From 49cfc84f644219fefb382215e1765a8fd81fde48 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 25 九月 2025 09:49:52 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘宁技能;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 602 ++++++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 516 insertions(+), 86 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 cd9560f..e0ce407 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -27,6 +27,198 @@ import TurnPassive import TurnBuff +class PassiveEffManager(): + ## 被动效果管理器 + + def __init__(self, batObj): + self._batObj = batObj + # 被影响的技能ID: 0为所有技能 + self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...} + self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...} + return + + def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None): + '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先 + 优先级之后有需要再扩展 + @return: [["skill/buff", skillID/buffID, effIDList], ...] + ''' + effList = [] + + if not connSkillTypeID: + if connSkill: + connSkillTypeID = connSkill.GetSkillTypeID() + elif connBuff: + skillData = connBuff.GetSkillData() + connSkillTypeID = skillData.GetSkillTypeID() + + # SkillData 对象暂时没有 GetObjID + if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID(): + skillID = connSkill.GetSkillID() + skillManager = self._batObj.GetSkillManager() + # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能 + if not skillManager.FindSkillByID(skillID): + effIDList = [] + for index in xrange(connSkill.GetEffectCount()): + effect = connSkill.GetEffect(index) + effectID = effect.GetEffectID() + if effectID == 0: + continue + tWay = effect.GetTriggerWay() + tSrc = effect.GetTriggerSrc() + if not tWay: + continue + if tWay in ChConfig.TriggerWayNoLoadList: + continue + if tSrc != ChConfig.TriggerSrc_SkillSelf: + # 仅添加本技能的 + continue + if tWay == ChConfig.TriggerWay_CalcEffValue: + tWay = "%s_%s" % (tWay, effectID) + if tWay != triggerWay: + continue + effIDList.append(effectID) + if effIDList: + effList.append(["skill", skillID, effIDList]) + + # 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 + key = (triggerWay, connSkillTypeID) + if key in self._AffectSkillDict: + effDict = self._AffectSkillDict[key] + for skillID, effIDList in effDict.items(): + effList.append(["skill", skillID, effIDList]) + + # buff + key = (triggerWay, connSkillTypeID) + if key in self._AffectBuffDict: + effDict = self._AffectBuffDict[key] + for buffID, effIDList in effDict.items(): + effList.append(["buff", 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, 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", buffID, effIDList]) + + return effList + + def RefreshSkillPassiveEffect(self): + self._AffectSkillDict = {} + + skillManager = self._batObj.GetSkillManager() + for index in range(0, skillManager.GetSkillCount()): + curSkill = skillManager.GetSkillByIndex(index) + if not curSkill: + continue + for index in xrange(curSkill.GetEffectCount()): + curEffect = curSkill.GetEffect(index) + effectID = curEffect.GetEffectID() + if effectID == 0: + continue + self.AddSkillPassiveEffect(curSkill, curEffect) + + return self._AffectSkillDict + + def AddSkillPassiveEffect(self, curSkill, effect): + ## 添加技能被动效果 + triggerWay = effect.GetTriggerWay() + triggerSrc = effect.GetTriggerSrc() + if not triggerWay: + return + if triggerWay in ChConfig.TriggerWayNoLoadList: + return + if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]: + # buff有效的不加进来 + return + + skillID = curSkill.GetSkillID() + effectID = effect.GetEffectID() + + if triggerWay == ChConfig.TriggerWay_CalcEffValue: + triggerWay = "%s_%s" % (triggerWay, effectID) + + if triggerSrc == ChConfig.TriggerSrc_SkillSelf: + triggerSrc = curSkill.GetSkillTypeID() + + key = (triggerWay, triggerSrc) + if key not in self._AffectSkillDict: + self._AffectSkillDict[key] = {} + effDict = self._AffectSkillDict[key] + if skillID not in effDict: + effDict[skillID] = [] + effDict[skillID].append(effectID) + return + + def RefreshBuffPassiveEffect(self): + self._AffectBuffDict = {} + buffMgr = self._batObj.GetBuffManager() + for index in range(buffMgr.GetBuffCount()): + buff = buffMgr.GetBuffByIndex(index) + if not buff: + continue + skillData = buff.GetSkillData() + for index in xrange(skillData.GetEffectCount()): + curEffect = skillData.GetEffect(index) + effectID = curEffect.GetEffectID() + if effectID == 0: + continue + self.AddBuffPassiveEffect(buff, skillData, curEffect) + + return self._AffectBuffDict + + def AddBuffPassiveEffect(self, buff, skillData, effect): + '''添加Buff被动效果 + 同个buff的技能ID如果叠加规则是独立的,那么可能同时存在多个相同技能效果的buff + 如果触发效果,就要触发多次,所以buff的效果以buffID为key + ''' + triggerWay = effect.GetTriggerWay() + triggerSrc = effect.GetTriggerSrc() + if not triggerWay: + return + if triggerWay in ChConfig.TriggerWayNoLoadList: + return + if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: + # 技能有效的不加进来 + return + + buffID = buff.GetBuffID() + effectID = effect.GetEffectID() + + if triggerWay == ChConfig.TriggerWay_CalcEffValue: + triggerWay = "%s_%s" % (triggerWay, effectID) + + if triggerSrc == ChConfig.TriggerSrc_BuffSelf: + triggerSrc = skillData.GetSkillTypeID() + + key = (triggerWay, triggerSrc) + if key not in self._AffectBuffDict: + self._AffectBuffDict[key] = {} + effDict = self._AffectBuffDict[key] + if buffID not in effDict: + effDict[buffID] = [] + effIDList = effDict[buffID] + if effectID not in effIDList: + effIDList.append(effectID) + return + + def DelBuffPassiveEffect(self, buffID): + ## 删除Buff被动效果 + for key, effDict in self._AffectBuffDict.items(): + if buffID not in effDict: + continue + effDict.pop(buffID) + if not effDict: + self._AffectBuffDict.pop(key) + return + class HurtObj(): ## 伤血统计 @@ -37,7 +229,8 @@ def Clear(self): self._objID = 0 self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡 - self._hurtHP = 0 # 伤血值 + self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血 + self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值 self._lostHP = 0 # 实际掉血值 self._curHP = 0 # 更新血量 self._suckHP = 0 # 吸血量 @@ -54,9 +247,11 @@ return def HaveHurtType(self, hurtType): ## 判断是否存在某种伤血类型 - return self._hurtTypes&pow(2, hurtType) + return self._hurtTypes & pow(2, hurtType) def GetHurtHP(self): return self._hurtHP def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP + def GetRealHurtHP(self): return self._realHurtHP + def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP def GetLostHP(self): return self._lostHP def SetLostHP(self, lostHP): self._lostHP = lostHP def GetCurHP(self): return self._curHP @@ -66,30 +261,45 @@ def GetBounceHP(self): return self._bounceHP def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP -class Effect(): +class SkillEffect(): - def __init__(self, effID, values): + def __init__(self, effID, values, triggerWay=0, triggerSrc=0): self._effID = effID self._values = values + self._triggerWay = triggerWay + self._triggerSrc = triggerSrc + #self._triggerParams = triggerParams if triggerParams else [] return def GetEffectID(self): return self._effID def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0 def GetEffectValueCount(self): return len(self._values) - + def GetEffectValues(self): return self._values # 直接返回整个效果values + def GetTriggerWay(self): return self._triggerWay + def GetTriggerSrc(self): return self._triggerSrc + #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0 + class SklllData(): def __init__(self, ipyData): self._ipyData = ipyData 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): effID = getattr(ipyData, "GetEffectID%s" % num)() values = getattr(ipyData, "GetEffectValues%s" % num)() - self._effList.append(ObjPool.GetPoolMgr().acquire(Effect, effID, values)) + triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)() + triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)() + #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)() + effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc) + self._effList.append(effect) + self._effDict[(effID, triggerWay)] = effect return + def GetIpyData(self): return self._ipyData def GetSkillID(self): return self._ipyData.GetSkillID() def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID() + def GetSkillLV(self): return self._ipyData.GetSkillLV() def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV() def GetSkillName(self): return self._ipyData.GetSkillName() def GetFuncType(self): return self._ipyData.GetFuncType() @@ -101,14 +311,25 @@ def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己 def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分 def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数 - def GetHappenRate(self): return self._ipyData.GetHappenRate() # 释放或添加几率 - def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间 - def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime() + def GetCalcType(self): return self._ipyData.GetCalcType() + def GetSkillPer(self): return self._ipyData.GetSkillPer() + 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 GetEffectCount(self): return len(self._effList) - def GetConnSkill(self): return self._ipyData.GetConnSkill() # 关联技能 - def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表 + def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None) + def GetConnSkill(self): return self._ipyData.GetConnSkill() + def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime() + def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit() + def GetCurBuffState(self): return self._ipyData.GetCurBuffState() + def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间 + def GetLayerCnt(self): return self._ipyData.GetLayerCnt() + def GetLayerMax(self): return self._ipyData.GetLayerMax() + def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则 + def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在 def GetFightPower(self): return self._ipyData.GetFightPower() + def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName() class PyBuff(): @@ -117,8 +338,11 @@ self._buffID = 0 self._ownerID = 0 self._layer = 0 + self._calcTime = 0 self._remainTime = 0 - self._valueList = [] + self._value1 = 0 # 值需要通知前端,开发时注意20亿问题 + self._value2 = 0 + self._value3 = 0 return def GetSkillData(self): return self._skillData @@ -129,16 +353,30 @@ def SetOwnerID(self, ownerID): self._ownerID = ownerID def GetLayer(self): return self._layer def SetLayer(self, layer): self._layer = layer + def GetCalcTime(self): return self._calcTime + def SetCalcTime(self, calcTime): self._calcTime = calcTime def GetRemainTime(self): return self._remainTime def SetRemainTime(self, remainTime): self._remainTime = remainTime - def SetValueList(self, valueList): self._valueList = valueList - def GetValue(self, index): - return self._valueList[index] if len(self._valueList) > index else 0 + def SetBuffValueList(self, valueList): + for index, value in enumerate(valueList): + if index == 0: + self.SetValue1(value) + elif index == 1: + self.SetValue2(value) + elif index == 2: + self.SetValue3(value) + def GetValue1(self): return self._value1 + def SetValue1(self, value): self._value1 = value + def GetValue2(self): return self._value2 + def SetValue2(self, value): self._value2 = value + def GetValue3(self): return self._value3 + def SetValue3(self, value): self._value3 = value class BuffManager(): ## 战斗对象buff管理器 - def __init__(self): + def __init__(self, batObj): + self._batObj = batObj self._buffList = [] # [PyBuff, ...] self._buffIDDict = {} # {buffID:PyBuff, ...} self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...} @@ -154,16 +392,13 @@ self._buffList = [] self._buffIDDict = {} self._skillTypeIDBuffIDs = {} + self._buffStateDict = {} self._buffID = 0 return def GetBuffCount(self): return len(self._buffList) - def GetBuffByIndex(self, index): - buff = self._buffList[index] - #if False: - # buff = PyBuff() - return buff - + def GetBuffByIndex(self, index): return self._buffList[index] + def AddBuff(self, skillID): buff = None ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID) @@ -172,27 +407,36 @@ skillTypeID = ipyData.GetSkillTypeID() self._buffID += 1 + buffID = self._buffID buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData) - buff.SetBuffID(self._buffID) + buff.SetBuffID(buffID) self._buffList.append(buff) - self._buffIDDict[self._buffID] = 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)) if skillTypeID not in self._skillTypeIDBuffIDs: self._skillTypeIDBuffIDs[skillTypeID] = [] buffIDs = self._skillTypeIDBuffIDs[skillTypeID] - if self._buffID not in buffIDs: - buffIDs.append(self._buffID) + if buffID not in buffIDs: + buffIDs.append(buffID) - #if False: - # buff = PyBuff() return buff - def DelBuff(self, buffID): + 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())) 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)) buff = self._buffIDDict.pop(buffID) if buff in self._buffList: self._buffList.remove(buff) + else: + # 防范下找不到的情况 + for lBuff in self._buffList[::-1]: + 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)) for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items(): if buffID not in buffIDList: continue @@ -200,28 +444,39 @@ if not buffIDList: self._skillTypeIDBuffIDs.pop(skillTypeID) break + if release: + ObjPool.GetPoolMgr().release(buff) return - def GetBuff(self, buffID): - buff = None - if buffID in self._buffIDDict: - buff = self._buffIDDict[buffID] - #if False: - # buff = PyBuff() - return buff - - def FindBuffIDBySkillID(self, skillID): - ## 返回该技能ID的所有buffID列表 + def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None) + def FindBuffListBySkillID(self, skillID): + ## 返回该技能ID的所有buff列表 skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID) if not skillData: return [] - return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID()) - def FindBuffIDBySkillTypeID(self, skillTypeID): - ## 返回该技能TypeID的所有buffID列表 + return self.FindBuffListBySkillTypeID(skillData.GetSkillTypeID()) + def FindBuffListBySkillTypeID(self, skillTypeID): + ## 返回该技能TypeID的所有buff列表 if skillTypeID not in self._skillTypeIDBuffIDs: return [] buffs = [] for buffID in self._skillTypeIDBuffIDs[skillTypeID]: + if buffID not in self._buffIDDict: + continue + buffs.append(self._buffIDDict[buffID]) + return buffs + def FindBuffByState(self, state): + ## 查找某种buff状态的buff + buffIDList = self._buffStateDict.get(state, []) + if not buffIDList: + return + buffID = buffIDList[0] + return self._buffIDDict.get(buffID, None) + def FindBuffListByState(self, state): + ## 查找某种buff状态的buff列表 + buffIDList = self._buffStateDict.get(state, []) + buffs = [] + for buffID in buffIDList: if buffID not in self._buffIDDict: continue buffs.append(self._buffIDDict[buffID]) @@ -244,29 +499,50 @@ if buffID not in buffIDList: return buffIDList.remove(buffID) - if not len(buffIDList): + if not buffIDList: self._buffStateDict.pop(state) GameWorld.DebugLog(" DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict)) return - def IsInBuffState(self, state): - ## 是否处于某种状态下 - return state in self._buffStateDict and len(self._buffStateDict[state]) > 0 + 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 class PySkill(): - def __init__(self, ipyData): + def __init__(self, ipyData, objID): + self._objID = objID # 该技能谁的 self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData) + self._calcTime = 0 self._remainTime = 0 self._batType = 0 # 战斗类型,普通、连击、反击、追击等 self._tagObjList = [] # 本次技能目标列表 [BatObj, ...] + self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...] self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...] self._bySkill = None # 由哪个技能触发的 - self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能) + self._byBuff = None # 由哪个buff触发的 + self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...] + + # 连击相关 + self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断 + self._comboNum = 0 # 连击次数 + self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...} + self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...} return + def ResetUseRec(self): + self._batType = 0 + self._tagObjList = [] + self._killObjList = [] + self._bySkill = None + self._byBuff = None + self._afterLogicList = [] + self.ClearHurtObj() + return + + def GetObjID(self): return self._objID def GetSkillID(self): return self._skillData.GetSkillID() def GetSkillTypeID(self): return self._skillData.GetSkillTypeID() + def GetSkillLV(self): return self._skillData.GetSkillLV() def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV() def GetSkillName(self): return self._skillData.GetSkillName() def GetFuncType(self): return self._skillData.GetFuncType() @@ -278,26 +554,49 @@ def GetTagSelf(self): return self._skillData.GetTagSelf() # 是否含自己 def GetTagAffect(self): return self._skillData.GetTagAffect() # 目标细分 def GetTagCount(self): return self._skillData.GetTagCount() # 目标个数 - def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率 - def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间 - def GetCoolDownTime(self): return self._skillData.GetCoolDownTime() + def GetCalcType(self): return self._skillData.GetCalcType() + def GetSkillPer(self): return self._skillData.GetSkillPer() + def GetSkillValue(self): return self._skillData.GetSkillValue() + def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax() + def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率 def GetEffect(self, index): return self._skillData.GetEffect(index) def GetEffectCount(self): return self._skillData.GetEffectCount() - def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能 - def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表 + def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay) + def GetConnSkill(self): return self._skillData.GetConnSkill() + def GetCoolDownTime(self): return self._skillData.GetCoolDownTime() + def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit() + def GetCurBuffState(self): return self._skillData.GetCurBuffState() + def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间 + def GetLayerCnt(self): return self._skillData.GetLayerCnt() + def GetLayerMax(self): return self._skillData.GetLayerMax() + def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则 + def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在 def GetFightPower(self): return self._skillData.GetFightPower() + def GetSkillMotionName(self): return self._skillData.GetSkillMotionName() ## ---------------------------------- 非技能表内容 ---------------------------------- + def GetCalcTime(self): return self._calcTime + def SetCalcTime(self, calcTime): self._calcTime = calcTime def GetRemainTime(self): return self._remainTime def SetRemainTime(self, remainTime): self._remainTime = remainTime def GetBatType(self): return self._batType def SetBatType(self, batType): self._batType = batType - def GetIsEnhanceSkill(self): return self._isEnhanceSkill - def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill def GetBySkill(self): return self._bySkill def SetBySkill(self, bySkill): self._bySkill = bySkill + def GetByBuff(self): return self._byBuff + def SetByBuff(self, byBuff): self._byBuff = byBuff def GetTagObjList(self): return self._tagObjList # 技能目标列表 def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList + def GetKillObjList(self): return self._killObjList # 击杀目标列表 + def SetKillObjList(self, killObjList): self._killObjList = killObjList + def GetAfterLogicList(self): return self._afterLogicList + def AddAfterLogic(self, logicType, logicData): + '''添加技能释放后需要处理额外逻辑 + @param logicType: 逻辑类型 + @param logicData: 逻辑对应的数据 + ''' + self._afterLogicList.append([logicType, logicData]) + return def ClearHurtObj(self): ## 清空伤血统计 poolMgr = ObjPool.GetPoolMgr() @@ -313,10 +612,44 @@ return hurtObj def GetHurtObjList(self): return self._hurtList + def __commboClear(self): + ## 连击相关清空 + self._comboState = 0 + self._comboNum = 0 + self._missTagIDDict = {} + self._parryTagIDDict = {} + return + + def ComboCheckStart(self, force=False): + ## 检查并设置开始连击相关,一般是开始使用技能时调用 + if not force: + if self._comboState == 1: + #GameWorld.DebugLog("连击进行中,不重置") + return + self.__commboClear() + self._comboState = 1 # 设置已初始化连击相关 + #GameWorld.DebugLog("连击重置") + return + + def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关 + + def ComboInterrupt(self): + ## 连击中断,概率不再触发连击时需要设置中断 + self._comboState = 2 + return + + def GetComboNum(self): return self._comboNum # 已连击次数 + def SetComboNum(self, comboNum): self._comboNum = comboNum + def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0) + def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum + def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0) + def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum + class SkillManager(): ## 战斗对象技能管理器 - def __init__(self): + def __init__(self, batObj): + self._batObj = batObj self._skillList = [] # 技能列表 [PySkill, ...] self._skillDict = {} # {skillID:PySkill, ...} return @@ -331,6 +664,7 @@ def GetSkillCount(self): return len(self._skillList) def GetSkillByIndex(self, index): return self._skillList[index] + def GetSkillIDList(self): return self._skillDict.keys() def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None) def FindSkillByTypeID(self, skillTypeID): skill = None @@ -354,7 +688,7 @@ self.__deleteSkill(curSkill) # 学新技能 - curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData) + curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID()) self._skillDict[skillID] = curSkill self._skillList.append(curSkill) return curSkill @@ -372,12 +706,17 @@ def __init__(self): self.tfGUID = "" # 所属的某场回合战斗的guid + self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体 self.objID = 0 self.objName = "" self.npcID = 0 - self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体 self.heroID = 0 self.skinID = 0 + self.country = 0 + self.atkDistType = 0 + self.specialty = 0 # 特长 + self.sex = 0 + self.job = 0 self.lv = 1 self.fightPower = 0 self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1 @@ -385,14 +724,18 @@ self.posNum = 0 # 所在阵容站位 self._hp = 0 # 当前生命值 self._xp = 0 # 当前怒气值 + self._isAlive = True # 是否活着 self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...} - self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 - self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} + self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值 + self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值 self._kvDict = {} # 自定义kv字典 self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...} self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...} - self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager) - self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager) + self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self) + self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self) + self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self) + self._lastHurtValue = 0 + self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑 # 统计 self.hurtStat = 0 # 输出统计 @@ -408,37 +751,59 @@ self._initAttrDict = initAttrDict self._batAttrDict = {} self._batAttrDict.update(initAttrDict) + self.__onUpdBatAttr() self._skillTempAttrDict = {} - self._xp = initXP - self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1) + self.SetXP(initXP, False) + self.SetHPFull(False) TurnBuff.RefreshBuffAttr(self) TurnPassive.RefreshPassive(self) return - def UpdInitBatAttr(self, initAttrDict): + def TurnReset(self): + ## 回合重置 + self._skillTurnUseCntDict = {} + + def UpdInitBatAttr(self, initAttrDict, skillIDList): ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新 self._initAttrDict = initAttrDict + learnNewSkill = False + for skillID in skillIDList: + if self._skillMgr.LearnSkillByID(skillID): + learnNewSkill = True TurnBuff.RefreshBuffAttr(self) + if learnNewSkill: # 有学新技能时重刷技能被动 + self._passiveEffMgr.RefreshSkillPassiveEffect() return def ResetBattleEffect(self): self._batAttrDict = {} self._batAttrDict.update(self._initAttrDict) + self.__onUpdBatAttr() return self._batAttrDict def GetTFGUID(self): return self.tfGUID # 所属的某场战斗 def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID) + def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID + def SetOwnerID(self, ownerID): self.ownerID = ownerID def GetID(self): return self.objID def GetName(self): return self.objName def SetName(self, name): self.objName = name + def GetCountry(self): return self.country + def SetCountry(self, country): self.country = country + def GetAtkDistType(self): return self.atkDistType + def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType + def GetSpecialty(self): return self.specialty + def SetSpecialty(self, specialty): self.specialty = specialty + def GetSex(self): return self.sex + def SetSex(self, sex): self.sex = sex + def GetJob(self): return self.job + def SetJob(self, job): self.job = job def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0 def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID - def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID - def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID + def GetHeroID(self): return self.heroID def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤 - def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将 - self.ownerID = ownerID + def SetHero(self, heroID, skinID=0): # 设置所属武将 self.heroID = heroID self.skinID = skinID def SetLineupPos(self, posNum, lineupNum=1): @@ -460,6 +825,7 @@ def GetSkillManager(self): return self._skillMgr def GetBuffManager(self):return self._buffMgr + def GetPassiveEffManager(self):return self._passiveEffMgr def GetCanAttack(self): ## 可否被攻击 @@ -468,19 +834,71 @@ # return False return True - def IsInState(self, state): + def CheckInState(self, checkInState): ## 是否处于某种状态下 - return self._buffMgr.IsInBuffState(state) + if isinstance(checkInState, int): + checkInStateList = [checkInState] + elif isinstance(checkInState, list) or isinstance(checkInState, tuple): + checkInStateList = checkInState + else: + return False + for state in checkInStateList: + if self._buffMgr.IsInBuffState(state): + return True + return False + + def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中 + def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中 + def IsInBuffStateGroup(self, buffStateGroup): + '''是否在某个状态组中 + 已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组 + ''' + buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {}) + if buffStateGroup not in buffStateGroupDict: + return + for state in buffStateGroupDict[buffStateGroup]: + if self._buffMgr.IsInBuffState(state): + return state + return + + def CanAction(self): + ## 是否可以行动 + if not self.IsAlive(): + return False + if self.IsInControlledHard(): + return False + return True + + def GetSneerTagObj(self): + ## 获取被嘲讽的目标,如果存在则一定是活着的目标 + buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer) + if not buffIDList: + return + objMgr = GetBatObjMgr() + for buffID in buffIDList: + buff = self._buffMgr.GetBuff(buffID) + if not buff: + continue + tagObj = objMgr.getBatObj(buff.GetOwnerID()) + if tagObj and tagObj.IsAlive(): # 活着才有效 + return tagObj + return # 战斗属性 - def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0) + def IsAlive(self): return self._isAlive # 是否活着 + def SetDead(self): + self._isAlive = False + self._hp = 0 + def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)) def SetMaxHP(self, maxHP, isNotify=False): + maxHP = int(maxHP) self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP if isNotify: NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP) return def GetHP(self): return self._hp def SetHP(self, hp, isNotify=False): + hp = int(hp) self._hp = hp if isNotify: NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp) @@ -488,6 +906,7 @@ def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify) def GetXP(self): return self._xp def SetXP(self, xp, isNotify=True): + xp = int(xp) self._xp = xp if isNotify: NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp) @@ -495,14 +914,22 @@ def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk) def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def) + def GetBatAttrDict(self): return self._batAttrDict def GetBatAttrValue(self, attrID, includeTemp=True): #ChConfig.AttrID_HP ChConfig.AttrID_XP value = self._batAttrDict.get(attrID, 0) if includeTemp and attrID in self._skillTempAttrDict: value += self._skillTempAttrDict[attrID] # 支持正负值 - value = max(1, value) + #value = max(1, value) return value - def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value + def SetBatAttrValue(self, attrID, value): + self._batAttrDict[attrID] = value + self.__onUpdBatAttr() + return + def __onUpdBatAttr(self): + for attrID in [ChConfig.AttrID_MaxHP]: + self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0)) + return def AddSkillTempAttr(self, attrID, value): ## 增加技能临时属性,支持正负值 # @param value: 正值-加属性;负值-减属性 @@ -515,6 +942,12 @@ self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1 self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1 + def GetLastHurtValue(self): return self._lastHurtValue + def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue + + def GetMainTagIDList(self): return self._mainTagIDList + def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList + def StatHurtValue(self, hurtValue): ## 统计输出 self.hurtStat += hurtValue @@ -529,10 +962,6 @@ ## 统计治疗 self.cureStat += cureValue return self.cureStat - - def TurnReset(self): - ## 回合重置 - self._skillTurnUseCntDict = {} class BattleObjMgr(): ## 战斗对象管理器 @@ -589,14 +1018,15 @@ return objID = batObj.objID GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID)) - turnFight = batObj.GetTurnFight() - if turnFight: - # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分 - clientPack = ChNetSendPack.tagNPCDisappear() - clientPack.NPCID = [objID] - clientPack.Count = len(clientPack.NPCID) - turnFight.addBatPack(clientPack) - + #前端确认不需要通知消失 + #turnFight = batObj.GetTurnFight() + #if turnFight: + # # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分 + # clientPack = ChNetSendPack.tagNPCDisappear() + # clientPack.NPCID = [objID] + # clientPack.Count = len(clientPack.NPCID) + # turnFight.addBatPack(clientPack) + # 最后回收对象 ObjPool.GetPoolMgr().release(batObj) if objID not in self._freeIDList: # 回收ID,重复利用 -- Gitblit v1.8.0