From acebf38b40565a700efeecddb2e3f6e2b2e183a6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 13 十二月 2025 16:28:44 +0800
Subject: [PATCH] 389 流向记录(增加GM工具命令:重读配置 GMT_ReloadConfig)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 874 +++++++++++++++++++++++++++++++++++++--------------------
1 files changed, 564 insertions(+), 310 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 70c820a..e4f017d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -27,7 +27,6 @@
import TurnPassive
import TurnAttack
import TurnBuff
-import ObjPool
import FBLogic
import random
@@ -45,7 +44,7 @@
## 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
@@ -61,19 +60,27 @@
return
if not curBatObj.IsAlive():
- return
-
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
+ GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
+ else:
+ triggerWay = kwargs.get("triggerWay", 0)
+ if triggerWay in ChConfig.DeadCanTriggerWayList:
+ GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+ else:
+ GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
+ return
+
objID = curBatObj.GetID()
if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
- GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
+ GameWorld.DebugLogEx("技能CD中! skillID=%s,RemainTime=%s", skillID, useSkill.GetRemainTime())
return
buffStateGroups = useSkill.GetBuffStateLimit()
if buffStateGroups:
limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
if limitState:
- GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
+ GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
return
if CheckSkillUseCntLimit(curBatObj, useSkill):
@@ -85,32 +92,56 @@
rate = useSkill.GetHappenRate()
if rate:
rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
+ isRemove = False
for tagObj in tagObjList[::-1]:
- if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+ if not curBatObj.IsSkillCanHappen(skillID, rate):
tagObjList.remove(tagObj)
-
+ isRemove = True
+ GameWorld.DebugLogEx(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s", rate, skillID, tagObj.GetID())
+ if not tagObjList and isRemove:
+ return
+
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)
+ GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+ otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
+ if otherEff:
+ otherSkillID = otherEff.GetEffectValue(0)
+ GameWorld.DebugLogEx("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)
if oneActionUseCnt >= 20:
- GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
+ GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
return
oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
+ # 子技能怒气溢出值也有效,所以子技能不处理
+ curXP = curBatObj.GetXP()
+ if batType == ChConfig.TurnBattleType_Enhance:
+ pass
+ elif SkillCommon.isAngerSkill(useSkill):
+ maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ angerOverflow = max(curXP - maxXP, 0)
+ curBatObj.SetAngerOverflow(angerOverflow)
+ else:
+ curBatObj.SetAngerOverflow(0)
+ angerOverflow = curBatObj.GetAngerOverflow()
+
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
- % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
+ GameWorld.DebugLogEx("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s",
+ objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
# 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()
- usePoolSkill = False
if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
- usePoolSkill = True
# 统一使用 BattleObj.PySkill
- useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
+ useSkill = BattleObj.PySkill(useSkill, objID)
useSkill.ResetUseRec()
useSkill.SetTagObjList(tagObjList)
@@ -141,7 +172,7 @@
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
- __doAddBuff(turnFight, curBatObj, useSkill)
+ __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
__doUseSkill(turnFight, curBatObj, useSkill)
@@ -157,8 +188,6 @@
# 最后重置、回收对象
useSkill.ResetUseRec()
- if usePoolSkill:
- poolMgr.release(useSkill)
return True
def CheckSkillUseCntLimit(batObj, useSkill):
@@ -176,47 +205,55 @@
if useCntLimit:
useCnt = batObj.GetSkillUseCnt(skillID)
if useCnt >= useCntLimit:
- GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+ GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
return True
if turnUseCntLimit:
turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
if turnUseCnt >= turnUseCntLimit:
- GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+ GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
return True
return
def IsNeedSyncSkill(useSkill):
## 使用需要同步B427使用技能
- if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
return True
if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
return True
return False
-def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
+def GetSkillTags(turnFight, curBatObj, useSkill=None, atkBackTag=None, tagSet=None):
## 获取技能目标
+ # @param tagSet: 可以外部指定检索目标 [范围, 友好, 细分, 个数]
# @return: [主目标, 目标2, ...]
- tagAim = useSkill.GetTagAim()
- tagFriendly = useSkill.GetTagFriendly()
- tagAffect = useSkill.GetTagAffect()
- tagCount = useSkill.GetTagCount()
-
lineupNumSet = None
- changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
- if changeRet:
- lineupNumSet, changeTagSet = changeRet
- GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
- tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+ changeRet = None
+ if tagSet and len(tagSet) == 4:
+ tagAim, tagFriendly, tagAffect, tagCount = tagSet
+ elif useSkill:
+ tagAim = useSkill.GetTagAim()
+ tagFriendly = useSkill.GetTagFriendly()
+ tagAffect = useSkill.GetTagAffect()
+ tagCount = useSkill.GetTagCount()
+ changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+ if changeRet:
+ lineupNumSet, changeTagSet = changeRet
+ GameWorld.DebugLogEx("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s", lineupNumSet, changeTagSet)
+ tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+ else:
+ return []
+
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
- tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
- #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
+ if useSkill:
+ tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+ #GameWorld.DebugLogEx("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s", useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount)
# 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
# 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
@@ -235,12 +272,12 @@
elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
inChaos = True
tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
- #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+ #GameWorld.DebugLogEx("inCharm=%s,inChaos=%s,tagFriendly=%s", inCharm, inChaos, tagFriendly)
isNoSelf = False # 是否不包含自己
if inCharm or inChaos:
if SkillCommon.isAttackDirectSkill(useSkill):
isNoSelf = True
- #GameWorld.DebugLog("特殊不包含自己")
+ #GameWorld.DebugLogEx("特殊不包含自己")
# 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
sneerObjFirst = True # 嘲讽目标是否优先
@@ -258,10 +295,10 @@
sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
if sneerTagObj:
specMainObj = sneerTagObj
- #GameWorld.DebugLog("嘲讽特殊主目标")
+ #GameWorld.DebugLogEx("嘲讽特殊主目标")
elif atkBackTag:
specMainObj = atkBackTag
- #GameWorld.DebugLog("反击特殊主目标")
+ #GameWorld.DebugLogEx("反击特殊主目标")
if specMainObj:
specObjID = specMainObj.GetID()
@@ -326,11 +363,11 @@
colNumList.remove(specInColNum)
colNumList.insert(0, specInColNum)
- GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+ GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
for col in colNumList:
for row in range(1, 1 + ChConfig.TurnFightRows):
pNum = (row - 1) * ChConfig.TurnFightCols + col
- #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
+ #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
@@ -350,12 +387,12 @@
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+ GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
# 按前排优先原则
for row in range(1, 1 + ChConfig.TurnFightRows):
for col in colNumList:
pNum = (row - 1) * ChConfig.TurnFightCols + col
- #GameWorld.DebugLog(" col=%s,row=%s,pNum=%s" % (col, row, pNum))
+ #GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
@@ -368,39 +405,33 @@
# 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])
+ #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
# 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])
+ #GameWorld.DebugLogEx("血量最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
# 攻击力最高
elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
- #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ #GameWorld.DebugLogEx("攻击力最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
# 未被控制优先
elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
sneerObjFirst = False
aimObjList.sort(key=lambda o:(o.IsInControlled()))
- GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+ GameWorld.DebugLogEx("未被控制优先: %s", [[o.GetID(), o.IsInControlled()] for o in aimObjList])
# 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:
@@ -435,6 +466,20 @@
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
@@ -496,12 +541,12 @@
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
+ GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
aimObjList = []
for row in rowNumList:
for col in colNumList:
pNum = (row - 1) * ChConfig.TurnFightCols + col
- #GameWorld.DebugLog(" row=%s,col=%s,pNum=%s" % (row, col, pNum))
+ #GameWorld.DebugLogEx(" row=%s,col=%s,pNum=%s", row, col, pNum)
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
@@ -582,36 +627,37 @@
return False
if isNoSelf:
if tagBatObj.GetID() == curBatObj.GetID():
- #GameWorld.DebugLog("不包含自己")
+ #GameWorld.DebugLogEx("不包含自己")
return False
#if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
# 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
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
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):
+ GameWorld.DebugLogEx("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, **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
def __doUseSkill(turnFight, curBatObj, useSkill):
atkType = useSkill.GetAtkType()
- GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+ GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
+ __doStealBuff(turnFight, curBatObj, useSkill)
__doHarmSelf(turnFight, curBatObj, useSkill)
# 通用攻击
@@ -622,7 +668,7 @@
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
@@ -644,6 +690,38 @@
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.DebugLogEx("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):
## 施法前自残
harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
@@ -663,13 +741,13 @@
updHP = max(curHP - lostHP, 0)
curBatObj.SetHP(updHP, False)
- GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s"
- % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
+ GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s",
+ curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
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)
@@ -678,19 +756,33 @@
def SkillModule_1(turnFight, curBatObj, useSkill):
## 通用攻击,单攻、群攻
+ addPer = 0
+ # 司马懿特殊潜能
+ if useSkill.GetSkillID() == ChConfig.SkillID_SmyFanzhao:
+ frozenCnt = curBatObj.GetDictByKey("EnemyFrozen")
+ curBatObj.SetDict("EnemyFrozen", 0)
+ effect = useSkill.GetEffect(0)
+ perFrozenAdd = effect.GetEffectValue(0) # 每个冰冻额外增加比例
+ addPerMax = effect.GetEffectValue(1) # 最大增加比例
+ addPer = frozenCnt * perFrozenAdd
+ if addPerMax and addPer > addPerMax:
+ addPer = addPerMax
+ GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
+
# 计算伤害
calcHurtResults = []
for tagBatObj in useSkill.GetTagObjList():
- hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
return
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
## 计算技能伤害,只计算值,不做实际处理
+ # @param addPer: 外部指定增加的比例
# @return: hurtValue, hurtTypes, immuneHurt
- atkSkillPer = curSkill.GetSkillPer()
+ atkSkillPer = curSkill.GetSkillPer() + addPer
atkSkillValue = curSkill.GetSkillValue()
hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
@@ -731,7 +823,7 @@
valueA = randEffect.GetEffectValue(0)
valueB = max(randEffect.GetEffectValue(1), valueA)
ricochetCnt = random.randint(valueA, valueB)
- GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+ GameWorld.DebugLogEx("随机弹射次数: %s,valueA=%s,valueB=%s", ricochetCnt, valueA, valueB)
ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
# 弹射:优先弹射次数少的目标,相同目标可弹射多次
@@ -745,7 +837,7 @@
ricochetObjList.append(tagObj)
ricochetObjIDList.append(tagObj.GetID())
- GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList))
+ GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -796,6 +888,41 @@
return
+def SkillModule_3(turnFight, curBatObj, useSkill):
+ ## 复活
+
+ initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+ xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ for tagBatObj in useSkill.GetTagObjList():
+ skillPer = useSkill.GetSkillPer()
+ skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
+
+ reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
+ reviveHPPer += skillPer
+ reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
+
+ reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
+ reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
+
+ dID = tagBatObj.GetID()
+ dMapHP = tagBatObj.GetMaxHP()
+
+ cureHP = int(dMapHP * reviveHPPer / 10000.0)
+ xp = initXP + int(xpMax * reviveXPPer / 10000.0)
+
+ tagBatObj.SetRevive(cureHP)
+ tagBatObj.SetXP(xp, False)
+
+ hurtObj = useSkill.AddHurtObj(dID)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(cureHP)
+ hurtObj.SetCurHP(tagBatObj.GetHP())
+ GameWorld.DebugLogEx(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s",
+ dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer)
+
+ 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], ...]
@@ -808,8 +935,9 @@
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])
@@ -825,11 +953,11 @@
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())
- GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+ GameWorld.DebugLogEx(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP)
TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
@@ -868,33 +996,33 @@
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()
dMaxHP = defObj.GetMaxHP()
- GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
- % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+ GameWorld.DebugLogEx("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s",
+ atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP)
layer = curBuff.GetLayer()
if layer > 0:
cureHP *= layer
- GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+ GameWorld.DebugLogEx(" 多层buff: cureHP=%s,layer=%s", cureHP, layer)
#if "FinalDamPer" in kwargs:
# FinalDamPer = kwargs["FinalDamPer"]
# hurtValue *= (10000 + FinalDamPer) / 10000.0
- # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+ # GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
- poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill = BattleObj.PySkill(skillIpyData, atkID)
useSkill.SetTagObjList([defObj])
useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
poisonCureOwner = GetPoisonCureOwner(defObj)
if poisonCureOwner:
- GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
+ GameWorld.DebugLogEx("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")
@@ -904,23 +1032,22 @@
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())
- GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
+ GameWorld.DebugLogEx(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP)
TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
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)
useSkill.ResetUseRec()
- poolMgr.release(useSkill)
return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -939,8 +1066,8 @@
calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
attrID = ChConfig.AttrID_XP
- GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s"
- % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
+ GameWorld.DebugLogEx("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():
@@ -952,7 +1079,7 @@
diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
updValue = tagXP - diffValue
tagBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+ GameWorld.DebugLogEx(" 减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
# 偷
@@ -962,7 +1089,7 @@
diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
updValue = tagXP - diffValue
tagBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+ GameWorld.DebugLogEx(" 偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
curStealTotal += diffValue
@@ -974,7 +1101,7 @@
diffValue = GetEnhanceXP(tagBatObj, calcValue)
updValue = tagXP + diffValue
tagBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+ GameWorld.DebugLogEx(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
if curStealTotal > 0:
@@ -983,7 +1110,7 @@
diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
updValue = curXP + diffValue
curBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
+ GameWorld.DebugLogEx(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s", curID, curStealTotal, curXP, diffValue, updValue)
Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
return
@@ -1005,14 +1132,15 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
+
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
if IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
- __doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+ DoBeAttackResult(turnFight, curBatObj, useSkill)
return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1053,7 +1181,7 @@
atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
if atkBackSkill:
# 可以反击,打断连击
- GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
+ GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
return
@@ -1067,11 +1195,11 @@
dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
if not GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+ GameWorld.DebugLogEx("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s",
+ atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)
return
- GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+ GameWorld.DebugLogEx("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s",
+ TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)
useSkill.SetComboNum(comboNum + 1)
# 连击特长
@@ -1094,29 +1222,29 @@
atkID = atkObj.GetID()
tagID = tagObj.GetID()
if not tagObj.CanAction():
- GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
+ GameWorld.DebugLogEx("当前状态无法反击! tagID=%s", tagID)
return
if atkObj.GetFaction() == tagObj.GetFaction():
- #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+ #GameWorld.DebugLogEx("同阵营不触发反击!") # 魅惑可能导致打自己人
return
canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
heroID = atkObj.GetHeroID()
- GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
+ GameWorld.DebugLogEx("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s", atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList)
return
canAtkBack = False
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
if not canAtkBack:
- GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
+ GameWorld.DebugLogEx("没有格挡不可反击! tagID=%s", tagID)
return
# 大回合单武将反击次数限制
@@ -1124,7 +1252,7 @@
if bigTurnAtkbackCntMax:
atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
if atkbackCnt >= bigTurnAtkbackCntMax:
- GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
+ GameWorld.DebugLogEx("本大回合累计反击次数达上限! atkbackCnt=%s >= %s", atkbackCnt, bigTurnAtkbackCntMax)
return
skillManager = tagObj.GetSkillManager()
@@ -1133,17 +1261,17 @@
if not useSkill:
continue
if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
- GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
+ GameWorld.DebugLogEx("可以反击! tagID=%s", tagID)
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)
@@ -1195,42 +1323,52 @@
# 统计伤血,可能单个技能对同一目标造成多次伤害
totalHurtValue = 0
- isSuperHit, isStun, isSuckHP = False, False, False
+ isSuckHP = False
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 hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
- isSuperHit = True
-
- if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
- isStun = True
-
+ if hurtObjID not in parryObjIDList:
+ parryObjIDList.append(hurtObjID)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
+ if hurtObjID not in superHitObjIDList:
+ superHitObjIDList.append(hurtObjID)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
+ if hurtObjID not in stunObjIDList:
+ stunObjIDList.append(hurtObjID)
+
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
@@ -1239,9 +1377,9 @@
curObj.SetLastHurtValue(totalHurtValue)
# 群攻只触发一次特长
- if isSuperHit:
+ if superHitObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
- if isStun:
+ if stunObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
if isSuckHP:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1272,6 +1410,9 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
if dieObjList:
+ for dieObj in dieObjList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+
for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
batFaction = turnFight.getBatFaction(faction)
for lineupNum in batFaction.lineupDict.keys():
@@ -1287,12 +1428,26 @@
# 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:
+ # 同步最新的怒气及buff,血量已经在技能中通知了
+ tagObj.SetXP(tagObj.GetXP())
+ TurnBuff.DoBuffByRevive(turnFight, tagObj)
+ 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
@@ -1302,31 +1457,59 @@
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
+ if not isAttackDirect:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+
+ # 额外目标不再触发以下内容
+ if isExObj:
+ continue
+
# 直接攻击
- if isAttackDirect and not isExObj:
+ if isAttackDirect:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
# 持续伤害
elif not isAttackDirect:
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
# 受到持续伤害
- if tagID in beHurtObjIDList and not isExObj:
+ if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
# 使用技能后
- if isUseSkill and not isExObj:
+ if isUseSkill:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+ # 击晕
+ if tagID in stunObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+
+ # 暴击
+ if tagID in superHitObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
+
+ # 格挡
+ if tagID in parryObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+
# 连击
- if batType == ChConfig.TurnBattleType_Combo and not isExObj:
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
# 追击
- elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+ # 反击
+ elif batType == ChConfig.TurnBattleType_AtkBack:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
triggerOne = True # 设置已经触发过一次
@@ -1379,7 +1562,7 @@
curBatObj.SetXP(0)
elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
- AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+ AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
return
def __doSkillHurtAnger(batObj, lostHP, useSkill):
@@ -1389,13 +1572,13 @@
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
if addXP <= 0:
return
- AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+ AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
return
-def AddTurnFightXP(gameObj, addXP, reason=""):
+def AddFightXP(gameObj, addXP, reason=""):
## 回合战斗增加XP
if addXP <= 0 or not addXP:
- #GameWorld.DebugLog(" 没有增加XP! curID=%s" % (gameObj.GetID()))
+ #GameWorld.DebugLogEx(" 没有增加XP! curID=%s", gameObj.GetID())
return
posNum = gameObj.GetPosNum()
if posNum <= 0:
@@ -1405,7 +1588,7 @@
curXP = gameObj.GetXP()
updXP = curXP + addXP
gameObj.SetXP(updXP)
- GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
+ GameWorld.DebugLogEx(" 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):
@@ -1422,7 +1605,7 @@
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))
+ GameWorld.DebugLogEx(" 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
@@ -1434,7 +1617,7 @@
return addXP
objID = gameObj.GetID()
updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
- GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+ GameWorld.DebugLogEx("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s", objID, addXP, addPer, updAddXP)
return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
@@ -1450,7 +1633,7 @@
continue
effID = curEffect.GetEffectID()
- GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
+ GameWorld.DebugLogEx("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s", useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)
if effID == 5010:
# 额外技能效果
__doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -1469,12 +1652,13 @@
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
## 执行主技能的额外技能效果
#if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
- # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+ # #GameWorld.DebugLogEx("自身为额外触发的技能不再触发额外技能! skillID=%s", useSkill.GetSkillID())
# return
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.DebugLogEx("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)
@@ -1486,33 +1670,37 @@
invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
triggerWay=ChConfig.TriggerWay_KillOneObj)
if invalidSkillID and invalidSkillID == enhanceSkillID:
- GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+ GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
return
# 继承主技能目标
if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+ GameWorld.DebugLogEx("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())
+ if enhanceRate:
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
enchanceTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
if not tagObj.IsAlive():
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
continue
if tagID in effIgnoreObjIDList:
- GameWorld.DebugLog(" 闪避或免疫的不触发: tagID=%s" % (tagID))
+ GameWorld.DebugLogEx(" 闪避或免疫的不触发: tagID=%s", tagID)
continue
if checkInStateList:
if not tagObj.CheckInState(checkInStateList):
- GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+ GameWorld.DebugLogEx(" 不在状态下不触发: tagID=%s not in state:%s", tagID, checkInStateList)
continue
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))
+ GameWorld.DebugLogEx(" 非目标职业不触发: tagID=%s,job=%s != %s", tagID, tagObj.GetJob(), checkHeroJob)
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))
+ if checkHeroSex and checkHeroSex != tagObj.GetSex():
+ GameWorld.DebugLogEx(" 非目标性别不触发: tagID=%s,sex=%s != %s", tagID, tagObj.GetSex(), checkHeroSex)
+ continue
+ if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
+ GameWorld.DebugLogEx(" 概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
continue
enchanceTagObjList.append(tagObj)
@@ -1523,9 +1711,9 @@
return
# 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
+ GameWorld.DebugLogEx("重新锁定目标! enhanceSkillID=%s", enhanceSkillID)
+ if checkInStateList or checkHeroJob or checkHeroSex:
+ inState, haveJob, haveSex = False, False, False
for tagObj in tagObjList:
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
@@ -1534,18 +1722,23 @@
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))
+ GameWorld.DebugLogEx(" 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)
+ GameWorld.DebugLogEx(" 没有命中目标为目标职业不触发: checkHeroJob=%s", checkHeroJob)
+ return
+ if checkHeroSex and not haveSex:
+ GameWorld.DebugLogEx(" 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
+ @param passiveSkill: 释放的被动技能 或 技能ID
@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
@@ -1553,6 +1746,14 @@
'''
if not passiveSkill:
return
+ if isinstance(passiveSkill, int):
+ passiveSkillID = passiveSkill
+ passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
+ if not passiveSkill:
+ passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
+ if not passiveSkill:
+ return
+
bySkillID = 0
if connSkill:
bySkillID = connSkill.GetSkillID()
@@ -1560,33 +1761,40 @@
bySkillID = connBuff.GetSkillID()
passiveSkillID = passiveSkill.GetSkillID()
if passiveSkillID == bySkillID:
- #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
return
if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
- #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
+ #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
return
isOK = False
# 继承主技能目标
- if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- happenRate = passiveSkill.GetHappenRate()
- happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
- GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
+ tagAim = passiveSkill.GetTagAim()
+ if tagAim == ChConfig.SkillTagAim_MainSkill:
if not tagObj:
return
+ happenRate = passiveSkill.GetHappenRate()
+ if happenRate:
+ happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+ GameWorld.DebugLogEx("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, happenRate, bySkillID)
tagID = tagObj.GetID()
- if not tagObj.IsAlive():
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
+ GameWorld.DebugLogEx(" 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))
+ if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
+ GameWorld.DebugLogEx(" 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)
+ elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
+ if not connSkill:
+ return
+ passiveTagObjList = connSkill.GetTagObjList()
+ 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)
+ GameWorld.DebugLogEx("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, **kwargs)
return isOK
@@ -1594,7 +1802,7 @@
'''按公式计算伤害,默认按攻击计算
'''
- mapID = turnFight.mapID
+ #mapID = turnFight.mapID
skillID = curSkill.GetSkillID()
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
@@ -1603,7 +1811,7 @@
changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
if changeHurtType == 1:
ignoreDef = True
- GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
+ GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
atkID = atkObj.GetID()
defID = defObj.GetID()
@@ -1612,16 +1820,15 @@
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
isDot = ("damageoftime" in kwargs)
- angerOverflow = 0 # 怒气溢出值
mustHit = False # 是否必命中
if not isTurnNormalSkill: # 仅普攻判断是否闪避
mustHit = True
+ angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
if isAngerSkill:
curXP = atkObj.GetXP()
- angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
- GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+ GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
#命中公式 攻击方类型不同,公式不同
if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
@@ -1630,11 +1837,11 @@
missNum = curSkill.GetTagMissNum(defID)
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
if GameWorld.CanHappen(missRate):
- GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
+ GameWorld.DebugLogEx("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
@@ -1648,21 +1855,23 @@
isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
- hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
- aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ 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)
- dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ GameWorld.DebugLogEx("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)
+ GameWorld.DebugLogEx("无视防御/真实伤害!")
+ 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
@@ -1691,8 +1900,16 @@
dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
- aAddSkillPer = 0 # 技能增伤
- aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+ aDOTPer, dDOTPerDef = 0, 0
+ if isDot:
+ aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+ dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+ GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+
+ #aAddSkillPer = 0 # 技能增伤
+ aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1702,18 +1919,32 @@
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
- aComboDamPer = 0 # 连击增伤
+ # 阵营增减伤
+ aCountry = atkObj.GetCountry()
+ dCountry = defObj.GetCountry()
+ countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
+ 2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+ 3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+ 4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+ }
+ aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+ dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+
+ aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
if batType == ChConfig.TurnBattleType_Combo:
aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+ dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
- aPursueDamPer = 0 # 追击增伤
+ aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
if batType == ChConfig.TurnBattleType_Pursue:
aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+ dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
- aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
- if mapID == ChConfig.Def_FBMapID_ArenaBattle:
- aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
- dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+ aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+ if turnFight.isPVP() > 0:
+ aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+ dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+ GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -1721,65 +1952,73 @@
dNormalSkillPerDef /= 10000.0
aAngerSkillPer /= 10000.0
dAngerSkillPerDef /= 10000.0
- aAddSkillPer /= 10000.0
+ aDOTPer /= 10000.0
+ dDOTPerDef /= 10000.0
+ aBatDamPer /= 10000.0
+ dBatDamPerDef /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
aSuperDamPer /= 10000.0
dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
+ aCountryDamPer /= 10000.0
+ dCountryDamPerDef /= 10000.0
aComboDamPer /= 10000.0
+ dComboDamPerDef /= 10000.0
aPursueDamPer /= 10000.0
- aArenaDamPer /= 10000.0
- dArenaDamPerDef /= 10000.0
+ dPursueDamPerDef /= 10000.0
+ aPVPDamPer /= 10000.0
+ dPVPDamPerDef /= 10000.0
if calcType != ChConfig.Def_Calc_Attack:
aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+ GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s",
+ atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
+ #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
- GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
+ GameWorld.DebugLogEx(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
- GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
+ GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLogEx(" 持续技能伤害=%s" % (hurtValue))
elif calcType == ChConfig.Def_Calc_ByBuffValue:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
- GameWorld.DebugLog(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
+ GameWorld.DebugLogEx(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
elif calcType != ChConfig.Def_Calc_Attack:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
- GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
+ GameWorld.DebugLogEx(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s", hurtValue, calcType, aAtk)
else:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
- GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
+ GameWorld.DebugLogEx(" 其他伤害=%s", hurtValue)
if isParry:
parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
hurtValue = hurtValue * (1 - parryReduceRatio)
- GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
+ GameWorld.DebugLogEx(" 格挡后伤害=%s,parryReduceRatio=%s", hurtValue, parryReduceRatio)
multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
if multiValue and multiValue != 1:
hurtValue = int(hurtValue * multiValue)
- GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+ GameWorld.DebugLogEx(" 伤害倍值: hurtValue=%s,multiValue=%s", hurtValue, multiValue)
hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
if hurtAtkPerMax:
aAtk = atkObj.GetAtk()
hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
hurtValue = min(hurtValue, hurtValueMax)
- GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+ GameWorld.DebugLogEx(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
# 均摊
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
tagCnt = max(1, len(curSkill.GetTagObjList()))
hurtValue = hurtValue / tagCnt
- GameWorld.DebugLog(" 目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
+ GameWorld.DebugLogEx(" 目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
@@ -1792,11 +2031,12 @@
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
- GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+ GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
return True
aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
@@ -1804,7 +2044,7 @@
dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
+ GameWorld.DebugLogEx("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s", happenRate, aSuperHitRate, dSuperHitRateDef)
return True
return False
@@ -1817,7 +2057,7 @@
return False
stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
- GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+ GameWorld.DebugLogEx("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s", happenRate, aStunRate, dStunRateDef)
return True
return False
@@ -1831,7 +2071,7 @@
buffMgr = defObj.GetBuffManager()
parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
if parryYJBuff and parryYJBuff.GetLayer():
- GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
+ GameWorld.DebugLogEx("格挡印记格挡了: buffID=%s,buffLayer=%s", parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())
TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
return True
@@ -1840,7 +2080,7 @@
parryNum = curSkill.GetTagParryNum(defID)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
+ GameWorld.DebugLogEx("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s", happenRate, aParryRateDef, dParryRate, parryNum)
curSkill.SetTagParryNum(defID, parryNum + 1)
return True
return False
@@ -1858,7 +2098,7 @@
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
@@ -1949,10 +2189,10 @@
isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
if not isAve:
- #GameWorld.DebugLog("没有分摊伤害原值返回")
+ #GameWorld.DebugLogEx("没有分摊伤害原值返回")
return calcHurtResults
- GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s"
- % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
+ GameWorld.DebugLogEx("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s",
+ hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID)
# 均摊给其他阵营的算非直接伤害,即曹仁无效
for key, otherHurtDict in otherFactionHurtDict.items():
@@ -1962,8 +2202,8 @@
# 其他阵营分摊后的最终伤害累加到实际最终伤害
for objID, aveHurt in otherHurtDict.items():
hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
- GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s"
- % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
+ GameWorld.DebugLogEx("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s",
+ isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx)
# 其他阵营再次分摊给其他阵营的,董白效果引起
# 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
@@ -1974,8 +2214,8 @@
for objID, aveHurt in otherHurtDictEx.items():
hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
- GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s"
- % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
+ GameWorld.DebugLogEx("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s",
+ otherHurtDictEx, hurtValueDict, immuneHurtDict)
finalHurtTotal = 0
finalHurtResults = []
@@ -1987,10 +2227,10 @@
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))
+ GameWorld.DebugLogEx("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)
# 剩下伤害则默认为额外目标伤害,放主要目标后面
isEx = 1
@@ -1999,18 +2239,18 @@
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))
+ GameWorld.DebugLogEx("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
finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
if finalHurtTotal != srcHurtTotal:
- GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
+ GameWorld.DebugLogEx("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s", srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal)
return finalHurtResults
def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
@@ -2035,8 +2275,8 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(lineupNum)
batObjMgr = BattleObj.GetBatObjMgr()
- GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s"
- % (faction, lineupNum, hurtValueDict, immuneHurtDict))
+ GameWorld.DebugLogEx("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s",
+ faction, lineupNum, hurtValueDict, immuneHurtDict)
# 按优先级顺序处理拥有分摊效果的武将
for effHeroID in effHeroIDList:
if effHeroID not in batLineup.heroObjIDDict:
@@ -2052,28 +2292,28 @@
aveObjList = [] # 可均摊伤害的对象列表
if effHeroID == ChConfig.HeroID_Caoren:
if not caorenProtectObj:
- GameWorld.DebugLog("没有曹仁可防护的对象")
+ GameWorld.DebugLogEx("没有曹仁可防护的对象")
continue
hpLowestID = caorenProtectObj.GetID()
if hpLowestID == objID:
- GameWorld.DebugLog("曹仁不防护自己")
+ GameWorld.DebugLogEx("曹仁不防护自己")
continue
if not inHurt and hpLowestID not in hurtValueDict:
- GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
+ GameWorld.DebugLogEx("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s", hpLowestID)
continue
if batObj.IsInControlledHard():
- GameWorld.DebugLog("曹仁被硬控中不防护")
+ GameWorld.DebugLogEx("曹仁被硬控中不防护")
continue
caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
if not caoRenSkill:
- GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
+ GameWorld.DebugLogEx("曹仁还未学习分担伤害技能! caorenSkillID=%s", caorenSkillID)
continue
if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
- GameWorld.DebugLog("曹仁概率未触发防护")
+ GameWorld.DebugLogEx("曹仁概率未触发防护")
continue
inHurt = True
aveObjList = [batObj, caorenProtectObj]
- GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
+ GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
elif effHeroID == ChConfig.HeroID_Zhenfu:
aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
@@ -2086,10 +2326,10 @@
if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
if not aveBuff:
- GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
+ GameWorld.DebugLogEx("没有分摊伤害光环! effHeroID=%s", effHeroID)
continue
haloObjIDList = aveBuff.GetHaloObjIDList()
- GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
+ GameWorld.DebugLogEx("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s", effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList)
for haloObjID in haloObjIDList:
haloObj = batObjMgr.getBatObj(haloObjID)
if not haloObj or not haloObj.IsAlive():
@@ -2099,12 +2339,12 @@
inHurt = True
if not inHurt:
- GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
+ GameWorld.DebugLogEx("相关人员没有受伤,不处理分摊伤害! effHeroID=%s", effHeroID)
continue
aveObjCnt = len(aveObjList)
if aveObjCnt < 2:
- GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
+ GameWorld.DebugLogEx("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s", effHeroID, aveObjCnt)
continue
if not isAve:
@@ -2112,27 +2352,27 @@
if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
caorenProtectID = caorenProtectObj.GetID()
- GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
+ GameWorld.DebugLogEx("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s", caorenProtectID, objID)
aveHurtTotal = 0
for aveObj in aveObjList:
aveObjID = aveObj.GetID()
if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
- GameWorld.DebugLog(" 曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
+ GameWorld.DebugLogEx(" 曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s", aveObjID)
continue
if aveObjID not in hurtValueDict:
continue
hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
if hurtValue <= 0:
- GameWorld.DebugLog(" 无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
+ GameWorld.DebugLogEx(" 无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s", aveObjID)
continue
aveHurtTotal += hurtValue
- GameWorld.DebugLog(" 累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
+ GameWorld.DebugLogEx(" 累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s", effHeroID, aveObjID, hurtValue, aveHurtTotal)
# 大家分摊
aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
- GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
+ GameWorld.DebugLogEx("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s", effHeroID, aveHurtTotal, aveObjCnt, aveHurt)
for aveObj in aveObjList:
aveObjID = aveObj.GetID()
aveFaction = aveObj.GetFaction()
@@ -2147,12 +2387,12 @@
if immuneHurt >= 0:
immuneHurtDict[aveObjID] = immuneHurt + aveHurt
- GameWorld.DebugLog(" 累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
+ GameWorld.DebugLogEx(" 累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s", aveObjID, immuneHurtDict)
continue
if aveFaction == faction:
aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
- GameWorld.DebugLog(" 累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
+ GameWorld.DebugLogEx(" 累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s", aveObjID, aveHurtDict)
else:
aveLineupNum = aveObj.GetLineupNum()
key = (aveFaction, aveLineupNum)
@@ -2160,12 +2400,12 @@
otherFactionHurtDict[key] = {}
otherHurtDict = otherFactionHurtDict[key]
otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
- GameWorld.DebugLog(" 累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
+ GameWorld.DebugLogEx(" 累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s", aveObjID, key, otherHurtDict)
# 汇总最新伤害
for aveObjID, aveHurt in aveHurtDict.items():
hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
- GameWorld.DebugLog(" 更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
+ GameWorld.DebugLogEx(" 更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s", hurtValueDict, immuneHurtDict, otherFactionHurtDict)
return isAve, caorenProtectID, otherFactionHurtDict
@@ -2188,8 +2428,8 @@
updBuffValue = buffValue + immuneHurt
buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
- GameWorld.DebugLog(" 无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s"
- % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
+ GameWorld.DebugLogEx(" 无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s",
+ defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
if hurtValue <= 0:
return 0
@@ -2216,7 +2456,7 @@
shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
shieldHurtPer /= 10000.0
shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
- GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
+ GameWorld.DebugLogEx(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s", shieldHurtValue, shieldHurtPer, hurtValue)
shieldBuffList.sort()
for _, buffValue, buff in shieldBuffList:
if shieldHurtValue <= 0:
@@ -2227,20 +2467,20 @@
decShieldValue = shieldHurtValue
else:
decShieldValue = buffValue
- GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+ GameWorld.DebugLogEx(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s", buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue)
shieldHurtValue -= decShieldValue # 承伤值
if decShieldValue >= buffValue:
- GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
+ GameWorld.DebugLogEx(" 删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
else:
updShieldValue = buffValue - decShieldValue
- GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
+ GameWorld.DebugLogEx(" 更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
lostHP = int(shieldHurtValue / shieldHurtPer)
- GameWorld.DebugLog(" 承伤后剩余伤血: lostHP=%s" % (lostHP))
+ GameWorld.DebugLogEx(" 承伤后剩余伤血: lostHP=%s", lostHP)
dHP = defObj.GetHP()
remainHP = dHP - lostHP # 剩余血量
@@ -2249,8 +2489,8 @@
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
- GameWorld.DebugLog(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s"
- % (atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP()))
+ GameWorld.DebugLogEx(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s",
+ atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
return lostHP
@@ -2273,10 +2513,10 @@
if bounceHP <= 0:
return
- GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
+ GameWorld.DebugLogEx(" 反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
if bounceHP <= 0:
- GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
+ GameWorld.DebugLogEx(" bounceHP=%s", bounceHP)
return
hurtObj.SetBounceHP(bounceHP)
DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
@@ -2290,8 +2530,21 @@
if hurtHP <= 1:
return
+ if not atkObj.IsAlive():
+ # dot施法者已死亡不再吸血
+ return
+
aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+ aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
+
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+ dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+
+ aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
return
@@ -2302,10 +2555,10 @@
atkObj, defObj = poisonCureOwner, atkObj
hurtValue = suckHP
hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
- GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
+ GameWorld.DebugLogEx(" 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
@@ -2316,7 +2569,8 @@
hurtObj.SetSuckHP(suckHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+ GameWorld.DebugLogEx(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s",
+ suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer)
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2337,21 +2591,20 @@
skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
- curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
- cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
- angerOverflow = 0 # 怒气溢出值
- if SkillCommon.isAngerSkill(curSkill):
- angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-
+ aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+ dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
+
+ angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+
skillPer /= float(ChConfig.Def_MaxRateValue)
- curePer /= float(ChConfig.Def_MaxRateValue)
- cureDefPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
- GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
- % (cureHP, skillID, cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
+ GameWorld.DebugLogEx("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s",
+ cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow)
# 额外治疗值
cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2362,18 +2615,18 @@
baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
cureHP += cureHPEx
- GameWorld.DebugLog(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
+ GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
tagCnt = max(1, len(curSkill.GetTagObjList()))
cureHP = cureHP / tagCnt
- GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
+ GameWorld.DebugLogEx(" 目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
if cureHP < 1:
cureHP = 1
- GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
- return cureHP
+ GameWorld.DebugLogEx(" 保底治疗值: cureHP=%s", cureHP)
+ return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
@@ -2392,10 +2645,10 @@
byBuff = curSkill.GetByBuff()
if byBuff:
baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
- GameWorld.DebugLog("根据buff值: %s" % baseValue)
+ GameWorld.DebugLogEx("根据buff值: %s", baseValue)
elif calcType == ChConfig.Def_Calc_HarmSelfHP:
baseValue = curObj.GetHarmSelfHP()
- GameWorld.DebugLog("根据自残值: %s" % baseValue)
+ GameWorld.DebugLogEx("根据自残值: %s", baseValue)
elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
bySkill = curSkill.GetBySkill()
bySkillID = 0
@@ -2405,7 +2658,7 @@
for hurtObj in bySkill.GetHurtObjListAll():
if curID == hurtObj.GetObjID():
baseValue += hurtObj.GetHurtHP()
- GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+ GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
return max(0, baseValue)
@@ -2428,24 +2681,28 @@
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))
+ GameWorld.DebugLogEx("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.DebugLogEx(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s", hurtValue, costLayer, layer)
+ else:
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLogEx(" 多层buff伤害: hurtValue=%s,layer=%s", hurtValue, layer)
if "FinalDamPer" in kwargs:
FinalDamPer = kwargs["FinalDamPer"]
hurtValue *= (10000 + FinalDamPer) / 10000.0
- GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+ GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
- poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill = BattleObj.PySkill(skillIpyData, atkID)
useSkill.SetTagObjList([defObj])
useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
@@ -2455,18 +2712,17 @@
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)
useSkill.ResetUseRec()
- poolMgr.release(useSkill)
return
def Sync_TurnFightTag(turnFight, useTag, sign):
## 通知技能标签
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack = ChPyNetSendPack.tagSCTurnFightTag()
clientPack.Tag = useTag
clientPack.Len = len(clientPack.Tag)
clientPack.Sign = sign
@@ -2477,8 +2733,7 @@
## 通知释放技能
bySkill = useSkill.GetBySkill()
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
- poolMgr = ObjPool.GetPoolMgr()
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
+ clientPack = ChPyNetSendPack.tagSCUseSkill()
clientPack.ObjID = curBatObj.GetID()
clientPack.PMType = GetPMType(curBatObj, useSkill)
clientPack.BattleType = useSkill.GetBatType()
@@ -2489,7 +2744,7 @@
# 技能的主要伤害
clientPack.HurtList = []
for hurtObj in useSkill.GetHurtObjList():
- hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+ hurt = ChPyNetSendPack.tagSCUseSkillHurt()
hurt.ObjID = hurtObj.GetObjID()
hurt.AttackTypes = hurtObj.GetHurtTypes()
hurt.HurtHP = hurtObj.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2501,7 +2756,7 @@
hurt.HurtListEx = []
# 单个伤害的额外伤害,如弹射+平摊伤害
for hurtObjEx in hurtObj.GetHurtObjListEx():
- hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+ hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
hurtEx.ObjID = hurtObjEx.GetObjID()
hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2516,7 +2771,7 @@
# 技能的额外伤害,如常规技能的平摊伤害
clientPack.HurtListEx = []
for hurtObjEx in useSkill.GetHurtObjListEx():
- hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+ hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
hurtEx.ObjID = hurtObjEx.GetObjID()
hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2531,7 +2786,7 @@
if not clientPack.HurtList:
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+ hurt = ChPyNetSendPack.tagSCUseSkillHurt()
hurt.ObjID = tagID
hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
@@ -2553,8 +2808,7 @@
if attrID not in ChConfig.CDBRefresh_AttrIDDict:
return
refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID]
- poolMgr = ObjPool.GetPoolMgr()
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
+ clientPack = ChPyNetSendPack.tagSCObjPropertyRefreshView()
clientPack.ObjID = curBatObj.GetID()
clientPack.RefreshType = refreshType
clientPack.AttackTypes = hurtTypes
@@ -2576,7 +2830,7 @@
def Sync_HPRefresh(turnFight, curBatObj):
hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
+ clientPack = ChPyNetSendPack.tagSCObjHPRefresh()
clientPack.ObjID = curBatObj.GetID()
clientPack.HP = hp % ShareDefine.Def_PerPointValue
clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
--
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