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/Attack/BattleObj.py | 108 +++++++++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 95 insertions(+), 13 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 b11f819..2297e4b 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py @@ -37,13 +37,40 @@ self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...} return - def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0): + def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0): '''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], ...] ''' effList = [] + if not connSkillTypeID and connSkill: + connSkillTypeID = connSkill.GetSkillTypeID() + + if connSkill and self._batObj.GetID() == connSkill.GetObjID(): + skillID = connSkill.GetSkillID() + skillManager = self._batObj.GetSkillManager() + # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能 + if not skillManager.FindSkillByID(skillID): + effIDList = [] + for index in xrange(connSkill.GetEffectCount()): + effect = connSkill.GetEffect(index) + effectID = effect.GetEffectID() + if effectID == 0: + continue + triggerWay = effect.GetTriggerWay() + triggerSrc = effect.GetTriggerSrc() + if not triggerWay: + continue + if triggerWay == ChConfig.TriggerWay_CurSkillEff: + continue + if triggerSrc != ChConfig.TriggerSrc_SkillSelf: + # 仅添加本技能的 + continue + effIDList.append(effectID) + if effIDList: + effList.append(["skill", skillID, 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]: # 技能 @@ -466,7 +493,8 @@ class PySkill(): - def __init__(self, ipyData): + def __init__(self, ipyData, objID): + self._objID = objID # 该技能谁的 self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData) self._calcTime = 0 self._remainTime = 0 @@ -475,6 +503,12 @@ 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._bySkill = None # 由哪个技能触发的 self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...] + + # 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 + self._comboNum = 0 # 连击次数 + self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...} + self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...} return def ResetUseRec(self): @@ -485,6 +519,7 @@ self.ClearHurtObj() return + def GetObjID(self): return self._objID def GetSkillID(self): return self._skillData.GetSkillID() def GetSkillTypeID(self): return self._skillData.GetSkillTypeID() def GetSkillLV(self): return self._skillData.GetSkillLV() @@ -553,10 +588,44 @@ return hurtObj def GetHurtObjList(self): return self._hurtList + def __commboClear(self): + ## 连击相关清空 + self._comboState = 0 + self._comboNum = 0 + self._missTagIDDict = {} + self._parryTagIDDict = {} + return + + def ComboCheckStart(self, force=False): + ## 检查并设置开始连击相关,一般是开始使用技能时调用 + if not force: + if self._comboState == 1: + #GameWorld.DebugLog("连击进行中,不重置") + return + self.__commboClear() + self._comboState = 1 # 设置已初始化连击相关 + #GameWorld.DebugLog("连击重置") + return + + def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关 + + def ComboInterrupt(self): + ## 连击中断,概率不再触发连击时需要设置中断 + self._comboState = 2 + return + + def GetComboNum(self): return self._comboNum # 已连击次数 + def SetComboNum(self, comboNum): self._comboNum = comboNum + def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0) + 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 + class SkillManager(): ## 战斗对象技能管理器 - def __init__(self): + def __init__(self, batObj): + self._batObj = batObj self._skillList = [] # 技能列表 [PySkill, ...] self._skillDict = {} # {skillID:PySkill, ...} return @@ -595,7 +664,7 @@ self.__deleteSkill(curSkill) # 学新技能 - curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData) + curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID()) self._skillDict[skillID] = curSkill self._skillList.append(curSkill) return curSkill @@ -637,10 +706,11 @@ 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._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self) self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self) self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self) self._lastHurtValue = 0 + 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 # 统计 self.hurtStat = 0 # 输出统计 @@ -656,9 +726,10 @@ self._initAttrDict = initAttrDict self._batAttrDict = {} self._batAttrDict.update(initAttrDict) + self.__onUpdBatAttr() self._skillTempAttrDict = {} - self._xp = initXP - self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1) + self.SetXP(initXP, False) + self.SetHPFull(False) TurnBuff.RefreshBuffAttr(self) TurnPassive.RefreshPassive(self) return @@ -682,6 +753,7 @@ def ResetBattleEffect(self): self._batAttrDict = {} self._batAttrDict.update(self._initAttrDict) + self.__onUpdBatAttr() return self._batAttrDict def GetTFGUID(self): return self.tfGUID # 所属的某场战斗 @@ -747,14 +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 @@ -786,14 +855,16 @@ def SetDead(self): self._isAlive = False self._hp = 0 - def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0) + def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)) def SetMaxHP(self, maxHP, isNotify=False): + maxHP = int(maxHP) self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP if isNotify: NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP) return def GetHP(self): return self._hp def SetHP(self, hp, isNotify=False): + hp = int(hp) self._hp = hp if isNotify: NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp) @@ -801,6 +872,7 @@ def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify) def GetXP(self): return self._xp def SetXP(self, xp, isNotify=True): + xp = int(xp) self._xp = xp if isNotify: NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp) @@ -816,7 +888,14 @@ value += self._skillTempAttrDict[attrID] # 支持正负值 #value = max(1, value) return value - def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value + def SetBatAttrValue(self, attrID, value): + self._batAttrDict[attrID] = value + self.__onUpdBatAttr() + return + def __onUpdBatAttr(self): + for attrID in [ChConfig.AttrID_MaxHP]: + self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0)) + return def AddSkillTempAttr(self, attrID, value): ## 增加技能临时属性,支持正负值 # @param value: 正值-加属性;负值-减属性 @@ -832,6 +911,9 @@ def GetLastHurtValue(self): return self._lastHurtValue def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue + def GetMainTagIDList(self): return self._mainTagIDList + def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList + def StatHurtValue(self, hurtValue): ## 统计输出 self.hurtStat += hurtValue -- Gitblit v1.8.0