From c35e176a3b05f745600c6e60f168313d2b9e7b30 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 17 九月 2025 12:00:19 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 117 ++++++++++++++++++++++++++++++++++++++++++++-------------- 1 files changed, 88 insertions(+), 29 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 88d3808..b11f819 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -45,7 +45,7 @@ effList = [] # 优先取关联技能的 - if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]: + if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]: # 技能 key = (triggerWay, connSkillTypeID) if key in self._AffectSkillDict: @@ -99,13 +99,19 @@ return if triggerWay == ChConfig.TriggerWay_CurSkillEff: return - if triggerSrc == ChConfig.TriggerSrc_Buff: + if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]: # buff有效的不加进来 return skillID = curSkill.GetSkillID() effectID = effect.GetEffectID() + if triggerWay == ChConfig.TriggerWay_CalcEffValue: + triggerWay = "%s_%s" % (triggerWay, effectID) + + if triggerSrc == ChConfig.TriggerSrc_SkillSelf: + triggerSrc = curSkill.GetSkillTypeID() + key = (triggerWay, triggerSrc) if key not in self._AffectSkillDict: self._AffectSkillDict[key] = {} @@ -143,20 +149,28 @@ return if triggerWay == ChConfig.TriggerWay_CurSkillEff: return - if triggerSrc == ChConfig.TriggerSrc_Skill: + if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: # 技能有效的不加进来 return buffID = buff.GetBuffID() effectID = effect.GetEffectID() + if triggerWay == ChConfig.TriggerWay_CalcEffValue: + triggerWay = "%s_%s" % (triggerWay, effectID) + + if triggerSrc == ChConfig.TriggerSrc_BuffSelf: + triggerSrc = skillData.GetSkillTypeID() + key = (triggerWay, triggerSrc) if key not in self._AffectBuffDict: self._AffectBuffDict[key] = {} effDict = self._AffectBuffDict[key] if buffID not in effDict: effDict[buffID] = [] - effDict[buffID].append(effectID) + effIDList = effDict[buffID] + if effectID not in effIDList: + effIDList.append(effectID) return def DelBuffPassiveEffect(self, buffID): @@ -224,6 +238,7 @@ def GetEffectID(self): return self._effID def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0 def GetEffectValueCount(self): return len(self._values) + 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 @@ -265,6 +280,7 @@ def GetCalcType(self): return self._ipyData.GetCalcType() def GetSkillPer(self): return self._ipyData.GetSkillPer() 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 GetEffectCount(self): return len(self._effList) @@ -342,6 +358,7 @@ self._buffList = [] self._buffIDDict = {} self._skillTypeIDBuffIDs = {} + self._buffStateDict = {} self._buffID = 0 return @@ -398,13 +415,13 @@ return def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None) - def FindBuffBySkillID(self, skillID): + def FindBuffListBySkillID(self, skillID): ## 返回该技能ID的所有buff列表 skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID) if not skillData: return [] - return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID()) - def FindBuffBySkillTypeID(self, skillTypeID): + return self.FindBuffListBySkillTypeID(skillData.GetSkillTypeID()) + def FindBuffListBySkillTypeID(self, skillTypeID): ## 返回该技能TypeID的所有buff列表 if skillTypeID not in self._skillTypeIDBuffIDs: return [] @@ -414,6 +431,13 @@ continue buffs.append(self._buffIDDict[buffID]) return buffs + def FindBuffByState(self, state): + ## 查找某种buff状态的buff + buffIDList = self._buffStateDict.get(state, []) + if not buffIDList: + return + buffID = buffIDList[0] + return self._buffIDDict.get(buffID, None) def AddBuffState(self, state, buffID): ## 添加buff影响的状态,ChConfig.BatObjStateList @@ -478,6 +502,7 @@ def GetCalcType(self): return self._skillData.GetCalcType() def GetSkillPer(self): return self._skillData.GetSkillPer() def GetSkillValue(self): return self._skillData.GetSkillValue() + def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax() 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() @@ -546,6 +571,7 @@ def GetSkillCount(self): return len(self._skillList) def GetSkillByIndex(self, index): return self._skillList[index] + def GetSkillIDList(self): return self._skillDict.keys() def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None) def FindSkillByTypeID(self, skillTypeID): skill = None @@ -587,13 +613,16 @@ def __init__(self): self.tfGUID = "" # 所属的某场回合战斗的guid + self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体 self.objID = 0 self.objName = "" self.npcID = 0 - self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体 self.heroID = 0 self.skinID = 0 + self.country = 0 self.atkDistType = 0 + self.specialty = 0 # 特长 + self.sex = 0 self.lv = 1 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 @@ -603,14 +632,15 @@ self._xp = 0 # 当前怒气值 self._isAlive = True # 是否活着 self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...} - self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 - self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} + self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值 + 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._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._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self) self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self) + self._lastHurtValue = 0 # 统计 self.hurtStat = 0 # 输出统计 @@ -633,10 +663,20 @@ TurnPassive.RefreshPassive(self) return - def UpdInitBatAttr(self, initAttrDict): + def TurnReset(self): + ## 回合重置 + self._skillTurnUseCntDict = {} + + def UpdInitBatAttr(self, initAttrDict, skillIDList): ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新 self._initAttrDict = initAttrDict + learnNewSkill = False + for skillID in skillIDList: + if self._skillMgr.LearnSkillByID(skillID): + learnNewSkill = True TurnBuff.RefreshBuffAttr(self) + if learnNewSkill: # 有学新技能时重刷技能被动 + self._passiveEffMgr.RefreshSkillPassiveEffect() return def ResetBattleEffect(self): @@ -647,18 +687,24 @@ def GetTFGUID(self): return self.tfGUID # 所属的某场战斗 def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID) + def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID + def SetOwnerID(self, ownerID): self.ownerID = ownerID def GetID(self): return self.objID def GetName(self): return self.objName def SetName(self, name): self.objName = name + def GetCountry(self): return self.country + def SetCountry(self, country): self.country = country def GetAtkDistType(self): return self.atkDistType def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType + def GetSpecialty(self): return self.specialty + def SetSpecialty(self, specialty): self.specialty = specialty + def GetSex(self): return self.sex + def SetSex(self, sex): self.sex = sex def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0 def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID - def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID - def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID + def GetHeroID(self): return self.heroID def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤 - def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将 - self.ownerID = ownerID + def SetHero(self, heroID, skinID=0): # 设置所属武将 self.heroID = heroID self.skinID = skinID def SetLineupPos(self, posNum, lineupNum=1): @@ -689,8 +735,20 @@ # return False return True - def IsInState(self, state): + def CheckInState(self, checkInState): ## 是否处于某种状态下 + if isinstance(checkInState, int): + checkInStateList = [checkInState] + elif isinstance(checkInState, list) or isinstance(checkInState, tuple): + checkInStateList = checkInState + else: + return False + for state in checkInStateList: + if self._buffMgr.IsInBuffState(state): + return True + return False + def IsInState(self, state): + ## 是否处于指定状态下 return self._buffMgr.IsInBuffState(state) def IsInControlled(self): @@ -750,12 +808,13 @@ def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk) def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def) + def GetBatAttrDict(self): return self._batAttrDict def GetBatAttrValue(self, attrID, includeTemp=True): #ChConfig.AttrID_HP ChConfig.AttrID_XP value = self._batAttrDict.get(attrID, 0) if includeTemp and attrID in self._skillTempAttrDict: value += self._skillTempAttrDict[attrID] # 支持正负值 - value = max(1, value) + #value = max(1, value) return value def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value def AddSkillTempAttr(self, attrID, value): @@ -770,6 +829,9 @@ self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1 self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1 + def GetLastHurtValue(self): return self._lastHurtValue + def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue + def StatHurtValue(self, hurtValue): ## 统计输出 self.hurtStat += hurtValue @@ -784,10 +846,6 @@ ## 统计治疗 self.cureStat += cureValue return self.cureStat - - def TurnReset(self): - ## 回合重置 - self._skillTurnUseCntDict = {} class BattleObjMgr(): ## 战斗对象管理器 @@ -844,14 +902,15 @@ return objID = batObj.objID GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID)) - turnFight = batObj.GetTurnFight() - if turnFight: - # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分 - clientPack = ChNetSendPack.tagNPCDisappear() - clientPack.NPCID = [objID] - clientPack.Count = len(clientPack.NPCID) - turnFight.addBatPack(clientPack) - + #前端确认不需要通知消失 + #turnFight = batObj.GetTurnFight() + #if turnFight: + # # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分 + # clientPack = ChNetSendPack.tagNPCDisappear() + # clientPack.NPCID = [objID] + # clientPack.Count = len(clientPack.NPCID) + # turnFight.addBatPack(clientPack) + # 最后回收对象 ObjPool.GetPoolMgr().release(batObj) if objID not in self._freeIDList: # 回收ID,重复利用 -- Gitblit v1.8.0