From 9b67e4335f655af8c8aef8aa1e7d41e509c50b76 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 12 九月 2025 17:38:35 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(反击改为使用普攻,去除通用反击技能设定;武将特长支持;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 122 ++++++++++++++++++++++++++++++++-------- 1 files changed, 98 insertions(+), 24 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 5322745..c670c0e 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -559,7 +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): @@ -605,6 +605,7 @@ if CanCombo(curBatObj, tagObj): # 连击根据技能目标配置逻辑重新选择目标 GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj)) + DoHeroSpecialty(turnFight, curBatObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID()) OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo) return @@ -615,8 +616,9 @@ return tagID = tagObj.GetID() - if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short: - GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID) + canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2) + if tagObj.GetAtkDistType() not in canAtkbackDictTypeList: + GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList)) return canAtkBack = False @@ -636,7 +638,7 @@ useSkill = skillManager.GetSkillByIndex(index) if not useSkill: continue - if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill: + if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击 GameWorld.DebugLog("可以反击! tagID=%s" % tagID) return useSkill return @@ -656,9 +658,10 @@ % (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() @@ -681,24 +684,27 @@ 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) # 统计击杀 - killObjIDList = [] # 击杀的目标ID列表 + killObjList = [] # 击杀其他阵营目标列表 for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() - if tagObj.IsAlive() and tagObj.GetHP() <= 0: - killObjIDList.append(tagID) + if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction(): + killObjList.append(tagObj) TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill) - if curObj and curObj.IsAlive() and curObj.GetHP() <= 0: + if curObj.IsAlive() and curObj.GetHP() <= 0: TurnAttack.SetObjKilled(turnFight, curObj) # 统计伤血,可能单个技能对同一目标造成多次伤害 + isSuperHit, isStun, isSuckHP = False, False, False missObjIDList = [] for hurtObj in useSkill.GetHurtObjList(): hurtObjID = hurtObj.GetObjID() @@ -709,15 +715,32 @@ __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill) if hurtObj.HaveHurtType(ChConfig.HurtType_Miss): missObjIDList.append(hurtObjID) - + DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID) + if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): + DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID) + if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit): + isSuperHit = True + if hurtObj.HaveHurtType(ChConfig.HurtType_Stun): + isStun = True + if hurtObj.GetSuckHP() > 0: + isSuckHP = True + # 群攻只触发一次特长 + if isSuperHit: + DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) + if isStun: + DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID) + if isSuckHP: + DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID) + # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发 curPlayer = turnFight.curPlayer if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID(): - FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID) + FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) # 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 - __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) - + if isUseSkill: + __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) + # ========== 以下触发被动 ========== # 破盾时 @@ -733,7 +756,7 @@ continue # 直接攻击 - if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]: + 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) @@ -780,7 +803,7 @@ ## 技能释放者怒气相关 if SkillCommon.isAngerSkill(useSkill): curBatObj.SetXP(0) - elif SkillCommon.isTurnNormalSkill(useSkill): + elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal: addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3) AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID()) return @@ -810,6 +833,21 @@ GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason)) return +def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0): + ## 执行武将特长 + if gameObj.GetSpecialty() != specialty: + return + specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {}) + if str(specialty) not in specialtyAddXPDict: + return + addXP = specialtyAddXPDict[str(specialty)] + curXP = gameObj.GetXP() + updXP = curXP + addXP + gameObj.SetXP(updXP, False) + GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty)) + Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID) + return + 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()): @@ -818,6 +856,7 @@ continue 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) @@ -825,6 +864,7 @@ for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() + GameWorld.DebugLog(" tagID=%s" % (tagID)) if tagID in missObjIDList: # 闪避了不触发 continue @@ -901,6 +941,39 @@ 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 @@ -960,7 +1033,6 @@ skillID = curSkill.GetSkillID() isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill) isAngerSkill = SkillCommon.isAngerSkill(curSkill) - isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill) isDot = ("damageoftime" in kwargs) angerOverflow = 0 # 怒气溢出值 @@ -989,12 +1061,12 @@ #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他 - isSuperHit, isParry = False, False + isSuperHit, isParry, isStun = False, False, False aSuperDamPer, dSuperDamPerDef = 0, 0 if not isDot: isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击 isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻 - CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕 + isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕 if isSuperHit: hurtTypes |= pow(2, ChConfig.HurtType_SuperHit) @@ -1006,6 +1078,9 @@ if ignoreDef: hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef) + + if isStun: + hurtTypes |= pow(2, ChConfig.HurtType_Stun) #参与运算的数值 #rand = random.random() #种子数 0~1 @@ -1062,9 +1137,6 @@ elif isAngerSkill: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2)) GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue)) - elif isAtkbackSkill: - hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3)) - GameWorld.DebugLog(" 反击伤害=%s" % (hurtValue)) else: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4)) GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue)) @@ -1270,6 +1342,8 @@ buffID = curBuff.GetBuffID() ownerID = curBuff.GetOwnerID() buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方 + if not buffOwner: + return atkObj = buffOwner defObj = batObj -- Gitblit v1.8.0