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/Skill/TurnBuff.py | 90 +++++++++++++++++++++++++++++---------------
1 files changed, 59 insertions(+), 31 deletions(-)
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):
--
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