From 87c431cc1636c22f91e3baebd9c43d948369a0c0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 19 一月 2026 18:23:36 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(命格意象技能支持、伤害等数据结算统计;支持命格技能青龙;增加触发方式59;增加命格技能功能类型5;增加物法类型3;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 13 +++++-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 55 +++++++++++++++++++++++----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py | 8 ++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 24 ++++++++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 11 ++++-
5 files changed, 94 insertions(+), 17 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 d7b8c8e..602c494 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -670,6 +670,7 @@
self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
self._byBuff = None # 由哪个buff触发的
+ self._byBatObj = None # 由哪个战斗对象触发的
self._byTriggerWay = 0 # 由哪个被动方式触发的
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
@@ -696,6 +697,7 @@
self._effIgnoreObjIDList = []
self._bySkill = None
self._byBuff = None
+ self._byBatObj = None
self._byTriggerWay = 0
self._afterLogicList = []
self.ClearHurtObj()
@@ -748,6 +750,8 @@
def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetByBuff(self): return self._byBuff
def SetByBuff(self, byBuff): self._byBuff = byBuff
+ def GetByBatObj(self): return self._byBatObj
+ def SetByBatObj(self, byBatObj): self._byBatObj = byBatObj
def GetByTriggerWay(self): return self._byTriggerWay
def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
@@ -909,6 +913,7 @@
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
self.posNum = 0 # 所在阵容站位
+ self._batLineup = None # 所属战斗阵容对象
self._hp = 0 # 当前生命值
self._xp = 0 # 当前怒气值
self._isAlive = True # 是否活着
@@ -995,9 +1000,11 @@
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)
+ if not self._batLineup:
+ turnFight = self.GetTurnFight()
+ batFaction = turnFight.getBatFaction(self.faction)
+ self._batLineup = batFaction.getBatlineup(self.lineupNum)
+ return self._batLineup
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
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index c906af0..7fe52c2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -79,10 +79,10 @@
self.lineupInfo = {} # 传入初始化的阵容信息
self.shapeType = 0 # 阵型
self.fightPower = 0 # 阵容总战力
+ self.minggeObj = None # 命格战斗对象
self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等
self.heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...}
- self.beautyObjIDDict = {} # 红颜战斗单位 {位置编号:batObjID, ...}
self.actionNum = ActionNumStart # 行动位置,从1开始
self.totalHurt = 0 # 阵容总输出
@@ -95,7 +95,7 @@
def isEmpty(self): return not self.posObjIDDict
- def setLineup(self, lineupInfo):
+ def setLineupInfo(self, lineupInfo):
## 设置阵容
# @param lineupInfo: 阵容信息
self.clearLineup()
@@ -115,13 +115,12 @@
batObjMgr.delBatObj(objID)
for objID in self.lingshouObjIDDict.values():
batObjMgr.delBatObj(objID)
- for objID in self.beautyObjIDDict.values():
- batObjMgr.delBatObj(objID)
+ if self.minggeObj:
+ batObjMgr.delBatObj(self.minggeObj.GetID())
self.lineupInfo = {}
self.posObjIDDict = {}
self.heroObjIDDict = {}
self.lingshouObjIDDict = {}
- self.beautyObjIDDict = {}
self.fightPower = 0
self.totalHurt = 0
return
@@ -143,6 +142,8 @@
if heroID not in self.heroObjIDDict:
return
return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
+
+ def getMinggeObj(self): return self.minggeObj
class BatFaction():
## 战斗阵营
@@ -291,7 +292,7 @@
if not lineupInfo:
continue
batLineup = batFaction.getBatlineup(num)
- batLineup.setLineup(lineupInfo)
+ batLineup.setLineupInfo(lineupInfo)
return
def sortActionQueue(self):
@@ -617,6 +618,7 @@
lineup = GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
if lineup.IsEmpty():
return {}
+ batPresetID = lineup.batPresetID
heroDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -654,8 +656,18 @@
if not heroDict:
return {}
+ mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
+ olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer)
+ mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
+ mgSkillIDList = []
+ for skillTypeID, skillLV in mgSkillLVDict.items():
+ skillID = skillTypeID + skillLV - 1
+ if skillID not in mgSkillIDList:
+ mgSkillIDList.append(skillID)
#shapeType = 0
lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "BatPresetID":batPresetID, "Hero":heroDict}
+ if mgSkillIDList:
+ lineupInfo["MGSkillIDList"] = mgSkillIDList
return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
@@ -940,12 +952,33 @@
lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
npcLineupID = lineupInfo.get("NPCLineupID", 0)
GameWorld.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID)
+ mgSkillIDList = lineupInfo.get("MGSkillIDList", [])
turnFight = batLineup.turnFight
tfGUID = turnFight.guid
heroDict = lineupInfo.get("Hero", {})
batObjMgr = BattleObj.GetBatObjMgr()
+
+ # 命格
+ #mgSkillIDList = [9000014] # 测试用
+ if mgSkillIDList:
+ minggeObj = batObjMgr.addBatObj()
+ if minggeObj:
+ batLineup.minggeObj = minggeObj
+ minggeObj.SetOwnerID(lineupPlayerID)
+ minggeObj.SetTFGUID(tfGUID)
+ minggeObj.SetFaction(faction)
+ minggeObj.SetLineupPos(ChConfig.TFPosNum_Mingge, num)
+ skillManager = minggeObj.GetSkillManager()
+ skillManager.SkillReset()
+ for skillID in mgSkillIDList:
+ skillManager.LearnSkillByID(skillID)
+ GameWorld.DebugLogEx("AddBatObj 命格: faction:%s,num:%s,objID=%s,skillIDList=%s", faction, num, minggeObj.GetID(), skillManager.GetSkillIDList())
+ ResetObjSkill(minggeObj)
+ minggeObj.InitBatAttr({ChConfig.AttrID_MaxHP:1})
+
+ # 武将
initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
for posNumKey, heroInfo in heroDict.items():
posNum = int(posNumKey)
@@ -2151,11 +2184,15 @@
batLineup.totalHurt = 0
facDRLineupInfo[str(num)] = batLineup.lineupInfo
GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
- for posNum, objID in batLineup.posObjIDDict.items():
+ posObjIDList = [[posNum, objID] for posNum, objID in batLineup.posObjIDDict.items()]
+ mgObj = batLineup.minggeObj # 命格
+ if mgObj:
+ posObjIDList.append([mgObj.GetPosNum(), mgObj.GetID()])
+ # 灵兽
+ for posNum, objID in posObjIDList:
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
- heroCount += 1
objID = batObj.GetID()
npcID = batObj.GetNPCID()
heroID = batObj.GetHeroID()
@@ -2165,6 +2202,8 @@
batLineup.totalHurt += atkHurt
batFaction.totalHurt += atkHurt
dead = 0 if batObj.IsAlive() else 1
+ if heroID:
+ heroCount += 1
GameWorld.DebugLogEx(" Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s",
posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP)
lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP,
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 7b71063..76b1ecd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1310,6 +1310,10 @@
# @return: 1 ~ 总行数
return (posNum - 1) / TurnFightCols + 1
+# 回合战斗站位定义, 1~20 以内为战斗武将固定位置
+TFPosNum_Mingge = 99 # 命格固定站位
+TFPosNum_Lingshou = 101 # 灵兽起始站位 101~xxx
+
# 性别
BatObjSex_Male = 1 # 男
BatObjSex_Female = 2 # 女
@@ -4037,7 +4041,8 @@
TriggerWay_BeSuckHP, # 被吸血时 56
TriggerWay_SuckHPOne, # 吸血时(多目标仅触发一次) 57
TriggerWay_EnemyBeControlledHard, # 敌方受控时(硬控) 58
-) = range(1, 1 + 58)
+TriggerWay_PursueAtk, # 追击直接攻击时 59
+) = range(1, 1 + 59)
# 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
@@ -4734,7 +4739,9 @@
Def_SkillFuncType_TurnNormaSkill, #1 普攻技能
Def_SkillFuncType_AngerSkill, #2 怒气技能
Def_SkillFuncType_PotentialSkill, #3 潜能技能
-) = range(4)
+Def_SkillFuncType_4, #4 觉醒技能
+Def_SkillFuncType_MinggeSkill, #5 命格技能
+) = range(6)
# MMO项目 - 先保留,重新定义从1000开始,后续可陆续删除
(Def_SkillFuncType_Common, #0为通用技能
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
index 726901b..ca0a153 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -230,6 +230,14 @@
GameWorld.DebugAnswer(curPlayer, "---------- 【阵营%s】 ----------" % faction)
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(1)
+ mgObj = batLineup.getMinggeObj()
+ if mgObj:
+ objName = "命格 ID:%s" % mgObj.GetID()
+ GameWorld.DebugAnswer(curPlayer, "--- %s" % objName)
+ skillMgr = mgObj.GetSkillManager()
+ skillIDList = skillMgr.GetSkillIDList()
+ GameWorld.DebugAnswer(curPlayer, "技能: %s,%s" % (len(skillIDList), skillIDList))
+
for posNum in posNumList:
objID = batLineup.posObjIDDict.get(posNum)
if not objID:
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 1f81f1a..51f1029 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -38,6 +38,11 @@
ght = useSkill.GetHurtType() % 10
if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
return IPY_GameWorld.ghtMag
+ if ght == 3: # 由触发的技能决定
+ bySkill = useSkill.GetBySkill()
+ if bySkill:
+ #GameWorld.DebugLogEx("物法类型取触发的技能: useSkillID=%s,bySkillID=%s", useSkill.GetSkillID(), bySkill.GetSkillID())
+ return GetPMType(batObj, bySkill)
return IPY_GameWorld.ghtPhy
def IsIgnoreDef(useSkill):
@@ -158,6 +163,8 @@
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
useSkill.SetByBuff(byBuff)
+ # 注:理论上原先的 byFriendObj 都可以直接用这个,但是旧的代码先不修改了,后续的累计敌军、友军之类的触发可以统一使用 byBatObj
+ useSkill.SetByBatObj(kwargs.pop("byBatObj", None))
useSkill.SetByTriggerWay(byTriggerWay)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
@@ -1596,7 +1603,8 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
- curBatLineup = None
+ curBatLineup = curObj.GetBatLineup()
+ curMGObj = curBatLineup.getMinggeObj()
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1676,6 +1684,9 @@
# 追击
elif batType == ChConfig.TurnBattleType_Pursue:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
+ if isAttackDirect:
+ if curMGObj:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
# 反击
elif batType == ChConfig.TurnBattleType_AtkBack:
@@ -1685,8 +1696,6 @@
# 敌友方
if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
- if not curBatLineup:
- curBatLineup = curObj.GetBatLineup()
for lineupObjID in curBatLineup.posObjIDDict.values():
lineupObj = batObjMgr.getBatObj(lineupObjID)
if not lineupObj.IsAlive():
@@ -2065,8 +2074,15 @@
'''按公式计算伤害,默认按攻击计算
'''
- #mapID = turnFight.mapID
skillID = curSkill.GetSkillID()
+ # 命格攻击类技能,取触发者为施法方,因为部分战斗属性需要取施法方的,如最终增伤等
+ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
+ byBatObj = curSkill.GetByBatObj()
+ if byBatObj:
+ GameWorld.DebugLogEx("命格攻击类技能计算伤害属性取触发者! mgObjID=%s,byObjID=%s,skillID=%s", atkObj.GetID(), byBatObj.GetID(), skillID)
+ atkObj = byBatObj
+
+ #mapID = turnFight.mapID
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
batType = curSkill.GetBatType()
--
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