From de44f98f2a8a2b0c12d3482162f1e30e796d7b94 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 08 一月 2026 16:27:02 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化伤害计算公式参数输出;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 170 ++++++++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 151 insertions(+), 19 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 2897f31..620c704 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -86,7 +86,7 @@
GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
return
- if CheckSkillUseCntLimit(curBatObj, useSkill):
+ if CheckSkillUseCntLimit(turnFight, curBatObj, useSkill):
return
#没有指定目标,则按技能自身的目标逻辑
@@ -185,7 +185,7 @@
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
- __doUseSkill(turnFight, curBatObj, useSkill)
+ __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
@@ -201,7 +201,7 @@
useSkill.ResetUseRec()
return True
-def CheckSkillUseCntLimit(batObj, useSkill):
+def CheckSkillUseCntLimit(turnFight, batObj, useSkill):
## 检查技能使用次数是否受限
# @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
if not hasattr(useSkill, "GetEffectByID"):
@@ -214,12 +214,14 @@
skillID = useSkill.GetSkillID()
if useCntLimit:
+ useCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnAll=1)
useCnt = batObj.GetSkillUseCnt(skillID)
if useCnt >= useCntLimit:
GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
return True
if turnUseCntLimit:
+ turnUseCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnPer=1)
turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
if turnUseCnt >= turnUseCntLimit:
GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
@@ -426,6 +428,11 @@
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
#GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ # 血量百分比最低
+ elif tagAffect == ChConfig.SkillTagAffect_HPPerLowest:
+ aimObjList.sort(key=lambda o:(o.GetHP() / float(o.GetMaxHP())), reverse=False)
+ #GameWorld.DebugLogEx("血量百分比最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP(), o.GetHP() / float(o.GetMaxHP())] for o in aimObjList])
+
# 血量最高
elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
@@ -586,6 +593,64 @@
return aimObjList
+def __getSameRowObjList(tagObj):
+ ## 获取目标对应的同排对象列表,只算活着的
+
+ posNum = tagObj.GetPosNum()
+ inRowNum = ChConfig.GetInRowNum(posNum)
+ inColNum = ChConfig.GetInColNum(posNum)
+ # 优先目标所在纵,为主目标
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+
+ row = inRowNum # 目标玩家所在横排
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ batLineup = tagObj.GetBatLineup()
+ aimObjList = []
+ for col in colNumList:
+ pNum = (row - 1) * ChConfig.TurnFightCols + col
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not tagBatObj.IsAlive():
+ continue
+ aimObjList.append(tagBatObj)
+
+ return aimObjList
+
+def __getSameColObjList(tagObj):
+ ## 获取目标对应的同列对象列表,只算活着的
+
+ posNum = tagObj.GetPosNum()
+ inRowNum = ChConfig.GetInRowNum(posNum)
+ inColNum = ChConfig.GetInColNum(posNum)
+
+ rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+ if inRowNum in rowNumList:
+ rowNumList.remove(inRowNum)
+ rowNumList.insert(0, inRowNum)
+
+ col = inColNum # 目标玩家所在纵排
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ batLineup = tagObj.GetBatLineup()
+ aimObjList = []
+ for row in range(1, 1 + ChConfig.TurnFightRows):
+ pNum = (row - 1) * ChConfig.TurnFightCols + col
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not tagBatObj.IsAlive():
+ continue
+ aimObjList.append(tagBatObj)
+
+ return aimObjList
+
def GetRelativeObj(turnFight, curBatObj):
'''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
'''
@@ -679,7 +744,7 @@
return
-def __doUseSkill(turnFight, curBatObj, useSkill):
+def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
atkType = useSkill.GetAtkType()
GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -689,7 +754,7 @@
# 通用攻击
if atkType == 1:
- SkillModule_1(turnFight, curBatObj, useSkill)
+ SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
# 治疗
if atkType == 2:
SkillModule_2(turnFight, curBatObj, useSkill)
@@ -784,7 +849,7 @@
Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
return
-def SkillModule_1(turnFight, curBatObj, useSkill):
+def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
## 通用攻击,单攻、群攻
addPer = 0
@@ -800,7 +865,10 @@
addPer = addPerMax
GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
- addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+ addBatDamPer = 0
+ if "addBatDamPer" in kwargs:
+ addBatDamPer += kwargs.pop("addBatDamPer", 0)
+ addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
# 计算伤害
calcHurtResults = []
@@ -1839,6 +1907,10 @@
GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
return
+ if checkHeroSex:
+ if TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_IgnoreSex, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID):
+ checkHeroSex = 0
+
# 继承主技能目标
if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
@@ -1969,6 +2041,20 @@
GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ # 继承主技能目标同横排 11
+ elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
+ if not tagObj:
+ return
+ GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+ passiveTagObjList = __getSameRowObjList(tagObj)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ # 继承主技能目标同纵排 12
+ elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
+ if not tagObj:
+ return
+ GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+ passiveTagObjList = __getSameColObjList(tagObj)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLogEx("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=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
@@ -2040,7 +2126,6 @@
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
- GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
if isParry:
hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
@@ -2068,6 +2153,32 @@
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
+ #招架 - 无视攻击方最终增伤百分比
+ dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
+ aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
+ if dZhaojia > aZhaojiaDef:
+ perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
+ reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
+ reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
+ if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
+ reducePer = min(reducePer, reduceMax)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
+ aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
+ GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
+
+ #贯穿 - 无视防守方最终减伤百分比
+ aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
+ dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
+ if aGuanchuan > dGuanchuanDef:
+ perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
+ reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
+ reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
+ if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
+ reducePer = min(reducePer, reduceMax)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
+ dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
+ GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef)
+
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
@@ -2130,7 +2241,6 @@
if turnFight.isPVP() > 0:
aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
- GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -2159,10 +2269,21 @@
if calcType != ChConfig.Def_Calc_Attack:
aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
- GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s",
- atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
- #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
-
+ GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,dBatDamPerDef=%s,aFinalDamPer=%s,dFinalDamPerDef=%s",
+ atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, dBatDamPerDef, aFinalDamPer, dFinalDamPerDef)
+ if isSuperHit:
+ GameWorld.DebugLogEx(" 暴击 aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
+ if aPMDamPer or dPMDamPerDef:
+ GameWorld.DebugLogEx(" 物法 aPMDamPer=%s,dPMDamPerDef=%s,pmType=%s", aPMDamPer, dPMDamPerDef, pmType)
+ if aComboDamPer or dComboDamPerDef:
+ GameWorld.DebugLogEx(" 连击 aComboDamPer=%s,dComboDamPerDef=%s", aComboDamPer, dComboDamPerDef)
+ if aPursueDamPer or dPursueDamPerDef:
+ GameWorld.DebugLogEx(" 追击 aPursueDamPer=%s,dPursueDamPerDef=%s", aPursueDamPer, dPursueDamPerDef)
+ if aPVPDamPer or dPVPDamPerDef:
+ GameWorld.DebugLogEx(" PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
+ if aCountryDamPer or dCountryDamPerDef:
+ GameWorld.DebugLogEx(" 国家 aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
+
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLogEx(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
@@ -2171,7 +2292,7 @@
GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLogEx(" 持续技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLogEx(" 持续技能伤害=%s,aDOTPer=%s,dDOTPerDef=%s", hurtValue, aDOTPer, dDOTPerDef)
elif calcType == ChConfig.Def_Calc_ByBuffValue:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
GameWorld.DebugLogEx(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
@@ -2201,14 +2322,25 @@
GameWorld.DebugLogEx(" 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:
+ if HaveShareEff(atkObj, curSkill):
tagCnt = max(1, len(curSkill.GetTagObjList()))
hurtValue = hurtValue / tagCnt
GameWorld.DebugLogEx(" 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 HaveShareEff(atkObj, curSkill):
+ ## 玩家技能是否有分摊效果: 均摊伤害/治疗/承伤盾值
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if not hurtShareEff:
+ return False
+ needLearnSkillID = hurtShareEff.GetEffectValue(0)
+ if needLearnSkillID:
+ if not atkObj.GetSkillManager().FindSkillByID(needLearnSkillID):
+ GameWorld.DebugLogEx("所需技能未学习,分摊效果不生效! skillID=%s,needLearnSkillID=%s", curSkill.GetSkillID(), needLearnSkillID)
+ return False
+ return True
def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
## 获取额外增加的技能万分比
@@ -2223,7 +2355,6 @@
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
- GameWorld.DebugLogEx("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)
@@ -2708,6 +2839,8 @@
buffMgr = defObj.GetBuffManager()
for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
damBackPer += buff.GetValue1()
+ connSkillTypeID = buff.GetSkillTypeID()
+ damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
if damBackPer <= 0:
return
@@ -2827,8 +2960,7 @@
cureHP = int(cureHP * multiValue)
GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
- hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
- if hurtShareEff:
+ if HaveShareEff(userObj, curSkill):
tagCnt = max(1, len(curSkill.GetTagObjList()))
cureHP = cureHP / tagCnt
GameWorld.DebugLogEx(" 目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
--
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