From ce1444c541211107fa3300d75982ae36589b5451 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 31 十月 2025 15:01:22 +0800
Subject: [PATCH] 165 【挑战】天子的考验-服务端(优化生命条变更时B419同步最新当前生命最大生命;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 430 ++++++++++++++++++++++++++++-------------------------
1 files changed, 227 insertions(+), 203 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 4e4123c..daf0220 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -46,7 +46,6 @@
import time
import json
-TimelineSet = 10000 # 单回合最大时间轴
PosNumMax = 7 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -108,6 +107,19 @@
self.totalHurt = 0
return
+ def getDeadObjCnt(self):
+ ## 获取本阵容目前死亡队员数
+ deadCnt = 0
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for objID in self.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if batObj.IsAlive():
+ continue
+ deadCnt += 1
+ return deadCnt
+
class BatFaction():
## 战斗阵营
@@ -156,6 +168,7 @@
self.state = -1 # -1 代表未战斗
self.turnNum = 1 # 当前第x回合,默认第1回合开始
self.turnMax = 15 # 最大回合数
+ self.turnNumStart = 0 # 已处理第x回合开始
self.enterLogic = False # 是否已执行进场逻辑
self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
self.isWin = False
@@ -166,8 +179,7 @@
self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
- self.actionIndex = 0 # 行动顺序索引
- self.timeline = 0 # 时间轴节点 turnNum*1000+actionIndex*100++actionNum
+ self.actionIndex = 0 # 行动顺序索引
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, ...}
@@ -221,11 +233,11 @@
def nextTurnFight(self, msgDict={}):
## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
self.turnNum = 1
+ self.turnNumStart = 0
self.enterLogic = False
self.winFaction = 0
self.isWin = False
self.msgDict.update(msgDict)
- self.timeline = 0
self.startTime = time.time()
self.costTime = 0
ResetByNextTeam(self)
@@ -273,21 +285,6 @@
GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
return
-
- def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
- def getTimeline(self): return self.timeline
- def setTimeline(self, timeline, isEmpty=False):
- '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
- @param turnNum: 第x回合
- '''
- self.timeline = 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
-
- OnTimelineChange(self)
- return timeline
def getBatFaction(self, faction=ChConfig.Def_FactionA):
## 默认阵营1
@@ -342,7 +339,7 @@
## 准备就绪,开始战斗
self.state = FightState_Start
self.turnNum = 1
- self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+ self.turnNumStart = 0
self.syncInit()
return
@@ -459,6 +456,7 @@
## 回合战斗管理器
def __init__(self):
+ self.lastRequestTick = 0
self.turnFightDict = {} # {guid:TurnFight, ...}
return
@@ -546,8 +544,8 @@
## 获取玩家阵容
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
lineup = olPlayer.GetLineup(lineupID)
- if not lineup.lineupHeroDict:
- # 为空时默认取主阵容
+ if lineup.IsEmpty():
+ GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
return lineup
@@ -558,12 +556,12 @@
playerID = curPlayer.GetPlayerID()
lineup = GetPlayerLineup(curPlayer, lineupID)
- if not lineup.lineupHeroDict:
+ if lineup.IsEmpty():
return {}
heroDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
- for posNum in lineup.lineupHeroDict.keys():
+ for posNum in lineup.GetPosNumList():
hero = lineup.GetLineupHero(posNum)
heroID = hero.heroID
itemIndex = hero.itemIndex
@@ -848,21 +846,45 @@
if not batObj.IsAlive():
GameWorld.DebugLog(" 已被击杀不处理! %s" % (objName))
continue
- GameWorld.DebugLog(" 重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
-
- batObj.TurnReset()
+ GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
# 清除buff
buffMgr = batObj.GetBuffManager()
buffMgr.ClearBuff()
- # 重置CD
+ # 重置技能
+ batObj.ResetSkillUseCnt()
+ ResetObjSkillCD(batObj)
# 重刷属性、被动
TurnBuff.RefreshBuffAttr(batObj)
TurnPassive.RefreshPassive(batObj)
return
+
+def CheckFightCD(curPlayer, tick, selfKey):
+ ## 是否战斗请求CD中
+
+ # 所有玩家公共CD,待扩展
+ tfMgr = GetTurnFightMgr()
+ pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
+ if pubCD:
+ if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
+ GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
+ PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+ return True
+
+ # 个人CD
+ selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
+ lastTick = curPlayer.GetDictByKey(selfKey)
+ if selfCD and lastTick and tick - lastTick <= selfCD:
+ GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
+ PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+ return True
+
+ tfMgr.lastRequestTick = tick
+ curPlayer.SetDict(selfKey, tick)
+ return False
#// B4 10 回合制战斗 #tagCMTurnFight
#
@@ -886,8 +908,13 @@
tagID = clientData.TagID
valueList = clientData.ValueList
- GameWorld.DebugLog("回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s"
+ GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s"
% (mapID, funcLineID, tagType, tagID, valueList), curPlayer.GetPlayerID())
+
+ reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
+ if not reqRet:
+ return
+ funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
fbIpyData = FBCommon.GetFBIpyData(mapID)
fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
@@ -898,18 +925,18 @@
if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
return
- reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
- if not reqRet:
- return
-
# 攻防方所使用的阵容ID
atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
return
+ if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
+ return
+
# 玩家
if tagType == 1:
- OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
+ if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
+ return
# NPC
else:
@@ -924,9 +951,10 @@
if not ret:
return
npcLineupIDList, strongerLV, difficulty = ret
- OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
+ if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
+ return
- return
+ return True
def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
playerID = curPlayer.GetPlayerID()
@@ -973,7 +1001,7 @@
PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
tfMgr.delTurnFight(guid)
- return
+ return True
def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
playerID = curPlayer.GetPlayerID()
@@ -1011,7 +1039,7 @@
PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
tfMgr.delTurnFight(guid)
- return
+ return True
def GetTurnMax(mapID):
if mapID == ChConfig.Def_FBMapID_Main:
@@ -1153,12 +1181,8 @@
# 限制请求CD
if tick:
- key = "MainFightReqTick"
- lastTick = curPlayer.GetDictByKey(key)
- if lastTick and tick - lastTick <= 1000:
- GameWorld.DebugLog("主线战斗请求CD中")
+ if CheckFightCD(curPlayer, tick, "MainFightReqTick"):
return
- curPlayer.SetDict(key, tick)
mainFightMgr = GetMainFightMgr(curPlayer)
turnFight = mainFightMgr.turnFight
@@ -1205,30 +1229,20 @@
batObjMgr = BattleObj.GetBatObjMgr()
turnNum = turnFight.turnNum
turnMax = turnFight.turnMax
+ turnNumStart = turnFight.turnNumStart
for turnNum in range(turnNum, turnMax + 1):
if turnFight.winFaction:
break
- turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
- curTimeline = turnFight.getTimeline()
# 回合开始
- turnTimeline += 1 # 每回合开始算一个时间节点
- if curTimeline < turnTimeline:
- curTimeline = turnFight.setTimeline(turnTimeline)
- GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
+ if turnNumStart < turnNum:
+ GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
turnFight.turnNum = turnNum
+ turnFight.turnNumStart = turnNum
if curPlayer:
turnFight.syncState(FightState_Fighting)
-
- for faction, num in turnFight.actionSortList:
- 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
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
# 红颜
# 灵兽
@@ -1244,12 +1258,10 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for posNum in range(batLineup.actionNum, PosNumMax + 1):
- # 每个武将位算一个时间节点
- #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+ #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
if posNum not in batLineup.posObjIDDict:
batLineup.actionNum = posNum + 1
- curTimeline = turnFight.setTimeline(curTimeline + 1, True)
- #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+ #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
continue
objID = batLineup.posObjIDDict[posNum]
@@ -1258,13 +1270,16 @@
# 玩家自己阵营,预判可否行动
if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
if batObj.CanAction():
- GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
+ GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
return
batLineup.actionNum = posNum + 1
- curTimeline = turnFight.setTimeline(curTimeline + 1)
+
TurnFightHeroTurnStart(turnFight, batObj, turnNum)
- if not OnObjAction(turnFight, batObj):
+ isAction = OnObjAction(turnFight, batObj)
+ TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+
+ if not isAction:
continue
if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1281,15 +1296,8 @@
break
# 回合结束
- curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
- for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(num)
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
@@ -1307,22 +1315,12 @@
break
turnFight.turnNum = turnNum
GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
- curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
- curTimeline = turnFight.setTimeline(curTimeline + 1)
if curPlayer:
turnFight.syncState(FightState_Fighting)
# 回合开始
- for faction, num in turnFight.actionSortList:
- 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
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-
-
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
# 红颜
# 灵兽
@@ -1340,15 +1338,14 @@
for posNum in range(batLineup.actionNum, PosNumMax + 1):
batLineup.actionNum = posNum + 1
if posNum not in batLineup.posObjIDDict:
- curTimeline = turnFight.setTimeline(curTimeline + 1, True)
continue
- curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
objID = batLineup.posObjIDDict[posNum]
batObj = batObjMgr.getBatObj(objID)
TurnFightHeroTurnStart(turnFight, batObj, turnNum)
- if not OnObjAction(turnFight, batObj):
+ isAction = OnObjAction(turnFight, batObj)
+ TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+ if not isAction:
continue
-
break
if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1360,15 +1357,8 @@
break
# 回合结束
- curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
- for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(num)
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
return
@@ -1405,110 +1395,48 @@
turnFight.enterLogic = True
return True
-def OnTimelineChange(turnFight):
- ## 每个时间节点变化时处理
-
- nowTimeline = turnFight.getTimeline()
+def TurnFightPerTurnBigStart(turnFight, turnNum):
+ ## 大回合开始时
batObjMgr = BattleObj.GetBatObjMgr()
- for batFaction in turnFight.factionDict.values():
- for batLineup in batFaction.lineupDict.values():
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
- if not batObj or not batObj.IsAlive():
- continue
-
- curID = batObj.GetID()
- skillManager = batObj.GetSkillManager()
- for index in range(0, skillManager.GetSkillCount()):
- curSkill = skillManager.GetSkillByIndex(index)
- if not curSkill:
- continue
- remainTime = curSkill.GetRemainTime()
- if not remainTime:
- continue
- calcTimeline = curSkill.GetCalcTime()
- passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
- if passTurn <= 0:
- continue
- skillID = curSkill.GetSkillID()
- updRemainTime = max(0, remainTime - passTurn)
- curSkill.SetRemainTime(updRemainTime)
- curSkill.SetCalcTime(nowTimeline)
- GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
- % (curID, skillID, updRemainTime, calcTimeline, passTurn))
-
- buffMgr = batObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount())[::-1]:
- buff = buffMgr.GetBuffByIndex(index)
- buffID = buff.GetBuffID()
- skillID = buff.GetSkillID()
- skillData = buff.GetSkillData()
- if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
- #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
- continue
- remainTime = buff.GetRemainTime()
- if not remainTime:
- # 永久buff不处理
- #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
- continue
- calcTimeline = buff.GetCalcTime()
- passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
- if passTurn <= 0:
- #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
- continue
-
- updRemainTime = max(0, remainTime - passTurn)
- GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
- % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
- if updRemainTime > 0:
- buff.SetRemainTime(updRemainTime)
- buff.SetCalcTime(nowTimeline)
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
- else:
- TurnBuff.DoBuffDel(turnFight, batObj, buff)
-
+ for faction, num in turnFight.actionSortList:
+ 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
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
+ RefreshObjSkillByTurn(batObj) # 优先刷技能CD
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+
return
-def __calcPassturn(calcTimeline, nowTimeline, equalOK):
- ## 计算已经过了的回合数
- # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
- calcTurnNum = calcTimeline / TimelineSet
- calcTimeNode = calcTimeline % TimelineSet
- nowTurnNum = nowTimeline / TimelineSet
- nowTimeNode = nowTimeline % TimelineSet
- if equalOK:
- if nowTimeNode >= calcTimeNode:
- return max(0, nowTurnNum - calcTurnNum)
- return max(0, nowTurnNum - calcTurnNum - 1)
- else:
- if nowTimeNode > calcTimeNode:
- return max(0, nowTurnNum - calcTurnNum)
- return max(0, nowTurnNum - calcTurnNum - 1)
- return 0
-
-def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
- ## 大回合开始时
- if not batObj:
- return
-
- if batObj.GetHP() <= 0:
- return
-
- turnFight.ResetOneActionUseSkillCnt()
- TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
- return
-
-def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
## 大回合结束时
- if not batObj:
- return
- if batObj.GetHP() <= 0:
- return
-
- TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction, num in turnFight.actionSortList:
+ GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(num)
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+
return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1516,14 +1444,105 @@
if not batObj:
return
- if batObj.GetHP() <= 0:
+ if not batObj.IsAlive():
return
- GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
turnFight.ResetOneActionUseSkillCnt()
+ RefreshObjBuffTime(turnFight, batObj)
TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+
+ # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+ batObj.SetTiming(ChConfig.TurnTiming_After)
return
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+ ## 武将回合结束时,不能行动也要触发
+ if not batObj:
+ return
+
+ if not batObj.IsAlive():
+ return
+
+ GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ turnFight.ResetOneActionUseSkillCnt()
+ RefreshObjBuffTime(turnFight, batObj)
+ return
+
+def ResetObjSkillCD(batObj):
+ ## 重置所有技能CD
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ remainTime = curSkill.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ curSkill.SetRemainTime(0)
+ return
+
+def RefreshObjSkillByTurn(batObj):
+ '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
+ '''
+ curID = batObj.GetID()
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ skillID = curSkill.GetSkillID()
+ preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+ batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
+ remainTime = curSkill.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ if preTurnUseCnt > 0:
+ GameWorld.DebugLog(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+ continue
+ remainTime -= 1
+ curSkill.SetRemainTime(remainTime)
+ GameWorld.DebugLog(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+
+ return
+
+def RefreshObjBuffTime(turnFight, batObj):
+ '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+ 回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+ '''
+ curID = batObj.GetID()
+ curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+ buffMgr = batObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount())[::-1]:
+ buff = buffMgr.GetBuffByIndex(index)
+ buffID = buff.GetBuffID()
+ skillID = buff.GetSkillID()
+ skillData = buff.GetSkillData()
+ if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+ #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ continue
+ remainTime = buff.GetRemainTime()
+ if remainTime <= 0:
+ # 永久buff不处理
+ #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+ continue
+ addTiming = buff.GetAddTiming()
+ if not buff.GetRefreshState():
+ GameWorld.DebugLog(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ buff.SetRefreshState(1)
+ continue
+ if addTiming != curTiming:
+ GameWorld.DebugLog(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ continue
+ remainTime -= 1
+ GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+ if remainTime > 0:
+ buff.SetRemainTime(remainTime)
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+ else:
+ TurnBuff.DoBuffDel(turnFight, batObj, buff)
+ return
+
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
## 回合对象添加治疗值
# @param curObj: 获得治疗的对象
@@ -1565,6 +1584,7 @@
def OnObjAction(turnFight, curBatObj, isExtra=False):
## 战斗单位行动
+ # @param isExtra: 是否额外行动的
if not curBatObj:
return
@@ -1585,6 +1605,7 @@
atk = curBatObj.GetAtk()
curXP = curBatObj.GetXP()
GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+ turnFight.ResetOneActionUseSkillCnt()
turnFight.syncObjAction(turnNum, objID)
TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1609,13 +1630,16 @@
skillID = useSkill.GetSkillID()
# 常规攻击优先xp
if SkillCommon.isAngerSkill(useSkill):
- if curXP < xpMax:
+ if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
continue
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
+ GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
continue
useCnt = -1 # xp技能优先释放
else:
+ if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
+ GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+ continue
useCnt = curBatObj.GetSkillUseCnt(skillID)
useSkillList.append([useCnt, skillID, useSkill])
@@ -1636,7 +1660,7 @@
# 非主线的PVE目标怪物
if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
- if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer):
+ if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
return
objID = gameObj.GetID()
--
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