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/Skill/TurnSkill.py | 1485 ++++++++++++++++++++++++++++++++++++++++++++++------------
1 files changed, 1,163 insertions(+), 322 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 61f5ac4..63485a9 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 +45,12 @@
## 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, byBuff=None, comboLimit=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
'''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 comboLimit: 是否强制限制连击
+ @param atkBackTag: 反击目标
@return: 是否成功
'''
if not useSkill:
@@ -59,19 +60,28 @@
if not skillID:
return
- if not curBatObj.CanAction():
+ if not curBatObj.IsAlive():
return
- buffStateLimit = useSkill.GetBuffStateLimit()
- if buffStateLimit:
- limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+ objID = curBatObj.GetID()
+
+ if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
+ GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
+ return
+
+ buffStateGroups = useSkill.GetBuffStateLimit()
+ if buffStateGroups:
+ limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
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))
+ GameWorld.DebugLog("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):
+ return
+
#没有指定目标,则按技能自身的目标逻辑
if not tagObjList:
- tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
+ tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
rate = useSkill.GetHappenRate()
if rate:
rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
@@ -81,18 +91,30 @@
if not tagObjList:
# 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
+ GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
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)
+ # 子技能怒气溢出值也有效,所以子技能不处理
+ curXP = curBatObj.GetXP()
+ if batType == ChConfig.TurnBattleType_Enhance:
+ pass
+ elif SkillCommon.isAngerSkill(useSkill):
+ maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ angerOverflow = max(curXP - maxXP, 0)
+ curBatObj.SetAngerOverflow(angerOverflow)
+ else:
+ curBatObj.SetAngerOverflow(0)
+ angerOverflow = curBatObj.GetAngerOverflow()
+
bySkillID = bySkill.GetSkillID() if bySkill else 0
- 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))
+ GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
+ % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, 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()
@@ -124,29 +146,21 @@
curBatObj.SetMainTagIDList(tagIDList)
useTag = ""
+ if IsNeedSyncSkill(useSkill):
+ # 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)
+ Sync_TurnFightTag(turnFight, useTag, 0)
+
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
- # 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)
if useTag:
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 1
- turnFight.addBatPack(clientPack)
+ Sync_TurnFightTag(turnFight, useTag, 1)
# 处理反击 或 连击
if isTurnNormalSkill:
@@ -159,7 +173,41 @@
poolMgr.release(useSkill)
return True
-def GetSkillTags(turnFight, curBatObj, useSkill):
+def CheckSkillUseCntLimit(batObj, useSkill):
+ ## 检查技能使用次数是否受限
+ # @return: 是否受限
+ if not hasattr(useSkill, "GetEffectByID"):
+ return
+ effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
+ if not effect:
+ return
+ useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
+ turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
+
+ skillID = useSkill.GetSkillID()
+ if useCntLimit:
+ useCnt = batObj.GetSkillUseCnt(skillID)
+ if useCnt >= useCntLimit:
+ GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+ return True
+
+ if turnUseCntLimit:
+ turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+ if turnUseCnt >= turnUseCntLimit:
+ GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+ return True
+
+ return
+
+def IsNeedSyncSkill(useSkill):
+ ## 使用需要同步B427使用技能
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
+ return True
+ if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
+ return True
+ return False
+
+def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
## 获取技能目标
# @return: [主目标, 目标2, ...]
@@ -180,38 +228,74 @@
return [curBatObj]
tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+ #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
- # 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
+ # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
+ # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
+ # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
+ # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换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
+ # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
+ # 确认敌友
+ inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
+ if changeRet:
+ pass
+ elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
+ inCharm = True
+ tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
+ elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
+ inChaos = True
+ tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
+ #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+ isNoSelf = False # 是否不包含自己
+ if inCharm or inChaos:
+ if SkillCommon.isAttackDirectSkill(useSkill):
+ isNoSelf = True
+ #GameWorld.DebugLog("特殊不包含自己")
+
+ # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
+ sneerObjFirst = True # 嘲讽目标是否优先
+ sneerTagObj = None # 嘲讽目标
+ atkBackTagFrist = True # 反击目标是否优先
+ specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
+ specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
curFaction = curBatObj.GetFaction()
- sneerObj = None # 嘲讽目标
- sneerObjID, sneerObjPosNum = 0, 0
if tagFriendly:
tagFaction = curFaction
+ sneerTagObj = None
+ atkBackTag = None
else:
tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
- sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
-
- sneerObjFirst = True # 嘲讽目标优先
- if sneerObj:
- sneerObjID = sneerObj.GetID()
- sneerObjPosNum = sneerObj.GetPosNum()
-
+ sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+ if sneerTagObj:
+ specMainObj = sneerTagObj
+ #GameWorld.DebugLog("嘲讽特殊主目标")
+ elif atkBackTag:
+ specMainObj = atkBackTag
+ #GameWorld.DebugLog("反击特殊主目标")
+
+ if specMainObj:
+ specObjID = specMainObj.GetID()
+ specObjPosNum = specMainObj.GetPosNum()
+ sepcObjLineupNum = specMainObj.GetLineupNum()
+
batObjMgr = BattleObj.GetBatObjMgr()
lineupNum = curBatObj.GetLineupNum()
posNum = curBatObj.GetPosNum()
+ # 确认阵容编号顺序,多V多时有用
batFaction = turnFight.getBatFaction(tagFaction)
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
+ # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
+ if specMainObj:
+ lineupNumList = [sepcObjLineupNum]
+ else:
+ lineupNumList = [lineupNum]
for tagNum in batFaction.lineupDict.keys():
if tagNum not in lineupNumList:
lineupNumList.append(tagNum)
@@ -223,8 +307,8 @@
# 对位
if tagAim == ChConfig.SkillTagAim_Relative:
- if sneerObj:
- aimObjList.append(sneerObj)
+ if specMainObj:
+ aimObjList.append(specMainObj)
else:
relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
if relativeObj:
@@ -232,11 +316,11 @@
# 前排
elif tagAim == ChConfig.SkillTagAim_FrontRow:
- aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+ aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
# 后排
elif tagAim == ChConfig.SkillTagAim_BackRow:
- aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+ aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
# 竖排/纵排
elif tagAim == ChConfig.SkillTagAim_Vertical:
@@ -247,14 +331,14 @@
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- # 优先嘲讽所在纵
- if sneerObj:
- sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
- if sneerInColNum in colNumList:
- colNumList.remove(sneerInColNum)
- colNumList.insert(0, sneerInColNum)
+ # 优先特殊目标所在纵
+ if specMainObj:
+ specInColNum = ChConfig.GetInColNum(specObjPosNum)
+ if specInColNum in colNumList:
+ colNumList.remove(specInColNum)
+ colNumList.insert(0, specInColNum)
- GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+ GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
for col in colNumList:
for row in range(1, 1 + ChConfig.TurnFightRows):
pNum = (row - 1) * ChConfig.TurnFightCols + col
@@ -263,7 +347,7 @@
continue
tagObjID = batLineup.posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
+ if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
aimObjList.append(tagBatObj)
if aimObjList:
@@ -278,7 +362,7 @@
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+ GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
# 按前排优先原则
for row in range(1, 1 + ChConfig.TurnFightRows):
for col in colNumList:
@@ -288,7 +372,7 @@
continue
tagObjID = batLineup.posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
+ if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
aimObjList.append(tagBatObj)
@@ -316,6 +400,7 @@
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
+ atkBackTagFrist = False
relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
sortObjList = [] # 优先灼烧目标,再对位
for aimObj in aimObjList:
@@ -331,6 +416,7 @@
# 仅焚血(毒奶)目标
elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+ atkBackTagFrist = False
for aimObj in aimObjList[::-1]:
if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
aimObjList.remove(aimObj)
@@ -339,17 +425,24 @@
if tagCount and len(aimObjList) > tagCount:
random.shuffle(aimObjList)
+ # 以下优先级先处理的优先级视为较低
+ if atkBackTagFrist and atkBackTag:
+ if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
+ aimObjList.remove(atkBackTag)
+ aimObjList.insert(0, atkBackTag)
+
# 嘲讽优先
- if sneerObjFirst and sneerObj:
- if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
- aimObjList.remove(sneerObj)
- aimObjList.insert(0, sneerObj)
+ if sneerObjFirst and sneerTagObj:
+ if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
+ aimObjList.remove(sneerTagObj)
+ aimObjList.insert(0, sneerTagObj)
# 一定包含自己
- if tagFriendly == 2:
+ if tagFriendly == 2 and not isNoSelf:
if curBatObj not in aimObjList:
aimObjList.append(curBatObj)
+ # 最后去除多余的目标
if tagCount and len(aimObjList) > tagCount:
aimObjList = aimObjList[:tagCount]
@@ -387,9 +480,10 @@
return lineupNum, changeTagSet
return
-def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
- ## 获取行排目标对象列表
+def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
+ ## 获取横排目标对象列表
# @param rowReverse: 是否后排优先原则
+ # @param noSelf: 是否限制包含自己
# 前后排顺序
if rowReverse:
@@ -397,24 +491,24 @@
else:
rowNumList = range(1, 1 + ChConfig.TurnFightRows)
- # 优先嘲讽对象所在行
- sneerObjID, sneerObjPosNum = 0, 0
- if sneerObj:
- sneerObjID = sneerObj.GetID()
- sneerObjPosNum = sneerObj.GetPosNum()
- sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+ # 优先特殊对象所在行
+ specObjID, specObjPosNum = 0, 0
+ if specMainObj:
+ specObjID = specMainObj.GetID()
+ specObjPosNum = specMainObj.GetPosNum()
+ sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
if sneerInRowNum in rowNumList:
rowNumList.remove(sneerInRowNum)
rowNumList.insert(0, sneerInRowNum)
- inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+ inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
# 优先自己所在纵,为主目标
colNumList = range(1, 1 + ChConfig.TurnFightCols)
if inColNum in colNumList:
colNumList.remove(inColNum)
colNumList.insert(0, inColNum)
- GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+ GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
aimObjList = []
for row in rowNumList:
for col in colNumList:
@@ -424,7 +518,7 @@
continue
tagObjID = batLineup.posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
+ if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
aimObjList.append(tagBatObj)
if aimObjList:
@@ -433,11 +527,7 @@
return aimObjList
def GetRelativeObj(turnFight, curBatObj):
- '''获取对位目标,嘲讽时优先对位嘲讽目标
- 对位目标用途:
- 1. 对位目标并不代表仅攻击该目标
- 2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
- 3. 对位目标可用于判断连击、弱疗
+ '''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
'''
sneerObj = curBatObj.GetSneerTagObj()
if sneerObj:
@@ -464,11 +554,11 @@
if relativeObj:
return relativeObj
- # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+ # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
return curBatObj
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
- ## 获取在某一阵营中的默认对位目标
+ ## 获取在某一阵容中的默认对位目标,不包括自己
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
@@ -487,13 +577,13 @@
continue
tagObjID = batLineup.posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
- if not __skillTagFilter(tagBatObj, tagAffect):
+ if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
continue
return tagBatObj
return
-def __skillTagFilter(tagBatObj, tagAffect):
+def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
## 技能目标过滤器
# @return: 是否允许添加该单位
if not tagBatObj:
@@ -502,6 +592,10 @@
return False
if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
return False
+ if isNoSelf:
+ if tagBatObj.GetID() == curBatObj.GetID():
+ #GameWorld.DebugLog("不包含自己")
+ return False
#if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
# return False
return True
@@ -509,8 +603,19 @@
def __doAddBuff(turnFight, curBatObj, useSkill):
#执行添加buff
- for tagBatObj in useSkill.GetTagObjList():
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ #光环技能,需先添加施法者
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
+ curID = curBatObj.GetID()
+ skillID = useSkill.GetSkillID()
+ GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
+ if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+ for tagBatObj in useSkill.GetTagObjList():
+ if tagBatObj.GetID() == curBatObj.GetID():
+ continue
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ else:
+ for tagBatObj in useSkill.GetTagObjList():
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
return
@@ -518,6 +623,9 @@
atkType = useSkill.GetAtkType()
GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+
+ __doHarmSelf(turnFight, curBatObj, useSkill)
+
# 通用攻击
if atkType == 1:
SkillModule_1(turnFight, curBatObj, useSkill)
@@ -530,9 +638,9 @@
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
elif atkType == 4:
pass
- # 弹射(多次攻击,切换目标)
+ # 弹射攻击
elif atkType == 5:
- pass
+ SkillModule_5(turnFight, curBatObj, useSkill)
# 怒气增
elif atkType == 6:
SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -542,31 +650,185 @@
# 怒气偷
elif atkType == 8:
SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
+ # 弹射治疗
+ elif atkType == 9:
+ SkillModule_9(turnFight, curBatObj, useSkill)
+ return
+
+def __doHarmSelf(turnFight, curBatObj, useSkill):
+ ## 施法前自残
+ harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
+ if not harmEff:
+ return
+ harmPer = harmEff.GetEffectValue(0) # 自残百分比
+ noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+ curHP = curBatObj.GetHP()
+ maxHP = curBatObj.GetMaxHP()
+ harmHP = int(maxHP * harmPer / 100.0)
+ lostHP = harmHP
+ if curHP <= harmHP:
+ if noEnoughDo == 0:
+ lostHP = 0
+ elif noEnoughDo == 2:
+ lostHP -= 1
+
+ updHP = max(curHP - lostHP, 0)
+ curBatObj.SetHP(updHP, False)
+ GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s"
+ % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
+
+ curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
+
+ # 单独通知前端表现
+ hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+ diffType, diffValue = 0, lostHP
+ skillID = relatedSkillID = useSkill.GetSkillID()
+ Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
return
def SkillModule_1(turnFight, curBatObj, useSkill):
## 通用攻击,单攻、群攻
+ # 计算伤害
+ calcHurtResults = []
for tagBatObj in useSkill.GetTagObjList():
- __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+ calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
+
+ DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
+ return
+
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
+ ## 计算技能伤害,只计算值,不做实际处理
+ # @return: hurtValue, hurtTypes, immuneHurt
+ atkSkillPer = curSkill.GetSkillPer()
+ atkSkillValue = curSkill.GetSkillValue()
+ hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+ hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+ return hurtValue, hurtTypes, immuneHurt
+
+def SkillModule_5(turnFight, curBatObj, useSkill):
+ ## 弹射(多次攻击,切换目标,单目标可多次)
+
+ ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
+
+ # 弹射技能需先从弹射目标里预选好曹仁要防护的对象
+ caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
+ for tagObj in ricochetObjList:
+ tagID = tagObj.GetID()
+ if tagID == ChConfig.HeroID_Caoren:
+ continue
+ if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+ continue
+ if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
+ caorenProtectObj = tagObj
+ if caorenProtectObj == None:
+ caorenProtectObj = 0 # 标记为已筛选过
+
+ # 按顺序一个个弹伤害
+ for tagBatObj in ricochetObjList:
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+
+ calcHurtResults = [[tagBatObj, hurtValue, hurtTypes, immuneHurt]]
+ DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults, "RicochetHurt", caorenProtectObj, isManyTimes=True)
return
+
+def GetRicochetObjRankList(turnFight, curBatObj, useSkill):
+ ## 获取弹射目标队列
+ ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
+ randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
+ if randEffect:
+ valueA = randEffect.GetEffectValue(0)
+ valueB = max(randEffect.GetEffectValue(1), valueA)
+ ricochetCnt = random.randint(valueA, valueB)
+ GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+ ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
+
+ # 弹射:优先弹射次数少的目标,相同目标可弹射多次
+ tagObjList = useSkill.GetTagObjList()
+ random.shuffle(tagObjList)
+ objCnt = len(tagObjList)
+ ricochetObjList = []
+ ricochetObjIDList = []
+ for index in range(ricochetCnt):
+ tagObj = tagObjList[index % objCnt]
+ ricochetObjList.append(tagObj)
+ ricochetObjIDList.append(tagObj.GetID())
+
+ GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList))
+ return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
## 治疗
- skillID = useSkill.GetSkillID()
+ calcCureResults = []
+ relativeObj = GetRelativeObj(turnFight, curBatObj)
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
- if cureHP <= 0:
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+ poisonCureOwner = GetPoisonCureOwner(tagBatObj)
+ calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
+
+ DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults)
+ return
+
+def SkillModule_9(turnFight, curBatObj, useSkill):
+ ## 弹射治疗(多次治疗,切换目标,单目标可多次)
+
+ relativeObj = GetRelativeObj(turnFight, curBatObj)
+ ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
+
+ # 弹射技能需先从弹射目标里预选好曹仁要防护的对象,有毒奶的情况
+ poisonCureOwnerDict = {}
+ caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
+ for tagObj in ricochetObjList:
+ tagID = tagObj.GetID()
+ if tagID not in poisonCureOwnerDict:
+ poisonCureOwner = GetPoisonCureOwner(tagObj)
+ poisonCureOwnerDict[tagID] = poisonCureOwner
+ poisonCureOwner = poisonCureOwnerDict[tagID]
+ if not poisonCureOwner:
+ continue
+ if tagID == ChConfig.HeroID_Caoren:
+ continue
+ if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+ continue
+ if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
+ caorenProtectObj = tagObj
+ if caorenProtectObj == None:
+ caorenProtectObj = 0 # 标记为已筛选过
+
+ for tagBatObj in ricochetObjList:
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+ poisonCureOwner = poisonCureOwnerDict.get(tagBatObj.GetID())
+ calcCureResults = [[tagBatObj, cureHP, poisonCureOwner]]
+
+ DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults, "RicochetCure", caorenProtectObj, isManyTimes=True)
+
+ return
+
+def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
+ '''结算技能治疗
+ @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
+ @param caorenProtectObj: 曹仁专用,要防护的对象
+ @param isManyTimes: 是否是后端多次计算的
+ '''
+
+ skillID = curSkill.GetSkillID()
+ calcHurtResults = []
+ for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
+ # 汇总毒奶
+ if poisonCureOwner:
+ hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtValue = cureHP
+ hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
+ calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
continue
+ # 非毒奶的执行治疗
dID = tagBatObj.GetID()
- hurtObj = useSkill.AddHurtObj(dID)
- if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
- continue
-
dHP = tagBatObj.GetHP()
dMapHP = tagBatObj.GetMaxHP()
@@ -574,14 +836,103 @@
realCureHP = max(remainHP - dHP, 0)
tagBatObj.SetHP(remainHP)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+ hurtObj = curSkill.AddHurtObj(dID)
+ hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(tagBatObj.GetHP())
GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
- TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+ TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
+ # 再结算毒奶伤害
+ DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, "PoisonCure", caorenProtectObj, isManyTimes)
+ return
+
+def GetPoisonCureOwner(defObj):
+ ## 获取玩家身上的毒奶buff归属者
+ # @return: buffOwner or None-无毒奶buff
+ buffMgr = defObj.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
+ return buffOwner
+
+def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
+ ## 执行持续治疗单次逻辑
+ skillID = curBuff.GetSkillID()
+ skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not skillIpyData:
+ return
+ buffID = curBuff.GetBuffID()
+ ownerID = curBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
+ if not buffOwner:
+ return
+
+ defObj = batObj
+ poisonCureOwner = GetPoisonCureOwner(defObj)
+ atkObj = poisonCureOwner if poisonCureOwner else buffOwner
+
+ atkID = atkObj.GetID()
+ defID = defObj.GetID()
+
+ # 结算需要同步标签
+ useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+ Sync_TurnFightTag(turnFight, useTag, 0)
+
+ dHP = defObj.GetHP()
+ dMaxHP = defObj.GetMaxHP()
+ GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
+ % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+ layer = curBuff.GetLayer()
+ if layer > 0:
+ cureHP *= layer
+ GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+ #if "FinalDamPer" in kwargs:
+ # FinalDamPer = kwargs["FinalDamPer"]
+ # hurtValue *= (10000 + FinalDamPer) / 10000.0
+ # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+
+ poolMgr = ObjPool.GetPoolMgr()
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill.SetTagObjList([defObj])
+ useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
+
+ poisonCureOwner = GetPoisonCureOwner(defObj)
+ if poisonCureOwner:
+ GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
+ hurtValue = cureHP
+ hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
+ calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+ DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
+ else:
+ remainHP = min(dHP + cureHP, dMaxHP)
+ realCureHP = max(remainHP - dHP, 0)
+ defObj.SetHP(remainHP)
+
+ hurtObj = useSkill.AddHurtObj(defID)
+ hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(realCureHP)
+ hurtObj.SetCurHP(defObj.GetHP())
+ GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
+
+ TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
+
+ Sync_UseSkill(turnFight, atkObj, useSkill)
+
+ DoBeAttackResult(turnFight, atkObj, useSkill)
+
+ # 通知结束标签
+ Sync_TurnFightTag(turnFight, useTag, 1)
+
+ useSkill.ResetUseRec()
+ poolMgr.release(useSkill)
return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -632,7 +983,7 @@
else:
diffType = 1
tagXP = tagBatObj.GetXP()
- diffValue = calcValue
+ diffValue = GetEnhanceXP(tagBatObj, calcValue)
updValue = tagXP + diffValue
tagBatObj.SetXP(updValue, False)
GameWorld.DebugLog(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -641,10 +992,10 @@
if curStealTotal > 0:
diffType = 1
curXP = curBatObj.GetXP()
- diffValue = curStealTotal
+ diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
updValue = curXP + diffValue
curBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
+ GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
return
@@ -655,18 +1006,19 @@
'''
if curBatObj:
- # 反弹、吸血 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
+ # 反弹、吸血、平摊伤害自残 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
if curBatObj.GetHP() < 0:
curBatObj.SetHP(0)
+ if useSkill.GetBatType() == ChConfig.TurnBattleType_AtkBack:
+ curBatObj.AddBigTurnAtkbackCnt()
skillID = useSkill.GetSkillID()
curBatObj.AddSkillUseCnt(skillID)
if useSkill.GetCoolDownTime():
- useSkill.SetCalcTime(turnFight.getTimeline())
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
- if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
+ if IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
__doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -693,7 +1045,13 @@
纵排: 优先前面的单位
'''
+ if turnFight.winFaction:
+ return
+
if not useSkill.ComboEnable():
+ return
+
+ if not atkObj.IsAlive():
return
tagFriendly = useSkill.GetTagFriendly()
@@ -704,11 +1062,11 @@
if not tagObjList:
return
tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
- atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+ atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
if atkBackSkill:
# 可以反击,打断连击
GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
- OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
+ OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
return
if not tagObj:
@@ -735,22 +1093,34 @@
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
+def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
+ '''获取是否可反击及反击技能
+ B进攻A1 A2 A3,主目标(从A1 A2 A3选)
+ 主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
+ 若为非攻击类,则按技能原来的目标
+ 若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
+ '''
if not tagObj:
return
- if not tagObj.IsAlive():
+ atkID = atkObj.GetID()
+ tagID = tagObj.GetID()
+ if not tagObj.CanAction():
+ GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
return
- tagID = tagObj.GetID()
+ if atkObj.GetFaction() == tagObj.GetFaction():
+ #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+ return
+
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))
+ if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
+ heroID = atkObj.GetHeroID()
+ GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
return
canAtkBack = False
- for hurtObj in useSkill.GetHurtObjList():
+ for hurtObj in useSkill.GetHurtObjListAll():
if hurtObj.GetObjID() != tagID:
continue
if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
@@ -761,6 +1131,14 @@
GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
return
+ # 大回合单武将反击次数限制
+ bigTurnAtkbackCntMax = IpyGameDataPY.GetFuncCfg("ParryCfg", 4)
+ if bigTurnAtkbackCntMax:
+ atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
+ if atkbackCnt >= bigTurnAtkbackCntMax:
+ GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
+ return
+
skillManager = tagObj.GetSkillManager()
for index in range(0, skillManager.GetSkillCount()):
useSkill = skillManager.GetSkillByIndex(index)
@@ -808,31 +1186,45 @@
# 统计击杀
killObjList = [] # 击杀其他阵营目标列表
- for tagObj in useSkill.GetTagObjList():
+ dieObjList = [] # 死亡的单位列表,包含友方单位或自己
+ tagObjList = useSkill.GetTagObjList() # 主要目标列表
+ tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
+ tagObjListAll = tagObjList + tagObjListEx
+ for tagObj in tagObjListAll:
tagID = tagObj.GetID()
- if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
- killObjList.append(tagObj)
+ if tagObj.IsAlive() and tagObj.GetHP() <= 0:
+ dieObjList.append(tagObj)
+ if tagObj.GetFaction() != curObj.GetFaction():
+ killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
useSkill.SetKillObjList(killObjList)
- if curObj.IsAlive() and curObj.GetHP() <= 0:
+ # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
+ selfAlive = curObj.IsAlive()
+ if selfAlive and curObj.GetHP() <= 0:
+ selfAlive = False
+ dieObjList.append(curObj)
TurnAttack.SetObjKilled(turnFight, curObj)
# 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():
+ missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+ beHurtObjIDList = [] # 受伤的对象ID列表
+ for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
- if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+ if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
totalHurtValue += hurtObj.GetHurtHP()
-
+ if hurtObj.GetLostHP() > 0: # 有掉血的
+ if hurtObjID not in beHurtObjIDList:
+ beHurtObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
if hurtObjID not in missObjIDList:
missObjIDList.append(hurtObjID)
@@ -855,7 +1247,7 @@
isSuckHP = True
# 记录最后一次总伤害,有伤害目标才记录
- if useSkill.GetHurtObjList():
+ if totalHurtValue:
curObj.SetLastHurtValue(totalHurtValue)
# 群攻只触发一次特长
@@ -872,8 +1264,10 @@
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
effIgnoreObjIDList = missObjIDList + immuneObjIDList
+ useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
# 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)
+ if selfAlive:
+ __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
# ========== 以下触发被动 ==========
@@ -889,37 +1283,68 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+ if dieObjList:
+ for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+ batFaction = turnFight.getBatFaction(faction)
+ for lineupNum in batFaction.lineupDict.keys():
+ batLineup = batFaction.getBatlineup(lineupNum)
+ for lineupObjID in batLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+ for dieObj in dieObjList:
+ # 敌方单位死亡时
+ if lineupObj.GetFaction() != dieObj.GetFaction():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+ # 己方单位死亡时
+ else:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, 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():
+ isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+ for tagObj in tagObjListAll:
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
continue
+ isExObj = tagObj in tagObjListEx # 是否额外目标
+
+ # 掉血时
+ if tagID in beHurtObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+
# 直接攻击
- if isAttackDirect:
+ if isAttackDirect and not isExObj:
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:
+ # 持续伤害
+ elif not isAttackDirect:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
-
+ # 受到持续伤害
+ if tagID in beHurtObjIDList and not isExObj:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+
# 使用技能后
- if isUseSkill:
+ if isUseSkill and not isExObj:
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:
+ if batType == ChConfig.TurnBattleType_Combo and not isExObj:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
# 追击
- elif batType == ChConfig.TurnBattleType_Pursue:
+ elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
triggerOne = True # 设置已经触发过一次
+
+ # 验证是否结算,最后处理
+ if dieObjList:
+ turnFight.checkOverByKilled()
return
@@ -988,6 +1413,7 @@
if posNum <= 0:
#非主战单位不加
return
+ addXP = GetEnhanceXP(gameObj, addXP)
curXP = gameObj.GetXP()
updXP = curXP + addXP
gameObj.SetXP(updXP)
@@ -1001,13 +1427,27 @@
specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
if str(specialty) not in specialtyAddXPDict:
return
+ if not gameObj.IsAlive():
+ return
addXP = specialtyAddXPDict[str(specialty)]
+ addXP = GetEnhanceXP(gameObj, addXP)
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 GetEnhanceXP(gameObj, addXP):
+ ## 获取提升后的xp值
+ addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
+ # 其他强化、弱化
+ if addPer == 0:
+ return addXP
+ objID = gameObj.GetID()
+ updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
+ GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+ return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
## 执行本技能/buff释放后额外效果
@@ -1053,6 +1493,14 @@
if not enhanceSkillData:
return
+ killObjList = useSkill.GetKillObjList()
+ if killObjList:
+ invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
+ triggerWay=ChConfig.TriggerWay_KillOneObj)
+ if invalidSkillID and invalidSkillID == enhanceSkillID:
+ GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+ 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)
@@ -1127,6 +1575,10 @@
#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
+ if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
+ #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
+ return
+
isOK = False
# 继承主技能目标
if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
@@ -1150,57 +1602,11 @@
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
- # @return: None - 没有执行成功,即忽略该目标
-
- atkObj = attacker
- atkID = atkObj.GetID()
- defID = defObj.GetID()
- skillID = curSkill.GetSkillID()
- hurtObj = curSkill.AddHurtObj(defID)
-
- atkSkillPer = curSkill.GetSkillPer()
- atkSkillValue = curSkill.GetSkillValue()
-
- dHP = defObj.GetHP() # 防守方当前血量
- dMaxHP = defObj.GetMaxHP() # 防守方最大血量
-
- zhansha = False # 斩杀特殊处理
- # 斩杀
- if zhansha:
- pass
-
- else:
- hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
- hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
-
- #伤害结构体
- hurtObj.SetHurtTypes(hurtTypes)
- hurtObj.SetHurtHP(hurtValue)
- hurtObj.SetRealHurtHP(realHurtHP)
- remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
-
- remainHP = int(remainHP) #防范
- lostHP = dHP - remainHP # 实际掉血量
- hurtObj.SetLostHP(lostHP)
- hurtObj.SetCurHP(remainHP)
- defObj.SetHP(remainHP)
- GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
- % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
- TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
-
- #反弹伤害
- CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
-
- #吸血
- 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
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+ '''按公式计算伤害,默认按攻击计算
'''
+ #mapID = turnFight.mapID
skillID = curSkill.GetSkillID()
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
@@ -1218,17 +1624,18 @@
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
isDot = ("damageoftime" in kwargs)
- angerOverflow = 0 # 怒气溢出值
mustHit = False # 是否必命中
- if isAngerSkill:
+ if not isTurnNormalSkill: # 仅普攻判断是否闪避
mustHit = True
+
+ angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
+ if isAngerSkill:
curXP = atkObj.GetXP()
- angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
- GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+ GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
- if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
+ if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_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 = curSkill.GetTagMissNum(defID)
@@ -1253,13 +1660,18 @@
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
- aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
- dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
+ aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+
+ dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
if isParry:
hurtTypes |= pow(2, ChConfig.HurtType_Parry)
if ignoreDef:
+ GameWorld.DebugLog("无视防御/真实伤害!")
hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
if isStun:
@@ -1287,9 +1699,17 @@
aAngerSkillPer, dAngerSkillPerDef = 0, 0
if isAngerSkill:
- aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
- dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-
+ aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
+ aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
+
+ dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
+
+ aDOTPer, dDOTPerDef = 0, 0
+ if isDot:
+ aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+ dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+ GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+
aAddSkillPer = 0 # 技能增伤
aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
@@ -1301,13 +1721,32 @@
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
- aComboDamPer = 0 # 连击增伤
+ # 阵营增减伤
+ aCountry = atkObj.GetCountry()
+ dCountry = defObj.GetCountry()
+ countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
+ 2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+ 3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+ 4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+ }
+ aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+ dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+
+ aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
if batType == ChConfig.TurnBattleType_Combo:
aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+ dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
- aPursueDamPer = 0 # 追击增伤
+ aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
if batType == ChConfig.TurnBattleType_Pursue:
aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+ dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
+
+ aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+ if turnFight.getPVPPlayerID() > 0:
+ aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+ dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+ GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -1315,6 +1754,8 @@
dNormalSkillPerDef /= 10000.0
aAngerSkillPer /= 10000.0
dAngerSkillPerDef /= 10000.0
+ aDOTPer /= 10000.0
+ dDOTPerDef /= 10000.0
aAddSkillPer /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
@@ -1322,21 +1763,27 @@
dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
+ aCountryDamPer /= 10000.0
+ dCountryDamPerDef /= 10000.0
aComboDamPer /= 10000.0
+ dComboDamPerDef /= 10000.0
aPursueDamPer /= 10000.0
+ dPursueDamPerDef /= 10000.0
+ aPVPDamPer /= 10000.0
+ dPVPDamPerDef /= 10000.0
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))
+ 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,aFinalDamPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+ GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
- # 持续性伤害
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
- GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
- GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
@@ -1347,7 +1794,7 @@
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))
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
if isParry:
@@ -1384,6 +1831,7 @@
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)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1437,34 +1885,363 @@
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, hurtTypes
+def CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes=0):
+ '''计算buff影响得到最终伤害: 如无敌、增减伤盾等
+ @param hurtValue: 公式计算的伤害值
+ @return: hurtValue, hurtTypes, immuneHurt
+ '''
+ immuneHurt = 0 # 免疫伤害值
if hurtValue <= 0:
- return 0, 0, hurtTypes
+ hurtValue = 0
+ return hurtValue, hurtTypes, immuneHurt
- buffMgr = defObj.GetBuffManager()
- wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
- if wudiBuffList:
+ hurtValue = int(hurtValue)
+ if defObj.CheckInState(ChConfig.BatObjState_Wudi):
hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ immuneHurt = hurtValue
+ hurtValue = 0
+ return hurtValue, hurtTypes, immuneHurt
+
+ # 增减伤盾, 会改变 hurtValue,区别与计算公式中的增减伤,这里处理的是对公式计算结果的再次增减
+
+ hurtValue = max(0, hurtValue)
+ return hurtValue, hurtTypes, immuneHurt
+
+def DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, lostType="", caorenProtectObj=None, isManyTimes=False):
+ '''结算计算好的技能伤害
+ @param calcHurtResults: 技能公式计算后的伤害结果 [[tagBatObj, hurtValue, hurtTypes, immuneHurt], ...]
+ @param caorenProtectObj: 曹仁专用,要防护的对象
+ @param isManyTimes: 是否是后端多次计算伤害的
+ '''
+ if not calcHurtResults:
+ return
+
+ isAttackDirect = SkillCommon.isAttackDirectSkill(curSkill) # 是否直接攻击
+ # 计算平摊
+ finalHurtResults = __calcAverageHurt(turnFight, atkObj, curSkill, calcHurtResults, caorenProtectObj, isAttackDirect)
+
+ # 执行最终伤害结算
+ mainHurtObj = None
+ for hurtInfo in finalHurtResults:
+ defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
+ isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
+
+ lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+
+ #伤害结构体
+ defID = defObj.GetID()
+ if isEx:
+ if isManyTimes and mainHurtObj:
+ hurtObj = mainHurtObj.AddHurtObjEx(defID)
+ else:
+ hurtObj = curSkill.AddHurtObj(defID, isEx=True)
+ curSkill.AddTagObjEx(defObj)
+ else:
+ hurtObj = curSkill.AddHurtObj(defID)
+ if not mainHurtObj:
+ mainHurtObj = hurtObj
+
+ hurtObj.SetHurtTypes(hurtTypes)
+ hurtObj.SetHurtHP(hurtValue)
+ hurtObj.SetLostHP(lostHP)
+ hurtObj.SetCurHP(max(defObj.GetHP(), 0))
+
+ #反弹伤害:仅非dot的技能造成的伤害技能本身目标才反弹,附属目标不反弹(平摊、溅射 附属目标),反弹伤害不平摊
+ if isAttackDirect:
+ CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
+ #吸血:除反弹外的任意伤害都吸
+ CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
+
+ return mainHurtObj
+
+def __calcAverageHurt(turnFight, curBatObj, useSkill, calcHurtResults, caorenProtectObj=None, isAttackDirect=False):
+ '''计算伤害均摊承伤
+ @return: finalHurtResults [[tagBatObj, hurtValue, hurtTypes, immuneHurt, <isEx>], ...]
+ '''
+ if not calcHurtResults:
+ return calcHurtResults
+
+ # 是否在内层筛选曹仁防护目标,外层如果处理过了但是为None时会设置为0
+ checkCaoren = True if (caorenProtectObj == None and isAttackDirect) else False
+ if not isAttackDirect or caorenProtectObj == 0:
+ caorenProtectObj = None
+
+ srcHurtTotal = 0 # 源总伤害
+ hurtValueDict = {} # 最终伤害 {objID:hurtValue, ...}
+ immuneHurtDict = {} # 最终免疫伤害 {objID:immuneHurt, ...} # 无敌目标可摊伤害,但免疫该伤害
+ tagFaction, tagLineupNum = 0, 0
+ for calcInfo in calcHurtResults:
+ tagObj, hurtValue, _, immuneHurt = calcInfo
+ srcHurtTotal = srcHurtTotal + hurtValue + immuneHurt
+ tagID = tagObj.GetID()
+ hurtValueDict[tagID] = hurtValue
+ if immuneHurt > 0:
+ immuneHurtDict[tagID] = immuneHurt
+
+ if not tagFaction:
+ tagFaction = tagObj.GetFaction()
+ tagLineupNum = tagObj.GetLineupNum()
+
+ # 不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
+ if checkCaoren and tagID != ChConfig.HeroID_Caoren and not immuneHurt and (not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP()):
+ caorenProtectObj = tagObj
+
+ isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
+ if not isAve:
+ #GameWorld.DebugLog("没有分摊伤害原值返回")
+ return calcHurtResults
+ GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s"
+ % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
+
+ # 均摊给其他阵营的算非直接伤害,即曹仁无效
+ for key, otherHurtDict in otherFactionHurtDict.items():
+ aveFaction, aveLineupNum = key
+ isAveEx, _, otherFactionHurtDictEx = __calcFactionAverageHurt(turnFight, aveFaction, aveLineupNum, otherHurtDict, immuneHurtDict)
+
+ # 其他阵营分摊后的最终伤害累加到实际最终伤害
+ for objID, aveHurt in otherHurtDict.items():
+ hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
+ GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s"
+ % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
+
+ # 其他阵营再次分摊给其他阵营的,董白效果引起
+ # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
+ for keyEx, otherHurtDictEx in otherFactionHurtDictEx.items():
+ factionEx, lineupNumEx = keyEx
+ if factionEx != tagFaction or lineupNumEx != tagLineupNum:
+ continue
+
+ for objID, aveHurt in otherHurtDictEx.items():
+ hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
+ GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s"
+ % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
+
+ finalHurtTotal = 0
+ finalHurtResults = []
+ # 主要目标伤害更新
+ for calcInfo in calcHurtResults:
+ tagObj, _, hurtTypes, _ = calcInfo
+ tagID = tagObj.GetID()
+ finalHurt = int(hurtValueDict.pop(tagID, 0))
+ immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
+ # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
+ if caorenProtectID == tagID:
+ hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+ finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
+ finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
+ GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+
+ # 剩下伤害则默认为额外目标伤害,放主要目标后面
+ isEx = 1
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for tagID in set(hurtValueDict.keys() + immuneHurtDict.keys()):
+ tagObj = batObjMgr.getBatObj(tagID)
+ if not tagObj:
+ continue
+ hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ finalHurt = int(hurtValueDict.pop(tagID, 0))
+ immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
+ if immuneHurt > 0:
+ hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
+ GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+ if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
+ finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
+
+ if finalHurtTotal != srcHurtTotal:
+ GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
+ return finalHurtResults
+
+def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
+ '''计算某个阵营的伤害平摊,每个阵营独立计算即可,减少复杂度
+ 优先级: 甄宓 > 曹仁 > 董白;
+ 减少复杂度,固定把董白最后算,这样每个阵营的伤害单独计算均摊即可
+ @param hurtValueDict: 目标伤害字典
+ @param immuneHurtDict: 目前最终免疫伤害字典
+ @param caorenProtectObj: 曹仁防护对象,可能为 None 或 0 或 某一个对象
+ '''
+
+ # 甄宓 潜能1 织命 战斗开始,甄宓链接全体队友,使任意队友受到的伤害由全体均摊,持续2回合
+ # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
+ # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
+ # 董白怒气 同命锁 对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
+ caorenSkillID = 1015070
+ effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
+
+ isAve = False
+ caorenProtectID = 0 # 曹仁成功防护的对象ID,有值代表有防护
+ otherFactionHurtDict = {} # 分摊给其他阵营的伤害 {(faction, lineupNum):{objID:aveHurt, ...}, ...}
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(lineupNum)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s"
+ % (faction, lineupNum, hurtValueDict, immuneHurtDict))
+ # 按优先级顺序处理拥有分摊效果的武将
+ for effHeroID in effHeroIDList:
+ if effHeroID not in batLineup.heroObjIDDict:
+ continue
+ objID = batLineup.heroObjIDDict[effHeroID]
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj or not batObj.IsAlive():
+ continue
+ buffMgr = batObj.GetBuffManager()
+
+ inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
+ aveBuff = None
+ aveObjList = [] # 可均摊伤害的对象列表
+ if effHeroID == ChConfig.HeroID_Caoren:
+ if not caorenProtectObj:
+ GameWorld.DebugLog("没有曹仁可防护的对象")
+ continue
+ hpLowestID = caorenProtectObj.GetID()
+ if hpLowestID == objID:
+ GameWorld.DebugLog("曹仁不防护自己")
+ continue
+ if not inHurt and hpLowestID not in hurtValueDict:
+ GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
+ continue
+ if batObj.IsInControlledHard():
+ GameWorld.DebugLog("曹仁被硬控中不防护")
+ continue
+ caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
+ if not caoRenSkill:
+ GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
+ continue
+ if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
+ GameWorld.DebugLog("曹仁概率未触发防护")
+ continue
+ inHurt = True
+ aveObjList = [batObj, caorenProtectObj]
+ GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
+
+ elif effHeroID == ChConfig.HeroID_Zhenfu:
+ aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
+
+ elif effHeroID == ChConfig.HeroID_Dongbai:
+ aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Link)
+
+ else:
+ continue
+
+ if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
+ if not aveBuff:
+ GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
+ continue
+ haloObjIDList = aveBuff.GetHaloObjIDList()
+ GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
+ for haloObjID in haloObjIDList:
+ haloObj = batObjMgr.getBatObj(haloObjID)
+ if not haloObj or not haloObj.IsAlive():
+ continue
+ aveObjList.append(haloObj)
+ if not inHurt and haloObjID in hurtValueDict:
+ inHurt = True
+
+ if not inHurt:
+ GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
+ continue
+
+ aveObjCnt = len(aveObjList)
+ if aveObjCnt < 2:
+ GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
+ continue
+
+ if not isAve:
+ isAve = True
+
+ if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
+ caorenProtectID = caorenProtectObj.GetID()
+ GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
+
+ aveHurtTotal = 0
+ for aveObj in aveObjList:
+ aveObjID = aveObj.GetID()
+ if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
+ GameWorld.DebugLog(" 曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
+ continue
+ if aveObjID not in hurtValueDict:
+ continue
+ hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
+ if hurtValue <= 0:
+ GameWorld.DebugLog(" 无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
+ continue
+ aveHurtTotal += hurtValue
+ GameWorld.DebugLog(" 累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
+
+ # 大家分摊
+ aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
+ aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
+ GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
+ for aveObj in aveObjList:
+ aveObjID = aveObj.GetID()
+ aveFaction = aveObj.GetFaction()
+
+ immuneHurt = immuneHurtDict.get(aveObjID)
+ if immuneHurt == None:
+ if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
+ immuneHurt = 0
+ else:
+ immuneHurt = -1 # 标记没有无敌
+ immuneHurtDict[aveObjID] = immuneHurt
+
+ if immuneHurt >= 0:
+ immuneHurtDict[aveObjID] = immuneHurt + aveHurt
+ GameWorld.DebugLog(" 累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
+ continue
+
+ if aveFaction == faction:
+ aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
+ GameWorld.DebugLog(" 累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
+ else:
+ aveLineupNum = aveObj.GetLineupNum()
+ key = (aveFaction, aveLineupNum)
+ if key not in otherFactionHurtDict:
+ otherFactionHurtDict[key] = {}
+ otherHurtDict = otherFactionHurtDict[key]
+ otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
+ GameWorld.DebugLog(" 累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
+
+ # 汇总最新伤害
+ for aveObjID, aveHurt in aveHurtDict.items():
+ hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
+ GameWorld.DebugLog(" 更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
+
+ return isAve, caorenProtectID, otherFactionHurtDict
+
+def DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType="", hpCanNegative=False, immuneHurt=0):
+ '''仅执行掉血逻辑: 承伤盾抵扣 + 剩余扣血
+ @param hurtValue: 掉血伤害值,一般是各种计算后的最终伤害值
+ @param hpCanNegative: 扣除后的生命是否允许负值
+ @param immuneHurt: 免疫的伤害值
+ @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
+ @return: lostHP
+ '''
+
+ if immuneHurt > 0:
+ buffMgr = defObj.GetBuffManager()
+ wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
for buff in wudiBuffList:
- skillData = buff.GetSkillData()
+ buffSkillID = buff.GetSkillID()
# 记录免疫积攒的伤害
buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
- updBuffValue = buffValue + hurtValue
+ updBuffValue = buffValue + immuneHurt
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
+ GameWorld.DebugLog(" 无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s"
+ % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
+
+ if hurtValue <= 0:
+ return 0
- # 减伤盾减伤, 会改变 hurtValue
- hurtValue = max(0, hurtValue)
-
- # 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
+ atkID = atkObj.GetID()
+ defID = defObj.GetID()
+ skillID = curSkill.GetSkillID()
+
+ # 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 lostHP
+ lostHP = hurtValue
shieldBuffList = []
+ buffMgr = defObj.GetBuffManager()
for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
skillData = buff.GetSkillData()
remainTime = buff.GetRemainTime() # 剩余回合
@@ -1474,28 +2251,48 @@
shieldBuffList.append([remainTime, buffValue, buff])
if shieldBuffList:
+ #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
+ shieldHurtPer = 10000 # 对护盾伤害比
+ shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
+ shieldHurtPer /= 10000.0
+ shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
+ GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
shieldBuffList.sort()
for _, buffValue, buff in shieldBuffList:
- if realHurtHP <= 0:
+ if shieldHurtValue <= 0:
break
buffID = buff.GetBuffID()
- if realHurtHP < buffValue:
- damageShieldValue = realHurtHP
+ buffSkillID = buff.GetSkillID()
+ if shieldHurtValue < buffValue:
+ decShieldValue = shieldHurtValue
else:
- damageShieldValue = buffValue
- GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
- realHurtHP -= damageShieldValue # 承伤值
- if damageShieldValue >= buffValue:
- GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+ decShieldValue = buffValue
+ GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+ shieldHurtValue -= decShieldValue # 承伤值
+ if decShieldValue >= buffValue:
+ GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
else:
- updShieldValue = buffValue - damageShieldValue
- GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+ updShieldValue = buffValue - decShieldValue
+ GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
- return hurtValue, max(0, realHurtHP), hurtTypes
+ lostHP = int(shieldHurtValue / shieldHurtPer)
+ GameWorld.DebugLog(" 承伤后剩余伤血: lostHP=%s" % (lostHP))
+
+ dHP = defObj.GetHP()
+ remainHP = dHP - lostHP # 剩余血量
+ if not hpCanNegative and remainHP < 0:
+ remainHP = 0
+ lostHP = dHP - remainHP # 实际掉血量
+ defObj.SetHP(remainHP)
+
+ GameWorld.DebugLog(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s"
+ % (atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP()))
+ TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
+ return lostHP
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
@@ -1517,18 +2314,12 @@
return
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)
+ bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
if bounceHP <= 0:
GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
return
hurtObj.SetBounceHP(bounceHP)
-
- if realBounceHP > 0:
- remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
- atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
-
- TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
+ DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
return
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -1540,12 +2331,31 @@
return
aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+ aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
+
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+ dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+
+ aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
return
- if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
+ # 吸血毒奶
+ poisonCureOwner = GetPoisonCureOwner(atkObj)
+ if poisonCureOwner:
+ atkObj, defObj = poisonCureOwner, atkObj
+ hurtValue = suckHP
+ hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
+ GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
+ DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
+
+ hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
return
curHP = atkObj.GetHP()
@@ -1555,63 +2365,53 @@
hurtObj.SetSuckHP(suckHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+ GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
+ % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
-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):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
''' 计算治疗值
'''
+
+ # 对位目标
+ if not relativeObj:
+ relativeObj = GetRelativeObj(turnFight, userObj)
+
+ skillID = curSkill.GetSkillID()
cureType = curSkill.GetCalcType()
skillPer = curSkill.GetSkillPer()
#skillValue = curSkill.GetSkillValue()
skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
- cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+ aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+ dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
+ angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+
+ skillPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+
+ baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
+
+ cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
+ GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s"
+ % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
+
+ # 额外治疗值
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)
+ skillPer /= float(ChConfig.Def_MaxRateValue)
+ baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
+ cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
cureHP += cureHPEx
+ GameWorld.DebugLog(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
@@ -1619,37 +2419,10 @@
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
- cureDefPer = 0 # 敌方的弱化治疗
- angerOverflow = 0 # 怒气溢出值
- if SkillCommon.isAngerSkill(curSkill):
- angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
- #enemyObj = TurnAttack.GetEnemyObj(userObj)
- #curePer += GameObj.GetCurePer(userObj)
- #if enemyObj:
- # cureDefPer += GameObj.GetCureDefPer(enemyObj)
-
- skillPer /= float(ChConfig.Def_MaxRateValue)
- curePer /= float(ChConfig.Def_MaxRateValue)
- cureDefPer /= float(ChConfig.Def_MaxRateValue)
-
- baseValue = max(0, cureBaseValue) # 防止基值被弱化为负值,在恢复比例也是负值的情况下负负得正导致可以恢复血量
-
- #公式计算治疗值
- cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
- if not largeNum:
- cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
- cureHP = max(1, int(cureHP)) # 保底1点
-
- GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
- % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
- return cureHP
+ if cureHP < 1:
+ cureHP = 1
+ GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
+ return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
@@ -1669,9 +2442,23 @@
if byBuff:
baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
GameWorld.DebugLog("根据buff值: %s" % baseValue)
- return baseValue
+ elif calcType == ChConfig.Def_Calc_HarmSelfHP:
+ baseValue = curObj.GetHarmSelfHP()
+ GameWorld.DebugLog("根据自残值: %s" % baseValue)
+ elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
+ bySkill = curSkill.GetBySkill()
+ bySkillID = 0
+ if bySkill:
+ bySkillID = bySkill.GetSkillID()
+ curID = curObj.GetID()
+ for hurtObj in bySkill.GetHurtObjListAll():
+ if curID == hurtObj.GetObjID():
+ baseValue += hurtObj.GetHurtHP()
+ GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+
+ return max(0, baseValue)
-def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
+def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
## 执行单次dot逻辑
skillID = curBuff.GetSkillID()
skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1688,46 +2475,57 @@
atkID = ownerID
defID = defObj.GetID()
- tagObjList = [defObj]
- poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
- useSkill.SetTagObjList(tagObjList)
- useSkill.ClearHurtObj()
- hurtObj = useSkill.AddHurtObj(defID)
+ # 结算需要同步标签
+ useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+ Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
- 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))
+ dMaxHP = defObj.GetMaxHP()
+ GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
+ % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
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)
+ if "FinalDamPer" in kwargs:
+ FinalDamPer = kwargs["FinalDamPer"]
+ hurtValue *= (10000 + FinalDamPer) / 10000.0
+ GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+
+ poolMgr = ObjPool.GetPoolMgr()
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill.SetTagObjList([defObj])
+ useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
- 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()))
+ hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+ calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+ DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "DOT")
- hurtObj.SetHurtTypes(hurtTypes)
- hurtObj.SetHurtHP(hurtValue)
- hurtObj.SetRealHurtHP(realHurtHP)
- hurtObj.SetLostHP(lostHP)
- hurtObj.SetCurHP(remainHP)
-
- TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
-
- Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
+ Sync_UseSkill(turnFight, atkObj, useSkill)
DoBeAttackResult(turnFight, atkObj, useSkill)
+
+ # 通知结束标签
+ Sync_TurnFightTag(turnFight, useTag, 1)
useSkill.ResetUseRec()
poolMgr.release(useSkill)
return
+def Sync_TurnFightTag(turnFight, useTag, sign):
+ ## 通知技能标签
+ clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = sign
+ turnFight.addBatPack(clientPack)
+ return
+
def Sync_UseSkill(turnFight, curBatObj, useSkill):
## 通知释放技能
+ bySkill = useSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
poolMgr = ObjPool.GetPoolMgr()
clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
clientPack.ObjID = curBatObj.GetID()
@@ -1736,6 +2534,8 @@
clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
clientPack.SkillID = useSkill.GetSkillID()
+ clientPack.RelatedSkillID = relatedSkillID
+ # 技能的主要伤害
clientPack.HurtList = []
for hurtObj in useSkill.GetHurtObjList():
hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
@@ -1747,7 +2547,36 @@
hurt.CurHPEx = hurtObj.GetCurHP() / ChConfig.Def_PerPointValue
hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
+ hurt.HurtListEx = []
+ # 单个伤害的额外伤害,如弹射+平摊伤害
+ for hurtObjEx in hurtObj.GetHurtObjListEx():
+ hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+ hurtEx.ObjID = hurtObjEx.GetObjID()
+ hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
+ hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
+ hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
+ hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
+ hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
+ hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
+ hurt.HurtListEx.append(hurtEx)
+ hurt.HurtCountEx = len(hurt.HurtListEx)
clientPack.HurtList.append(hurt)
+
+ # 技能的额外伤害,如常规技能的平摊伤害
+ clientPack.HurtListEx = []
+ for hurtObjEx in useSkill.GetHurtObjListEx():
+ hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+ hurtEx.ObjID = hurtObjEx.GetObjID()
+ hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
+ hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
+ hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
+ hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
+ hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
+ hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
+ clientPack.HurtListEx.append(hurtEx)
+ clientPack.HurtCountEx = len(clientPack.HurtListEx)
+
+ # 没有主要伤害时视为没有伤害,如纯buff的技能,需要通知目标给前端
if not clientPack.HurtList:
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
@@ -1793,3 +2622,15 @@
clientPack.RelatedSkillID = relatedSkillID
turnFight.addBatPack(clientPack)
return
+
+def Sync_HPRefresh(turnFight, curBatObj):
+ hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
+ clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
+ clientPack.ObjID = curBatObj.GetID()
+ clientPack.HP = hp % ShareDefine.Def_PerPointValue
+ clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
+ clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
+ clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
+ turnFight.addBatPack(clientPack)
+ return
+
\ No newline at end of file
--
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