From 97fef842ed56dfd7c7dd73f9c7acf20df55b9a23 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 11:35:20 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 59 +++++++++++++++++++++++++++++++++++++++++------------------
1 files changed, 41 insertions(+), 18 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 89f6bc2..1e9e876 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -97,6 +97,8 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
+ if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ return
if triggerSrc == ChConfig.TriggerSrc_Buff:
# buff有效的不加进来
return
@@ -139,6 +141,8 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
+ if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ return
if triggerSrc == ChConfig.TriggerSrc_Skill:
# 技能有效的不加进来
return
@@ -152,7 +156,9 @@
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):
@@ -209,12 +215,12 @@
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 GetEffectID(self): return self._effID
@@ -222,7 +228,7 @@
def GetEffectValueCount(self): return len(self._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
+ #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
EmptyEffect = SkillEffect(0, [])
@@ -231,16 +237,16 @@
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 GetIpyData(self): return self._ipyData
@@ -264,7 +270,7 @@
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), EmptyEffect)
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
@@ -274,7 +280,6 @@
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 GetFightPower(self): return self._ipyData.GetFightPower()
def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
@@ -376,6 +381,12 @@
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:
@@ -472,7 +483,7 @@
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(effID)
+ 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
@@ -482,7 +493,6 @@
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 GetFightPower(self): return self._skillData.GetFightPower()
def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
@@ -538,6 +548,7 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
+ def GetSkillIDList(self): return self._skillDict.keys()
def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
@@ -579,13 +590,15 @@
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.sex = 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
@@ -625,10 +638,16 @@
TurnPassive.RefreshPassive(self)
return
- def UpdInitBatAttr(self, initAttrDict):
+ def UpdInitBatAttr(self, initAttrDict, skillIDList):
## 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
TurnBuff.RefreshBuffAttr(self)
+ if learnNewSkill: # 有学新技能时重刷技能被动
+ self._passiveEffMgr.RefreshSkillPassiveEffect()
return
def ResetBattleEffect(self):
@@ -639,18 +658,22 @@
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 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 GetSex(self): return self.sex
+ def SetSex(self, sex): self.sex = sex
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):
--
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