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/TurnAttack.py | 39 +++++++++++++++++++++++---------------- 1 files changed, 23 insertions(+), 16 deletions(-) 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 2a01244..111c080 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py @@ -162,6 +162,7 @@ self.timeline = 0 # 时间轴节点 turnNum*1000+actionIndex*100++actionNum self.startTime = 0 # 开始时间戳,支持毫秒小数 self.costTime = 0 # 单场战斗总耗时,支持毫秒小数 + self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...} # pve 多小队 - 一般只有PVE用到 self.lineupIndex = 0 # 当前小队索引 @@ -265,7 +266,7 @@ @param turnNum: 第x回合 ''' self.timeline = timeline - GameWorld.DebugLog("时间节点更新: %s" % self.timeline) + GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline) if isEmpty: # 空位置的节点可直接跳过 return timeline @@ -427,6 +428,12 @@ else: ObjPool.GetPoolMgr().release(clientPack) return + + def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {} + def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0) + def SetOneActionUseSkillCnt(self, objID, useCnt): + self._oneActionUseSkillCntDict[objID] = useCnt + return useCnt class TurnFightMgr(): ## 回合战斗管理器 @@ -618,7 +625,7 @@ else: heroID = 0 skinID = 0 - skillIDList = [] + npcData.GetSkillIDList() + skillIDList = []# + npcData.GetSkillIDList() # boss额外随机技能 bossID = lineupIpyData.GetBossID() @@ -645,7 +652,10 @@ ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(), ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), } - batAttrDict.update(npcData.GetSpecAttrInfo()) + exAttrDict = npcData.GetSpecAttrInfo() + for attrIDStr, attrValue in exAttrDict.items(): + attrID = int(attrIDStr) + batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue battleDict = {"NPCID":npcID, "HeroID":heroID, @@ -664,7 +674,7 @@ angerSkillID = heroIpyData.GetAngerSkillID() skillIDList = [normalSkillID, angerSkillID] - breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID) + breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID) if breakIpyDataList: for breakIpyData in breakIpyDataList: if breakIpyData.GetBreakLV() > breakLV: @@ -740,11 +750,12 @@ heroID = heroInfo.get("HeroID", 0) skinID = heroInfo.get("SkinID", 0) lv = heroInfo.get("LV", 1) + specialty, atkDistType, country, sex = 0, 1, 0, 1 heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None if heroIpyData: + objName = heroIpyData.GetName() specialty = heroIpyData.GetSpecialty() atkDistType = heroIpyData.GetAtkDistType() - objName = heroIpyData.GetName() country = heroIpyData.GetCountry() sex = heroIpyData.GetSex() @@ -758,11 +769,7 @@ if not npcDataEx: continue if not heroIpyData: - specialty = 0 - atkDistType = npcDataEx.GetAtkDistType() objName = npcDataEx.GetNPCName() - country = npcDataEx.GetCountry() - sex = npcDataEx.GetSex() batObj = batObjMgr.addBatObj() if not batObj: @@ -1167,7 +1174,7 @@ turnFight.syncState(FightState_Fighting) for faction, num in turnFight.actionSortList: - GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num)) + GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num)) batFaction = turnFight.getBatFaction(faction) batLineup = batFaction.getBatlineup(num) batLineup.actionNum = 1 @@ -1258,7 +1265,7 @@ # 回合开始 for faction, num in turnFight.actionSortList: - GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num)) + GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num)) batFaction = turnFight.getBatFaction(faction) batLineup = batFaction.getBatlineup(num) batLineup.actionNum = 1 @@ -1343,6 +1350,7 @@ batLineup.actionNum = ActionNumStart for objID in batLineup.posObjIDDict.values(): batObj = batObjMgr.getBatObj(objID) + turnFight.ResetOneActionUseSkillCnt() TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart) turnFight.enterLogic = True @@ -1361,10 +1369,6 @@ #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID)) if not batObj or not batObj.IsAlive(): continue - - batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0) - batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0) - batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0) curID = batObj.GetID() skillManager = batObj.GetSkillManager() @@ -1443,6 +1447,7 @@ if batObj.GetHP() <= 0: return + turnFight.ResetOneActionUseSkillCnt() TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart) return @@ -1465,6 +1470,8 @@ if batObj.GetHP() <= 0: return + GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())) + turnFight.ResetOneActionUseSkillCnt() TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart) return @@ -1555,7 +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 -- Gitblit v1.8.0