From 4e3d1ff7e0b98fc18b0b6e63e449f3d7577c0ba6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 05 十一月 2025 11:16:31 +0800
Subject: [PATCH] 16 卡牌服务端(功能开启增加开服天条件支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 91 +++++++++++++++++++++++++++++++--------------
1 files changed, 62 insertions(+), 29 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 7c32629..2e25105 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -337,6 +337,7 @@
def GetEffectCount(self): return len(self._effList)
def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
def GetConnSkill(self): return self._ipyData.GetConnSkill()
+ def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
@@ -344,22 +345,24 @@
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 GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._ipyData.GetFightPower()
- def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
class PyBuff():
def __init__(self, ipyData):
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
+ self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
self._buffID = 0
self._ownerID = 0
self._layer = 0
- self._calcTime = 0
self._remainTime = 0
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
+ self._isCopy = 0 # 是否复制的buff
+ self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
return
def onRelease(self):
@@ -368,14 +371,18 @@
def GetSkillData(self): return self._skillData
def GetSkillID(self): return self._skillData.GetSkillID()
+ def GetAddTiming(self): return self._addTiming
+ def SetAddTiming(self, addTiming):
+ self._addTiming = addTiming
+ self._refreshState = 0 # 更新添加时机时需标记为未刷新
+ def GetRefreshState(self): return self._refreshState
+ def SetRefreshState(self, refreshState): self._refreshState = refreshState
def GetBuffID(self): return self._buffID
def SetBuffID(self, buffID): self._buffID = buffID
def GetOwnerID(self): return self._ownerID
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 SetBuffValueList(self, valueList):
@@ -392,6 +399,11 @@
def SetValue2(self, value): self._value2 = value
def GetValue3(self): return self._value3
def SetValue3(self, value): self._value3 = value
+ def GetIsCopy(self): return self._isCopy
+ def SetIsCopy(self, isCopy): self._isCopy = isCopy
+ def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+ def ResetEffectValueEx(self): self._effExDict = {}
+ def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
class BuffManager():
## 战斗对象buff管理器
@@ -538,15 +550,16 @@
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._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
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
self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
+ self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
# 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
@@ -566,6 +579,7 @@
self._batType = 0
self._tagObjList = []
self._killObjList = []
+ self._effIgnoreObjIDList = []
self._bySkill = None
self._byBuff = None
self._afterLogicList = []
@@ -597,6 +611,7 @@
def GetEffectCount(self): return self._skillData.GetEffectCount()
def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
def GetConnSkill(self): return self._skillData.GetConnSkill()
+ def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
def GetCurBuffState(self): return self._skillData.GetCurBuffState()
@@ -604,13 +619,10 @@
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 GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
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
@@ -623,6 +635,8 @@
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 GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
+ def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
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
@@ -679,6 +693,9 @@
def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
+ def GetEnergy(self): return self._energy # 累计能量
+ def SetEnergy(self, energy): self._energy = energy
+
class SkillManager():
## 战斗对象技能管理器
@@ -703,7 +720,7 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
- def GetSkillIDList(self): return self._skillDict.keys()
+ def GetSkillIDList(self): return sorted(self._skillDict.keys())
def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
@@ -774,7 +791,9 @@
self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
self._lastHurtValue = 0
+ self._harmSelfHP = 0 # 自残值
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
+ self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
# 统计
self.hurtStat = 0 # 输出统计
@@ -802,17 +821,14 @@
TurnPassive.RefreshPassive(self)
return
- def TurnReset(self):
- ## 回合重置
- self._skillTurnUseCntDict = {}
-
- def UpdInitBatAttr(self, initAttrDict, skillIDList):
+ def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
## 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
+ if skillIDList:
+ 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()
@@ -841,6 +857,10 @@
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 GetBatLineup(self):
+ turnFight = self.GetTurnFight()
+ batFaction = turnFight.getBatFaction(self.faction)
+ return batFaction.getBatlineup(self.lineupNum)
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
@@ -904,18 +924,19 @@
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):
+ def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
+ def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
+ def IsInBuffStateGroup(self, buffStateGroups):
'''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
+ for stateGroup in buffStateGroups:
+ if str(stateGroup) not in buffStateGroupDict:
+ continue
+ for state in buffStateGroupDict[str(stateGroup)]:
+ if self._buffMgr.IsInBuffState(state):
+ return state
return
def CanAction(self):
@@ -993,8 +1014,13 @@
self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
- def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
- def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
+ def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
+ def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
+ def ResetSkillTurnUseCnt(self):
+ self._skillTurnUseCntDict = {}
+ def ResetSkillUseCnt(self):
+ self._skillUseCntDict = {}
+ self._skillTurnUseCntDict = {}
def AddSkillUseCnt(self, skillID):
self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1002,8 +1028,14 @@
def GetLastHurtValue(self): return self._lastHurtValue
def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
+ def GetHarmSelfHP(self): return self._harmSelfHP
+ def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
+
def GetMainTagIDList(self): return self._mainTagIDList
def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
+
+ def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
+ def SetTiming(self, timing): self._timing = timing
def StatHurtValue(self, hurtValue):
## 统计输出
@@ -1014,6 +1046,7 @@
## 统计承伤
self.defStat += lostHP
return self.defStat
+ def GetStatDefValue(self): return self.defStat # 获取累计总承伤
def StatCureValue(self, cureValue):
## 统计治疗
--
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