From 726517b2002ec6dd46e07f89c10fdfe0274243af Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 04 九月 2025 19:47:26 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复buff报错;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 218 +++++++++++++++++++++++++++++++++++++----------------- 1 files changed, 148 insertions(+), 70 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 5701a0c..a5e2276 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -49,7 +49,7 @@ '''使用技能通用入口 @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据 @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发 - @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能 + @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的 @return: 是否成功 ''' if not useSkill: @@ -104,14 +104,16 @@ if SkillCommon.IsBuff(useSkill): __doAddBuff(turnFight, curBatObj, useSkill) else: - # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一 - useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1) - clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag) - clientPack.Tag = useTag - clientPack.Len = len(clientPack.Tag) - clientPack.Sign = 0 - turnFight.addBatPack(clientPack) - + # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能 + if batType != ChConfig.TurnBattleType_Enhance: + # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一 + useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1) + clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag) + clientPack.Tag = useTag + clientPack.Len = len(clientPack.Tag) + clientPack.Sign = 0 + turnFight.addBatPack(clientPack) + __doUseSkill(turnFight, curBatObj, useSkill) DoAttackResult(turnFight, curBatObj, useSkill) @@ -557,7 +559,7 @@ __doCostZhanchui(turnFight, curBatObj, useSkill) __doSkillUserAnger(turnFight, curBatObj, useSkill) - DoBeAttackResult(turnFight, curBatObj, useSkill) + DoBeAttackResult(turnFight, curBatObj, useSkill, True) return def DoCombo(turnFight, curBatObj, useSkill): @@ -654,9 +656,10 @@ % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) return False -def DoBeAttackResult(turnFight, curObj, useSkill): +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 ''' curID = curObj.GetID() @@ -679,14 +682,16 @@ shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID]) elif logicType == ChConfig.AfterLogic_AddBuff: - batObj, buff, _ = logicData - TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + batObj = logicData[0] + buff = logicData[1] + TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) elif logicType == ChConfig.AfterLogic_SyncBuff: - buffObj, buff, _, _ = logicData + buffObj = logicData[0] + buff = logicData[1] TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID) - # 统计结果 + # 统计击杀 killObjIDList = [] # 击杀的目标ID列表 for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() @@ -696,7 +701,7 @@ if curObj and curObj.IsAlive() and curObj.GetHP() <= 0: TurnAttack.SetObjKilled(turnFight, curObj) - # 可能单个技能对同一目标造成多次伤害 + # 统计伤血,可能单个技能对同一目标造成多次伤害 missObjIDList = [] for hurtObj in useSkill.GetHurtObjList(): hurtObjID = hurtObj.GetObjID() @@ -712,10 +717,11 @@ curPlayer = turnFight.curPlayer if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID(): FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID) - - # 额外触发技能 - __doUseEnhanceSkill(turnFight, curObj, useSkill) - + + # 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) + # ========== 以下触发被动 ========== # 破盾时 @@ -730,9 +736,8 @@ # 自己或对方闪避了不再触发被动 continue - TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill) # 直接攻击 - if not SkillCommon.IsBuff(useSkill): + if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]: TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill) @@ -809,59 +814,132 @@ GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason)) return -def __doUseEnhanceSkill(turnFight, curBatObj, useSkill): - if not curBatObj: - return - if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance: - #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID()) - return - enhanceSkillIDList = useSkill.GetEnhanceSkillList() - if not enhanceSkillIDList: - return - GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList)) - tagObjList = useSkill.GetTagObjList() - for enhanceSkillID in enhanceSkillIDList: - enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID) - if not enhanceSkillData: - continue - # 继承主技能目标 - if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill: - GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID) - # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理 - enhanceRate = enhanceSkillData.GetHappenRate() - enchanceTagObjList = [] - for tagObj in tagObjList: - tagID = tagObj.GetID() - if tagObj.GetHP() <= 0: - GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) - continue - inHurt = False - for hurtObj in useSkill.GetHurtObjList(): - if hurtObj.GetObjID() != tagID: - continue - if hurtObj.HaveHurtType(ChConfig.HurtType_Miss): - continue - inHurt = True - break - if not inHurt: - GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID)) - continue - if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue): - GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate)) - continue - - enchanceTagObjList.append(tagObj) - - if enchanceTagObjList: - OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) - +def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList): + ## 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 - GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID) - OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) + effID = curEffect.GetEffectID() + GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList)) + if effID == 5010: + # 额外技能效果 + __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList) + continue + for tagObj in useSkill.GetTagObjList(): + tagID = tagObj.GetID() + GameWorld.DebugLog(" tagID=%s" % (tagID)) + if tagID in missObjIDList: + # 闪避了不触发 + continue + + TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill) + return +def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList): + ## 执行主技能的额外技能效果 + #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance: + # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID()) + # 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() + + enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID) + if not enhanceSkillData: + return + + # 继承主技能目标 + if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill: + GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID) + # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理 + enhanceRate = enhanceSkillData.GetHappenRate() + enchanceTagObjList = [] + for tagObj in tagObjList: + tagID = tagObj.GetID() + if not tagObj.IsAlive(): + GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) + continue + if tagID in missObjIDList: + 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: + 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): + GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate)) + continue + + enchanceTagObjList.append(tagObj) + + if enchanceTagObjList: + OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) + + return + + # 只执行一次,防止群攻时额外触发多次 + GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID) + if checkInStateList: + inState = False + for tagObj in tagObjList: + for state in checkInStateList: + if not state or tagObj.IsInState(state): + inState = True + break + if inState: + break + if not inState: + GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) + return + OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) + return + +def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0): + '''被动触发使用技能 + @param passiveSkill: 释放的被动技能 + @param connSkill: 由什么技能引起的 + @param effSkillID: 被动效果所属的技能ID + @param effectID: 被动效果ID + 注:可能由A引起触发B技能的效果释放技能C + ''' + if not passiveSkill: + return + isOK = False + passiveSkillID = passiveSkill.GetSkillID() + # 继承主技能目标 + if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill: + happenRate = passiveSkill.GetHappenRate() + GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate)) + if not tagObj: + return + tagID = tagObj.GetID() + if not tagObj.IsAlive(): + GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) + return + if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue): + GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate)) + return + passiveTagObjList = [tagObj] + isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill) + else: + GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID)) + isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill) + + return isOK + def __doSkillHurtHP(turnFight, attacker, defObj, curSkill): ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理 # @return: None - 没有执行成功,即忽略该目标 -- Gitblit v1.8.0