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 | 53 ++++++++++++++++++++++++++++++++++++++++------------- 1 files changed, 40 insertions(+), 13 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 2fc113a..e0ce407 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -63,14 +63,18 @@ effectID = effect.GetEffectID() if effectID == 0: continue - triggerWay = effect.GetTriggerWay() - triggerSrc = effect.GetTriggerSrc() - if not triggerWay: + tWay = effect.GetTriggerWay() + tSrc = effect.GetTriggerSrc() + if not tWay: continue - if triggerWay in ChConfig.TriggerWayNoLoadList: + if tWay in ChConfig.TriggerWayNoLoadList: continue - if triggerSrc != ChConfig.TriggerSrc_SkillSelf: + 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: @@ -317,7 +321,7 @@ 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 GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表 + 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() @@ -468,6 +472,15 @@ 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]) + return buffs def AddBuffState(self, state, buffID): ## 添加buff影响的状态,ChConfig.BatObjStateList @@ -503,6 +516,7 @@ 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._byBuff = None # 由哪个buff触发的 @@ -518,6 +532,7 @@ def ResetUseRec(self): self._batType = 0 self._tagObjList = [] + self._killObjList = [] self._bySkill = None self._byBuff = None self._afterLogicList = [] @@ -549,7 +564,7 @@ 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 GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表 + 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() @@ -572,6 +587,8 @@ 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 @@ -699,6 +716,7 @@ 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 @@ -779,6 +797,8 @@ 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 GetHeroID(self): return self.heroID @@ -827,18 +847,25 @@ return True return False - def IsInControlled(self): - ## 是否被控制中 - for state in ChConfig.InControlledStateList: + 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 True - return False + return state + return def CanAction(self): ## 是否可以行动 if not self.IsAlive(): return False - if self.IsInControlled(): + if self.IsInControlledHard(): return False return True -- Gitblit v1.8.0