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/Attack/BattleObj.py | 164 +++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 112 insertions(+), 52 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:
--
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