From ab3c1e29995e5bae442a06bbd8c4ae821efe88d0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 27 十一月 2025 11:11:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化被动buff触发有效效果逻辑;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 136 ++++++++++++++++++++++++++++++---------------
1 files changed, 90 insertions(+), 46 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 5323c9b..04cd13e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
## 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, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
'''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
@@ -92,6 +92,16 @@
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
GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+ otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
+ if otherEff:
+ otherSkillID = otherEff.GetEffectValue(0)
+ GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+ otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
+ if not otherSkill:
+ otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
+ if otherSkill:
+ OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
return
oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
@@ -153,7 +163,7 @@
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
- __doAddBuff(turnFight, curBatObj, useSkill)
+ __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
__doUseSkill(turnFight, curBatObj, useSkill)
@@ -608,7 +618,7 @@
# return False
return True
-def __doAddBuff(turnFight, curBatObj, useSkill):
+def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
#执行添加buff
#光环技能,需先添加施法者
@@ -616,14 +626,14 @@
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
- if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+ if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
for tagBatObj in useSkill.GetTagObjList():
if tagBatObj.GetID() == curBatObj.GetID():
continue
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
else:
for tagBatObj in useSkill.GetTagObjList():
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
return
@@ -643,7 +653,7 @@
SkillModule_2(turnFight, curBatObj, useSkill)
# 复活
elif atkType == 3:
- pass
+ SkillModule_3(turnFight, curBatObj, useSkill)
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
elif atkType == 4:
pass
@@ -722,7 +732,7 @@
curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
# 单独通知前端表现
- hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
diffType, diffValue = 0, lostHP
skillID = relatedSkillID = useSkill.GetSkillID()
Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
@@ -849,6 +859,27 @@
return
+def SkillModule_3(turnFight, curBatObj, useSkill):
+ ## 复活
+
+ skillPer = useSkill.GetSkillPer()
+ for tagBatObj in useSkill.GetTagObjList():
+ skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
+
+ dID = tagBatObj.GetID()
+ dMapHP = tagBatObj.GetMaxHP()
+ cureHP = int(dMapHP * skillPer / 10000.0)
+ tagBatObj.SetRevive(cureHP)
+
+ hurtObj = useSkill.AddHurtObj(dID)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(cureHP)
+ hurtObj.SetCurHP(tagBatObj.GetHP())
+ GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
+
+ return
+
def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
'''结算技能治疗
@param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
@@ -861,8 +892,9 @@
for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
# 汇总毒奶
if poisonCureOwner:
- hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
- hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
hurtValue = cureHP
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
@@ -878,7 +910,7 @@
tagBatObj.SetHP(remainHP)
hurtObj = curSkill.AddHurtObj(dID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(tagBatObj.GetHP())
@@ -921,7 +953,7 @@
defID = defObj.GetID()
# 结算需要同步标签
- useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+ useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
@@ -946,8 +978,9 @@
if poisonCureOwner:
GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
hurtValue = cureHP
- hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
- hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
@@ -957,7 +990,7 @@
defObj.SetHP(remainHP)
hurtObj = useSkill.AddHurtObj(defID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(defObj.GetHP())
@@ -1164,7 +1197,7 @@
for hurtObj in useSkill.GetHurtObjListAll():
if hurtObj.GetObjID() != tagID:
continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
canAtkBack = True
break
@@ -1252,40 +1285,45 @@
missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
+ reviveObjList = [] # 复活的对象列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
- if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
totalHurtValue += hurtObj.GetHurtHP()
if hurtObj.GetLostHP() > 0: # 有掉血的
if hurtObjID not in beHurtObjIDList:
beHurtObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
if hurtObjID not in missObjIDList:
missObjIDList.append(hurtObjID)
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
+ if tagObj not in reviveObjList:
+ reviveObjList.append(tagObj)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
if hurtObjID not in immuneObjIDList:
immuneObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry):
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
if hurtObjID not in parryObjIDList:
parryObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
if hurtObjID not in superHitObjIDList:
superHitObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
if hurtObjID not in stunObjIDList:
stunObjIDList.append(hurtObjID)
@@ -1345,12 +1383,23 @@
# 己方单位死亡时
else:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-
+
+ # 复活时
+ for tagObj in reviveObjList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
+
+ # 闪避
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+
if tagID in effIgnoreObjIDList:
continue
@@ -1397,14 +1446,9 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
# 格挡
- if tagID in missObjIDList:
+ if tagID in parryObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
-
- # 闪避
- if tagID in missObjIDList:
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
# 连击
if batType == ChConfig.TurnBattleType_Combo:
@@ -1643,7 +1687,7 @@
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
'''被动触发使用技能
@param passiveSkill: 释放的被动技能 或 技能ID
@param connSkill: 由什么技能引起的
@@ -1684,17 +1728,17 @@
if not tagObj:
return
tagID = tagObj.GetID()
- if not tagObj.IsAlive():
+ if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
return
if happenRate 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, byBuff=connBuff)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
- isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
return isOK
@@ -1739,9 +1783,9 @@
if GameWorld.CanHappen(missRate):
GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
curSkill.SetTagMissNum(defID, missRate + 1)
- return 0, pow(2, ChConfig.HurtType_Miss)
+ return 0, pow(2, ChConfig.HurtAtkType_Miss)
- hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
isSuperHit, isParry, isStun = False, False, False
aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1755,7 +1799,7 @@
isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
- hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
@@ -1764,14 +1808,14 @@
GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
if isParry:
- hurtTypes |= pow(2, ChConfig.HurtType_Parry)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
if ignoreDef:
GameWorld.DebugLog("无视防御/真实伤害!")
- hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
if isStun:
- hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
#参与运算的数值
#rand = random.random() #种子数 0~1
@@ -1998,7 +2042,7 @@
hurtValue = int(hurtValue)
if defObj.CheckInState(ChConfig.BatObjState_Wudi):
- hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
immuneHurt = hurtValue
hurtValue = 0
return hurtValue, hurtTypes, immuneHurt
@@ -2127,7 +2171,7 @@
immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
# 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
if caorenProtectID == tagID:
- hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
@@ -2139,11 +2183,11 @@
tagObj = batObjMgr.getBatObj(tagID)
if not tagObj:
continue
- hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
finalHurt = int(hurtValueDict.pop(tagID, 0))
immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
if immuneHurt > 0:
- hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
@@ -2454,7 +2498,7 @@
GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
- hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
return
@@ -2577,7 +2621,7 @@
defID = defObj.GetID()
# 结算需要同步标签
- useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+ useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
--
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