From 5605938972fbfb13e266d068e190e9ffae56fcc3 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 25 九月 2025 19:12:59 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(丁奉技能;觉醒1技能强化护盾,暂无反弹;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 137 ++++++++++++++++++++++++++++++++++++++------- 1 files changed, 114 insertions(+), 23 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 2297e4b..7c32629 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -37,17 +37,27 @@ self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...} return - def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0): + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 + self._batObj = None + 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 and connSkill: - connSkillTypeID = connSkill.GetSkillTypeID() - - if connSkill and self._batObj.GetID() == connSkill.GetObjID(): + 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 @@ -58,14 +68,18 @@ 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 == ChConfig.TriggerWay_CurSkillEff: + 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: @@ -124,7 +138,7 @@ triggerSrc = effect.GetTriggerSrc() if not triggerWay: return - if triggerWay == ChConfig.TriggerWay_CurSkillEff: + if triggerWay in ChConfig.TriggerWayNoLoadList: return if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]: # buff有效的不加进来 @@ -174,7 +188,7 @@ triggerSrc = effect.GetTriggerSrc() if not triggerWay: return - if triggerWay == ChConfig.TriggerWay_CurSkillEff: + if triggerWay in ChConfig.TriggerWayNoLoadList: return if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: # 技能有效的不加进来 @@ -215,6 +229,10 @@ def __init__(self): self.Clear() + return + + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 return def Clear(self): @@ -262,6 +280,10 @@ #self._triggerParams = triggerParams if triggerParams else [] return + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 + 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) @@ -269,8 +291,6 @@ 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 - -EmptyEffect = SkillEffect(0, []) class SklllData(): @@ -287,6 +307,10 @@ effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc) self._effList.append(effect) self._effDict[(effID, triggerWay)] = effect + return + + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 return def GetIpyData(self): return self._ipyData @@ -311,10 +335,10 @@ 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 GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect) + 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() @@ -336,6 +360,10 @@ 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 onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 return def GetSkillData(self): return self._skillData @@ -376,6 +404,11 @@ self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...} self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样 # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD + return + + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 + self._batObj = None return def ClearBuff(self): @@ -465,6 +498,15 @@ 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 @@ -500,8 +542,10 @@ 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 self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...] # 连击相关 @@ -511,15 +555,25 @@ self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...} return + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 + self.ResetUseRec() + return + def ResetUseRec(self): + ## 重置技能使用记录 + ## 注:有用到对象池相关对象的一定要重置,不然再回收技能对象时会连同该技能下的所有用到的对象池对象一并回收,导致后续使用对象错误 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 GetSkillData(self): return self._skillData def GetSkillID(self): return self._skillData.GetSkillID() def GetSkillTypeID(self): return self._skillData.GetSkillTypeID() def GetSkillLV(self): return self._skillData.GetSkillLV() @@ -544,7 +598,7 @@ 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() @@ -563,8 +617,12 @@ def SetBatType(self, batType): self._batType = batType 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 @@ -630,6 +688,11 @@ self._skillDict = {} # {skillID:PySkill, ...} return + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 + self._batObj = None + return + def SkillReset(self): poolMgr = ObjPool.GetPoolMgr() for skill in self._skillList: @@ -692,6 +755,7 @@ 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 @@ -716,6 +780,10 @@ self.hurtStat = 0 # 输出统计 self.defStat = 0 # 承伤统计 self.cureStat = 0 # 治疗统计 + return + + def onRelease(self): + ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收 return def InitBatAttr(self, initAttrDict, initXP=0): @@ -750,6 +818,20 @@ self._passiveEffMgr.RefreshSkillPassiveEffect() return + def GMSetBatAttr(self, attrID, attrValue): + ## GM设置战斗属性 + self._initAttrDict[attrID] = attrValue # 需要同步设置初始化属性,防止刷属性后被重置 + if attrID == ChConfig.AttrID_HP: + self.SetHP(attrValue, True) + if attrValue > self.GetMaxHP(): + self._initAttrDict[ChConfig.AttrID_MaxHP] = attrValue + self.SetMaxHP(attrValue, True) + elif attrID == ChConfig.AttrID_XP: + self.SetXP(attrValue, True) + else: + self.SetBatAttrValue(attrID, attrValue) + return + def ResetBattleEffect(self): self._batAttrDict = {} self._batAttrDict.update(self._initAttrDict) @@ -772,6 +854,8 @@ 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 @@ -820,18 +904,25 @@ 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