From a65d363c813b7d554de1ce2edad271162ad86d55 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 八月 2025 17:33:53 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(计算战力支持属性系数参数,技能战力参数支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 277 +++++++++++++++++++++++++++++++++++-------------------
1 files changed, 179 insertions(+), 98 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 7cbef56..b35f747 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
## 是否无视防御
return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
'''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 enhanceBySkill: 由哪个主技能额外触发的
+ @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
@return: 是否成功
'''
if not useSkill:
@@ -64,14 +65,19 @@
tagAffect = useSkill.GetTagAffect()
tagCount = useSkill.GetTagCount()
tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
-
- enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
- GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s"
- % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
+ rate = useSkill.GetHappenRate()
+ if rate and rate != ChConfig.Def_MaxRateValue:
+ for tagObj in tagObjList[::-1]:
+ if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+ tagObjList.remove(tagObj)
+
if not tagObjList:
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
return
+ bySkillID = bySkill.GetSkillID() if bySkill else 0
+ GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s"
+ % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
poolMgr = ObjPool.GetPoolMgr()
@@ -83,7 +89,8 @@
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
- useSkill.SetEnhanceBySkill(enhanceBySkill)
+ useSkill.SetBySkill(bySkill)
+ useSkill.SetIsEnhanceSkill(isEnhanceSkill)
useSkill.ClearHurtObj()
curBatObj.ClearSkillTempAttr()
@@ -92,7 +99,7 @@
objID = curBatObj.GetID()
useTag = ""
- if not enhanceBySkill:
+ if not isEnhanceSkill:
# 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)
@@ -114,10 +121,8 @@
clientPack.Sign = 1
turnFight.addBatPack(clientPack)
- # 最后重置、清空回收对象池
- useSkill.SetTagObjList([])
- useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
- useSkill.ClearHurtObj()
+ # 最后重置、回收对象
+ useSkill.ResetUseRec()
if usePoolSkill:
poolMgr.release(useSkill)
return True
@@ -243,11 +248,13 @@
# 血量最低
if tagAffect == ChConfig.SkillTagAffect_HPLowest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
+ #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
aimObjList = aimObjList[:tagCount]
-
+
# 血量最高
elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
+ #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
aimObjList = aimObjList[:tagCount]
else:
@@ -306,9 +313,19 @@
if atkType == 5:
return
- # 6 怒气增减偷
+ # 怒气增
if atkType == 6:
- SkillModule_6(turnFight, curBatObj, useSkill)
+ SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
+ return
+
+ # 怒气减
+ if atkType == 7:
+ SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
+ return
+
+ # 怒气偷
+ if atkType == 8:
+ SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
return
return
@@ -352,30 +369,30 @@
DoAttackResult(turnFight, curBatObj, useSkill)
return
-def SkillModule_6(turnFight, curBatObj, useSkill):
+def SkillModule_6(turnFight, curBatObj, useSkill, opType):
## 怒气增减偷
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
- enhanceBySkill = useSkill.GetEnhanceBySkill()
- relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+ bySkill = useSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
- effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
- angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
- angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
- calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
+ #cureType = useSkill.GetCalcType()
+ skillPer = useSkill.GetSkillPer()
+ skillValue = useSkill.GetSkillValue()
+
xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
- calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
+ calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
attrID = ChConfig.AttrID_XP
- GameWorld.DebugLog("怒气增减偷: curID=%s,calcValue=%s,skillID=%s,angerPer=%s,angerValue=%s,calcType=%s,relatedSkillID=%s"
- % (curID, calcValue, skillID, angerPer, angerValue, calcType, relatedSkillID))
+ GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s"
+ % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
curStealTotal = 0
for tagBatObj in useSkill.GetTagObjList():
tagID = tagBatObj.GetID()
# 减
- if calcType == 2:
+ if opType == "Reduce":
diffType = 0
tagXP = tagBatObj.GetXP()
diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
@@ -385,7 +402,7 @@
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
# 偷
- elif calcType == 3:
+ elif opType == "Steal":
diffType = 0
tagXP = tagBatObj.GetXP()
diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
@@ -412,14 +429,14 @@
diffValue = curStealTotal
updValue = curXP + diffValue
curBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 偷总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
+ GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
DoAttackResult(turnFight, curBatObj, useSkill)
return
def DoAttackResult(turnFight, curBatObj, useSkill):
- '''执行攻击结果,技能、buff通用
+ '''执行攻击结果
@param curBatObj: 施法方或buff归属方
'''
@@ -430,38 +447,55 @@
skillID = useSkill.GetSkillID()
curBatObj.AddSkillUseCnt(skillID)
-
- # 需先通知伤血 - 前端按顺序优先表现主技能内容,
- enhanceBySkill = useSkill.GetEnhanceBySkill()
- if not enhanceBySkill:
+ if useSkill.GetCoolDownTime():
+ useSkill.SetCalcTime(turnFight.getTimeline())
+ useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+
+ # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
+ isEnhanceSkill = useSkill.GetIsEnhanceSkill()
+ if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
Sync_UseSkill(turnFight, curBatObj, useSkill)
+ if not isEnhanceSkill:
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
+ DoBeAttackOver(turnFight, curBatObj, useSkill)
+
+ # 最后处理反击 或 连击
+
+ return
+
+def DoBeAttackOver(turnFight, curBatObj, useSkill):
+ '''被攻击结果
+ @param curBatObj: 施法方或buff归属方
+ '''
+
+ isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
+ isAngerSkill = SkillCommon.isAngerSkill(useSkill)
+
# 统计死亡
killObjIDList = [] # 击杀的目标ID列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- hurtObj = useSkill.GetHurtObj(tagID)
- if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
- __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+ # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
+ for hurtObj in useSkill.GetHurtObjList():
+ if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill):
+ __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
if tagObj.GetHP() <= 0:
killObjIDList.append(tagID)
TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
- if curBatObj.GetHP() <= 0:
+ if curBatObj and curBatObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curBatObj)
# 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 curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
+ if curPlayer and curBatObj and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
# 额外触发技能
__doUseEnhanceSkill(turnFight, curBatObj, useSkill)
# 循环触发被动,待扩展
-
- # 最后处理反击 或 连击
return
@@ -481,12 +515,12 @@
costZhanchui = 0
batType = useSkill.GetBatType()
+ if batType != ChConfig.TurnBattleType_Normal:
+ # 暂定仅常规主动点击行为的需要扣除战锤(与前端手动战斗点击的触发点同步),被动触发的暂定不扣
+ return
+
if SkillCommon.isAngerSkill(useSkill):
costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
- elif batType == ChConfig.TurnBattleType_Combo:
- costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
- elif batType == ChConfig.TurnBattleType_AtkBack:
- costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
elif SkillCommon.isTurnNormalSkill(useSkill):
costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
@@ -537,8 +571,10 @@
return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
- if useSkill.GetEnhanceBySkill():
- GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+ if not curBatObj:
+ return
+ if useSkill.GetIsEnhanceSkill():
+ #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:
@@ -555,19 +591,23 @@
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()
+ 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
- hurtObj = useSkill.GetHurtObj(tagID)
- if not hurtObj:
+ inHurt = False
+ for hurtObj in useSkill.GetHurtObjList():
+ if hurtObj.GetObjID() != tagID:
+ continue
+ if not hurtObj.GetHurtHP() or 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 hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- GameWorld.DebugLog(" 闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
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))
@@ -576,12 +616,12 @@
enchanceTagObjList.append(tagObj)
if enchanceTagObjList:
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
continue
GameWorld.DebugLog(" 额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
return
@@ -592,21 +632,11 @@
atkObj = attacker
atkID = atkObj.GetID()
defID = defObj.GetID()
+ skillID = curSkill.GetSkillID()
hurtObj = curSkill.AddHurtObj(defID)
- #检查是否几率触发
- if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
- rate = curSkill.GetHappenRate()
- if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
- #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
- #放这里,兼容群攻时如果该技能是有概率的,则每个目标单独判断
- hurtObj.AddHurtType(ChConfig.HurtType_Fail)
- hurtObj.SetCurHP(defObj.GetHP())
- return hurtObj
-
- atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
- atkSkillValue = 0
- atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
+ atkSkillPer = curSkill.GetSkillPer()
+ atkSkillValue = curSkill.GetSkillValue()
dHP = defObj.GetHP() # 防守方当前血量
dMaxHP = defObj.GetMaxHP() # 防守方最大血量
@@ -640,11 +670,11 @@
#吸血
CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
- TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
- return hurtObj
+ TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
+ return
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
- '''计算伤害
+def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+ '''计算伤害,默认按攻击计算
'''
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
@@ -656,19 +686,20 @@
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
-
+ isDot = ("damageoftime" in kwargs)
angerOverflow = 0 # 怒气溢出值
mustHit = False
if isAngerSkill:
mustHit = True
- GameWorld.DebugLog(" XP必命中")
+ curXP = atkObj.GetXP()
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+ GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
if not mustHit:
- aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
- dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
+ aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
+ dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
if GameWorld.CanHappen(missRate):
@@ -676,7 +707,11 @@
hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
+
isSuperHit = False # 是否暴击
+ if isDot:
+ isSuperHit = False
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
@@ -690,31 +725,31 @@
#参与运算的数值
rand = random.random() #种子数 0~1
- aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+ aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
dHP = defObj.GetHP()
- dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+ dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
- aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
- dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+ aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
+ dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
- aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
- dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
+ aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
+ dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
aAngerSkillPer, dAngerSkillPerDef = 0, 0
if isAngerSkill:
- aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
- dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
+ aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
+ dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
- aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
- dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
+ aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
+ dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
else: # 物伤
- aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer)
- dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
+ aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
+ dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -727,15 +762,13 @@
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
-
GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s"
% (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
- if "hurtFormulaKey" in atkwargs:
- aBurnValue = atkwargs.get('burnValue', 0)
- aBurnPer = atkwargs.get('burnPer', 0)
- hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
+ # 持续性伤害
+ if isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+ GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
elif isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
@@ -767,7 +800,7 @@
remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
hurtObj.SetBounceHP(bounceHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
+ GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
return
@@ -798,9 +831,9 @@
''' 计算治疗值
'''
cureBaseValue = 0 #治疗基础值
- effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
- skillPer = curSkill.GetEffectValue(effIDNum, 0)
- cureType = curSkill.GetEffectValue(effIDNum, 1)
+ cureType = curSkill.GetCalcType()
+ skillPer = curSkill.GetSkillPer()
+ #skillValue = curSkill.GetSkillValue()
#获得基础治疗值
if cureType == ChConfig.Def_Cure_Attack:
@@ -824,7 +857,7 @@
#curePer += GameObj.GetCurePer(userObj)
#if enemyObj:
# cureDefPer += GameObj.GetCureDefPer(enemyObj)
-
+
skillPer /= float(ChConfig.Def_MaxRateValue)
curePer /= float(ChConfig.Def_MaxRateValue)
cureDefPer /= float(ChConfig.Def_MaxRateValue)
@@ -840,6 +873,52 @@
GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
% (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
return cureHP
+
+def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
+ ## 执行单次dot逻辑
+ skillID = curBuff.GetSkillID()
+ skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not skillIpyData:
+ return
+ buffID = curBuff.GetBuffID()
+ ownerID = curBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+
+ atkObj = buffOwner
+ defObj = batObj
+
+ tagObjList = [defObj]
+ dHP = defObj.GetHP()
+ defID = defObj.GetID()
+ GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
+ % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, defObj.GetMaxHP()))
+
+ poolMgr = ObjPool.GetPoolMgr()
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+ useSkill.SetTagObjList(tagObjList)
+ useSkill.ClearHurtObj()
+
+ remainHP = max(0, dHP - hurtValue) # 剩余血量
+ lostHP = dHP - remainHP # 实际掉血量
+ defObj.SetHP(remainHP)
+
+ hurtObj = useSkill.AddHurtObj(defID)
+ hurtObj.SetHurtTypes(hurtTypes)
+ hurtObj.SetHurtHP(hurtValue)
+ hurtObj.SetLostHP(lostHP)
+ hurtObj.SetCurHP(remainHP)
+
+ # dot的反弹、吸血待定
+
+ TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
+
+ Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
+
+ DoBeAttackOver(turnFight, atkObj, useSkill)
+
+ useSkill.ResetUseRec()
+ poolMgr.release(useSkill)
+ return
def Sync_UseSkill(turnFight, curBatObj, useSkill):
## 通知释放技能
@@ -867,13 +946,14 @@
turnFight.addBatPack(clientPack)
return
-def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0):
+def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0, hurtTypes=0):
'''通知对象属性刷新展示B418
@param attrID: 通知变化的属性ID
@param diffValue: 变化值
@param diffType: 变化类型,0-减少;1-增加
@param skillID: 使用的技能表ID,即哪个技能的效果
@param relatedSkillID: 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
+ @param hurtTypes: 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
'''
if attrID not in ChConfig.CDBRefresh_AttrIDDict:
return
@@ -882,6 +962,7 @@
clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
clientPack.ObjID = curBatObj.GetID()
clientPack.RefreshType = refreshType
+ clientPack.AttackTypes = hurtTypes
if isBig:
clientPack.Value = value % ShareDefine.Def_PerPointValue
clientPack.ValueEx = value / ShareDefine.Def_PerPointValue
--
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