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;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 98 +++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 82 insertions(+), 16 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 872e5f6..d9506f8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,6 +16,7 @@
#"""Version = 2025-07-02 17:30"""
#-------------------------------------------------------------------------------
+import BattleObj
import TurnAttack
import PyGameData
import ShareDefine
@@ -30,7 +31,7 @@
import time
class LineupHero():
- ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
+ ## 阵容武将,注意:同一个武将在不同阵容中可能属性不一样
def __init__(self):
self.Clear()
@@ -39,6 +40,7 @@
def Clear(self):
self.itemIndex = 0
self.heroID = 0
+ self.skinID = 0
self.posNum = 0
self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
@@ -55,6 +57,7 @@
self.olPlayer = None
self.shapeType = 0
self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
+ self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
@@ -62,16 +65,19 @@
self.fightPower = 0 # 阵容总战力
return
- def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False):
+ def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, syncLineup=True):
'''变更阵容时更新
@param heroItemDict: 武将背包索引信息 {itemIndex:posNum, ...}
@param shapeType: 阵型
@param refreshForce: 是否强制刷属性
'''
+ self.lineupChange = True
self.shapeType = shapeType
self.heroItemDict = heroItemDict
GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
self.RefreshLineupAttr(refreshForce)
+ if syncLineup and self.olPlayer.curPlayer:
+ PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
return
def FreeLineupHero(self):
@@ -97,11 +103,14 @@
return lineupHero
def GetLineupHeroByID(self, heroID):
+ lineupHero = None
for posNum in self.lineupHeroDict.keys():
- lineup = self.GetLineupHero(posNum)
- if lineup.heroID == heroID:
- return lineup
- return
+ lineupHero = self.GetLineupHero(posNum)
+ if lineupHero.heroID == heroID:
+ return lineupHero
+ if False:
+ lineupHero = LineupHero()
+ return lineupHero
def GetLineupInfo(self):
## 获取阵容信息,即要用到该阵容了,如战斗或者保存缓存信息等
@@ -123,6 +132,7 @@
if not self.__refreshState:
return False
doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+ self.lineupChange = False
self.__refreshState = 0
return True
@@ -148,7 +158,7 @@
return
def OnClear(self):
- self.mainFight.clear()
+ self.mainFight.turnFight.exitFight()
return
def SetPlayer(self, curPlayer):
@@ -381,8 +391,9 @@
# 获取其他绑定该阵容的功能,如红颜、灵兽等
shapeType = lineShapeTypeDict.get(lineupID, 0)
- lineup.UpdLineup(heroItemDict, shapeType)
+ lineup.UpdLineup(heroItemDict, shapeType, syncLineup=False)
+ PlayerHero.Sync_Lineup(curPlayer)
return
def doCalcAllAttr(curPlayer):
@@ -447,7 +458,15 @@
star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
+ skinID = 0
+ skinIDList = heroIpyData.GetSkinIDList()
+ if skinIndex < 0 or skinIndex >= len(skinIDList):
+ skinID = skinIDList[skinIndex]
+ elif skinIDList:
+ skinID = skinIDList[0]
+
InitAddPer += qualityIpyData.GetInitAddPer()
LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
@@ -459,6 +478,7 @@
lineupHero.itemIndex = itemIndex
lineupHero.posNum = posNum
lineupHero.heroID = heroID
+ lineupHero.skinID = skinID
lineupHero.heroBatAttrDict = {}
lineupHero.heroSkillIDList = []
lineupHero.fightPower = 0
@@ -594,6 +614,7 @@
baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
+ skillFPFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 4)
lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
@@ -612,6 +633,12 @@
GameWorld.DebugLog(" 主公等级属性=%s" % lvAttrDict, playerID)
GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
GameWorld.DebugLog(" 主公图鉴属性=%s" % bookAttrDict, playerID)
+
+ PlayerLV = curPlayer.GetLV()
+ OfficialLV = curPlayer.GetOfficialRank()
+ GameWorld.DebugLog(" PlayerLV=%s,OfficialLV=%s" % (PlayerLV, OfficialLV), playerID)
+
+ fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
lineupFightPower = 0 # 阵容总战力
InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
@@ -645,8 +672,8 @@
inheritPer = 1 # 继承比例,默认100%
if attrID in ChConfig.AttrInheritPerDict:
attrInheritPerID = ChConfig.AttrInheritPerDict[attrID] # 继承ID
- inheritPer = selfAttrDict.get(attrInheritPerID, 100) # 继承比例从武将自身属性中取
- inheritPer /= 100.0
+ inheritPer = selfAttrDict.get(attrInheritPerID, 10000) # 继承比例从武将自身属性中取
+ inheritPer /= 10000.0
lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
@@ -678,18 +705,23 @@
attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
+ attrRatioName = "%sRatio" % attrName
+ ratioValue = 0
+ if attrValue and hasattr(fpRatioIpyData, "Get%s" % attrRatioName):
+ ratioValue = getattr(fpRatioIpyData, "Get%s" % attrRatioName)()
fightPowerParamDict[attrName] = attrValue
+ fightPowerParamDict[attrRatioName] = ratioValue
if attrValue:
lineupHero.heroBatAttrDict[attrID] = attrValue
logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
-
+
# 计算战力
fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
- GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
+ GameWorld.DebugLog(" heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
skillTypeIDDict = {}
for skillID in lineupHero.heroSkillIDList:
- skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
if not skillData:
continue
skillTypeID = skillData.GetSkillTypeID()
@@ -707,8 +739,10 @@
for skillData in skillTypeIDDict.values():
skillID = skillData.GetSkillID()
lineupHero.heroSkillIDList.append(skillID)
- skillFightPower += skillData.GetFightPower()
- GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
+ paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
+ sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict)
+ skillFightPower += sFightPower
+ GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
# 最终战力
fightPowerTotal = fightPower + skillFightPower
@@ -722,10 +756,42 @@
lineup.fightPower = lineupFightPower
GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
- # 更新排行榜
+ # 非主线阵容不处理以下内容
if lineupID != ShareDefine.Lineup_Main:
return
PlayerControl.SetFightPower(curPlayer, lineupFightPower)
+ mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+ mainTurnFight = mainFightMgr.turnFight
+ # 主线战斗如果有在战斗中,实时更新
+ if mainTurnFight and mainTurnFight.isInFight():
+ # 如果是阵容变化的,重新开始战斗
+ if lineup.lineupChange:
+ GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+ if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
+ TurnAttack.__doMainLevelWave(curPlayer, True)
+ elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
+ TurnAttack.__doMainBossStart(curPlayer)
+
+ # 否则只重新设置战斗属性
+ else:
+ GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+ # lineup 为卡牌的阵容,仅有阵容属性相关,没有战斗对象
+ # batLineup 为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
+ faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
+ batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for posNum, objID in batLineup.posObjIDDict.items():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ lineupHero = lineup.GetLineupHero(posNum)
+ if lineupHero.heroBatAttrDict:
+ batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
+ else:
+ GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+
+ # 更新排行榜
+
return
--
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