From e926fc46837c5fb26c537ecb15945a78e2f3423f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 17 十一月 2025 19:53:58 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(完善战斗相关公式参数;竞技增减伤属性、战力系数改为PVP增减伤;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 294 +++++++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 238 insertions(+), 56 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index 2297e4b..1128578 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,17 +37,27 @@
self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
return
- def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+ self._batObj = None
+ return
+
+ def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
'''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
优先级之后有需要再扩展
@return: [["skill/buff", skillID/buffID, effIDList], ...]
'''
effList = []
- if not connSkillTypeID and connSkill:
- connSkillTypeID = connSkill.GetSkillTypeID()
-
- if connSkill and self._batObj.GetID() == connSkill.GetObjID():
+ if not connSkillTypeID:
+ if connSkill:
+ connSkillTypeID = connSkill.GetSkillTypeID()
+ elif connBuff:
+ skillData = connBuff.GetSkillData()
+ connSkillTypeID = skillData.GetSkillTypeID()
+
+ # SkillData 对象暂时没有 GetObjID
+ if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
skillID = connSkill.GetSkillID()
skillManager = self._batObj.GetSkillManager()
# 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
@@ -58,14 +68,18 @@
effectID = effect.GetEffectID()
if effectID == 0:
continue
- triggerWay = effect.GetTriggerWay()
- triggerSrc = effect.GetTriggerSrc()
- if not triggerWay:
+ tWay = effect.GetTriggerWay()
+ tSrc = effect.GetTriggerSrc()
+ if not tWay:
continue
- if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ if tWay in ChConfig.TriggerWayNoLoadList:
continue
- if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
+ if tSrc != ChConfig.TriggerSrc_SkillSelf:
# 仅添加本技能的
+ continue
+ if tWay == ChConfig.TriggerWay_CalcEffValue:
+ tWay = "%s_%s" % (tWay, effectID)
+ if tWay != triggerWay:
continue
effIDList.append(effectID)
if effIDList:
@@ -124,7 +138,7 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
- if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ if triggerWay in ChConfig.TriggerWayNoLoadList:
return
if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
# buff有效的不加进来
@@ -174,7 +188,7 @@
triggerSrc = effect.GetTriggerSrc()
if not triggerWay:
return
- if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ if triggerWay in ChConfig.TriggerWayNoLoadList:
return
if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
# 技能有效的不加进来
@@ -217,15 +231,19 @@
self.Clear()
return
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+ return
+
def Clear(self):
self._objID = 0
self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
- self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
self._lostHP = 0 # 实际掉血值
self._curHP = 0 # 更新血量
self._suckHP = 0 # 吸血量
self._bounceHP = 0 # 反弹血量
+ self._hurtListEx = [] # 额外伤血列表,一般后端单技能执行多次伤害逻辑时有用,如弹射的平摊伤害 [HurtObj, ...]
return
def GetObjID(self): return self._objID
@@ -235,14 +253,12 @@
def AddHurtType(self, hurtType):
## 添加伤血类型,单次伤害支持多种类型同时出现
self._hurtTypes |= pow(2, hurtType)
- return
+ return self._hurtTypes
def HaveHurtType(self, hurtType):
## 判断是否存在某种伤血类型
return self._hurtTypes & pow(2, hurtType)
def GetHurtHP(self): return self._hurtHP
def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
- def GetRealHurtHP(self): return self._realHurtHP
- def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
def GetLostHP(self): return self._lostHP
def SetLostHP(self, lostHP): self._lostHP = lostHP
def GetCurHP(self): return self._curHP
@@ -251,6 +267,18 @@
def SetSuckHP(self, suckHP): self._suckHP = suckHP
def GetBounceHP(self): return self._bounceHP
def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
+ def ClearHurtObjEx(self):
+ poolMgr = ObjPool.GetPoolMgr()
+ for hurtObjEx in self._hurtListEx:
+ poolMgr.release(hurtObjEx)
+ self._hurtListEx = []
+ return
+ def AddHurtObjEx(self, tagID):
+ hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
+ hurtObj.SetObjID(tagID)
+ self._hurtListEx.append(hurtObj)
+ return hurtObj
+ def GetHurtObjListEx(self): return self._hurtListEx # 某个伤害的额外伤害列表
class SkillEffect():
@@ -262,6 +290,10 @@
#self._triggerParams = triggerParams if triggerParams else []
return
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+ return
+
def GetEffectID(self): return self._effID
def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
def GetEffectValueCount(self): return len(self._values)
@@ -269,8 +301,6 @@
def GetTriggerWay(self): return self._triggerWay
def GetTriggerSrc(self): return self._triggerSrc
#def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
-
-EmptyEffect = SkillEffect(0, [])
class SklllData():
@@ -287,6 +317,10 @@
effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
self._effList.append(effect)
self._effDict[(effID, triggerWay)] = effect
+ return
+
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
return
def GetIpyData(self): return self._ipyData
@@ -311,43 +345,56 @@
def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
def GetEffectCount(self): return len(self._effList)
- def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
+ def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
def GetConnSkill(self): return self._ipyData.GetConnSkill()
+ def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
- def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
+ def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
+ def GetLastTimeType(self): return self._ipyData.GetLastTimeType() # 持续时间规则
def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
def GetLayerMax(self): return self._ipyData.GetLayerMax()
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
- def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
+ def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
def GetFightPower(self): return self._ipyData.GetFightPower()
- def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
class PyBuff():
def __init__(self, ipyData):
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
+ self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
self._buffID = 0
self._ownerID = 0
self._layer = 0
- self._calcTime = 0
self._remainTime = 0
self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
self._value2 = 0
self._value3 = 0
+ self._isCopy = 0 # 是否复制的buff
+ self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
+ self._haloObjIDList = [] # 光环有效目标ID列表 [objID, ...],ownerID为自己时即为光源,包含光源
+ return
+
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
return
def GetSkillData(self): return self._skillData
def GetSkillID(self): return self._skillData.GetSkillID()
+ def GetAddTiming(self): return self._addTiming
+ def SetAddTiming(self, addTiming):
+ self._addTiming = addTiming
+ self._refreshState = 0 # 更新添加时机时需标记为未刷新
+ def GetRefreshState(self): return self._refreshState
+ def SetRefreshState(self, refreshState): self._refreshState = refreshState
def GetBuffID(self): return self._buffID
def SetBuffID(self, buffID): self._buffID = buffID
def GetOwnerID(self): return self._ownerID
def SetOwnerID(self, ownerID): self._ownerID = ownerID
def GetLayer(self): return self._layer
def SetLayer(self, layer): self._layer = layer
- def GetCalcTime(self): return self._calcTime
- def SetCalcTime(self, calcTime): self._calcTime = calcTime
def GetRemainTime(self): return self._remainTime
def SetRemainTime(self, remainTime): self._remainTime = remainTime
def SetBuffValueList(self, valueList):
@@ -364,6 +411,16 @@
def SetValue2(self, value): self._value2 = value
def GetValue3(self): return self._value3
def SetValue3(self, value): self._value3 = value
+ def GetIsCopy(self): return self._isCopy
+ def SetIsCopy(self, isCopy): self._isCopy = isCopy
+ def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+ def ResetEffectValueEx(self): self._effExDict = {}
+ def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
+ def GetHaloObjIDList(self): return self._haloObjIDList
+ def SetHaloObjIDList(self, haloObjIDList): self._haloObjIDList = haloObjIDList
+ def AddHaloObjID(self, objID):
+ if objID not in self._haloObjIDList:
+ self._haloObjIDList.append(objID)
class BuffManager():
## 战斗对象buff管理器
@@ -376,6 +433,11 @@
self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
# 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
+ return
+
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+ self._batObj = None
return
def ClearBuff(self):
@@ -458,6 +520,16 @@
continue
buffs.append(self._buffIDDict[buffID])
return buffs
+ def FindBuffBySkillID(self, skillID, ownerID=0):
+ ## 查找某个技能ID的buff
+ # @param ownerID: 可指定查找指定来源的buff
+ buffList = self.FindBuffListBySkillID(skillID)
+ if not ownerID:
+ return buffList[0] if buffList else None
+ for buff in buffList:
+ if buff.GetOwnerID() == ownerID:
+ return buff
+ return
def FindBuffByState(self, state):
## 查找某种buff状态的buff
buffIDList = self._buffStateDict.get(state, [])
@@ -465,6 +537,15 @@
return
buffID = buffIDList[0]
return self._buffIDDict.get(buffID, None)
+ def FindBuffListByState(self, state):
+ ## 查找某种buff状态的buff列表
+ buffIDList = self._buffStateDict.get(state, [])
+ buffs = []
+ for buffID in buffIDList:
+ if buffID not in self._buffIDDict:
+ continue
+ buffs.append(self._buffIDDict[buffID])
+ return buffs
def AddBuffState(self, state, buffID):
## 添加buff影响的状态,ChConfig.BatObjStateList
@@ -496,13 +577,18 @@
def __init__(self, ipyData, objID):
self._objID = objID # 该技能谁的
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
- self._calcTime = 0
self._remainTime = 0
self._batType = 0 # 战斗类型,普通、连击、反击、追击等
- self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
- self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
+ self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
+ self._tagObjListEx = [] # 本次技能额外目标列表,平摊伤害、溅射等 [BatObj, ...]
+ self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
+ self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
+ self._hurtList = [] # 主要伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
+ self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
+ self._byBuff = None # 由哪个buff触发的
self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
+ self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
# 连击相关
self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
@@ -511,15 +597,27 @@
self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
return
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+ self.ResetUseRec()
+ return
+
def ResetUseRec(self):
+ ## 重置技能使用记录
+ ## 注:有用到对象池相关对象的一定要重置,不然再回收技能对象时会连同该技能下的所有用到的对象池对象一并回收,导致后续使用对象错误
self._batType = 0
self._tagObjList = []
+ self._tagObjListEx = []
+ self._killObjList = []
+ self._effIgnoreObjIDList = []
self._bySkill = None
+ self._byBuff = None
self._afterLogicList = []
self.ClearHurtObj()
return
def GetObjID(self): return self._objID
+ def GetSkillData(self): return self._skillData
def GetSkillID(self): return self._skillData.GetSkillID()
def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -543,28 +641,37 @@
def GetEffectCount(self): return self._skillData.GetEffectCount()
def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
def GetConnSkill(self): return self._skillData.GetConnSkill()
+ def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
- def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
+ def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
def GetCurBuffState(self): return self._skillData.GetCurBuffState()
def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
+ def GetLastTimeType(self): return self._skillData.GetLastTimeType() # 持续时间规则
def GetLayerCnt(self): return self._skillData.GetLayerCnt()
def GetLayerMax(self): return self._skillData.GetLayerMax()
def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
- def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
+ def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._skillData.GetFightPower()
- def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
## ---------------------------------- 非技能表内容 ----------------------------------
- def GetCalcTime(self): return self._calcTime
- def SetCalcTime(self, calcTime): self._calcTime = calcTime
def GetRemainTime(self): return self._remainTime
def SetRemainTime(self, remainTime): self._remainTime = remainTime
def GetBatType(self): return self._batType
def SetBatType(self, batType): self._batType = batType
def GetBySkill(self): return self._bySkill
def SetBySkill(self, bySkill): self._bySkill = bySkill
- def GetTagObjList(self): return self._tagObjList # 技能目标列表
+ def GetByBuff(self): return self._byBuff
+ def SetByBuff(self, byBuff): self._byBuff = byBuff
+ def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
+ def GetTagObjListEx(self): return self._tagObjListEx # 技能额外目标列表
+ def AddTagObjEx(self, tagObj):
+ if tagObj not in self._tagObjList and tagObj not in self._tagObjListEx:
+ self._tagObjListEx.append(tagObj)
+ def GetKillObjList(self): return self._killObjList # 击杀目标列表
+ def SetKillObjList(self, killObjList): self._killObjList = killObjList
+ def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
+ def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
def GetAfterLogicList(self): return self._afterLogicList
def AddAfterLogic(self, logicType, logicData):
'''添加技能释放后需要处理额外逻辑
@@ -577,16 +684,28 @@
## 清空伤血统计
poolMgr = ObjPool.GetPoolMgr()
for hurtObj in self._hurtList:
+ hurtObj.ClearHurtObjEx()
poolMgr.release(hurtObj)
self._hurtList = []
+
+ for hurtObjEx in self._hurtListEx:
+ hurtObjEx.ClearHurtObjEx()
+ poolMgr.release(hurtObjEx)
+ self._hurtListEx = []
return
- def AddHurtObj(self, tagID):
+ def AddHurtObj(self, tagID, isEx=False):
## 添加某个伤血
+ # @param isEx: 是否额外伤血
hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
hurtObj.SetObjID(tagID)
- self._hurtList.append(hurtObj)
+ if isEx:
+ self._hurtListEx.append(hurtObj)
+ else:
+ self._hurtList.append(hurtObj)
return hurtObj
- def GetHurtObjList(self): return self._hurtList
+ def GetHurtObjList(self): return self._hurtList # 技能主要伤血列表
+ def GetHurtObjListEx(self): return self._hurtListEx # 技能额外伤血列表
+ def GetHurtObjListAll(self): return self._hurtList + self._hurtListEx # 技能所有伤血列表
def __commboClear(self):
## 连击相关清空
@@ -621,6 +740,9 @@
def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
+ def GetEnergy(self): return self._energy # 累计能量
+ def SetEnergy(self, energy): self._energy = energy
+
class SkillManager():
## 战斗对象技能管理器
@@ -628,6 +750,11 @@
self._batObj = batObj
self._skillList = [] # 技能列表 [PySkill, ...]
self._skillDict = {} # {skillID:PySkill, ...}
+ return
+
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+ self._batObj = None
return
def SkillReset(self):
@@ -640,7 +767,7 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
- def GetSkillIDList(self): return self._skillDict.keys()
+ def GetSkillIDList(self): return sorted(self._skillDict.keys())
def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
@@ -692,6 +819,7 @@
self.atkDistType = 0
self.specialty = 0 # 特长
self.sex = 0
+ self.job = 0
self.lv = 1
self.fightPower = 0
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -704,18 +832,26 @@
self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
self._kvDict = {} # 自定义kv字典
+ self._bigTurnAtkbackCnt = 0 # 大回合累计反击次数
self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
self._lastHurtValue = 0
+ self._harmSelfHP = 0 # 自残值
self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
+ self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
+ self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
# 统计
self.hurtStat = 0 # 输出统计
self.defStat = 0 # 承伤统计
self.cureStat = 0 # 治疗统计
+ return
+
+ def onRelease(self):
+ ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
return
def InitBatAttr(self, initAttrDict, initXP=0):
@@ -730,24 +866,35 @@
self._skillTempAttrDict = {}
self.SetXP(initXP, False)
self.SetHPFull(False)
- TurnBuff.RefreshBuffAttr(self)
+ TurnBuff.RefreshBuffAttr(self, isInit=True)
TurnPassive.RefreshPassive(self)
return
- def TurnReset(self):
- ## 回合重置
- self._skillTurnUseCntDict = {}
-
- def UpdInitBatAttr(self, initAttrDict, skillIDList):
+ def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
self._initAttrDict = initAttrDict
learnNewSkill = False
- for skillID in skillIDList:
- if self._skillMgr.LearnSkillByID(skillID):
- learnNewSkill = True
+ if skillIDList:
+ for skillID in skillIDList:
+ if self._skillMgr.LearnSkillByID(skillID):
+ learnNewSkill = True
TurnBuff.RefreshBuffAttr(self)
if learnNewSkill: # 有学新技能时重刷技能被动
self._passiveEffMgr.RefreshSkillPassiveEffect()
+ return
+
+ def GMSetBatAttr(self, attrID, attrValue):
+ ## GM设置战斗属性
+ self._initAttrDict[attrID] = attrValue # 需要同步设置初始化属性,防止刷属性后被重置
+ if attrID == ChConfig.AttrID_HP:
+ self.SetHP(attrValue, True)
+ if attrValue > self.GetMaxHP():
+ self._initAttrDict[ChConfig.AttrID_MaxHP] = attrValue
+ self.SetMaxHP(attrValue, True)
+ elif attrID == ChConfig.AttrID_XP:
+ self.SetXP(attrValue, True)
+ else:
+ self.SetBatAttrValue(attrID, attrValue)
return
def ResetBattleEffect(self):
@@ -759,6 +906,10 @@
def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+ def GetBatLineup(self):
+ turnFight = self.GetTurnFight()
+ batFaction = turnFight.getBatFaction(self.faction)
+ return batFaction.getBatlineup(self.lineupNum)
def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
def SetOwnerID(self, ownerID): self.ownerID = ownerID
def GetID(self): return self.objID
@@ -772,6 +923,8 @@
def SetSpecialty(self, specialty): self.specialty = specialty
def GetSex(self): return self.sex
def SetSex(self, sex): self.sex = sex
+ def GetJob(self): return self.job
+ def SetJob(self, job): self.job = job
def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
def GetHeroID(self): return self.heroID
@@ -820,18 +973,26 @@
return True
return False
- def IsInControlled(self):
- ## 是否被控制中
- for state in ChConfig.InControlledStateList:
- if self._buffMgr.IsInBuffState(state):
- return True
- return False
+ def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
+ def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
+ def IsInBuffStateGroup(self, buffStateGroups):
+ '''是否在某个状态组中
+ 已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
+ '''
+ buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
+ for stateGroup in buffStateGroups:
+ if str(stateGroup) not in buffStateGroupDict:
+ continue
+ for state in buffStateGroupDict[str(stateGroup)]:
+ if self._buffMgr.IsInBuffState(state):
+ return state
+ return
def CanAction(self):
## 是否可以行动
if not self.IsAlive():
return False
- if self.IsInControlled():
+ if self.IsInControlledHard():
return False
return True
@@ -902,17 +1063,37 @@
self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
- def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
- def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
+ def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
+ def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
+ def ResetSkillUseCnt(self):
+ self._skillUseCntDict = {}
+ self._skillTurnUseCntDict = {}
def AddSkillUseCnt(self, skillID):
self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
+ def GetBigTurnAtkbackCnt(self): return self._bigTurnAtkbackCnt
+ def AddBigTurnAtkbackCnt(self): self._bigTurnAtkbackCnt += 1
+
+ def ResetBigTurn(self):
+ ## 每大回合重置
+ self._bigTurnAtkbackCnt = 0
+ self._skillTurnUseCntDict = {}
+
def GetLastHurtValue(self): return self._lastHurtValue
def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
+ def GetHarmSelfHP(self): return self._harmSelfHP
+ def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
+
+ def GetAngerOverflow(self): return self._angerOverflow
+ def SetAngerOverflow(self, angerOverflow): self._angerOverflow = angerOverflow
+
def GetMainTagIDList(self): return self._mainTagIDList
def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
+
+ def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
+ def SetTiming(self, timing): self._timing = timing
def StatHurtValue(self, hurtValue):
## 统计输出
@@ -923,6 +1104,7 @@
## 统计承伤
self.defStat += lostHP
return self.defStat
+ def GetStatDefValue(self): return self.defStat # 获取累计总承伤
def StatCureValue(self, cureValue):
## 统计治疗
--
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