From c615417ddd01508caebc533b4fa21ed961d4bf06 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 20 十二月 2025 21:52:57 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(吕玲绮突破2潜能;张飞突破2、4潜能;刘备突破2潜能;黄月英突破2、6、7潜能;增加效果5508;优化效果5005;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 59 ++++++++++++++++++++++++++++++++++++++++-------------------
1 files changed, 40 insertions(+), 19 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 f2a0f36..298d6dd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -32,6 +32,7 @@
def __init__(self, batObj):
self._batObj = batObj
self._objID = batObj.GetID() if batObj else 0
+ self._skillIDList = [] # 已有技能ID列表,获取被动中快速判断已学技能用
# 技能
self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
@@ -56,9 +57,9 @@
'''
effList = []
- # 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
+ # 触发自己未学习的技能,直接加载自身的被动效果,如额外子技能等
if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
- and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+ and connSkill.GetSkillID() not in self._skillIDList:
skillID = connSkill.GetSkillID()
if skillID not in self._affectSkillEnhanceDict:
effDict = {}
@@ -81,15 +82,17 @@
key = (tWay, tSrc)
if key not in effDict:
- effDict[key] = {}
- effList = effDict[key]
- if effectID not in effList:
- effList.append(effList)
+ effDict[key] = []
+ effIDList = effDict[key]
+ if effectID not in effIDList:
+ effIDList.append(effectID)
self._affectSkillEnhanceDict[skillID] = effDict
+ GameWorld.DebugLogEx("加载未学技能被动: objID=%s,skillID=%s,%s", self._objID, skillID, effDict)
+ key = (triggerWay, ChConfig.TriggerSrc_SkillSelf)
effDict = self._affectSkillEnhanceDict[skillID]
- if triggerWay in effDict:
- effList.append(["skill", skillID, 0, effDict[triggerWay]])
+ if key in effDict:
+ effList.append(["skill", skillID, 0, effDict[key]])
if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
return effList
@@ -143,6 +146,10 @@
curSkill = skillManager.GetSkillByIndex(index)
if not curSkill:
continue
+ skillID = curSkill.GetSkillID()
+ # 附加添加已学技能,用于判断是否自身技能
+ if skillID not in self._skillIDList:
+ self._skillIDList.append(skillID)
for index in xrange(curSkill.GetEffectCount()):
curEffect = curSkill.GetEffect(index)
effectID = curEffect.GetEffectID()
@@ -348,6 +355,7 @@
self._ipyData = ipyData
self._skillID = self._ipyData.GetSkillID()
self._skillTypeID = self._ipyData.GetSkillTypeID()
+ self._cdTime = self._ipyData.GetCoolDownTime()
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):
@@ -393,7 +401,7 @@
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()
+ def GetCoolDownTime(self): return self._cdTime
def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
@@ -579,16 +587,25 @@
if buff.GetOwnerID() == ownerID:
return buff
return
- def FindBuffByState(self, state):
+ def FindBuffByState(self, state, ownerID=0):
## 查找某种buff状态的buff
+ # @param ownerID: 可指定获取归属于某个对象ID的buff
if state not in self._buffStateDict:
return
buffIDList = self._buffStateDict[state]
if not buffIDList:
return
- buffID = buffIDList[0]
- if buffID in self._buffIDDict:
- return self._buffIDDict[buffID]
+ if ownerID:
+ for buffID in buffIDList:
+ if buffID not in self._buffIDDict:
+ continue
+ buff = self._buffIDDict[buffID]
+ if buff.GetOwnerID() == ownerID:
+ return buff
+ else:
+ buffID = buffIDList[0]
+ if buffID in self._buffIDDict:
+ return self._buffIDDict[buffID]
def FindBuffListByState(self, state):
## 查找某种buff状态的buff列表
if state not in self._buffStateDict:
@@ -636,6 +653,7 @@
self._skillData = SklllData(ipyData)
self._skillID = self._skillData.GetSkillID()
self._skillTypeID = self._skillData.GetSkillTypeID()
+ self._cdTime = self._skillData.GetCoolDownTime()
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, ...]
@@ -646,6 +664,7 @@
self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
self._byBuff = None # 由哪个buff触发的
+ self._byTriggerWay = 0 # 由哪个被动方式触发的
self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
@@ -671,6 +690,7 @@
self._effIgnoreObjIDList = []
self._bySkill = None
self._byBuff = None
+ self._byTriggerWay = 0
self._afterLogicList = []
self.ClearHurtObj()
return
@@ -701,7 +721,7 @@
def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
def GetConnSkill(self): return self._skillData.GetConnSkill()
def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
- def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
+ def GetCoolDownTime(self): return self._cdTime
def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
def GetCurBuffState(self): return self._skillData.GetCurBuffState()
def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
@@ -710,7 +730,7 @@
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 GetBuffRetain(self): return self._skillData.GetBuffRetain()
def GetFightPower(self): return self._skillData.GetFightPower()
## ---------------------------------- 非技能表内容 ----------------------------------
@@ -722,6 +742,8 @@
def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetByBuff(self): return self._byBuff
def SetByBuff(self, byBuff): self._byBuff = byBuff
+ def GetByTriggerWay(self): return self._byTriggerWay
+ def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
def GetTagObjListEx(self): return self._tagObjListEx # 技能额外目标列表
@@ -862,10 +884,10 @@
class BatObj():
## 战斗实体对象数据,目前与某个NPCObj绑定
- def __init__(self):
+ def __init__(self, objID):
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.objID = objID
self.objName = ""
self.npcID = 0
self.heroID = 0
@@ -1221,8 +1243,7 @@
newObjID = self.__getNewObjID()
if not newObjID:
return newBatObj
- newBatObj = BatObj()
- newBatObj.objID = newObjID
+ newBatObj = BatObj(newObjID)
self.batObjDict[newObjID] = newBatObj
GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
if False:
--
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