From 649b36b642546062ab5102b6225b9f78ea72309d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 04 十一月 2025 18:11:02 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化完整战报仅包含战斗相关封包,结算奖励相关如物品,经验,货币,挑战次数等统一放在战报数据B430后同步)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 570 +++++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 458 insertions(+), 112 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 55da264..2e25105 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -33,41 +33,86 @@
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, 被影响的技能ID):{技能ID:[effID, ...], ...}, ...}
- self._AffectBuffDict = {} # 被动buff {(触发方式, 被影响的技能ID):{buffID:[effID, ...], ...}, ...}
+ 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):
+ 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], ...]
'''
- connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
effList = []
- # 技能
- key = (triggerWay, connSkillID)
- if key in self._AffectSkillDict:
- effDict = self._AffectSkillDict[key]
- for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, effIDList])
- if connSkillID != 0:
- key = (triggerWay, 0)
- effDict = self._AffectSkillDict.get(key, {})
- for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, effIDList])
+
+ if not connSkillTypeID:
+ if connSkill:
+ connSkillTypeID = connSkill.GetSkillTypeID()
+ elif connBuff:
+ skillData = connBuff.GetSkillData()
+ connSkillTypeID = skillData.GetSkillTypeID()
- # buff
- key = (triggerWay, connSkillID)
- if key in self._AffectBuffDict:
- effDict = self._AffectBuffDict[key]
- for buffID, effIDList in effDict.items():
- effList.append(["buff", buffID, effIDList])
- if connSkillID != 0:
- key = (triggerWay, 0)
- effDict = self._AffectBuffDict.get(key, {})
- for buffID, effIDList in effDict.items():
- effList.append(["buff", buffID, effIDList])
-
+ # 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):
@@ -91,16 +136,24 @@
## 添加技能被动效果
triggerWay = effect.GetTriggerWay()
triggerSrc = effect.GetTriggerSrc()
- if not triggerWay or triggerSrc != 1:
+ 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()
- connSkillID = curSkill.GetConnSkill()
- #priority = curSkill.GetPriority()
-
effectID = effect.GetEffectID()
- key = (triggerWay, connSkillID)
+ 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]
@@ -133,21 +186,32 @@
'''
triggerWay = effect.GetTriggerWay()
triggerSrc = effect.GetTriggerSrc()
- if not triggerWay or triggerSrc != 2:
+ 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()
- connSkillID = skillData.GetConnSkill()
- #priority = skillData.GetPriority()
-
effectID = effect.GetEffectID()
- key = (triggerWay, connSkillID)
+
+ 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] = []
- effDict[buffID].append(effectID)
+ effIDList = effDict[buffID]
+ if effectID not in effIDList:
+ effIDList.append(effectID)
return
def DelBuffPassiveEffect(self, buffID):
@@ -167,10 +231,15 @@
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):
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
@@ -190,6 +259,8 @@
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
@@ -201,40 +272,48 @@
class SkillEffect():
- def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
+ 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 []
+ #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)
+ 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
-
-EmptyEffect = SkillEffect(0, [])
+ #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: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)()
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, triggerParams)
+ #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
+ effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
self._effList.append(effect)
- self._effDict[effID] = 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
def GetSkillID(self): return self._ipyData.GetSkillID()
def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
def GetSkillLV(self): return self._ipyData.GetSkillLV()
@@ -252,49 +331,79 @@
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 GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
+ 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 GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
- def GetBuffStates(self): return self._ipyData.GetBuffStates()
+ 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 GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
+ def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._ipyData.GetFightPower()
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._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
+ 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):
+ ## 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
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): self._valueList = valueList
- def GetBuffValue(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
+ 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
@@ -309,6 +418,11 @@
# 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):
poolMgr = ObjPool.GetPoolMgr()
for buff in self._buffList:
@@ -316,6 +430,7 @@
self._buffList = []
self._buffIDDict = {}
self._skillTypeIDBuffIDs = {}
+ self._buffStateDict = {}
self._buffID = 0
return
@@ -336,6 +451,7 @@
self._buffList.append(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]
@@ -344,12 +460,21 @@
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
@@ -357,21 +482,39 @@
if not buffIDList:
self._skillTypeIDBuffIDs.pop(skillTypeID)
break
+ if release:
+ ObjPool.GetPoolMgr().release(buff)
return
def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
- def FindBuffIDBySkillID(self, skillID):
- ## 返回该技能ID的所有buffID列表
+ 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])
@@ -402,28 +545,49 @@
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._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._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], ...]
+ 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
+ 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 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._effIgnoreObjIDList = []
self._bySkill = None
- self._isEnhanceSkill = False
+ 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()
@@ -441,35 +605,46 @@
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 GetEffectByID(self, effID): return self._skillData.GetEffectByID()
+ 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 GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
- def GetBuffStates(self): return self._skillData.GetBuffStates()
+ 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 GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
+ def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._skillData.GetFightPower()
## ---------------------------------- 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 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
+ @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()
@@ -485,12 +660,54 @@
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
+
+ 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
- def __init__(self):
+ def __init__(self, batObj):
+ self._batObj = batObj
self._skillList = [] # 技能列表 [PySkill, ...]
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):
@@ -503,6 +720,7 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
+ def GetSkillIDList(self): return sorted(self._skillDict.keys())
def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
@@ -526,7 +744,7 @@
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
@@ -544,12 +762,17 @@
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
@@ -557,20 +780,29 @@
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._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
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
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):
@@ -581,37 +813,74 @@
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 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
+ 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()
+ 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)
+ 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 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
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):
@@ -642,19 +911,72 @@
# 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, 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, {})
+ 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):
+ ## 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)
@@ -662,6 +984,7 @@
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)
@@ -669,26 +992,51 @@
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
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
+ 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
self.hurtStat += hurtValue
@@ -698,15 +1046,12 @@
## 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
self.cureStat += cureValue
return self.cureStat
-
- def TurnReset(self):
- ## 回合重置
- self._skillTurnUseCntDict = {}
class BattleObjMgr():
## 战斗对象管理器
@@ -763,14 +1108,15 @@
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
--
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