From c63ffd10aecb12b2e09dae603cf9a0f824f6482c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 10 十二月 2025 15:46:15 +0800
Subject: [PATCH] 16 卡牌服务端(合成目标物品与材料物品不在同一背包时支持合成;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 162 +++++++++++++++++++++++++++++++++++++++++++----------
1 files changed, 131 insertions(+), 31 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 095a14d..1a3d1bb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -35,6 +35,7 @@
# 被影响的技能ID: 0为所有技能
self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
+ self._buffSkillIDDict = {} # {buffID:skillID, ...}
return
def onRelease(self):
@@ -45,7 +46,7 @@
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 = []
@@ -75,7 +76,7 @@
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)
@@ -83,7 +84,7 @@
continue
effIDList.append(effectID)
if effIDList:
- effList.append(["skill", skillID, effIDList])
+ effList.append(["skill", skillID, 0, effIDList])
# 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]:
@@ -92,26 +93,26 @@
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])
+ effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), 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])
+ 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])
+ effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
return effList
@@ -140,7 +141,7 @@
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
@@ -190,8 +191,8 @@
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 +213,7 @@
effIDList = effDict[buffID]
if effectID not in effIDList:
effIDList.append(effectID)
+ self._buffSkillIDDict[buffID] = skillData.GetSkillID()
return
def DelBuffPassiveEffect(self, buffID):
@@ -222,6 +224,7 @@
effDict.pop(buffID)
if not effDict:
self._AffectBuffDict.pop(key)
+ self._buffSkillIDDict.pop(buffID, 0)
return
class HurtObj():
@@ -239,11 +242,11 @@
self._objID = 0
self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
- self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
self._lostHP = 0 # 实际掉血值
self._curHP = 0 # 更新血量
self._suckHP = 0 # 吸血量
self._bounceHP = 0 # 反弹血量
+ self._hurtListEx = [] # 额外伤血列表,一般后端单技能执行多次伤害逻辑时有用,如弹射的平摊伤害 [HurtObj, ...]
return
def GetObjID(self): return self._objID
@@ -253,14 +256,12 @@
def AddHurtType(self, hurtType):
## 添加伤血类型,单次伤害支持多种类型同时出现
self._hurtTypes |= pow(2, hurtType)
- return
+ return self._hurtTypes
def HaveHurtType(self, hurtType):
## 判断是否存在某种伤血类型
return self._hurtTypes & pow(2, hurtType)
def GetHurtHP(self): return self._hurtHP
def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
- def GetRealHurtHP(self): return self._realHurtHP
- def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
def GetLostHP(self): return self._lostHP
def SetLostHP(self, lostHP): self._lostHP = lostHP
def GetCurHP(self): return self._curHP
@@ -269,15 +270,28 @@
def SetSuckHP(self, suckHP): self._suckHP = suckHP
def GetBounceHP(self): return self._bounceHP
def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
+ def ClearHurtObjEx(self):
+ poolMgr = ObjPool.GetPoolMgr()
+ for hurtObjEx in self._hurtListEx:
+ poolMgr.release(hurtObjEx)
+ self._hurtListEx = []
+ return
+ def AddHurtObjEx(self, tagID):
+ hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
+ hurtObj.SetObjID(tagID)
+ self._hurtListEx.append(hurtObj)
+ return hurtObj
+ def GetHurtObjListEx(self): return self._hurtListEx # 某个伤害的额外伤害列表
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):
@@ -290,8 +304,13 @@
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):
@@ -303,7 +322,6 @@
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
@@ -342,10 +360,12 @@
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
+ def GetLastTimeType(self): return self._ipyData.GetLastTimeType() # 持续时间规则
def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
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() # 驱散限制
+ 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():
@@ -363,6 +383,7 @@
self._value3 = 0
self._isCopy = 0 # 是否复制的buff
self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
+ self._haloObjIDList = [] # 光环有效目标ID列表 [objID, ...],ownerID为自己时即为光源,包含光源
return
def onRelease(self):
@@ -371,6 +392,9 @@
def GetSkillData(self): return self._skillData
def GetSkillID(self): return self._skillData.GetSkillID()
+ 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
@@ -404,6 +428,12 @@
def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
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):
+ if objID not in self._haloObjIDList:
+ self._haloObjIDList.append(objID)
class BuffManager():
## 战斗对象buff管理器
@@ -503,6 +533,16 @@
continue
buffs.append(self._buffIDDict[buffID])
return buffs
+ def FindBuffBySkillID(self, skillID, ownerID=0):
+ ## 查找某个技能ID的buff
+ # @param ownerID: 可指定查找指定来源的buff
+ buffList = self.FindBuffListBySkillID(skillID)
+ if not ownerID:
+ return buffList[0] if buffList else None
+ for buff in buffList:
+ if buff.GetOwnerID() == ownerID:
+ return buff
+ return
def FindBuffByState(self, state):
## 查找某种buff状态的buff
buffIDList = self._buffStateDict.get(state, [])
@@ -552,13 +592,16 @@
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
self._remainTime = 0
self._batType = 0 # 战斗类型,普通、连击、反击、追击等
- self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
+ self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
+ self._tagObjListEx = [] # 本次技能额外目标列表,平摊伤害、溅射等 [BatObj, ...]
self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
- self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
+ self._hurtList = [] # 主要伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
+ 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._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
# 连击相关
self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
@@ -577,6 +620,7 @@
## 注:有用到对象池相关对象的一定要重置,不然再回收技能对象时会连同该技能下的所有用到的对象池对象一并回收,导致后续使用对象错误
self._batType = 0
self._tagObjList = []
+ self._tagObjListEx = []
self._killObjList = []
self._effIgnoreObjIDList = []
self._bySkill = None
@@ -615,10 +659,12 @@
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
+ def GetLastTimeType(self): return self._skillData.GetLastTimeType() # 持续时间规则
def GetLayerCnt(self): return self._skillData.GetLayerCnt()
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 ----------------------------------
@@ -630,8 +676,12 @@
def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetByBuff(self): return self._byBuff
def SetByBuff(self, byBuff): self._byBuff = byBuff
- def GetTagObjList(self): return self._tagObjList # 技能目标列表
+ 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
+ def AddTagObjEx(self, tagObj):
+ if tagObj not in self._tagObjList and tagObj not in self._tagObjListEx:
+ self._tagObjListEx.append(tagObj)
def GetKillObjList(self): return self._killObjList # 击杀目标列表
def SetKillObjList(self, killObjList): self._killObjList = killObjList
def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
@@ -648,16 +698,28 @@
## 清空伤血统计
poolMgr = ObjPool.GetPoolMgr()
for hurtObj in self._hurtList:
+ hurtObj.ClearHurtObjEx()
poolMgr.release(hurtObj)
self._hurtList = []
+
+ for hurtObjEx in self._hurtListEx:
+ hurtObjEx.ClearHurtObjEx()
+ poolMgr.release(hurtObjEx)
+ self._hurtListEx = []
return
- def AddHurtObj(self, tagID):
+ def AddHurtObj(self, tagID, isEx=False):
## 添加某个伤血
+ # @param isEx: 是否额外伤血
hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
hurtObj.SetObjID(tagID)
- self._hurtList.append(hurtObj)
+ if isEx:
+ self._hurtListEx.append(hurtObj)
+ else:
+ self._hurtList.append(hurtObj)
return hurtObj
- def GetHurtObjList(self): return self._hurtList
+ def GetHurtObjList(self): return self._hurtList # 技能主要伤血列表
+ def GetHurtObjListEx(self): return self._hurtListEx # 技能额外伤血列表
+ def GetHurtObjListAll(self): return self._hurtList + self._hurtListEx # 技能所有伤血列表
def __commboClear(self):
## 连击相关清空
@@ -691,6 +753,9 @@
def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum
def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
+
+ def GetEnergy(self): return self._energy # 累计能量
+ def SetEnergy(self, energy): self._energy = energy
class SkillManager():
## 战斗对象技能管理器
@@ -770,6 +835,7 @@
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
@@ -781,6 +847,9 @@
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._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)
@@ -790,6 +859,7 @@
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
@@ -813,7 +883,7 @@
self._skillTempAttrDict = {}
self.SetXP(initXP, False)
self.SetHPFull(False)
- TurnBuff.RefreshBuffAttr(self)
+ TurnBuff.RefreshBuffAttr(self, isInit=True)
TurnPassive.RefreshPassive(self)
return
@@ -845,6 +915,7 @@
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()
@@ -893,6 +964,8 @@
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
@@ -963,6 +1036,9 @@
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)
@@ -1010,22 +1086,46 @@
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 ResetSkillTurnUseCnt(self):
- self._skillTurnUseCntDict = {}
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
+ def GetBigTurnAtkbackCnt(self): return self._bigTurnAtkbackCnt
+ def AddBigTurnAtkbackCnt(self): self._bigTurnAtkbackCnt += 1
+
+ def ResetBigTurn(self):
+ ## 每大回合重置
+ 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
@@ -1127,7 +1227,7 @@
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):
--
Gitblit v1.8.0