
if aveFaction == faction:
aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
- GameWorld.DebugLog(" 累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
+ GameWorld.DebugLogEx(" 累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s", aveObjID, aveHurtDict)
else:
aveLineupNum = aveObj.GetLineupNum()
key = (aveFaction, aveLineupNum)
@@ -2373,12 +2408,12 @@
otherFactionHurtDict[key] = {}
otherHurtDict = otherFactionHurtDict[key]
otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
- GameWorld.DebugLog(" 累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
+ GameWorld.DebugLogEx(" 累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s", aveObjID, key, otherHurtDict)
# 汇总最新伤害
for aveObjID, aveHurt in aveHurtDict.items():
hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
- GameWorld.DebugLog(" 更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
+ GameWorld.DebugLogEx(" 更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s", hurtValueDict, immuneHurtDict, otherFactionHurtDict)
return isAve, caorenProtectID, otherFactionHurtDict
@@ -2401,8 +2436,8 @@
updBuffValue = buffValue + immuneHurt
buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
- GameWorld.DebugLog(" 无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s"
- % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
+ GameWorld.DebugLogEx(" 无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s",
+ defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
if hurtValue <= 0:
return 0
@@ -2429,7 +2464,7 @@
shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
shieldHurtPer /= 10000.0
shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
- GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
+ GameWorld.DebugLogEx(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s", shieldHurtValue, shieldHurtPer, hurtValue)
shieldBuffList.sort()
for _, buffValue, buff in shieldBuffList:
if shieldHurtValue <= 0:
@@ -2440,20 +2475,20 @@
decShieldValue = shieldHurtValue
else:
decShieldValue = buffValue
- GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+ GameWorld.DebugLogEx(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s", buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue)
shieldHurtValue -= decShieldValue # 承伤值
if decShieldValue >= buffValue:
- GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
+ GameWorld.DebugLogEx(" 删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
else:
updShieldValue = buffValue - decShieldValue
- GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
+ GameWorld.DebugLogEx(" 更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
lostHP = int(shieldHurtValue / shieldHurtPer)
- GameWorld.DebugLog(" 承伤后剩余伤血: lostHP=%s" % (lostHP))
+ GameWorld.DebugLogEx(" 承伤后剩余伤血: lostHP=%s", lostHP)
dHP = defObj.GetHP()
remainHP = dHP - lostHP # 剩余血量
@@ -2462,8 +2497,8 @@
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
- GameWorld.DebugLog(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s"
- % (atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP()))
+ GameWorld.DebugLogEx(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s",
+ atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
return lostHP
@@ -2486,10 +2521,10 @@
if bounceHP <= 0:
return
- GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
+ GameWorld.DebugLogEx(" 反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
if bounceHP <= 0:
- GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
+ GameWorld.DebugLogEx(" bounceHP=%s", bounceHP)
return
hurtObj.SetBounceHP(bounceHP)
DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
@@ -2528,7 +2563,7 @@
atkObj, defObj = poisonCureOwner, atkObj
hurtValue = suckHP
hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
- GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
+ GameWorld.DebugLogEx(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s", suckHP, hurtValue)
DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
@@ -2542,8 +2577,8 @@
hurtObj.SetSuckHP(suckHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
- % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
+ GameWorld.DebugLogEx(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s",
+ suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer)
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2576,8 +2611,8 @@
baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
- GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s"
- % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
+ GameWorld.DebugLogEx("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s",
+ cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow)
# 额外治疗值
cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2588,17 +2623,17 @@
baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
cureHP += cureHPEx
- GameWorld.DebugLog(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
+ GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
tagCnt = max(1, len(curSkill.GetTagObjList()))
cureHP = cureHP / tagCnt
- GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
+ GameWorld.DebugLogEx(" 目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
if cureHP < 1:
cureHP = 1
- GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
+ GameWorld.DebugLogEx(" 保底治疗值: cureHP=%s", cureHP)
return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
@@ -2618,10 +2653,10 @@
byBuff = curSkill.GetByBuff()
if byBuff:
baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
- GameWorld.DebugLog("根据buff值: %s" % baseValue)
+ GameWorld.DebugLogEx("根据buff值: %s", baseValue)
elif calcType == ChConfig.Def_Calc_HarmSelfHP:
baseValue = curObj.GetHarmSelfHP()
- GameWorld.DebugLog("根据自残值: %s" % baseValue)
+ GameWorld.DebugLogEx("根据自残值: %s", baseValue)
elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
bySkill = curSkill.GetBySkill()
bySkillID = 0
@@ -2631,7 +2666,7 @@
for hurtObj in bySkill.GetHurtObjListAll():
if curID == hurtObj.GetObjID():
baseValue += hurtObj.GetHurtHP()
- GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+ GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
return max(0, baseValue)
@@ -2659,21 +2694,21 @@
dHP = defObj.GetHP()
dMaxHP = defObj.GetMaxHP()
- GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
- % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+ GameWorld.DebugLogEx("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s",
+ atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP)
costLayer = kwargs.get("costLayer")
layer = curBuff.GetLayer()
if costLayer > 0:
hurtValue *= min(costLayer, max(1, layer))
- GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+ GameWorld.DebugLogEx(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s", hurtValue, costLayer, layer)
else:
if layer > 0:
hurtValue *= layer
- GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ GameWorld.DebugLogEx(" 多层buff伤害: hurtValue=%s,layer=%s", hurtValue, layer)
if "FinalDamPer" in kwargs:
FinalDamPer = kwargs["FinalDamPer"]
hurtValue *= (10000 + FinalDamPer) / 10000.0
- GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+ GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
poolMgr = ObjPool.GetPoolMgr()
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
--
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