From b3d16628055d113d37021c1c55661f2cee035bdc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 26 八月 2025 20:06:07 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(简化触发方式;优化额外触发技能;)
---
/dev/null | 69 --------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py | 33 +---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py | 8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 30 ++-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 44 ++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 52 ++++--
PySysDB/PySysDBPY.h | 4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 12 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 167 ++++++++++++--------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 3
10 files changed, 196 insertions(+), 226 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index b3fa445..0c11aa8 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -81,17 +81,14 @@
list EffectValues1; //效果值列表1
BYTE TriggerWay1; //触发方式
BYTE TriggerSrc1; //有效来源
- list TriggerParams1; //触发参数
DWORD EffectID2; //效果ID2
list EffectValues2; //效果值列表2
BYTE TriggerWay2; //触发方式
BYTE TriggerSrc2; //有效来源
- list TriggerParams2; //触发参数
DWORD EffectID3; //效果ID3
list EffectValues3; //效果值列表3
BYTE TriggerWay3; //触发方式
BYTE TriggerSrc3; //有效来源
- list TriggerParams3; //触发参数
WORD CoolDownTime; //技能冷却时间
list IgnoreStates; //无视限制列表
BYTE CurBuffState; //Buff状态值
@@ -100,7 +97,6 @@
BYTE LayerMax; //最大层数
DWORD BuffRepeat; //Buff叠加规则
DWORD DieContinue; //Buff死亡存在
- list EnhanceSkillList; //触发技能ID列表
DWORD FightPower; //技能战斗力
char SkillMotionName; //技能动作名
};
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index 89f6bc2..88d3808 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -97,6 +97,8 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
+ if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ return
if triggerSrc == ChConfig.TriggerSrc_Buff:
# buff有效的不加进来
return
@@ -138,6 +140,8 @@
triggerWay = effect.GetTriggerWay()
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
+ return
+ if triggerWay == ChConfig.TriggerWay_CurSkillEff:
return
if triggerSrc == ChConfig.TriggerSrc_Skill:
# 技能有效的不加进来
@@ -209,12 +213,12 @@
class SkillEffect():
- def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
+ def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
self._effID = effID
self._values = values
self._triggerWay = triggerWay
self._triggerSrc = triggerSrc
- self._triggerParams = triggerParams if triggerParams else []
+ #self._triggerParams = triggerParams if triggerParams else []
return
def GetEffectID(self): return self._effID
@@ -222,7 +226,7 @@
def GetEffectValueCount(self): return len(self._values)
def GetTriggerWay(self): return self._triggerWay
def GetTriggerSrc(self): return self._triggerSrc
- def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
+ #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
EmptyEffect = SkillEffect(0, [])
@@ -231,16 +235,16 @@
def __init__(self, ipyData):
self._ipyData = ipyData
self._effList = [] # [Effect, ...]
- self._effDict = {} # {effID:Effect, ...}
+ self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
for num in range(1, 1 + 3):
effID = getattr(ipyData, "GetEffectID%s" % num)()
values = getattr(ipyData, "GetEffectValues%s" % num)()
triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
- triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
- effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
+ #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
+ effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
self._effList.append(effect)
- self._effDict[effID] = effect
+ self._effDict[(effID, triggerWay)] = effect
return
def GetIpyData(self): return self._ipyData
@@ -264,7 +268,7 @@
def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
def GetEffectCount(self): return len(self._effList)
- def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
+ def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
def GetConnSkill(self): return self._ipyData.GetConnSkill()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
@@ -274,7 +278,6 @@
def GetLayerMax(self): return self._ipyData.GetLayerMax()
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
- def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
def GetFightPower(self): return self._ipyData.GetFightPower()
def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
@@ -376,6 +379,12 @@
buff = self._buffIDDict.pop(buffID)
if buff in self._buffList:
self._buffList.remove(buff)
+ else:
+ # 防范下找不到的情况
+ for lBuff in self._buffList[::-1]:
+ if lBuff.GetBuffID() == buffID:
+ self._buffList.remove(lBuff)
+ GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
#GameWorld.DebugLog(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
if buffID not in buffIDList:
@@ -472,7 +481,7 @@
def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._skillData.GetEffect(index)
def GetEffectCount(self): return self._skillData.GetEffectCount()
- def GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
+ def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
def GetConnSkill(self): return self._skillData.GetConnSkill()
def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
@@ -482,7 +491,6 @@
def GetLayerMax(self): return self._skillData.GetLayerMax()
def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
- def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
def GetFightPower(self): return self._skillData.GetFightPower()
def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 80b81d4..d99d20f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1151,20 +1151,24 @@
buffMgr = batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
+ buffID = buff.GetBuffID()
+ skillID = buff.GetSkillID()
+ skillData = buff.GetSkillData()
+ if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+ #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ continue
remainTime = buff.GetRemainTime()
if not remainTime:
# 永久buff不处理
- #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, buff.GetSkillID()))
+ #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
continue
calcTimeline = buff.GetCalcTime()
passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
if passTurn <= 0:
- #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, buff.GetSkillID()))
+ #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
continue
updRemainTime = max(0, remainTime - passTurn)
- buffID = buff.GetBuffID()
- skillID = buff.GetSkillID()
GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
% (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
if updRemainTime > 0:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index fdcffe8..f24c3c9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4336,7 +4336,8 @@
TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
TriggerWay_ShieldBroken, # 承伤盾被击破时 12
-) = range(1, 1 + 12)
+TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
+) = range(1, 1 + 13)
# 被动触发有效来源
TriggerSrc_Skill = 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 8af8e79..f3e2518 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -106,17 +106,14 @@
("list", "EffectValues1", 0),
("BYTE", "TriggerWay1", 0),
("BYTE", "TriggerSrc1", 0),
- ("list", "TriggerParams1", 0),
("DWORD", "EffectID2", 0),
("list", "EffectValues2", 0),
("BYTE", "TriggerWay2", 0),
("BYTE", "TriggerSrc2", 0),
- ("list", "TriggerParams2", 0),
("DWORD", "EffectID3", 0),
("list", "EffectValues3", 0),
("BYTE", "TriggerWay3", 0),
("BYTE", "TriggerSrc3", 0),
- ("list", "TriggerParams3", 0),
("WORD", "CoolDownTime", 0),
("list", "IgnoreStates", 0),
("BYTE", "CurBuffState", 0),
@@ -125,7 +122,6 @@
("BYTE", "LayerMax", 0),
("DWORD", "BuffRepeat", 0),
("DWORD", "DieContinue", 0),
- ("list", "EnhanceSkillList", 0),
("DWORD", "FightPower", 0),
("char", "SkillMotionName", 0),
),
@@ -2753,28 +2749,24 @@
def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
- def GetTriggerParams1(self): return self.attrTuple[21] # 触发参数 list
- def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
- def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
- def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
- def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
- def GetTriggerParams2(self): return self.attrTuple[26] # 触发参数 list
- def GetEffectID3(self): return self.attrTuple[27] # 效果ID3 DWORD
- def GetEffectValues3(self): return self.attrTuple[28] # 效果值列表3 list
- def GetTriggerWay3(self): return self.attrTuple[29] # 触发方式 BYTE
- def GetTriggerSrc3(self): return self.attrTuple[30] # 有效来源 BYTE
- def GetTriggerParams3(self): return self.attrTuple[31] # 触发参数 list
- def GetCoolDownTime(self): return self.attrTuple[32] # 技能冷却时间 WORD
- def GetIgnoreStates(self): return self.attrTuple[33] # 无视限制列表 list
- def GetCurBuffState(self): return self.attrTuple[34] # Buff状态值 BYTE
- def GetLastTime(self): return self.attrTuple[35] # 持续时间 WORD
- def GetLayerCnt(self): return self.attrTuple[36] # Buff层数 BYTE
- def GetLayerMax(self): return self.attrTuple[37] # 最大层数 BYTE
- def GetBuffRepeat(self): return self.attrTuple[38] # Buff叠加规则 DWORD
- def GetDieContinue(self): return self.attrTuple[39] # Buff死亡存在 DWORD
- def GetEnhanceSkillList(self): return self.attrTuple[40] # 触发技能ID列表 list
- def GetFightPower(self): return self.attrTuple[41] # 技能战斗力 DWORD
- def GetSkillMotionName(self): return self.attrTuple[42] # 技能动作名 char
+ def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
+ def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
+ def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
+ def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
+ def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
+ def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
+ def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
+ def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
+ def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
+ def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
+ def GetCurBuffState(self): return self.attrTuple[31] # Buff状态值 BYTE
+ def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
+ def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
+ def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
+ def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
+ def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
+ def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
+ def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char
# 武将表
class IPY_Hero():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
index 391f7aa..d729cc2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
@@ -4,12 +4,12 @@
#
##@package Skill.PassiveTrigger.PassiveEff_5001
#
-# @todo:buff层数结算持续buff
+# @todo:结算某持续buff回合效果(可以是攻击或治疗)
# @author hxp
# @date 2025-08-19
# @version 1.0
#
-# 详细描述: buff层数结算持续buff
+# 详细描述: 结算某持续buff回合效果(可以是攻击或治疗)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-19 16:00"""
@@ -18,30 +18,15 @@
import TurnBuff
def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
- singleLayerCnt = max(1, curEffect.GetEffectValue(0)) # 单次消耗层数/次数
- noDel = curEffect.GetEffectValue(1) # 是否不扣除层数,默认0-扣除 1-不扣除
- isAll = curEffect.GetEffectValue(2) # 是否结算剩余全部层数/次数,默认0结算单次
+ #结算一次扣除1回合
+ remainTime = max(0, curBuff.GetRemainTime() - 1)
+ curBuff.SetRemainTime(remainTime)
- skillData = curBuff.GetSkillData()
- nowLayerCnt = curBuff.GetLayer()
+ TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
- # 全部层级
- if isAll:
- logicCnt = nowLayerCnt / singleLayerCnt
- updLayerCnt = 0
+ if remainTime <= 0:
+ TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
else:
- logicCnt = 1 # 执行逻辑次数
- updLayerCnt = nowLayerCnt - singleLayerCnt
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
- for _ in range(logicCnt):
- TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
-
- # 消耗层级,有限制层级的才进行消耗
- if not noDel and skillData.GetLayerCnt():
- curBuff.SetLayer(max(updLayerCnt, 0))
- if updLayerCnt <= 0:
- TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
- else:
- TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
-
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py
deleted file mode 100644
index c1a41be..0000000
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py
+++ /dev/null
@@ -1,69 +0,0 @@
-#!/usr/bin/python
-# -*- coding: GBK -*-
-#-------------------------------------------------------------------------------
-#
-##@package Skill.PassiveTrigger.PassiveEff_5010
-#
-# @todo:攻击方触发释放技能(可继承主技能目标或重新设置目标)
-# @author hxp
-# @date 2025-08-25
-# @version 1.0
-#
-# 详细描述: 攻击方触发释放技能(可继承主技能目标或重新设置目标)
-#
-#-------------------------------------------------------------------------------
-#"""Version = 2025-08-25 12:00"""
-#-------------------------------------------------------------------------------
-
-import TurnSkill
-import IpyGameDataPY
-import GameWorld
-import ChConfig
-
-def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
- effectID = curEffect.GetEffectID()
- skillID = curEffect.GetEffectValue(0)
- if not skillID:
- passiveSkill = effSkill
- else:
- passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
- if not passiveSkill:
- return
- passiveSkillID = passiveSkill.GetSkillID()
- tagObjList = connSkill.GetTagObjList() if connSkill else []
- # 继承主技能目标
- if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill and tagObjList:
- happenRate = passiveSkill.GetHappenRate()
- GameWorld.DebugLog("被动触发技能,继承主技能目标! effectID=%s,passiveSkillID=%s,happenRate=%s" % (effectID, passiveSkillID, happenRate))
- passiveTagObjList = []
- for tagObj in tagObjList:
- tagID = tagObj.GetID()
- if tagObj.GetHP() <= 0:
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
- continue
- inHurt = False
- for hurtObj in connSkill.GetHurtObjList():
- if hurtObj.GetObjID() != tagID:
- continue
- if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- continue
- inHurt = True
- break
- if not inHurt:
- GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
- continue
- if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
- GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
- continue
- passiveTagObjList.append(tagObj)
-
- if passiveTagObjList:
- TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
- else:
- GameWorld.DebugLog("被动触发技能,重新锁定目标! effectID=%s,passiveSkillID=%s" % (effectID, passiveSkillID))
- TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
-
- return
-
-def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
- return DoSkillEffectLogic(turnFight, batObj, tagObj, None, curEffect, connSkill)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
index bf90eff..f6a554e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
@@ -4,12 +4,12 @@
#
##@package Skill.PassiveTrigger.PassiveEff_5011
#
-# @todo:被击方触发释放技能(对攻击方或重新设置目标)
+# @todo:触发释放技能(可继承触发技能目标或重新设置目标)
# @author hxp
# @date 2025-08-25
# @version 1.0
#
-# 详细描述: 被击方触发释放技能(对攻击方或重新设置目标)
+# 详细描述: 触发释放技能(可继承触发技能目标或重新设置目标)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-25 12:00"""
@@ -22,7 +22,7 @@
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
effectID = curEffect.GetEffectID()
- skillID = curEffect.GetEffectValue(0)
+ skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
if not skillID:
passiveSkill = effSkill
else:
@@ -38,7 +38,7 @@
passiveTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
- if tagObj.GetHP() <= 0:
+ if not tagObj.IsAlive():
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
continue
if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index 5dfbcf4..6dd05ed 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -31,49 +31,56 @@
buffEffInfo and GameWorld.DebugLog(" 被动Buff效果: %s" % buffEffInfo)
return
-def OnTriggerPassiveEffect(turnFight, batObj, triggerType, tagObj=None, connSkill=None, connSkillTypeID=0):
+def OnTriggerPassiveEffect(turnFight, batObj, triggerWay, tagObj=None, connSkill=None, connSkillTypeID=0):
''' 触发被动效果,可能触发技能、buff,需根据优先级触发
'''
passiveEffMgr = batObj.GetPassiveEffManager()
if not connSkillTypeID and connSkill:
connSkillTypeID = connSkill.GetSkillTypeID()
- effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerType, connSkillTypeID)
+ effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkillTypeID)
if not effInfoList:
return
# [["skill/buff", skillID/buffID, effIDList], ...]
tagID = tagObj.GetID() if tagObj else 0
- GameWorld.DebugLog("触发被动: triggerType=%s,objID=%s,tagID=%s,%s" % (triggerType, batObj.GetID(), tagID, effInfoList))
+ GameWorld.DebugLog("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s" % (triggerWay, batObj.GetID(), tagID, effInfoList))
for effInfo in effInfoList:
sign = effInfo[0]
if sign == "skill":
skillID, effIDList = effInfo[1:]
- __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill)
+ __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill)
elif sign == "buff":
buffID, effIDList = effInfo[1:]
- __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill)
+ __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill)
return
-def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill=None):
+def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill=None):
skillMgr = batObj.GetSkillManager()
effSkill = skillMgr.FindSkillByID(skillID)
if not effSkill:
return
for effID in effIDList:
- curEffect = effSkill.GetEffectByID(effID)
+ curEffect = effSkill.GetEffectByID(effID, triggerWay)
if not curEffect:
continue
- pyName = "PassiveEff_%s" % effID
- callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
- if not callFunc:
- continue
- callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
+ DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
return
-def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill=None):
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
+ effID = curEffect.GetEffectID()
+ if not effID:
+ return
+ pyName = "PassiveEff_%s" % effID
+ callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
+ if not callFunc:
+ return
+ callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
+ return
+
+def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None):
buffMgr = batObj.GetBuffManager()
curBuff = buffMgr.GetBuff(buffID)
if not curBuff:
@@ -81,17 +88,24 @@
skillData = curBuff.GetSkillData()
for effID in effIDList:
- curEffect = skillData.GetEffectByID(effID)
+ curEffect = skillData.GetEffectByID(effID, triggerWay)
if not curEffect:
continue
- pyName = "PassiveEff_%s" % effID
- callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
- if not callFunc:
- continue
- callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
+ DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
return
+def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
+ effID = curEffect.GetEffectID()
+ if not effID:
+ return
+ pyName = "PassiveEff_%s" % effID
+ callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
+ if not callFunc:
+ return
+ callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
+ return
+
def GetTriggerPassiveValue(batObj, triggerType, tagObj=None, useSkill=None):
''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
@return: 触发的值,0-没有触发或本身触发的值为0;大于0-触发的具体值
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 5701a0c..5322745 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
'''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
- @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+ @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
@return: 是否成功
'''
if not useSkill:
@@ -104,14 +104,16 @@
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
- # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
- useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
-
+ # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+ if batType != ChConfig.TurnBattleType_Enhance:
+ # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+ useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+ clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
+
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -686,7 +688,7 @@
buffObj, buff, _, _ = logicData
TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
- # 统计结果
+ # 统计击杀
killObjIDList = [] # 击杀的目标ID列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
@@ -696,7 +698,7 @@
if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curObj)
- # 可能单个技能对同一目标造成多次伤害
+ # 统计伤血,可能单个技能对同一目标造成多次伤害
missObjIDList = []
for hurtObj in useSkill.GetHurtObjList():
hurtObjID = hurtObj.GetObjID()
@@ -712,9 +714,9 @@
curPlayer = turnFight.curPlayer
if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-
- # 额外触发技能
- __doUseEnhanceSkill(turnFight, curObj, useSkill)
+
+ # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
+ __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
# ========== 以下触发被动 ==========
@@ -730,9 +732,8 @@
# 自己或对方闪避了不再触发被动
continue
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
# 直接攻击
- if not SkillCommon.IsBuff(useSkill):
+ if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
@@ -809,57 +810,95 @@
GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
return
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
- if not curBatObj:
- return
- 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())
- return
- enhanceSkillIDList = useSkill.GetEnhanceSkillList()
- if not enhanceSkillIDList:
- return
- GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+ ## 执行本技能/buff释放后额外效果
+ for index in xrange(useSkill.GetEffectCount()):
+ curEffect = useSkill.GetEffect(index)
+ if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
+ continue
+
+ effID = curEffect.GetEffectID()
+ if effID == 5010:
+ # 额外技能效果
+ __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+ continue
+
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ if tagID in missObjIDList:
+ # 闪避了不触发
+ continue
+
+ TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+
+ return
+
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+ ## 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())
+ # return
+ enhanceSkillID = curEffect.GetEffectValue(0)
+ checkInStateList = curEffect.GetEffectValue(1)
+ if checkInStateList:
+ if isinstance(checkInStateList, int):
+ checkInStateList = [checkInStateList]
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
tagObjList = useSkill.GetTagObjList()
- for enhanceSkillID in enhanceSkillIDList:
- enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
- if not enhanceSkillData:
- continue
- # 继承主技能目标
- if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
- # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
- enhanceRate = enhanceSkillData.GetHappenRate()
- enchanceTagObjList = []
- for tagObj in tagObjList:
- tagID = tagObj.GetID()
- if tagObj.GetHP() <= 0:
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+
+ enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+ if not enhanceSkillData:
+ 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)
+ # 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()
+ enchanceTagObjList = []
+ for tagObj in tagObjList:
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ continue
+ if tagID in missObjIDList:
+ GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
+ continue
+ if checkInStateList:
+ inState = False
+ for state in checkInStateList:
+ if tagObj.IsInState(state):
+ inState = True
+ break
+ if not inState:
+ GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
continue
- inHurt = False
- for hurtObj in useSkill.GetHurtObjList():
- if hurtObj.GetObjID() != tagID:
- continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- continue
- inHurt = True
+ 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
+
+ enchanceTagObjList.append(tagObj)
+
+ if enchanceTagObjList:
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+
+ 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:
+ inState = False
+ for tagObj in tagObjList:
+ for state in checkInStateList:
+ if not state or tagObj.IsInState(state):
+ inState = True
break
- if not inHurt:
- GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
- 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
-
- enchanceTagObjList.append(tagObj)
-
- if enchanceTagObjList:
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
- continue
-
- GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
+ if inState:
+ break
+ if not inState:
+ GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ return
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
--
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