From bd9dce2d66b5086712596b8dac6d9116be65bafd Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 16:53:47 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(去除常规功能封包对象池使用;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 230 +++++++++++++++++++++++++++++++++++++++++----------------
1 files changed, 166 insertions(+), 64 deletions(-)
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 ae5284a..cd2e444 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -32,9 +32,17 @@
def __init__(self, batObj):
self._batObj = batObj
- # 被影响的技能ID: 0为所有技能
+ self._objID = batObj.GetID() if batObj else 0
+
+ # 技能
self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+ self._affectSkillEnhanceDict = {} # 未学习的额外子技能被动效果 {skillID:{(触发方式, 有效来源):[effID, ...], ...}, ...}
+ self._skillTriggerWayList = [] # 技能有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
+
+ # buff
self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
+ self._buffSkillIDDict = {} # {buffID:skillID, ...}
+ self._buffTriggerWayList = [] # buff有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
return
def onRelease(self):
@@ -45,24 +53,16 @@
def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
'''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
优先级之后有需要再扩展
- @return: [["skill/buff", skillID/buffID, effIDList], ...]
+ @return: [["skill/buff", skillID, buffID, effIDList], ...]
'''
effList = []
- if not connSkillTypeID:
- if connSkill:
- connSkillTypeID = connSkill.GetSkillTypeID()
- elif connBuff:
- skillData = connBuff.GetSkillData()
- connSkillTypeID = skillData.GetSkillTypeID()
-
- # SkillData 对象暂时没有 GetObjID
- if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
+ # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+ if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
+ and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
skillID = connSkill.GetSkillID()
- skillManager = self._batObj.GetSkillManager()
- # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
- if not skillManager.FindSkillByID(skillID):
- effIDList = []
+ if skillID not in self._affectSkillEnhanceDict:
+ effDict = {}
for index in xrange(connSkill.GetEffectCount()):
effect = connSkill.GetEffect(index)
effectID = effect.GetEffectID()
@@ -75,16 +75,32 @@
if tWay in ChConfig.TriggerWayNoLoadList:
continue
if tSrc != ChConfig.TriggerSrc_SkillSelf:
- # 仅添加本技能的
+ # 非对象身上已学的技能时,仅添加本技能有效的
continue
if tWay == ChConfig.TriggerWay_CalcEffValue:
tWay = "%s_%s" % (tWay, effectID)
- if tWay != triggerWay:
- continue
- effIDList.append(effectID)
- if effIDList:
- effList.append(["skill", skillID, effIDList])
-
+
+ key = (tWay, tSrc)
+ if key not in effDict:
+ effDict[key] = {}
+ effList = effDict[key]
+ if effectID not in effList:
+ effList.append(effList)
+ self._affectSkillEnhanceDict[skillID] = effDict
+
+ effDict = self._affectSkillEnhanceDict[skillID]
+ if triggerWay in effDict:
+ effList.append(["skill", skillID, 0, effDict[triggerWay]])
+
+ if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
+ return effList
+
+ if not connSkillTypeID:
+ if connSkill:
+ connSkillTypeID = connSkill.GetSkillTypeID()
+ elif connBuff:
+ connSkillTypeID = connBuff.GetSkillTypeID()
+
# 优先取关联技能的
if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
# 技能
@@ -92,31 +108,36 @@
if key in self._AffectSkillDict:
effDict = self._AffectSkillDict[key]
for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, effIDList])
+ effList.append(["skill", skillID, 0, effIDList])
# buff
key = (triggerWay, connSkillTypeID)
if key in self._AffectBuffDict:
effDict = self._AffectBuffDict[key]
for buffID, effIDList in effDict.items():
- effList.append(["buff", buffID, effIDList])
+ skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+ effList.append(["buff", skillID, buffID, effIDList])
# 所有技能有效的
key = (triggerWay, ChConfig.TriggerSrc_Skill)
- effDict = self._AffectSkillDict.get(key, {})
- for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, effIDList])
+ if key in self._AffectSkillDict:
+ effDict = self._AffectSkillDict[key]
+ for skillID, effIDList in effDict.items():
+ effList.append(["skill", skillID, 0, effIDList])
# 所有buff有效的
key = (triggerWay, ChConfig.TriggerSrc_Buff)
- effDict = self._AffectBuffDict.get(key, {})
- for buffID, effIDList in effDict.items():
- effList.append(["buff", buffID, effIDList])
+ if key in self._AffectBuffDict:
+ effDict = self._AffectBuffDict[key]
+ for buffID, effIDList in effDict.items():
+ skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+ effList.append(["buff", skillID, buffID, effIDList])
return effList
def RefreshSkillPassiveEffect(self):
self._AffectSkillDict = {}
+ self._skillTriggerWayList = []
skillManager = self._batObj.GetSkillManager()
for index in range(0, skillManager.GetSkillCount()):
@@ -140,7 +161,7 @@
return
if triggerWay in ChConfig.TriggerWayNoLoadList:
return
- if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
+ if effect.GetTriggerBuffEnable():
# buff有效的不加进来
return
@@ -160,10 +181,14 @@
if skillID not in effDict:
effDict[skillID] = []
effDict[skillID].append(effectID)
+ if triggerWay not in self._skillTriggerWayList:
+ self._skillTriggerWayList.append(triggerWay)
return
def RefreshBuffPassiveEffect(self):
self._AffectBuffDict = {}
+ self._buffTriggerWayList = []
+
buffMgr = self._batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount()):
buff = buffMgr.GetBuffByIndex(index)
@@ -190,8 +215,8 @@
return
if triggerWay in ChConfig.TriggerWayNoLoadList:
return
- if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
- # 技能有效的不加进来
+ if not effect.GetTriggerBuffEnable():
+ # 非buff有效的不加进来
return
buffID = buff.GetBuffID()
@@ -212,6 +237,9 @@
effIDList = effDict[buffID]
if effectID not in effIDList:
effIDList.append(effectID)
+ self._buffSkillIDDict[buffID] = skillData.GetSkillID()
+ if triggerWay not in self._buffTriggerWayList:
+ self._buffTriggerWayList.append(triggerWay)
return
def DelBuffPassiveEffect(self, buffID):
@@ -219,9 +247,19 @@
for key, effDict in self._AffectBuffDict.items():
if buffID not in effDict:
continue
+ self._buffSkillIDDict.pop(buffID, 0)
effDict.pop(buffID)
if not effDict:
self._AffectBuffDict.pop(key)
+ # 检查移除存在的触发方式
+ triggerWay = key[0]
+ hasTrigger = False
+ for k in self._AffectBuffDict.keys():
+ if triggerWay == k[0]:
+ hasTrigger = True
+ break
+ if not hasTrigger and triggerWay in self._buffTriggerWayList:
+ self._buffTriggerWayList.remove(triggerWay)
return
class HurtObj():
@@ -282,12 +320,13 @@
class SkillEffect():
- def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
+ def __init__(self, effID, values, triggerWay=0, triggerSrcs=[]):
+ # @param triggerSrcs: 触发参数 [触发来源, buff时是否有效默认无效]
self._effID = effID
self._values = values
self._triggerWay = triggerWay
- self._triggerSrc = triggerSrc
- #self._triggerParams = triggerParams if triggerParams else []
+ self._triggerSrc = triggerSrcs[0] if len(triggerSrcs) > 0 else 0
+ self._triggerBuffEnable = triggerSrcs[1] if len(triggerSrcs) > 1 else 0
return
def onRelease(self):
@@ -300,12 +339,19 @@
def GetEffectValues(self): return self._values # 直接返回整个效果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 GetTriggerBuffEnable(self):
+ if self.GetTriggerSrc() in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
+ return True
+ if self._triggerBuffEnable:
+ return True
+ return False
+
class SklllData():
def __init__(self, ipyData):
self._ipyData = ipyData
+ self._skillID = self._ipyData.GetSkillID()
+ self._skillTypeID = self._ipyData.GetSkillTypeID()
self._effList = [] # [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):
@@ -313,7 +359,6 @@
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)
self._effList.append(effect)
self._effDict[(effID, triggerWay)] = effect
@@ -323,9 +368,11 @@
## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
return
+ def GetObjID(self): return 0 # 减少判断 hasattr 用
+ def GetBatType(self): return -1 # 减少判断 hasattr 用
def GetIpyData(self): return self._ipyData
- def GetSkillID(self): return self._ipyData.GetSkillID()
- def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+ def GetSkillID(self): return self._skillID
+ def GetSkillTypeID(self): return self._skillTypeID
def GetSkillLV(self): return self._ipyData.GetSkillLV()
def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
def GetSkillName(self): return self._ipyData.GetSkillName()
@@ -343,9 +390,11 @@
def GetSkillValue(self): return self._ipyData.GetSkillValue()
def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
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 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, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
+ def GetEffectByID(self, effID, triggerWay=0):
+ if (effID, triggerWay) in self._effDict:
+ return self._effDict[(effID, triggerWay)]
def GetConnSkill(self): return self._ipyData.GetConnSkill()
def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
@@ -357,12 +406,15 @@
def GetLayerMax(self): return self._ipyData.GetLayerMax()
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
+ def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
def GetFightPower(self): return self._ipyData.GetFightPower()
class PyBuff():
def __init__(self, ipyData):
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._skillID = self._skillData.GetSkillID()
+ self._skillTypeID = self._skillData.GetSkillTypeID()
self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
self._buffID = 0
@@ -382,7 +434,11 @@
return
def GetSkillData(self): return self._skillData
- def GetSkillID(self): return self._skillData.GetSkillID()
+ def GetSkillID(self): return self._skillID
+ def GetSkillTypeID(self): return self._skillTypeID
+ def GetCurBuffState(self): return self._skillData.GetCurBuffState()
+ def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
+ def GetBuffRetain(self): return self._skillData.GetBuffRetain()
def GetAddTiming(self): return self._addTiming
def SetAddTiming(self, addTiming):
self._addTiming = addTiming
@@ -413,9 +469,12 @@
def SetValue3(self, value): self._value3 = value
def GetIsCopy(self): return self._isCopy
def SetIsCopy(self, isCopy): self._isCopy = isCopy
- def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+ def GetEffectValueEx(self, effID):
+ if effID in self._effExDict:
+ return self._effExDict[effID]
def ResetEffectValueEx(self): self._effExDict = {}
def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
+ def GetEffectExDict(self): return self._effExDict
def GetHaloObjIDList(self): return self._haloObjIDList
def SetHaloObjIDList(self, haloObjIDList): self._haloObjIDList = haloObjIDList
def AddHaloObjID(self, objID):
@@ -468,7 +527,7 @@
self._buffList.append(buff)
self._buffIDDict[buffID] = buff
- #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
+ #GameWorld.DebugLogEx("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s", self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict)
if skillTypeID not in self._skillTypeIDBuffIDs:
self._skillTypeIDBuffIDs[skillTypeID] = []
buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -479,9 +538,9 @@
def DelBuff(self, buffID, release=True):
if buffID not in self._buffIDDict:
- #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
+ #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s", self._batObj.GetID(), buffID, self._buffIDDict.keys())
return
- #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
+ #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s", self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList)
buff = self._buffIDDict.pop(buffID)
if buff in self._buffList:
self._buffList.remove(buff)
@@ -491,7 +550,7 @@
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))
+ #GameWorld.DebugLogEx(" 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:
continue
@@ -503,7 +562,9 @@
ObjPool.GetPoolMgr().release(buff)
return
- def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
+ def GetBuff(self, buffID):
+ if buffID in self._buffIDDict:
+ return self._buffIDDict[buffID]
def FindBuffListBySkillID(self, skillID):
## 返回该技能ID的所有buff列表
skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -532,14 +593,19 @@
return
def FindBuffByState(self, state):
## 查找某种buff状态的buff
- buffIDList = self._buffStateDict.get(state, [])
+ if state not in self._buffStateDict:
+ return
+ buffIDList = self._buffStateDict[state]
if not buffIDList:
return
buffID = buffIDList[0]
- return self._buffIDDict.get(buffID, None)
+ if buffID in self._buffIDDict:
+ return self._buffIDDict[buffID]
def FindBuffListByState(self, state):
## 查找某种buff状态的buff列表
- buffIDList = self._buffStateDict.get(state, [])
+ if state not in self._buffStateDict:
+ return []
+ buffIDList = self._buffStateDict[state]
buffs = []
for buffID in buffIDList:
if buffID not in self._buffIDDict:
@@ -554,7 +620,7 @@
buffIDList = self._buffStateDict[state]
if buffID not in buffIDList:
buffIDList.append(buffID)
- GameWorld.DebugLog(" AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+ GameWorld.DebugLogEx(" AddBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
return
def DelBuffState(self, state, buffID):
@@ -566,17 +632,22 @@
buffIDList.remove(buffID)
if not buffIDList:
self._buffStateDict.pop(state)
- GameWorld.DebugLog(" DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+ GameWorld.DebugLogEx(" DelBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
return
def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
- def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
+ def GetStateBuffIDList(self, state): # 获取某种状态的所有buffID列表
+ if state in self._buffStateDict:
+ return self._buffStateDict[state]
+ return []
class PySkill():
def __init__(self, ipyData, objID):
self._objID = objID # 该技能谁的
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._skillID = self._skillData.GetSkillID()
+ self._skillTypeID = self._skillData.GetSkillTypeID()
self._remainTime = 0
self._batType = 0 # 战斗类型,普通、连击、反击、追击等
self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -618,8 +689,8 @@
def GetObjID(self): return self._objID
def GetSkillData(self): return self._skillData
- def GetSkillID(self): return self._skillData.GetSkillID()
- def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
+ def GetSkillID(self): return self._skillID
+ def GetSkillTypeID(self): return self._skillTypeID
def GetSkillLV(self): return self._skillData.GetSkillLV()
def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
def GetSkillName(self): return self._skillData.GetSkillName()
@@ -651,6 +722,7 @@
def GetLayerMax(self): return self._skillData.GetLayerMax()
def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
+ def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
def GetFightPower(self): return self._skillData.GetFightPower()
## ---------------------------------- 非技能表内容 ----------------------------------
@@ -719,11 +791,11 @@
## 检查并设置开始连击相关,一般是开始使用技能时调用
if not force:
if self._comboState == 1:
- #GameWorld.DebugLog("连击进行中,不重置")
+ #GameWorld.DebugLogEx("连击进行中,不重置")
return
self.__commboClear()
self._comboState = 1 # 设置已初始化连击相关
- #GameWorld.DebugLog("连击重置")
+ #GameWorld.DebugLogEx("连击重置")
return
def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
@@ -768,7 +840,9 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
def GetSkillIDList(self): return sorted(self._skillDict.keys())
- def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
+ def FindSkillByID(self, skillID):
+ if skillID in self._skillDict:
+ return self._skillDict[skillID]
def FindSkillByTypeID(self, skillTypeID):
skill = None
for s in self._skillList:
@@ -821,6 +895,7 @@
self.sex = 0
self.job = 0
self.lv = 1
+ self._star = 0
self.fightPower = 0
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
@@ -833,6 +908,8 @@
self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
self._kvDict = {} # 自定义kv字典
self._bigTurnAtkbackCnt = 0 # 大回合累计反击次数
+ self._incrementValue = 0 # 自增值,每场战斗重置,用于确保唯一的场景,如 Skill tag 标签
+ self._skillHappenFailCntDict = {} # 技能累计概率触发次数,使用成功后重置 {skillID:failCnt, ...}
self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
@@ -842,6 +919,7 @@
self._harmSelfHP = 0 # 自残值
self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
+ self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
# 统计
self.hurtStat = 0 # 输出统计
@@ -897,6 +975,7 @@
return
def ResetBattleEffect(self):
+ ## 重置战斗属性,一般刷属性前调用
self._batAttrDict = {}
self._batAttrDict.update(self._initAttrDict)
self.__onUpdBatAttr()
@@ -945,6 +1024,8 @@
def SetFightPower(self, fightPower): self.fightPower = fightPower
def GetLV(self): return self.lv
def SetLV(self, lv): self.lv = lv
+ def GetStar(self): return self._star
+ def SetStar(self, star): self._star = star
def GetDictByKey(self, key): return self._kvDict.get(key, 0)
def SetDict(self, key, value): self._kvDict[key] = value
@@ -1015,6 +1096,9 @@
def SetDead(self):
self._isAlive = False
self._hp = 0
+ def SetRevive(self, hp):
+ self._isAlive = True
+ self._hp = hp
def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
def SetMaxHP(self, maxHP, isNotify=False):
maxHP = int(maxHP)
@@ -1062,11 +1146,22 @@
self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
+ def GetSkillHappenFailCnt(self, skillID): return self._skillHappenFailCntDict.get(skillID, 0) # 技能概率触发失败累计次数
+ def IsSkillCanHappen(self, skillID, happenRate):
+ if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ self._skillHappenFailCntDict[skillID] = self._skillHappenFailCntDict.get(skillID, 0) + 1
+ return False
+ self._skillHappenFailCntDict.pop(skillID, 0)
+ return True
+
def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
def ResetSkillUseCnt(self):
+ ## 每场战斗开始时重置
+ self._skillHappenFailCntDict = {}
self._skillUseCntDict = {}
self._skillTurnUseCntDict = {}
+ self._incrementValue = 0
def AddSkillUseCnt(self, skillID):
self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1079,11 +1174,18 @@
self._bigTurnAtkbackCnt = 0
self._skillTurnUseCntDict = {}
+ def GetIncrementValue(self):
+ self._incrementValue += 1
+ return self._incrementValue
+
def GetLastHurtValue(self): return self._lastHurtValue
def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
def GetHarmSelfHP(self): return self._harmSelfHP
def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
+
+ def GetAngerOverflow(self): return self._angerOverflow
+ def SetAngerOverflow(self, angerOverflow): self._angerOverflow = angerOverflow
def GetMainTagIDList(self): return self._mainTagIDList
def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
@@ -1141,7 +1243,7 @@
newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
newBatObj.objID = newObjID
self.batObjDict[newObjID] = newBatObj
- GameWorld.DebugLog("添加战斗单位: objID=%s" % (newObjID))
+ GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
if False:
newBatObj = BatObj(None, 0)
return newBatObj
@@ -1161,7 +1263,7 @@
if not batObj:
return
objID = batObj.objID
- GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
+ GameWorld.DebugLogEx("回收战斗单位: objID=%s", objID)
#前端确认不需要通知消失
#turnFight = batObj.GetTurnFight()
#if turnFight:
@@ -1185,7 +1287,7 @@
return batObjMgr
def OnMinute():
- GameWorld.Log("战斗单位数量: %s" % len(GetBatObjMgr().batObjDict))
+ #GameWorld.Log("战斗单位数量: %s" % len(GetBatObjMgr().batObjDict))
return
def NotifyObjInfoRefresh(batObj, attrID, value):
--
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