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/TurnSkill.py | 409 +++++++++++++++++++++++++++++++--------------------------
1 files changed, 222 insertions(+), 187 deletions(-)
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)
--
Gitblit v1.8.0