From db9e2574a77068dff06f87af64132bf3c6f99350 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 09 十月 2025 10:17:56 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(步练师技能;临时增加属性增加计算方式10-根据对方buff层级增加;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 888 +++++++++++++++++++++++++++++++++++++++++++++--------------
1 files changed, 676 insertions(+), 212 deletions(-)
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 5701a0c..3616675 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,11 @@
## 是否无视防御
return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
'''使用技能通用入口
@param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
@param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
- @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+ @param comboLimit: 是否强制限制连击
@return: 是否成功
'''
if not useSkill:
@@ -59,15 +59,22 @@
if not skillID:
return
+ if not curBatObj.CanAction():
+ return
+
+ buffStateLimit = useSkill.GetBuffStateLimit()
+ if buffStateLimit:
+ limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+ if limitState:
+ GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
+ return
+
#没有指定目标,则按技能自身的目标逻辑
if not tagObjList:
- tagAim = useSkill.GetTagAim()
- tagFriendly = useSkill.GetTagFriendly()
- tagAffect = useSkill.GetTagAffect()
- tagCount = useSkill.GetTagCount()
- tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
+ tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
rate = useSkill.GetHappenRate()
- if rate and rate != ChConfig.Def_MaxRateValue:
+ if rate:
+ rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
for tagObj in tagObjList[::-1]:
if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
tagObjList.remove(tagObj)
@@ -76,9 +83,16 @@
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
return
+ objID = curBatObj.GetID()
+ oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
+ if oneActionUseCnt >= 20:
+ GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
+ return
+ oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
+
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s"
- % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
+ GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
+ % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
poolMgr = ObjPool.GetPoolMgr()
@@ -86,32 +100,43 @@
if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
usePoolSkill = True
# 统一使用 BattleObj.PySkill
- useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
+ useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
useSkill.ResetUseRec()
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
+ useSkill.SetByBuff(byBuff)
+ isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
+ if isTurnNormalSkill:
+ # 普攻追击时强制重新开始算连击
+ useSkill.ComboCheckStart(batType == ChConfig.TurnBattleType_Pursue)
+
curBatObj.ClearSkillTempAttr()
+ tagIDList = []
for tagObj in tagObjList:
+ tagIDList.append(tagObj.GetID())
tagObj.ClearSkillTempAttr()
- objID = curBatObj.GetID()
+ # 有功能分类的技能都认为是主技能
+ if useSkill.GetFuncType():
+ curBatObj.SetMainTagIDList(tagIDList)
+
useTag = ""
-
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
- # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
- useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
-
+ # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+ if batType != ChConfig.TurnBattleType_Enhance:
+ # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+ useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+ clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -124,24 +149,45 @@
turnFight.addBatPack(clientPack)
# 处理反击 或 连击
- DoCombo(turnFight, curBatObj, useSkill)
-
+ if isTurnNormalSkill:
+ if comboLimit or not DoCombo(turnFight, curBatObj, useSkill):
+ useSkill.ComboInterrupt()
+
# 最后重置、回收对象
useSkill.ResetUseRec()
if usePoolSkill:
poolMgr.release(useSkill)
return True
-def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
+def GetSkillTags(turnFight, curBatObj, useSkill):
## 获取技能目标
# @return: [主目标, 目标2, ...]
- curFaction = curBatObj.GetFaction()
+ tagAim = useSkill.GetTagAim()
+ tagFriendly = useSkill.GetTagFriendly()
+ tagAffect = useSkill.GetTagAffect()
+ tagCount = useSkill.GetTagCount()
+ lineupNumSet = None
+ changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+ if changeRet:
+ lineupNumSet, changeTagSet = changeRet
+ GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+ tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
+ tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+
+ # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
+ # 集火:直接通过效果5015指定了目标,所以这里可不处理
+ # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
+ # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
+ # 嘲讽: 目标是敌方时强制目标一定包含施法者
+
+ curFaction = curBatObj.GetFaction()
sneerObj = None # 嘲讽目标
sneerObjID, sneerObjPosNum = 0, 0
if tagFriendly:
@@ -160,7 +206,9 @@
posNum = curBatObj.GetPosNum()
batFaction = turnFight.getBatFaction(tagFaction)
- if tagFaction == curFaction:
+ if lineupNumSet != None and not tagFriendly:
+ lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
+ elif tagFaction == curFaction:
lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
else:
lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
@@ -168,6 +216,7 @@
if tagNum not in lineupNumList:
lineupNumList.append(tagNum)
+ batLineup = None
aimObjList = [] # 先筛选出范围目标
for num in lineupNumList:
batLineup = batFaction.getBatlineup(num)
@@ -254,12 +303,37 @@
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
#GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ # 攻击力最高
+ elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
+ aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
+ #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+
# 未被控制优先
elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
sneerObjFirst = False
aimObjList.sort(key=lambda o:(o.IsInControlled()))
GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+
+ # 灼烧/玄火目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_Burn:
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ sortObjList = [] # 优先灼烧目标,再对位
+ for aimObj in aimObjList:
+ sortValue = 0
+ buffMgr = aimObj.GetBuffManager()
+ if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
+ sortValue = 2
+ elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+ sortValue = 1
+ sortObjList.append([sortValue, aimObj])
+ sortObjList.sort(reverse=True)
+ aimObjList = [s[1] for s in sortObjList]
+ # 仅焚血(毒奶)目标
+ elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+ aimObjList.remove(aimObj)
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -271,10 +345,47 @@
aimObjList.remove(sneerObj)
aimObjList.insert(0, sneerObj)
+ # 一定包含自己
+ if tagFriendly == 2:
+ if curBatObj not in aimObjList:
+ aimObjList.append(curBatObj)
+
if tagCount and len(aimObjList) > tagCount:
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+def CheckChangeTagEff(turnFight, curBatObj, useSkill):
+ ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
+ # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+ if not hasattr(useSkill, "GetEffectByID"):
+ return
+ cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+ if not cureWayExEff:
+ return
+ changeTagSet = cureWayExEff.GetEffectValue(0)
+ checkInStates = cureWayExEff.GetEffectValue(1)
+ if not checkInStates:
+ return None, changeTagSet
+
+ curFaction = curBatObj.GetFaction()
+ tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+ batFaction = turnFight.getBatFaction(tagFaction)
+
+ lineupNum = curBatObj.GetLineupNum()
+ lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+ for tagNum in batFaction.lineupDict.keys():
+ if tagNum not in lineupNumList:
+ lineupNumList.append(tagNum)
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for num in lineupNumList:
+ batLineup = batFaction.getBatlineup(num)
+ for tagID in batLineup.posObjIDDict.values():
+ tagObj = batObjMgr.getBatObj(tagID)
+ if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+ return lineupNum, changeTagSet
+ return
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
## 获取行排目标对象列表
@@ -358,7 +469,8 @@
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
## 获取在某一阵营中的默认对位目标
-
+ if not batLineup:
+ return
tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
# 优先自己所在纵
@@ -446,8 +558,13 @@
skillID = useSkill.GetSkillID()
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(curBatObj, tagBatObj, useSkill, largeNum=True)
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
if cureHP <= 0:
+ continue
+
+ dID = tagBatObj.GetID()
+ hurtObj = useSkill.AddHurtObj(dID)
+ if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
continue
dHP = tagBatObj.GetHP()
@@ -457,8 +574,6 @@
realCureHP = max(remainHP - dHP, 0)
tagBatObj.SetHP(remainHP)
- dID = tagBatObj.GetID()
- hurtObj = useSkill.AddHurtObj(dID)
hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
@@ -557,10 +672,10 @@
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill)
+ DoBeAttackResult(turnFight, curBatObj, useSkill, True)
return
-def DoCombo(turnFight, curBatObj, useSkill):
+def DoCombo(turnFight, atkObj, useSkill):
'''
格挡、反击、连击规则
1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
@@ -578,13 +693,12 @@
纵排: 优先前面的单位
'''
- if not SkillCommon.isTurnNormalSkill(useSkill):
- #GameWorld.DebugLog("非普攻不处理反击连击")
+ if not useSkill.ComboEnable():
return
tagFriendly = useSkill.GetTagFriendly()
if tagFriendly:
- tagObj = GetRelativeObj(turnFight, curBatObj)
+ tagObj = GetRelativeObj(turnFight, atkObj)
else:
tagObjList = useSkill.GetTagObjList()
if not tagObjList:
@@ -594,27 +708,45 @@
if atkBackSkill:
# 可以反击,打断连击
GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
- OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
+ OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
return
if not tagObj:
return
- if CanCombo(curBatObj, tagObj):
- # 连击根据技能目标配置逻辑重新选择目标
- GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
- OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
-
- return
+ comboNum = useSkill.GetComboNum()
+ aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
+ aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill)
+
+ dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
+ happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
+ if not GameWorld.CanHappen(happenRate):
+ GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
+ % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+ return
+ GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
+ % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+ useSkill.SetComboNum(comboNum + 1)
+
+ # 连击特长
+ DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
+
+ # 连击根据技能目标配置逻辑重新选择目标
+ OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
+ return True
def __getCanAtkBackSkill(useSkill, tagObj):
## 获取是否可反击及反击技能
if not tagObj:
return
+ if not tagObj.IsAlive():
+ return
+
tagID = tagObj.GetID()
- if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
- GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+ canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
+ if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
+ GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
return
canAtkBack = False
@@ -634,32 +766,18 @@
useSkill = skillManager.GetSkillByIndex(index)
if not useSkill:
continue
- if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+ if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
return useSkill
return
-def CanCombo(atkObj, defObj):
- ## 可否连击
- comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
- aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
- dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
- happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
- if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
- atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
- return True
- GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
- return False
-
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
'''被攻击结果
@param curObj: 施法方或buff归属方
+ @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
'''
- curID = curObj.GetID()
+ #curID = curObj.GetID()
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -679,42 +797,83 @@
shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
elif logicType == ChConfig.AfterLogic_AddBuff:
- batObj, buff, _ = logicData
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+ batObj = logicData[0]
+ buff = logicData[1]
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
elif logicType == ChConfig.AfterLogic_SyncBuff:
- buffObj, buff, _, _ = logicData
+ buffObj = logicData[0]
+ buff = logicData[1]
TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
- # 统计结果
- killObjIDList = [] # 击杀的目标ID列表
+ # 统计击杀
+ killObjList = [] # 击杀其他阵营目标列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagObj.IsAlive() and tagObj.GetHP() <= 0:
- killObjIDList.append(tagID)
+ if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+ killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
- if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
+ useSkill.SetKillObjList(killObjList)
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curObj)
- # 可能单个技能对同一目标造成多次伤害
- missObjIDList = []
+ # 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, 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_Miss):
- missObjIDList.append(hurtObjID)
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+ totalHurtValue += hurtObj.GetHurtHP()
+
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+ 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
+
+ # 记录最后一次总伤害,有伤害目标才记录
+ if useSkill.GetHurtObjList():
+ curObj.SetLastHurtValue(totalHurtValue)
+
+ # 群攻只触发一次特长
+ if isSuperHit:
+ DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
+ if isStun:
+ DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
+ if isSuckHP:
+ DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
+
# 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
curPlayer = turnFight.curPlayer
if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
- FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-
- # 额外触发技能
- __doUseEnhanceSkill(turnFight, curObj, useSkill)
+ 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, effIgnoreObjIDList, isUseSkill)
# ========== 以下触发被动 ==========
@@ -724,18 +883,44 @@
tagObj = batObjMgr.getBatObj(tagObjID)
TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+ # 有击杀时
+ for index, tagObj in enumerate(killObjList):
+ if index == 0:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+
+ triggerOne = False
+ batType = useSkill.GetBatType()
+ isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagID == curID or tagID in missObjIDList:
- # 自己或对方闪避了不再触发被动
+ if tagID in effIgnoreObjIDList:
continue
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
# 直接攻击
- if not SkillCommon.IsBuff(useSkill):
+ if isAttackDirect:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
+ else:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+ # 使用技能后
+ if isUseSkill:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+
+ triggerOne = True # 设置已经触发过一次
+
return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -779,7 +964,7 @@
## 技能释放者怒气相关
if SkillCommon.isAngerSkill(useSkill):
curBatObj.SetXP(0)
- elif SkillCommon.isTurnNormalSkill(useSkill):
+ elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
return
@@ -809,58 +994,161 @@
GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
return
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
- if not curBatObj:
+def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
+ ## 执行武将特长
+ if gameObj.GetSpecialty() != specialty:
return
- 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())
+ specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
+ if str(specialty) not in specialtyAddXPDict:
return
- enhanceSkillIDList = useSkill.GetEnhanceSkillList()
- if not enhanceSkillIDList:
- return
- GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
- tagObjList = useSkill.GetTagObjList()
- for enhanceSkillID in enhanceSkillIDList:
- enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
- if not enhanceSkillData:
- continue
- # 继承主技能目标
- if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
- # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
- enhanceRate = enhanceSkillData.GetHappenRate()
- enchanceTagObjList = []
- for tagObj in tagObjList:
- tagID = tagObj.GetID()
- if tagObj.GetHP() <= 0:
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
- continue
- inHurt = False
- for hurtObj in useSkill.GetHurtObjList():
- if hurtObj.GetObjID() != tagID:
- continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- continue
- inHurt = True
- break
- if not inHurt:
- GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
- continue
- if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
- GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
- continue
-
- enchanceTagObjList.append(tagObj)
-
- if enchanceTagObjList:
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
- continue
-
- GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
+ addXP = specialtyAddXPDict[str(specialty)]
+ curXP = gameObj.GetXP()
+ updXP = curXP + addXP
+ gameObj.SetXP(updXP, False)
+ GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
+ Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
+
+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)
+ triggerWay = curEffect.GetTriggerWay()
+ if isUseSkill:
+ if triggerWay != ChConfig.TriggerWay_CurSkillEff:
+ continue
+ else:
+ if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
+ continue
+
+ effID = curEffect.GetEffectID()
+ GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
+ if effID == 5010:
+ # 额外技能效果
+ __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
+ continue
+
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ if tagID in effIgnoreObjIDList:
+ # 闪避了不触发
+ continue
+
+ TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+
+ return
+
+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())
+ # return
+ enhanceSkillID = curEffect.GetEffectValue(0)
+ checkInStateList = curEffect.GetEffectValue(1)
+ checkHeroJob = curEffect.GetEffectValue(2)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+ tagObjList = useSkill.GetTagObjList()
+
+ enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+ if not enhanceSkillData:
+ return
+
+ # 继承主技能目标
+ if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+ # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
+ enhanceRate = enhanceSkillData.GetHappenRate()
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
+ enchanceTagObjList = []
+ for tagObj in tagObjList:
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ continue
+ 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):
+ GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+ continue
+ if checkHeroJob and checkHeroJob != tagObj.GetJob():
+ GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+ continue
+ if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+ GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+ continue
+
+ enchanceTagObjList.append(tagObj)
+
+ if enchanceTagObjList:
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+
+ return
+
+ # 只执行一次,防止群攻时额外触发多次
+ GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
+ if checkInStateList or checkHeroJob:
+ inState, haveJob = False, False
+ for tagObj in tagObjList:
+ tagID = tagObj.GetID()
+ if tagID in effIgnoreObjIDList:
+ continue
+ if not inState and tagObj.CheckInState(checkInStateList):
+ inState = True
+ if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
+ haveJob = True
+ if checkInStateList and not inState:
+ GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ return
+ if checkHeroJob and not haveJob:
+ GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
+ return
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+ return
+
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
+ '''被动触发使用技能
+ @param passiveSkill: 释放的被动技能
+ @param connSkill: 由什么技能引起的
+ @param effSkillID: 被动效果所属的技能ID
+ @param effectID: 被动效果ID
+ 注:可能由A引起触发B技能的效果释放技能C
+ '''
+ if not passiveSkill:
+ return
+ bySkillID = 0
+ if connSkill:
+ bySkillID = connSkill.GetSkillID()
+ elif connBuff:
+ bySkillID = connBuff.GetSkillID()
+ passiveSkillID = passiveSkill.GetSkillID()
+ if passiveSkillID == bySkillID:
+ #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ return
+
+ isOK = False
+ # 继承主技能目标
+ if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ happenRate = passiveSkill.GetHappenRate()
+ happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
+ if not tagObj:
+ return
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ return
+ if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+ return
+ passiveTagObjList = [tagObj]
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+ else:
+ GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+
+ return isOK
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
@@ -885,7 +1173,7 @@
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)
@@ -906,60 +1194,68 @@
CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
#吸血
- CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
+ CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
return
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
'''计算伤害,默认按攻击计算
'''
+
+ skillID = curSkill.GetSkillID()
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
+ batType = curSkill.GetBatType()
+ changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
+ if changeHurtType == 1:
+ ignoreDef = True
+ GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
+
atkID = atkObj.GetID()
defID = defObj.GetID()
- skillID = curSkill.GetSkillID()
+ calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
- isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
isDot = ("damageoftime" in kwargs)
angerOverflow = 0 # 怒气溢出值
- mustHit = False
+ mustHit = False # 是否必命中
if isAngerSkill:
mustHit = True
curXP = atkObj.GetXP()
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
- if isDot:
- mustHit = True
-
#命中公式 攻击方类型不同,公式不同
- if not mustHit:
+ if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
- missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
+ missNum = curSkill.GetTagMissNum(defID)
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
if GameWorld.CanHappen(missRate):
GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
- defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
+ curSkill.SetTagMissNum(defID, missRate + 1)
return 0, pow(2, ChConfig.HurtType_Miss)
hurtTypes = pow(2, ChConfig.HurtType_Normal)
- #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
-
- isSuperHit, isParry = False, False
+ isSuperHit, isParry, isStun = False, False, False
aSuperDamPer, dSuperDamPerDef = 0, 0
+ # 暴击(dot除外)
if not isDot:
- isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
- isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
- CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
+ isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
+
+ # 闪避、击晕、格挡
+ if isTurnNormalSkill:
+ isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
+ isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+
dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
if isParry:
@@ -968,16 +1264,23 @@
if ignoreDef:
hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+ if isStun:
+ hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+
#参与运算的数值
#rand = random.random() #种子数 0~1
- aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+ aAtk = atkObj.GetAtk() # 攻击方最大攻击
- dHP = defObj.GetHP()
- dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+ dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
+ dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
+
+ atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+
+ aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
@@ -988,7 +1291,10 @@
if isAngerSkill:
aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-
+
+ aAddSkillPer = 0 # 技能增伤
+ aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
@@ -997,35 +1303,51 @@
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
+ aComboDamPer = 0 # 连击增伤
+ if batType == ChConfig.TurnBattleType_Combo:
+ aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+
+ aPursueDamPer = 0 # 追击增伤
+ if batType == ChConfig.TurnBattleType_Pursue:
+ aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
aNormalSkillPer /= 10000.0
dNormalSkillPerDef /= 10000.0
aAngerSkillPer /= 10000.0
dAngerSkillPerDef /= 10000.0
+ aAddSkillPer /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
aSuperDamPer /= 10000.0
dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
+ aComboDamPer /= 10000.0
+ aPursueDamPer /= 10000.0
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s"
- % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
+ if calcType != ChConfig.Def_Calc_Attack:
+ aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
+ GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
# 持续性伤害
- if isDot:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
- elif isTurnNormalSkill:
+ if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
- elif isAtkbackSkill:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
- GameWorld.DebugLog(" 反击伤害=%s" % (hurtValue))
+ elif isDot:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+ GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ elif calcType == ChConfig.Def_Calc_ByBuffValue:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
+ GameWorld.DebugLog(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
+ elif calcType != ChConfig.Def_Calc_Attack:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
+ GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
else:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
@@ -1035,11 +1357,44 @@
hurtValue = hurtValue * (1 - parryReduceRatio)
GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
- hurtValue = max(1, int(hurtValue)) # 负值、保底防范
+ multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
+ if multiValue and multiValue != 1:
+ hurtValue = int(hurtValue * multiValue)
+ GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+
+ hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
+ if hurtAtkPerMax:
+ aAtk = atkObj.GetAtk()
+ hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
+ hurtValue = min(hurtValue, hurtValueMax)
+ GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+
+ # 均摊
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if hurtShareEff:
+ tagCnt = max(1, len(curSkill.GetTagObjList()))
+ hurtValue = hurtValue / tagCnt
+ GameWorld.DebugLog(" 目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
+
+ hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
-def CanSuperHit(atkObj, defObj):
+def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
+ ## 获取额外增加的技能万分比
+ atkSkillPer = 0
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+ return atkSkillPer
+
+def CanSuperHit(turnFight, atkObj, defObj, curSkill):
+ if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
+ GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+ return True
+
aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
+ aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
if GameWorld.CanHappen(happenRate):
@@ -1049,35 +1404,62 @@
def CanStun(turnFight, atkObj, defObj, curSkill):
aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
+ aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill)
dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
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
-
-def CanParry(atkObj, defObj):
- if defObj.IsInControlled():
- #被控制无法格挡
- return False
- aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
- dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
- parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
- happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
- if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
- defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
+ 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 CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
+def CanParry(turnFight, atkObj, defObj, curSkill):
+ if defObj.IsInControlledHard():
+ #被硬控无法格挡
+ return False
+
+ defID = defObj.GetID()
+ # 格挡印记
+ buffMgr = defObj.GetBuffManager()
+ parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
+ if parryYJBuff and parryYJBuff.GetLayer():
+ GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
+ TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
+ return True
+
+ aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
+ dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
+ parryNum = curSkill.GetTagParryNum(defID)
+ happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
+ if GameWorld.CanHappen(happenRate):
+ GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
+ curSkill.SetTagParryNum(defID, parryNum + 1)
+ return True
+ return False
+
+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
+
+ buffMgr = defObj.GetBuffManager()
+ wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+ if wudiBuffList:
+ hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ for buff in wudiBuffList:
+ skillData = buff.GetSkillData()
+ # 记录免疫积攒的伤害
+ 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)
@@ -1085,18 +1467,14 @@
# 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
realHurtHP = hurtValue
shieldBuffList = []
- buffMgr = defObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount()):
- buff = buffMgr.GetBuffByIndex(index)
+ for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
skillData = buff.GetSkillData()
- # 承伤盾
- if SkillCommon.isDamageShieldSkill(skillData):
- remainTime = buff.GetRemainTime() # 剩余回合
- if not skillData.GetLastTime():
- remainTime = 999 # 永久盾
- buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
- shieldBuffList.append([remainTime, buffValue, buff])
-
+ remainTime = buff.GetRemainTime() # 剩余回合
+ if not skillData.GetLastTime():
+ remainTime = 999 # 永久盾
+ buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+ shieldBuffList.append([remainTime, buffValue, buff])
+
if shieldBuffList:
shieldBuffList.sort()
for _, buffValue, buff in shieldBuffList:
@@ -1119,21 +1497,31 @@
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
+ 注:反伤/荆棘暂不做属性支持,仅做buff效果支持
'''
if not atkObj.GetCanAttack():
return
- bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+ damBackPer = 0
+ buffMgr = defObj.GetBuffManager()
+ for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+ damBackPer += buff.GetValue1()
+
+ if damBackPer <= 0:
+ return
+
+ bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
if bounceHP <= 0:
return
- GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
- bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
+ GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
+ bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
if bounceHP <= 0:
+ GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
return
hurtObj.SetBounceHP(bounceHP)
@@ -1145,7 +1533,7 @@
TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
return
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算吸血
'''
@@ -1157,6 +1545,9 @@
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
+ return
+
+ if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
return
curHP = atkObj.GetHP()
@@ -1172,16 +1563,68 @@
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
-def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
+def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
+ ## 毒奶逻辑
+ buffMgr = curObj.GetBuffManager()
+ poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+ if not poisonCureBuff:
+ return
+ ownerID = poisonCureBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+ if not buffOwner:
+ return
+ atkObj, defObj = buffOwner, curObj
+
+ hurtTypes = hurtObj.GetHurtTypes()
+ hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
+
+ dHP = defObj.GetHP()
+ remainHP = max(0, dHP - realHurtHP) # 剩余血量
+ lostHP = dHP - remainHP # 实际掉血量
+ defObj.SetHP(remainHP)
+ GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
+
+ if isSuck:
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.SetSuckHP(hurtValue)
+ else:
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtObj.SetHurtHP(hurtValue)
+ hurtObj.SetLostHP(lostHP)
+ hurtObj.SetHurtTypes(hurtTypes)
+
+ TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
+ return True
+
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
''' 计算治疗值
'''
cureType = curSkill.GetCalcType()
skillPer = curSkill.GetSkillPer()
#skillValue = curSkill.GetSkillValue()
- cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
+ skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
- #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
+ cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+
+ cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
+ if cureWayExEff:
+ cureType = cureWayExEff.GetEffectValue(0)
+ skillPer = cureWayExEff.GetEffectValue(1)
+ GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
+ cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+ cureHP += cureHPEx
+
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if hurtShareEff:
+ tagCnt = max(1, len(curSkill.GetTagObjList()))
+ cureHP = cureHP / tagCnt
+ GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
+
+ return max(1, int(cureHP)) # 保底1点
+
+def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
+ cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
# 回合制
curePer = 0 # 治疗加成
@@ -1210,16 +1653,24 @@
% (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
return cureHP
-def GetCalcBaseValue(calcType, curObj, tagObj):
+def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
+ baseValue = 0
if calcType == ChConfig.Def_Calc_Attack:
baseValue = curObj.GetAtk()
elif calcType == ChConfig.Def_Calc_MaxHP:
baseValue = curObj.GetMaxHP()
- #elif cureType == ChConfig.Def_Calc_HurtValue:
- # baseValue = GameObj.GetLastHurtValue(userObj)
+ elif calcType == ChConfig.Def_Calc_LastHurt:
+ baseValue = curObj.GetLastHurtValue()
elif calcType == ChConfig.Def_Calc_TagMaxHP:
baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+ elif calcType == ChConfig.Def_Calc_TagLostHP:
+ baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP())
+ elif calcType == ChConfig.Def_Calc_ByBuffValue:
+ byBuff = curSkill.GetByBuff()
+ if byBuff:
+ baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
+ GameWorld.DebugLog("根据buff值: %s" % baseValue)
return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
@@ -1231,30 +1682,34 @@
buffID = curBuff.GetBuffID()
ownerID = curBuff.GetOwnerID()
buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+ if not buffOwner:
+ return
atkObj = buffOwner
defObj = batObj
+ atkID = ownerID
defID = defObj.GetID()
tagObjList = [defObj]
poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
useSkill.SetTagObjList(tagObjList)
useSkill.ClearHurtObj()
hurtObj = useSkill.AddHurtObj(defID)
dHP = defObj.GetHP()
- GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
- % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
- hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
-
- # dot的反弹、吸血待定
+ 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))
+ layer = curBuff.GetLayer()
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
remainHP = max(0, dHP - realHurtHP) # 剩余血量
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
-
GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
hurtObj.SetHurtTypes(hurtTypes)
@@ -1295,6 +1750,15 @@
hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
clientPack.HurtList.append(hurt)
+ if not clientPack.HurtList:
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+ hurt.ObjID = tagID
+ hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
+ hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
+ clientPack.HurtList.append(hurt)
+
clientPack.HurtCount = len(clientPack.HurtList)
turnFight.addBatPack(clientPack)
return
--
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