From cc207773cbedb51c20300a87c62529ace416b086 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 19 九月 2025 19:23:35 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(无敌支持,免疫伤害、dot、控制;小怪技能;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 93 ++++++++++++++--------- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 5 - ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 2 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 86 +++++++++++++++------ ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 4 5 files changed, 123 insertions(+), 67 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 433c306..2297e4b 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -819,14 +819,11 @@ 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): ## 是否被控制中 for state in ChConfig.InControlledStateList: - if self.IsInState(state): + if self._buffMgr.IsInBuffState(state): return True return False diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py index 0f0b02b..111c080 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py @@ -1562,7 +1562,7 @@ if SkillCommon.isAngerSkill(useSkill): if curXP < xpMax: continue - if curBatObj.IsInState(ChConfig.BatObjState_Sneer): + if curBatObj.CheckInState(ChConfig.BatObjState_Sneer): GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击 continue useCnt = -1 # xp技能优先释放 diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py index 8832fed..bd99e5a 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py @@ -968,7 +968,7 @@ HurtType_Normal, # 伤害 1 HurtTYpe_Recovery, # 回血 2 HurtType_3, -HurtType_4, +HurtType_Immune, # 免疫 4 HurtType_Parry, # 格挡 5 HurtType_IgnoreDef, # 无视防御/真实伤害 6 HurtType_SuperHit, # 暴击 7 @@ -3142,7 +3142,7 @@ BatObjState_Poison, # 中毒 5 BatObjState_Bleeding, # 流血 6 BatObjState_EasyHurt, # 易伤 7 - BatObjState_Wudi, # 无敌 8 + BatObjState_Wudi, # 无敌( 受任意伤害、控制类、dot效果,全部飘“免疫”) 8 BatObjState_Sneer, # 嘲讽 9 BatObjState_LimitSkill, # 沉默 10 BatObjState_LimitAddHP, # 禁疗 11 diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py index e8240c1..b77b72f 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py @@ -44,10 +44,10 @@ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID) useSkill.SetTagObjList(tagObjList) - OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic) + isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic) poolMgr.release(useSkill) - return + return isOK def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False): skillID = buffSkill.GetSkillID() @@ -57,6 +57,14 @@ if not buffOwner: buffOwner = batObj ownerID = buffOwner.GetID() + + #无敌免疫持续减益buff、控制类buff + if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \ + and batObj.CheckInState(ChConfig.BatObjState_Wudi): + GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" + % (curID, skillID, ownerID, relatedSkillID)) + return False + buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill) GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID)) @@ -81,7 +89,23 @@ buffMgr = batObj.GetBuffManager() if buffRepeat == 4: # 4 独立:回合、效果独立计算 - pass # 不处理,直接跳过添加新buff + maxLayerCnt = buffSkill.GetLayerMax() + # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源 + if maxLayerCnt: + buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID) + if len(buffList) >= maxLayerCnt: + delBuff = None + for buff in buffList: + if not buff: + continue + if buff.GetOwnerID() != ownerID: + continue + if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime(): + delBuff = buff + if delBuff: + GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime())) + DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner) + elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态 buffState = buffSkill.GetCurBuffState() for index in range(buffMgr.GetBuffCount())[::-1]: @@ -93,40 +117,37 @@ DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner) else: buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID) - if buffList: - for buff in buffList: - if not buff: - continue - if buff.GetOwnerID() != ownerID: - continue - buffID = buff.GetBuffID() - nowLayerCnt = buff.GetLayer() - GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat)) - - updLayerCnt = addLayerCnt - if buffRepeat == 3: # 叠加层级 - maxLayerCnt = buffSkill.GetLayerMax() - updLayerCnt = nowLayerCnt + addLayerCnt - if maxLayerCnt and updLayerCnt > maxLayerCnt: - updLayerCnt = maxLayerCnt - GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt)) - else: - GameWorld.DebugLog(" 默认覆盖") - - # 重置回合、CD、值等 - buff.SetCalcTime(turnFight.getTimeline()) - buff.SetRemainTime(buffSkill.GetLastTime()) - buff.SetLayer(updLayerCnt) - buff.SetBuffValueList(buffValueList) - if afterLogic and bySkill: - bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) - else: - SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) - - if nowLayerCnt != updLayerCnt: - RefreshBuffEffect(turnFight, batObj, buff, False) - break + for buff in buffList: + if not buff: + continue + if buff.GetOwnerID() != ownerID: + continue + buffID = buff.GetBuffID() + nowLayerCnt = buff.GetLayer() + GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat)) + updLayerCnt = addLayerCnt + if buffRepeat == 3: # 叠加层级 + maxLayerCnt = buffSkill.GetLayerMax() + updLayerCnt = nowLayerCnt + addLayerCnt + if maxLayerCnt and updLayerCnt > maxLayerCnt: + updLayerCnt = maxLayerCnt + GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt)) + else: + GameWorld.DebugLog(" 默认覆盖") + + # 重置回合、CD、值等 + buff.SetCalcTime(turnFight.getTimeline()) + buff.SetRemainTime(buffSkill.GetLastTime()) + buff.SetLayer(updLayerCnt) + buff.SetBuffValueList(buffValueList) + if afterLogic and bySkill: + bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) + else: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) + + if nowLayerCnt != updLayerCnt: + RefreshBuffEffect(turnFight, batObj, buff, False) return True __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt) 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 f22dcf8..3d2c457 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -720,26 +720,44 @@ 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 + totalHurtValue = 0 isSuperHit, isStun, isSuckHP = False, False, False - missObjIDList = [] + missObjIDList, immuneObjIDList = [], [] 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(): + if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \ + and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive(): __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill) + + if hurtObj.HaveHurtType(ChConfig.HurtType_Normal): + totalHurtValue += hurtObj.GetHurtHP() + if hurtObj.HaveHurtType(ChConfig.HurtType_Miss): - missObjIDList.append(hurtObjID) + if hurtObjID not in missObjIDList: + missObjIDList.append(hurtObjID) DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID) + + if hurtObj.HaveHurtType(ChConfig.HurtType_Immune): + if hurtObjID not in immuneObjIDList: + immuneObjIDList.append(hurtObjID) + if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID) + if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit): isSuperHit = True + if hurtObj.HaveHurtType(ChConfig.HurtType_Stun): isStun = True + if hurtObj.GetSuckHP() > 0: isSuckHP = True + + curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害 + # 群攻只触发一次特长 if isSuperHit: DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) @@ -753,8 +771,9 @@ if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID(): FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) + effIgnoreObjIDList = missObjIDList + immuneObjIDList # 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 - __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill) + __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill) # ========== 以下触发被动 ========== @@ -766,7 +785,7 @@ for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() - if tagID in missObjIDList: + if tagID in effIgnoreObjIDList: continue # 直接攻击 @@ -872,7 +891,7 @@ Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID) return -def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill): +def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill): ## 执行本技能/buff释放后额外效果 for index in xrange(useSkill.GetEffectCount()): curEffect = useSkill.GetEffect(index) @@ -885,15 +904,15 @@ continue effID = curEffect.GetEffectID() - GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList)) + GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList)) if effID == 5010: # 额外技能效果 - __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList) + __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList) continue for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() - if tagID in missObjIDList: + if tagID in effIgnoreObjIDList: # 闪避了不触发 continue @@ -901,7 +920,7 @@ return -def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList): +def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList): ## 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()) @@ -926,8 +945,8 @@ 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)) + if tagID in effIgnoreObjIDList: + GameWorld.DebugLog(" 闪避或免疫的不触发: tagID=%s" % (tagID)) continue if checkInStateList: if not tagObj.CheckInState(checkInStateList): @@ -1014,7 +1033,7 @@ else: hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer) - hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue) + hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes) #伤害结构体 hurtObj.SetHurtTypes(hurtTypes) @@ -1027,7 +1046,6 @@ hurtObj.SetLostHP(lostHP) hurtObj.SetCurHP(remainHP) defObj.SetHP(remainHP) - atkObj.SetLastHurtValue(hurtValue) 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) @@ -1224,10 +1242,11 @@ 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 + if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True): + GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef)) + return True + return False def CanParry(turnFight, atkObj, defObj, curSkill): if defObj.IsInControlled(): @@ -1253,12 +1272,31 @@ return True return False -def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue): +def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0): ## 计算伤害后,因各种buff和状态的影响处理 - # @return: hurtValue, realHurtHP + # @return: hurtValue, realHurtHP, hurtTypes if hurtValue <= 0: - return 0, 0 + return 0, 0, hurtTypes + + if defObj.CheckInState(ChConfig.BatObjState_Wudi): + hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫 + buffMgr = defObj.GetBuffManager() + for index in range(buffMgr.GetBuffCount()): + buff = buffMgr.GetBuffByIndex(index) + if not buff: + continue + skillData = buff.GetSkillData() + if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi: + continue + # 记录免疫的积攒伤害 + buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue + updBuffValue = buffValue + hurtValue + buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue) + buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue) + GameWorld.DebugLog(" 无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s" + % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue)) + return 0, 0, hurtTypes # 减伤盾减伤, 会改变 hurtValue hurtValue = max(0, hurtValue) @@ -1300,7 +1338,7 @@ buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue) curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"]) - return hurtValue, max(0, realHurtHP) + return hurtValue, max(0, realHurtHP), hurtTypes def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算反弹反弹伤害 @@ -1313,8 +1351,9 @@ return GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP())) - bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) + bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) if bounceHP <= 0: + GameWorld.DebugLog(" bounceHP=%s" % (bounceHP)) return hurtObj.SetBounceHP(bounceHP) @@ -1431,14 +1470,13 @@ dHP = defObj.GetHP() GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP)) - hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue) + hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes) # 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) - atkObj.SetLastHurtValue(hurtValue) GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP())) hurtObj.SetHurtTypes(hurtTypes) -- Gitblit v1.8.0