From abe94831e0fe835f9cc83611695a35f46ebcae7b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 26 十一月 2025 20:34:07 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(蔡文姬所有技能;增加复活释放方式支持;增加触发方式40-在场时,41-复活时;增加效果5501、6021、7011;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 185 +++++++++++++++++++++++++++++++++++-----------
1 files changed, 141 insertions(+), 44 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 c505673..824d3d5 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)
@@ -401,18 +411,12 @@
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
atkBackTagFrist = False
- relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
- sortObjList = [] # 优先灼烧目标,再对位
- for aimObj in aimObjList:
- sortValue = 0
- buffMgr = aimObj.GetBuffManager()
- if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
- sortValue = 2
- elif relativeObj and relativeObj.GetID() == aimObj.GetID():
- sortValue = 1
- sortObjList.append([sortValue, aimObj])
- sortObjList.sort(reverse=True)
- aimObjList = [s[1] for s in sortObjList]
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
+
+ # 承伤盾目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_DamShield:
+ atkBackTagFrist = False
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
# 仅焚血(毒奶)目标
elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -447,6 +451,20 @@
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
+ ## 获取处于xxbuff状态优先,然后再对位目标
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ sortObjList = [] # 优先灼烧目标,再对位
+ for aimObj in aimObjList:
+ sortValue = 0
+ if aimObj.CheckInState(checkStateList):
+ sortValue = 2
+ elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+ sortValue = 1
+ sortObjList.append([sortValue, aimObj])
+ sortObjList.sort(reverse=True)
+ return [s[1] for s in sortObjList]
def CheckChangeTagEff(turnFight, curBatObj, useSkill):
## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
@@ -600,7 +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
@@ -608,14 +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
@@ -624,6 +642,7 @@
atkType = useSkill.GetAtkType()
GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+ __doStealBuff(turnFight, curBatObj, useSkill)
__doHarmSelf(turnFight, curBatObj, useSkill)
# 通用攻击
@@ -634,7 +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
@@ -654,6 +673,38 @@
elif atkType == 9:
SkillModule_9(turnFight, curBatObj, useSkill)
+ return
+
+def __doStealBuff(turnFight, curBatObj, useSkill):
+ ## 施法前偷取buff
+ stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
+ if not stealEff:
+ return
+ buffState = stealEff.GetEffectValue(0) # buff状态
+ stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
+ isAll = True if stealCnt == 0 else False
+
+ for tagObj in useSkill.GetTagObjList():
+ if not isAll and stealCnt <= 0:
+ break
+ tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
+ if not tagBuffList:
+ continue
+
+ if not isAll and len(tagBuffList) > stealCnt:
+ random.shuffle(tagBuffList) # 随机
+
+ for tagBuff in tagBuffList:
+ skillID = tagBuff.GetSkillID()
+ buffOwner = curBatObj
+ GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+ addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
+ if not addBuff:
+ continue
+ stealCnt -= 1
+ TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
+ TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
+
return
def __doHarmSelf(turnFight, curBatObj, useSkill):
@@ -808,6 +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.HurtType_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], ...]
@@ -880,7 +952,7 @@
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()
@@ -926,7 +998,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1024,7 +1096,7 @@
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+ DoBeAttackResult(turnFight, curBatObj, useSkill)
return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1149,13 +1221,13 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
+def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
'''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,否则视为持续性的
'''
#curID = curObj.GetID()
+ isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1211,6 +1283,7 @@
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)
@@ -1231,6 +1304,10 @@
missObjIDList.append(hurtObjID)
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Revive):
+ if tagObj not in reviveObjList:
+ reviveObjList.append(tagObj)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
if hurtObjID not in immuneObjIDList:
immuneObjIDList.append(hurtObjID)
@@ -1304,12 +1381,23 @@
# 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
@@ -1356,14 +1444,9 @@
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:
@@ -1524,7 +1607,8 @@
enhanceSkillID = curEffect.GetEffectValue(0)
checkInStateList = curEffect.GetEffectValue(1)
checkHeroJob = curEffect.GetEffectValue(2)
- GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+ checkHeroSex = curEffect.GetEffectValue(3)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
tagObjList = useSkill.GetTagObjList()
enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1544,7 +1628,7 @@
GameWorld.DebugLog("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 += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
enchanceTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
@@ -1561,6 +1645,9 @@
if checkHeroJob and checkHeroJob != tagObj.GetJob():
GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
continue
+ if checkHeroSex and checkHeroSex != tagObj.GetSex():
+ GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+ 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))
continue
@@ -1574,8 +1661,8 @@
# 只执行一次,防止群攻时额外触发多次
GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- if checkInStateList or checkHeroJob:
- inState, haveJob = False, False
+ if checkInStateList or checkHeroJob or checkHeroSex:
+ inState, haveJob, haveSex = False, False, False
for tagObj in tagObjList:
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
@@ -1584,16 +1671,21 @@
inState = True
if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
haveJob = True
+ if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
+ haveSex = True
if checkInStateList and not inState:
GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
return
if checkHeroJob and not haveJob:
GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
return
+ if checkHeroSex and not haveSex:
+ GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+ return
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
@@ -1634,17 +1726,17 @@
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
@@ -2527,17 +2619,22 @@
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()
dMaxHP = defObj.GetMaxHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+ costLayer = kwargs.get("costLayer")
layer = curBuff.GetLayer()
- if layer > 0:
- hurtValue *= layer
- GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ if costLayer > 0:
+ hurtValue *= min(costLayer, max(1, layer))
+ GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+ else:
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
if "FinalDamPer" in kwargs:
FinalDamPer = kwargs["FinalDamPer"]
hurtValue *= (10000 + FinalDamPer) / 10000.0
@@ -2554,7 +2651,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
--
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