From c3935a93e6be5457f7d1e90bbe91845abf3943f4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 17:37:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(去除0407通知;修复5011触发被动报错;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 917 ++++++++++++++++++++++++++++++++++++++++++---------------
1 files changed, 674 insertions(+), 243 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 b35f747..e9f1b23 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -24,6 +24,7 @@
import ChPyNetSendPack
import PlayerControl
import ShareDefine
+import TurnPassive
import TurnAttack
import TurnBuff
import ObjPool
@@ -44,11 +45,11 @@
## 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, isEnhanceSkill=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None):
'''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:
@@ -76,8 +77,8 @@
return
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s"
- % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
+ GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s"
+ % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
# 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()
@@ -87,11 +88,10 @@
# 统一使用 BattleObj.PySkill
useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
+ useSkill.ResetUseRec()
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
- useSkill.SetIsEnhanceSkill(isEnhanceSkill)
- useSkill.ClearHurtObj()
curBatObj.ClearSkillTempAttr()
for tagObj in tagObjList:
@@ -99,21 +99,25 @@
objID = curBatObj.GetID()
useTag = ""
- if not isEnhanceSkill:
- # 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)
-
+
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
+ # 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)
+
if useTag:
clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
clientPack.Tag = useTag
@@ -121,6 +125,9 @@
clientPack.Sign = 1
turnFight.addBatPack(clientPack)
+ # 处理反击 或 连击
+ DoCombo(turnFight, curBatObj, useSkill)
+
# 最后重置、回收对象
useSkill.ResetUseRec()
if usePoolSkill:
@@ -128,18 +135,28 @@
return True
def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
- ## 获取技能目标
+ ## 获取技能目标
+ # @return: [主目标, 目标2, ...]
+
curFaction = curBatObj.GetFaction()
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
+ sneerObj = None # 嘲讽目标
+ sneerObjID, sneerObjPosNum = 0, 0
if tagFriendly:
tagFaction = curFaction
else:
tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
-
+ sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+
+ sneerObjFirst = True # 嘲讽目标优先
+ if sneerObj:
+ sneerObjID = sneerObj.GetID()
+ sneerObjPosNum = sneerObj.GetPosNum()
+
batObjMgr = BattleObj.GetBatObjMgr()
lineupNum = curBatObj.GetLineupNum()
posNum = curBatObj.GetPosNum()
@@ -159,123 +176,224 @@
# 对位
if tagAim == ChConfig.SkillTagAim_Relative:
- posNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
- pNumList = batLineup.posObjIDDict.keys()
- pNumList.sort()
- for pNum in pNumList:
- if pNum > 0 and pNum not in posNumList:
- posNumList.append(pNum)
- for pNum in posNumList:
- if pNum not in batLineup.posObjIDDict:
- continue
- tagObjID = batLineup.posObjIDDict[pNum]
- tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
- continue
- aimObjList.append(tagBatObj) # 对位的默认只选1个
- break
-
+ if sneerObj:
+ aimObjList.append(sneerObj)
+ else:
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ if relativeObj:
+ aimObjList.append(relativeObj)
+
# 前排
elif tagAim == ChConfig.SkillTagAim_FrontRow:
- # 优先前排,如果没有则后排亦是前排
- for pNumList in [[1, 2, 3], [4, 5, 6]]:
- hasObj = False
- for pNum in pNumList:
- if pNum not in batLineup.posObjIDDict:
- continue
- tagObjID = batLineup.posObjIDDict[pNum]
- tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
- continue
- hasObj = True
- aimObjList.append(tagBatObj)
- if hasObj:
- break
-
+ aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+
# 后排
elif tagAim == ChConfig.SkillTagAim_BackRow:
- # 优先后排,如果没有则前排亦是后排
- for pNumList in [[4, 5, 6], [1, 2, 3]]:
- hasObj = False
- for pNum in pNumList:
- if pNum not in batLineup.posObjIDDict:
- continue
- tagObjID = batLineup.posObjIDDict[pNum]
- tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
- continue
- hasObj = True
- aimObjList.append(tagBatObj)
- if hasObj:
- break
-
+ aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+
# 竖排/纵排
elif tagAim == ChConfig.SkillTagAim_Vertical:
- verticalNumList = [[1, 4], [2, 5], [3, 6]]
- for pNumList in verticalNumList:
- # 优先对位排
- if posNum in pNumList:
- verticalNumList.remove(pNumList)
- verticalNumList.insert(0, pNumList)
- break
- for pNumList in verticalNumList:
- hasObj = False
- for pNum in pNumList:
+ # 优先自己所在纵
+ inColNum = ChConfig.GetInColNum(posNum)
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+
+ # 优先嘲讽所在纵
+ if sneerObj:
+ sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
+ if sneerInColNum in colNumList:
+ colNumList.remove(sneerInColNum)
+ colNumList.insert(0, sneerInColNum)
+
+ GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+ 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))
if pNum not in batLineup.posObjIDDict:
continue
tagObjID = batLineup.posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
if not __skillTagFilter(tagBatObj, tagAffect):
continue
- hasObj = True
aimObjList.append(tagBatObj)
- if hasObj:
+ if aimObjList:
break
# 其他,默认全部
else:
- pNumList = batLineup.posObjIDDict.keys()
- for pNum in pNumList:
- if pNum <= 0:
- continue
- tagObjID = batLineup.posObjIDDict[pNum]
- tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
- continue
- aimObjList.append(tagBatObj)
+ inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+ # 优先自己所在纵
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+ GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+ # 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))
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not __skillTagFilter(tagBatObj, tagAffect):
+ continue
+ aimObjList.append(tagBatObj)
+
# 目标细分
# 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])
- aimObjList = aimObjList[:tagCount]
# 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])
- aimObjList = aimObjList[:tagCount]
+
+ # 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])
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
random.shuffle(aimObjList)
- aimObjList = aimObjList[:tagCount]
+ # 嘲讽优先
+ if sneerObjFirst and sneerObj:
+ if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
+ aimObjList.remove(sneerObj)
+ aimObjList.insert(0, sneerObj)
+
+ if tagCount and len(aimObjList) > tagCount:
+ aimObjList = aimObjList[:tagCount]
+
return aimObjList
+
+def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
+ ## 获取行排目标对象列表
+ # @param rowReverse: 是否后排优先原则
+
+ # 前后排顺序
+ if rowReverse:
+ rowNumList = range(1, 1 + ChConfig.TurnFightRows)[::-1]
+ else:
+ rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+
+ # 优先嘲讽对象所在行
+ sneerObjID, sneerObjPosNum = 0, 0
+ if sneerObj:
+ sneerObjID = sneerObj.GetID()
+ sneerObjPosNum = sneerObj.GetPosNum()
+ sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+ if sneerInRowNum in rowNumList:
+ rowNumList.remove(sneerInRowNum)
+ rowNumList.insert(0, sneerInRowNum)
+
+ inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+ # 优先自己所在纵,为主目标
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+
+ GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+ 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))
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not __skillTagFilter(tagBatObj, tagAffect):
+ continue
+ aimObjList.append(tagBatObj)
+ if aimObjList:
+ break
+
+ return aimObjList
+
+def GetRelativeObj(turnFight, curBatObj):
+ '''获取对位目标,嘲讽时优先对位嘲讽目标
+ 对位目标用途:
+ 1. 对位目标并不代表仅攻击该目标
+ 2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
+ 3. 对位目标可用于判断连击、弱疗
+ '''
+ sneerObj = curBatObj.GetSneerTagObj()
+ if sneerObj:
+ # 有嘲讽目标优先直接对位
+ return sneerObj
+
+ curFaction = curBatObj.GetFaction()
+ # 默认对位敌对阵营
+ tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ lineupNum = curBatObj.GetLineupNum()
+ posNum = curBatObj.GetPosNum()
+
+ batFaction = turnFight.getBatFaction(tagFaction)
+ lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容,支持多阵容对战
+ for tagNum in batFaction.lineupDict.keys():
+ if tagNum not in lineupNumList:
+ lineupNumList.append(tagNum)
+
+ for num in lineupNumList:
+ batLineup = batFaction.getBatlineup(num)
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ if relativeObj:
+ return relativeObj
+
+ # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+ return curBatObj
+
+def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
+ ## 获取在某一阵营中的默认对位目标
+
+ tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
+ inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+ # 优先自己所在纵
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+
+ # 按前排优先原则
+ for row in range(ChConfig.TurnFightRows):
+ for col in colNumList:
+ pNum = row * ChConfig.TurnFightCols + col
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not __skillTagFilter(tagBatObj, tagAffect):
+ continue
+ return tagBatObj
+
+ return
def __skillTagFilter(tagBatObj, tagAffect):
## 技能目标过滤器
# @return: 是否允许添加该单位
if not tagBatObj:
return False
- if tagAffect != ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() <= 0:
+ if tagAffect != ChConfig.SkillTagAffect_Death and not tagBatObj.IsAlive():
return False
- if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() > 0:
+ if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
return False
- if not tagBatObj.GetCanAttack():
- 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):
@@ -284,7 +402,6 @@
for tagBatObj in useSkill.GetTagObjList():
TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
- DoAttackResult(turnFight, curBatObj, useSkill)
return
def __doUseSkill(turnFight, curBatObj, useSkill):
@@ -294,50 +411,36 @@
# 通用攻击
if atkType == 1:
SkillModule_1(turnFight, curBatObj, useSkill)
- return
-
# 治疗
if atkType == 2:
SkillModule_2(turnFight, curBatObj, useSkill)
- return
-
# 复活
- if atkType == 3:
- return
-
+ elif atkType == 3:
+ pass
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
- if atkType == 4:
- return
-
+ elif atkType == 4:
+ pass
# 弹射(多次攻击,切换目标)
- if atkType == 5:
- return
-
+ elif atkType == 5:
+ pass
# 怒气增
- if atkType == 6:
+ elif atkType == 6:
SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
- return
-
# 怒气减
- if atkType == 7:
+ elif atkType == 7:
SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
- return
-
# 怒气偷
- if atkType == 8:
+ elif atkType == 8:
SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
- return
-
+
return
def SkillModule_1(turnFight, curBatObj, useSkill):
## 通用攻击,单攻、群攻
- #执行攻击结果
for tagBatObj in useSkill.GetTagObjList():
- __doSkillHurtHP(curBatObj, tagBatObj, useSkill)
+ __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
- DoAttackResult(turnFight, curBatObj, useSkill)
return
def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -366,7 +469,6 @@
TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
- DoAttackResult(turnFight, curBatObj, useSkill)
return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -432,7 +534,6 @@
GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
- DoAttackResult(turnFight, curBatObj, useSkill)
return
def DoAttackResult(turnFight, curBatObj, useSkill):
@@ -451,52 +552,195 @@
useSkill.SetCalcTime(turnFight.getTimeline())
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
- # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
- isEnhanceSkill = useSkill.GetIsEnhanceSkill()
- if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
+ # 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 useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
Sync_UseSkill(turnFight, curBatObj, useSkill)
- if not isEnhanceSkill:
- __doCostZhanchui(turnFight, curBatObj, useSkill)
- __doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackOver(turnFight, curBatObj, useSkill)
+ __doCostZhanchui(turnFight, curBatObj, useSkill)
+ __doSkillUserAnger(turnFight, curBatObj, useSkill)
- # 最后处理反击 或 连击
-
+ DoBeAttackResult(turnFight, curBatObj, useSkill, True)
return
-def DoBeAttackOver(turnFight, curBatObj, useSkill):
- '''被攻击结果
- @param curBatObj: 施法方或buff归属方
+def DoCombo(turnFight, curBatObj, useSkill):
+ '''
+ 格挡、反击、连击规则
+ 1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
+ 2. 仅普攻时可被反击,反判断本次技能目标中的主目标(即对位目标)是否产生格挡,且是近战武将,是的话可反击
+
+ 连击:
+ 1. 仅普攻可连击,反击打断连击
+ 2. 非对敌技能,如奶妈回血普攻,判断对位目标抗连属性是否可连击
+ 3. 对敌技能,判断本次技能目标中的主目标(即对位目标)抗连属性是否可连击
+
+ 对敌技能主目标:
+ 单体: 默认该目标
+ 嘲讽: 优先被嘲讽的目标
+ 横排: 优先该排中与自己同列的,否则按顺序
+ 纵排: 优先前面的单位
'''
+ if not SkillCommon.isTurnNormalSkill(useSkill):
+ #GameWorld.DebugLog("非普攻不处理反击连击")
+ return
+
+ tagFriendly = useSkill.GetTagFriendly()
+ if tagFriendly:
+ tagObj = GetRelativeObj(turnFight, curBatObj)
+ else:
+ tagObjList = useSkill.GetTagObjList()
+ if not tagObjList:
+ return
+ tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
+ atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+ if atkBackSkill:
+ # 可以反击,打断连击
+ GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
+ OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
+ return
+
+ if not tagObj:
+ return
+
+ if CanCombo(curBatObj, tagObj):
+ # 连击根据技能目标配置逻辑重新选择目标
+ GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
+ OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
+
+ return
+
+def __getCanAtkBackSkill(useSkill, tagObj):
+ ## 获取是否可反击及反击技能
+ if not tagObj:
+ return
+
+ tagID = tagObj.GetID()
+ if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
+ GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+ return
+
+ canAtkBack = False
+ for hurtObj in useSkill.GetHurtObjList():
+ if hurtObj.GetObjID() != tagID:
+ continue
+ if hurtObj.HaveHurtType(ChConfig.HurtType_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)
+ return
+
+ skillManager = tagObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ useSkill = skillManager.GetSkillByIndex(index)
+ if not useSkill:
+ continue
+ if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+ GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
+ return useSkill
+ return
+
+def CanCombo(atkObj, defObj):
+ ## 可否连击
+ comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
+ aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
+ dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
+ happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
+ if GameWorld.CanHappen(happenRate):
+ GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
+ % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+ atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
+ return True
+ GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
+ % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+ return False
+
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
+ '''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
+ '''
+
+ curID = curObj.GetID()
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
- # 统计死亡
- killObjIDList = [] # 击杀的目标ID列表
+ batObjMgr = BattleObj.GetBatObjMgr()
+
+ # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
+ relatedSkillID = useSkill.GetSkillID()
+ shieldBrokenList = [] # 记录盾破
+ afterLogicList = useSkill.GetAfterLogicList()
+ for logicType, logicData in afterLogicList:
+ if logicType == ChConfig.AfterLogic_DelBuff:
+ buffObjID, buff, tagObjID = logicData
+ buffSkillData = buff.GetSkillData()
+ buffSkillTypeID = buffSkillData.GetSkillTypeID()
+ TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
+ if SkillCommon.isDamageShieldSkill(buffSkillData):
+ shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
+
+ elif logicType == ChConfig.AfterLogic_AddBuff:
+ batObj = logicData[0]
+ buff = logicData[1]
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+
+ elif logicType == ChConfig.AfterLogic_SyncBuff:
+ buffObj = logicData[0]
+ buff = logicData[1]
+ TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
+
+ # 统计击杀
+ killObjList = [] # 击杀其他阵营目标列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
- for hurtObj in useSkill.GetHurtObjList():
- if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill):
- __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
- if tagObj.GetHP() <= 0:
- killObjIDList.append(tagID)
- TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
- if curBatObj and curBatObj.GetHP() <= 0:
- TurnAttack.SetObjKilled(turnFight, curBatObj)
+ if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+ killObjList.append(tagObj)
+ TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
+ TurnAttack.SetObjKilled(turnFight, curObj)
+ # 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()
+ tagObj = batObjMgr.getBatObj(hurtObjID)
+ if not tagObj:
+ continue
+ if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
+ __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+ missObjIDList.append(hurtObjID)
+
# 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
curPlayer = turnFight.curPlayer
- if curPlayer and curBatObj and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
- FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
+ if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
+ FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
- # 额外触发技能
- __doUseEnhanceSkill(turnFight, curBatObj, 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
+ if isUseSkill:
+ __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+
+ # ========== 以下触发被动 ==========
- # 循环触发被动,待扩展
-
+ # 破盾时
+ for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
+ buffObj = batObjMgr.getBatObj(buffObjID)
+ tagObj = batObjMgr.getBatObj(tagObjID)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ if tagID == curID or tagID in missObjIDList:
+ # 自己或对方闪避了不再触发被动
+ continue
+
+ # 直接攻击
+ if isUseSkill and 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)
+
return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -570,62 +814,133 @@
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.GetIsEnhanceSkill():
- #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))
- # 根据触发技能的特点决定是触发一次还是 触发多次
- # 群体BUFF的请参考 IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
- 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))
- continue
- inHurt = False
- for hurtObj in useSkill.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 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, bySkill=useSkill, isEnhanceSkill=True)
-
+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
- GameWorld.DebugLog(" 额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
+ effID = curEffect.GetEffectID()
+ GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+ if effID == 5010:
+ # 额外技能效果
+ __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+ continue
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ GameWorld.DebugLog(" tagID=%s" % (tagID))
+ if tagID in missObjIDList:
+ # 闪避了不触发
+ continue
+
+ TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+
return
-def __doSkillHurtHP(attacker, defObj, curSkill):
+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()
+
+ 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
+ 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 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 OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+ '''被动触发使用技能
+ @param passiveSkill: 释放的被动技能
+ @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
+ 注:可能由A引起触发B技能的效果释放技能C
+ '''
+ if not passiveSkill:
+ return
+ isOK = False
+ passiveSkillID = passiveSkill.GetSkillID()
+ # 继承主技能目标
+ if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ happenRate = passiveSkill.GetHappenRate()
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+ if not tagObj:
+ return
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ return
+ 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))
+ return
+ passiveTagObjList = [tagObj]
+ isOK = 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! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+
+ return isOK
+
+def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
# @return: None - 没有执行成功,即忽略该目标
@@ -647,33 +962,32 @@
pass
else:
- hurtValue, hurtTypes = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
-
- # 各种减伤 吸收盾处理
- #hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
+ hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+ hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
#伤害结构体
hurtObj.SetHurtTypes(hurtTypes)
hurtObj.SetHurtHP(hurtValue)
- remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
+ hurtObj.SetRealHurtHP(realHurtHP)
+ remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
remainHP = int(remainHP) #防范
lostHP = dHP - remainHP # 实际掉血量
hurtObj.SetLostHP(lostHP)
hurtObj.SetCurHP(remainHP)
defObj.SetHP(remainHP)
- GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+ GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
+ % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+ TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
#反弹伤害
- CalcBounceHP(atkObj, defObj, hurtObj, curSkill)
+ CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
#吸血
CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
-
- TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
return
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
'''计算伤害,默认按攻击计算
'''
pmType = GetPMType(atkObj, curSkill)
@@ -696,6 +1010,9 @@
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+ if isDot:
+ mustHit = True
+
#命中公式 攻击方类型不同,公式不同
if not mustHit:
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
@@ -703,19 +1020,26 @@
missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
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))
+ defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
return 0, pow(2, ChConfig.HurtType_Miss)
hurtTypes = pow(2, ChConfig.HurtType_Normal)
#calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
- isSuperHit = False # 是否暴击
- if isDot:
- isSuperHit = False
+ isSuperHit, isParry = False, False
+ aSuperDamPer, dSuperDamPerDef = 0, 0
+ if not isDot:
+ isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
+ isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
+ CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
+
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+ aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
- isParry = False # 是否格挡
if isParry:
hurtTypes |= pow(2, ChConfig.HurtType_Parry)
@@ -723,7 +1047,7 @@
hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
#参与运算的数值
- rand = random.random() #种子数 0~1
+ #rand = random.random() #种子数 0~1
aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
@@ -759,6 +1083,8 @@
dAngerSkillPerDef /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
+ aSuperDamPer /= 10000.0
+ dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
@@ -782,35 +1108,132 @@
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
GameWorld.DebugLog(" 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))
+
hurtValue = max(1, int(hurtValue)) # 负值、保底防范
-
return hurtValue, hurtTypes
-def CalcBounceHP(atkObj, defObj, hurtObj, curSkill):
+def CanSuperHit(atkObj, defObj):
+ aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
+ 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))
+ return True
+ return False
+
+def CanStun(turnFight, atkObj, defObj, curSkill):
+ aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
+ dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
+ happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
+ if not GameWorld.CanHappen(happenRate):
+ return False
+ GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+ stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
+ TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
+ return True
+
+def CanParry(atkObj, defObj):
+ if defObj.IsInControlled():
+ #被控制无法格挡
+ return False
+ aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
+ dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
+ parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
+ 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))
+ defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
+ return True
+ return False
+
+def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
+ ## 计算伤害后,因各种buff和状态的影响处理
+ # @return: hurtValue, realHurtHP
+
+ if hurtValue <= 0:
+ return 0, 0
+
+ # 减伤盾减伤, 会改变 hurtValue
+ hurtValue = max(0, hurtValue)
+
+ # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
+ realHurtHP = hurtValue
+ shieldBuffList = []
+ buffMgr = defObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount()):
+ buff = buffMgr.GetBuffByIndex(index)
+ skillData = buff.GetSkillData()
+ # 承伤盾
+ if SkillCommon.isDamageShieldSkill(skillData):
+ remainTime = buff.GetRemainTime() # 剩余回合
+ if not skillData.GetLastTime():
+ remainTime = 999 # 永久盾
+ buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+ shieldBuffList.append([remainTime, buffValue, buff])
+
+ if shieldBuffList:
+ shieldBuffList.sort()
+ for _, buffValue, buff in shieldBuffList:
+ if realHurtHP <= 0:
+ break
+ buffID = buff.GetBuffID()
+ if realHurtHP < buffValue:
+ damageShieldValue = realHurtHP
+ else:
+ damageShieldValue = buffValue
+ GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
+ realHurtHP -= damageShieldValue # 承伤值
+ if damageShieldValue >= buffValue:
+ GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+ TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
+ else:
+ updShieldValue = buffValue - damageShieldValue
+ GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+ buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
+ buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
+ curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
+
+ return hurtValue, max(0, realHurtHP)
+
+def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
'''
if not atkObj.GetCanAttack():
return
bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
-
if bounceHP <= 0:
return
- remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
+ GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+ bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
+ if bounceHP <= 0:
+ return
hurtObj.SetBounceHP(bounceHP)
- atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
- TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
+ if realBounceHP > 0:
+ remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
+ atkObj.SetHP(remainHP)
+ GameWorld.DebugLog(" bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+
+ TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
return
def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
'''计算吸血
'''
- suckHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+ hurtHP = hurtObj.GetHurtHP()
+ if hurtHP <= 1:
+ return
+ aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+ dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+ suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
return
@@ -821,7 +1244,7 @@
hurtObj.SetSuckHP(suckHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s" % (suckHP, remainHP, maxHP))
+ GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -830,21 +1253,12 @@
def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
''' 计算治疗值
'''
- cureBaseValue = 0 #治疗基础值
cureType = curSkill.GetCalcType()
skillPer = curSkill.GetSkillPer()
#skillValue = curSkill.GetSkillValue()
- #获得基础治疗值
- if cureType == ChConfig.Def_Cure_Attack:
- cureBaseValue = userObj.GetAtk()
- elif cureType == ChConfig.Def_Cure_MaxHP:
- cureBaseValue = userObj.GetMaxHP()
- #elif cureType == ChConfig.Def_Cure_HurtValue:
- # cureBaseValue = GameObj.GetLastHurtValue(userObj)
- elif cureType == ChConfig.Def_Cure_TagMaxHP:
- cureBaseValue = 0 if not tagObj else tagObj.GetMaxHP()
-
+ cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
+
#skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
# 回合制
@@ -874,6 +1288,18 @@
% (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
return cureHP
+def GetCalcBaseValue(calcType, curObj, tagObj):
+ ##获得基础计算值
+ if calcType == ChConfig.Def_Calc_Attack:
+ baseValue = curObj.GetAtk()
+ elif calcType == ChConfig.Def_Calc_MaxHP:
+ baseValue = curObj.GetMaxHP()
+ #elif cureType == ChConfig.Def_Calc_HurtValue:
+ # baseValue = GameObj.GetLastHurtValue(userObj)
+ elif calcType == ChConfig.Def_Calc_TagMaxHP:
+ baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+ return baseValue
+
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
## 执行单次dot逻辑
skillID = curBuff.GetSkillID()
@@ -887,34 +1313,39 @@
atkObj = buffOwner
defObj = batObj
- tagObjList = [defObj]
- dHP = defObj.GetHP()
defID = defObj.GetID()
- GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
- % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, defObj.GetMaxHP()))
+ tagObjList = [defObj]
poolMgr = ObjPool.GetPoolMgr()
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
useSkill.SetTagObjList(tagObjList)
useSkill.ClearHurtObj()
+ hurtObj = useSkill.AddHurtObj(defID)
- remainHP = max(0, dHP - hurtValue) # 剩余血量
+ dHP = defObj.GetHP()
+ GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
+ % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+ hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
+
+ # dot的反弹、吸血待定
+
+ remainHP = max(0, dHP - realHurtHP) # 剩余血量
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
- hurtObj = useSkill.AddHurtObj(defID)
+ GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+
hurtObj.SetHurtTypes(hurtTypes)
hurtObj.SetHurtHP(hurtValue)
+ hurtObj.SetRealHurtHP(realHurtHP)
hurtObj.SetLostHP(lostHP)
hurtObj.SetCurHP(remainHP)
-
- # dot的反弹、吸血待定
TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
- DoBeAttackOver(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill)
useSkill.ResetUseRec()
poolMgr.release(useSkill)
--
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