From eaacbe4d04de3500764587a6e0f3e3f22d1aba20 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 十二月 2025 17:43:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复貂蝉倾城潜能增加值计算;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 154 +++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 130 insertions(+), 24 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 28703f6..adc7c25 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,13 +59,15 @@
if not skillID:
return
+ byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
if not curBatObj.IsAlive():
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
else:
- triggerWay = kwargs.get("triggerWay", 0)
- if triggerWay in ChConfig.DeadCanTriggerWayList:
- GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+ if byTriggerWay in ChConfig.DeadCanTriggerWayList:
+ GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
+ elif batType == ChConfig.TurnBattleType_Enhance:
+ GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
else:
GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
return
@@ -148,6 +150,7 @@
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
useSkill.SetByBuff(byBuff)
+ useSkill.SetByTriggerWay(byTriggerWay)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
if isTurnNormalSkill:
@@ -176,7 +179,7 @@
else:
__doUseSkill(turnFight, curBatObj, useSkill)
- DoAttackResult(turnFight, curBatObj, useSkill)
+ DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
if useTag:
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -218,7 +221,8 @@
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_Revive, ChConfig.Def_SkillType_CleanBuff]:
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff,
+ ChConfig.Def_SkillType_AtkEx]:
return True
if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
return True
@@ -439,6 +443,14 @@
for aimObj in aimObjList[::-1]:
if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
aimObjList.remove(aimObj)
+
+ # 仅流血目标
+ elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+ atkBackTagFrist = False
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+ aimObjList.remove(aimObj)
+
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -769,22 +781,24 @@
addPer = addPerMax
GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
+ addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+
# 计算伤害
calcHurtResults = []
for tagBatObj in useSkill.GetTagObjList():
- hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
return
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=0):
## 计算技能伤害,只计算值,不做实际处理
# @param addPer: 外部指定增加的比例
# @return: hurtValue, hurtTypes, immuneHurt
atkSkillPer = curSkill.GetSkillPer() + addPer
atkSkillValue = curSkill.GetSkillValue()
- hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+ hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
return hurtValue, hurtTypes, immuneHurt
@@ -845,8 +859,13 @@
calcCureResults = []
relativeObj = GetRelativeObj(turnFight, curBatObj)
+ multiValue = 1
+ addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddCureMulti, useSkill)
+ if addCureMulti:
+ multiValue += addCureMulti / 100.0
+
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj, multiValue=multiValue)
poisonCureOwner = GetPoisonCureOwner(tagBatObj)
calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
@@ -1115,7 +1134,7 @@
return
-def DoAttackResult(turnFight, curBatObj, useSkill):
+def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
'''执行攻击结果
@param curBatObj: 施法方或buff归属方
'''
@@ -1132,6 +1151,14 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ if "byEffSkill" in kwargs:
+ byEffSkill = kwargs["byEffSkill"]
+ cdTime = byEffSkill.GetCoolDownTime()
+ if cdTime:
+ if hasattr(byEffSkill, "GetRemainTime"):
+ byEffSkill.SetRemainTime(cdTime)
+ GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
+
__doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
# 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
@@ -1265,13 +1292,14 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
'''被攻击结果
@param curObj: 施法方或buff归属方
+ @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
'''
- #curID = curObj.GetID()
- isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
+ curID = curObj.GetID()
+ isUseSkill = False if timeBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1313,9 +1341,7 @@
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
useSkill.SetKillObjList(killObjList)
# 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
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
dieObjList.append(curObj)
TurnAttack.SetObjKilled(turnFight, curObj)
@@ -1390,7 +1416,7 @@
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
- if selfAlive:
+ if curObj not in dieObjList:
__DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
# ========== 以下触发被动 ==========
@@ -1412,6 +1438,7 @@
if dieObjList:
for dieObj in dieObjList:
TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+ __dongbaiRevive(turnFight, dieObj, useSkill) # 写死特殊处理董白复活
for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
batFaction = turnFight.getBatFaction(faction)
@@ -1440,6 +1467,7 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+ curBatLineup = None
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1456,6 +1484,7 @@
# 掉血时
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
# 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
if not isAttackDirect:
@@ -1511,12 +1540,64 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
+
+ # 敌友方
+ if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
+ if not curBatLineup:
+ curBatLineup = curObj.GetBatLineup()
+ for lineupObjID in curBatLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+
+ # 直接攻击
+ if isAttackDirect:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ if curID != lineupObj.GetID():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
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
+
+def __dongbaiRevive(turnFight, batObj, useSkill):
+ '''特殊处理董白复活: 董白死亡之后的时间,若有敌方单位阵亡,董白以50%血量复活
+ '''
+ faction = batObj.GetFaction()
+ batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB)
+ if not batFaction:
+ return
+ batLineup = batFaction.getBatlineup(1)
+ if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
+ return
+ dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
+ if not dongbaiObj or dongbaiObj.IsAlive():
+ return
+ skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
+ if not skill:
+ GameWorld.DebugLogEx("董白还还未学习特殊复活技能! %s", ChConfig.SkillID_DongbaiRevive)
+ return
+ enemyDeadCnt = dongbaiObj.GetDictByKey("EnemyDeadCnt") + 1
+ dongbaiObj.SetDict("EnemyDeadCnt", enemyDeadCnt)
+ GameWorld.DebugLogEx("董白记录自身死亡后的敌方阵亡单位数: %s" % enemyDeadCnt)
+ needDeadCnt = skill.GetEffect(0).GetEffectValue(0) # 固定配置在效果1值
+ if enemyDeadCnt < needDeadCnt:
+ return
+ dongbaiObj.SetDict("EnemyDeadCnt", 0)
+ OnUseSkill(turnFight, dongbaiObj, skill, batType=ChConfig.TurnBattleType_Passive, bySkill=useSkill)
return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -1792,13 +1873,21 @@
return
passiveTagObjList = connSkill.GetTagObjList()
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+ if "byFriendObj" not in kwargs:
+ return
+ byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+ passiveTagObjList = [byFriendObj]
+ GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
+ effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
return isOK
-def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
'''按公式计算伤害,默认按攻击计算
'''
@@ -1809,6 +1898,8 @@
batType = curSkill.GetBatType()
changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
+ if not changeHurtType:
+ changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtTypeByBuff, curSkill)
if changeHurtType == 1:
ignoreDef = True
GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
@@ -1887,6 +1978,7 @@
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
+ aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
@@ -1910,6 +2002,7 @@
aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+ aBatDamPer += addBatDamPer
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -2008,6 +2101,7 @@
hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
if hurtAtkPerMax:
+ hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
aAtk = atkObj.GetAtk()
hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
hurtValue = min(hurtValue, hurtValueMax)
@@ -2127,8 +2221,10 @@
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)
-
+ lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+ if ignoreShield:
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
+
#伤害结构体
defID = defObj.GetID()
if isEx:
@@ -2415,9 +2511,10 @@
@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
+ @return: lostHP, ignoreShield
'''
+ ignoreShield = None
if immuneHurt > 0:
buffMgr = defObj.GetBuffManager()
wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
@@ -2432,7 +2529,7 @@
defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
if hurtValue <= 0:
- return 0
+ return 0, ignoreShield
atkID = atkObj.GetID()
defID = defObj.GetID()
@@ -2443,6 +2540,11 @@
shieldBuffList = []
buffMgr = defObj.GetBuffManager()
for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
+ if ignoreShield == None:
+ if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_IgnoreShield, curSkill):
+ ignoreShield = True # 无视承伤盾
+ break
+ ignoreShield = False
skillData = buff.GetSkillData()
remainTime = buff.GetRemainTime() # 剩余回合
if not skillData.GetLastTime():
@@ -2494,7 +2596,7 @@
GameWorld.DebugLogEx(" 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
+ return lostHP, ignoreShield
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
@@ -2578,7 +2680,7 @@
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None, multiValue=1):
''' 计算治疗值
'''
@@ -2619,6 +2721,10 @@
cureHP += cureHPEx
GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
+ if multiValue and multiValue != 1:
+ cureHP = int(cureHP * multiValue)
+ GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
+
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
tagCnt = max(1, len(curSkill.GetTagObjList()))
--
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