From 4baf073008f5bafc7c819eda73cee1dca0f455c4 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 17 九月 2025 14:45:55 +0800 Subject: [PATCH] 121 【武将】武将系统-服务端(武将表、NPC表关联优化:武将表可配置NPC怪物,增加是否开放玩家的配置,NPC表去除字段:国家、远近、性别、技能、特长,统一取关联武将的相关数据;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 170 ++++++++++++++++++++++++++++++++------------------------ 1 files changed, 96 insertions(+), 74 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 3231fc0..25b07f3 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -77,8 +77,8 @@ return bySkillID = bySkill.GetSkillID() if bySkill else 0 - GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" - % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID)) + GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s" + % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP())) # 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() @@ -562,7 +562,7 @@ DoBeAttackResult(turnFight, curBatObj, useSkill, True) return -def DoCombo(turnFight, curBatObj, useSkill): +def DoCombo(turnFight, atkObj, useSkill): ''' 格挡、反击、连击规则 1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡 @@ -586,7 +586,7 @@ tagFriendly = useSkill.GetTagFriendly() if tagFriendly: - tagObj = GetRelativeObj(turnFight, curBatObj) + tagObj = GetRelativeObj(turnFight, atkObj) else: tagObjList = useSkill.GetTagObjList() if not tagObjList: @@ -596,18 +596,31 @@ if atkBackSkill: # 可以反击,打断连击 GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj)) - OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack) + OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack) return if not tagObj: return - if CanCombo(curBatObj, tagObj): - # 连击根据技能目标配置逻辑重新选择目标 - GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj)) - DoHeroSpecialty(turnFight, curBatObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID()) - OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo) - + comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) + aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate) + aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill) + + 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)) + return + GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" + % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)) + atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1) + + # 连击特长 + DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID()) + + # 连击根据技能目标配置逻辑重新选择目标 + OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo) return def __getCanAtkBackSkill(useSkill, tagObj): @@ -643,25 +656,10 @@ return useSkill return -def CanCombo(atkObj, defObj): - ## 可否连击 - comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) - aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate) - dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef) - happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1)) - if GameWorld.CanHappen(happenRate): - GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" - % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) - atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1) - return True - GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" - % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) - return False - def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False): '''被攻击结果 @param curObj: 施法方或buff归属方 - @param isUseSkill: 是否是直接使用技能的攻击结果 + @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的 ''' curID = curObj.GetID() @@ -738,8 +736,7 @@ FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高 - if isUseSkill: - __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) + __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill) # ========== 以下触发被动 ========== @@ -848,15 +845,20 @@ Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID) return -def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList): +def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill): ## 执行本技能/buff释放后额外效果 for index in xrange(useSkill.GetEffectCount()): curEffect = useSkill.GetEffect(index) - if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff: - continue - + triggerWay = curEffect.GetTriggerWay() + if isUseSkill: + if triggerWay != ChConfig.TriggerWay_CurSkillEff: + continue + else: + if triggerWay != ChConfig.TriggerWay_CurSkillEffLst: + continue + effID = curEffect.GetEffectID() - GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList)) + GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList)) if effID == 5010: # 额外技能效果 __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList) @@ -880,9 +882,6 @@ # return enhanceSkillID = curEffect.GetEffectValue(0) checkInStateList = curEffect.GetEffectValue(1) - if checkInStateList: - if isinstance(checkInStateList, int): - checkInStateList = [checkInStateList] GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList)) tagObjList = useSkill.GetTagObjList() @@ -905,12 +904,7 @@ GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID)) continue if checkInStateList: - inState = False - for state in checkInStateList: - if tagObj.IsInState(state): - inState = True - break - if not inState: + if not tagObj.CheckInState(checkInStateList): GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList)) continue if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue): @@ -929,11 +923,8 @@ if checkInStateList: inState = False for tagObj in tagObjList: - for state in checkInStateList: - if not state or tagObj.IsInState(state): - inState = True - break - if inState: + if tagObj.CheckInState(checkInStateList): + inState = True break if not inState: GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) @@ -1010,6 +1001,7 @@ hurtObj.SetLostHP(lostHP) hurtObj.SetCurHP(remainHP) defObj.SetHP(remainHP) + atkObj.SetLastHurtValue(hurtValue) GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP())) TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID) @@ -1024,30 +1016,34 @@ def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs): '''计算伤害,默认按攻击计算 ''' + + skillID = curSkill.GetSkillID() pmType = GetPMType(atkObj, curSkill) ignoreDef = IsIgnoreDef(curSkill) + 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) + atkID = atkObj.GetID() defID = defObj.GetID() - skillID = curSkill.GetSkillID() + calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击 isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill) isAngerSkill = SkillCommon.isAngerSkill(curSkill) isDot = ("damageoftime" in kwargs) angerOverflow = 0 # 怒气溢出值 - mustHit = False + mustHit = False # 是否必命中 if isAngerSkill: mustHit = True curXP = atkObj.GetXP() angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0) GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow)) - if isDot: - mustHit = True - #命中公式 攻击方类型不同,公式不同 - if not mustHit: + if isTurnNormalSkill and not mustHit: aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中 dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率 missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum) @@ -1059,13 +1055,15 @@ hurtTypes = pow(2, ChConfig.HurtType_Normal) - #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他 - isSuperHit, isParry, isStun = False, False, False aSuperDamPer, dSuperDamPerDef = 0, 0 + # 暴击(dot除外) if not isDot: - isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击 - isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻 + isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击 + + # 闪避、击晕、格挡 + if isTurnNormalSkill: + isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡 isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕 if isSuperHit: @@ -1085,10 +1083,10 @@ #参与运算的数值 #rand = random.random() #种子数 0~1 - aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击 + aAtk = atkObj.GetAtk() # 攻击方最大攻击 dHP = defObj.GetHP() - dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力 + dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力 aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成 dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤 @@ -1102,7 +1100,10 @@ if isAngerSkill: aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤 dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤 - + + aAddSkillPer = 0 # 技能增伤 + aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill) + # 物法增减伤 if pmType == IPY_GameWorld.ghtMag: # 法伤 aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer) @@ -1117,6 +1118,7 @@ dNormalSkillPerDef /= 10000.0 aAngerSkillPer /= 10000.0 dAngerSkillPerDef /= 10000.0 + aAddSkillPer /= 10000.0 aPMDamPer /= 10000.0 dPMDamPerDef /= 10000.0 aSuperDamPer /= 10000.0 @@ -1124,19 +1126,24 @@ aFinalDamPer /= 10000.0 dFinalDamPerDef /= 10000.0 - GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s" - % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes)) + if calcType != ChConfig.Def_Calc_Attack: + aAtk = GetCalcBaseValue(calcType, atkObj, defObj) + GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" + % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer)) # 持续性伤害 - if isDot: - hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1)) - GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue)) - elif isTurnNormalSkill: + if isTurnNormalSkill: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1)) GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue)) elif isAngerSkill: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2)) GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue)) + elif isDot: + hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1)) + GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue)) + 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)) else: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4)) GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue)) @@ -1146,11 +1153,24 @@ hurtValue = hurtValue * (1 - parryReduceRatio) GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio)) - hurtValue = max(1, int(hurtValue)) # 负值、保底防范 + 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)) + + 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)) + + hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后 return hurtValue, hurtTypes -def CanSuperHit(atkObj, defObj): +def CanSuperHit(turnFight, atkObj, defObj, curSkill): aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate) + aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill) dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef) happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1)) if GameWorld.CanHappen(happenRate): @@ -1160,6 +1180,7 @@ def CanStun(turnFight, atkObj, defObj, curSkill): aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate) + aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill) dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef) happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1)) if not GameWorld.CanHappen(happenRate): @@ -1336,8 +1357,8 @@ baseValue = curObj.GetAtk() elif calcType == ChConfig.Def_Calc_MaxHP: baseValue = curObj.GetMaxHP() - #elif cureType == ChConfig.Def_Calc_HurtValue: - # baseValue = GameObj.GetLastHurtValue(userObj) + elif calcType == ChConfig.Def_Calc_LastHurt: + baseValue = curObj.GetLastHurtValue() elif calcType == ChConfig.Def_Calc_TagMaxHP: baseValue = 0 if not tagObj else tagObj.GetMaxHP() return baseValue @@ -1357,6 +1378,7 @@ atkObj = buffOwner defObj = batObj + atkID = ownerID defID = defObj.GetID() tagObjList = [defObj] @@ -1367,8 +1389,8 @@ hurtObj = useSkill.AddHurtObj(defID) dHP = defObj.GetHP() - GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" - % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP)) + GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" + % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP)) hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue) # dot的反弹、吸血待定 @@ -1376,7 +1398,7 @@ remainHP = max(0, dHP - realHurtHP) # 剩余血量 lostHP = dHP - remainHP # 实际掉血量 defObj.SetHP(remainHP) - + atkObj.SetLastHurtValue(hurtValue) GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP())) hurtObj.SetHurtTypes(hurtTypes) -- Gitblit v1.8.0