From f6e55772b80bf536223e6e949e28fb7b1812a54d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 九月 2025 12:02:36 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘夫人潜能1、3;增加使用技能后触发方式9;层级buff属性支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 505 ++++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 349 insertions(+), 156 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 5701a0c..f22dcf8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
'''使用技能通用入口
@param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
@param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
- @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+ @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
@return: 是否成功
'''
if not useSkill:
@@ -76,9 +76,16 @@
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
return
+ objID = curBatObj.GetID()
+ oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
+ if oneActionUseCnt >= 20:
+ GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
+ return
+ oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
+
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s"
- % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
+ GameWorld.DebugLog("●使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
+ % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
poolMgr = ObjPool.GetPoolMgr()
@@ -86,32 +93,44 @@
if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
usePoolSkill = True
# 统一使用 BattleObj.PySkill
- useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
+ useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
useSkill.ResetUseRec()
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
+ isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
+ if isTurnNormalSkill:
+ # 普攻追击时强制重新开始算连击
+ useSkill.ComboCheckStart(batType == ChConfig.TurnBattleType_Pursue)
+
curBatObj.ClearSkillTempAttr()
+ tagIDList = []
for tagObj in tagObjList:
+ tagIDList.append(tagObj.GetID())
tagObj.ClearSkillTempAttr()
- objID = curBatObj.GetID()
+ # 有功能分类的技能都认为是主技能
+ if useSkill.GetFuncType():
+ curBatObj.SetMainTagIDList(tagIDList)
+
useTag = ""
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
- # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
- useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
-
+ # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+ if batType != ChConfig.TurnBattleType_Enhance:
+ # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+ useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+ clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
+
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -124,8 +143,10 @@
turnFight.addBatPack(clientPack)
# 处理反击 或 连击
- DoCombo(turnFight, curBatObj, useSkill)
-
+ if isTurnNormalSkill:
+ if not DoCombo(turnFight, curBatObj, useSkill):
+ useSkill.ComboInterrupt()
+
# 最后重置、回收对象
useSkill.ResetUseRec()
if usePoolSkill:
@@ -446,7 +467,7 @@
skillID = useSkill.GetSkillID()
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(curBatObj, tagBatObj, useSkill, largeNum=True)
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
if cureHP <= 0:
continue
@@ -557,10 +578,10 @@
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill)
+ DoBeAttackResult(turnFight, curBatObj, useSkill, True)
return
-def DoCombo(turnFight, curBatObj, useSkill):
+def DoCombo(turnFight, atkObj, useSkill):
'''
格挡、反击、连击规则
1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
@@ -578,13 +599,12 @@
纵排: 优先前面的单位
'''
- if not SkillCommon.isTurnNormalSkill(useSkill):
- #GameWorld.DebugLog("非普攻不处理反击连击")
+ if not useSkill.ComboEnable():
return
tagFriendly = useSkill.GetTagFriendly()
if tagFriendly:
- tagObj = GetRelativeObj(turnFight, curBatObj)
+ tagObj = GetRelativeObj(turnFight, atkObj)
else:
tagObjList = useSkill.GetTagObjList()
if not tagObjList:
@@ -594,18 +614,32 @@
if atkBackSkill:
# 可以反击,打断连击
GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
- OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
+ OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
return
if not tagObj:
return
- if CanCombo(curBatObj, tagObj):
- # 连击根据技能目标配置逻辑重新选择目标
- GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
- OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
-
- return
+ comboNum = useSkill.GetComboNum()
+ aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
+ aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill)
+
+ dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
+ happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
+ if not GameWorld.CanHappen(happenRate):
+ GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
+ % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+ return
+ GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
+ % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+ useSkill.SetComboNum(comboNum + 1)
+
+ # 连击特长
+ DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
+
+ # 连击根据技能目标配置逻辑重新选择目标
+ OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
+ return True
def __getCanAtkBackSkill(useSkill, tagObj):
## 获取是否可反击及反击技能
@@ -613,8 +647,9 @@
return
tagID = tagObj.GetID()
- if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
- GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+ canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
+ if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
+ GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
return
canAtkBack = False
@@ -634,29 +669,15 @@
useSkill = skillManager.GetSkillByIndex(index)
if not useSkill:
continue
- if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+ if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
return useSkill
return
-def CanCombo(atkObj, defObj):
- ## 可否连击
- comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
- aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
- dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
- happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
- if GameWorld.CanHappen(happenRate):
- GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
- atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
- return True
- GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
- % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
- return False
-
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
'''被攻击结果
@param curObj: 施法方或buff归属方
+ @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
'''
curID = curObj.GetID()
@@ -679,24 +700,27 @@
shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
elif logicType == ChConfig.AfterLogic_AddBuff:
- batObj, buff, _ = logicData
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+ batObj = logicData[0]
+ buff = logicData[1]
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
elif logicType == ChConfig.AfterLogic_SyncBuff:
- buffObj, buff, _, _ = logicData
+ buffObj = logicData[0]
+ buff = logicData[1]
TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
- # 统计结果
- killObjIDList = [] # 击杀的目标ID列表
+ # 统计击杀
+ killObjList = [] # 击杀其他阵营目标列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagObj.IsAlive() and tagObj.GetHP() <= 0:
- killObjIDList.append(tagID)
+ if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+ killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
- if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curObj)
- # 可能单个技能对同一目标造成多次伤害
+ # 统计伤血,可能单个技能对同一目标造成多次伤害
+ isSuperHit, isStun, isSuckHP = False, False, False
missObjIDList = []
for hurtObj in useSkill.GetHurtObjList():
hurtObjID = hurtObj.GetObjID()
@@ -707,15 +731,31 @@
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
missObjIDList.append(hurtObjID)
-
+ DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+ DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
+ if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+ isSuperHit = True
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+ isStun = True
+ if hurtObj.GetSuckHP() > 0:
+ isSuckHP = True
+ # 群攻只触发一次特长
+ if isSuperHit:
+ DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
+ if isStun:
+ DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
+ if isSuckHP:
+ DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
+
# 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
curPlayer = turnFight.curPlayer
if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
- FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-
- # 额外触发技能
- __doUseEnhanceSkill(turnFight, curObj, useSkill)
-
+ FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
+
+ # 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, missObjIDList, isUseSkill)
+
# ========== 以下触发被动 ==========
# 破盾时
@@ -726,16 +766,24 @@
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagID == curID or tagID in missObjIDList:
- # 自己或对方闪避了不再触发被动
+ if tagID in missObjIDList:
continue
- TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
# 直接攻击
- if not SkillCommon.IsBuff(useSkill):
+ if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
+ # 使用技能后
+ if isUseSkill:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+
+ if killObjList:
+ tagObj = killObjList[0]
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
+ for tagObj in killObjList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+
return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -779,7 +827,7 @@
## 技能释放者怒气相关
if SkillCommon.isAngerSkill(useSkill):
curBatObj.SetXP(0)
- elif SkillCommon.isTurnNormalSkill(useSkill):
+ elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
return
@@ -809,58 +857,139 @@
GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
return
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
- if not curBatObj:
+def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
+ ## 执行武将特长
+ if gameObj.GetSpecialty() != specialty:
return
- if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
- #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+ specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
+ if str(specialty) not in specialtyAddXPDict:
return
- enhanceSkillIDList = useSkill.GetEnhanceSkillList()
- if not enhanceSkillIDList:
- return
- GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
- tagObjList = useSkill.GetTagObjList()
- for enhanceSkillID in enhanceSkillIDList:
- enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
- if not enhanceSkillData:
- continue
- # 继承主技能目标
- if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
- # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
- enhanceRate = enhanceSkillData.GetHappenRate()
- enchanceTagObjList = []
- for tagObj in tagObjList:
- tagID = tagObj.GetID()
- if tagObj.GetHP() <= 0:
- GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
- continue
- inHurt = False
- for hurtObj in useSkill.GetHurtObjList():
- if hurtObj.GetObjID() != tagID:
- continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- continue
- inHurt = True
- break
- if not inHurt:
- GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
- continue
- if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
- GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
- continue
-
- enchanceTagObjList.append(tagObj)
-
- if enchanceTagObjList:
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
- continue
-
- GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-
+ addXP = specialtyAddXPDict[str(specialty)]
+ curXP = gameObj.GetXP()
+ updXP = curXP + addXP
+ gameObj.SetXP(updXP, False)
+ GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
+ Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
+
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
+ ## 执行本技能/buff释放后额外效果
+ for index in xrange(useSkill.GetEffectCount()):
+ curEffect = useSkill.GetEffect(index)
+ triggerWay = curEffect.GetTriggerWay()
+ if isUseSkill:
+ if triggerWay != ChConfig.TriggerWay_CurSkillEff:
+ continue
+ else:
+ if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
+ continue
+
+ effID = curEffect.GetEffectID()
+ GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
+ if effID == 5010:
+ # 额外技能效果
+ __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+ continue
+
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ if tagID in missObjIDList:
+ # 闪避了不触发
+ continue
+
+ TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+
+ return
+
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+ ## 执行主技能的额外技能效果
+ #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+ # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+ # return
+ enhanceSkillID = curEffect.GetEffectValue(0)
+ checkInStateList = curEffect.GetEffectValue(1)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
+ tagObjList = useSkill.GetTagObjList()
+
+ enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+ if not enhanceSkillData:
+ return
+
+ # 继承主技能目标
+ if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+ # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
+ enhanceRate = enhanceSkillData.GetHappenRate()
+ enchanceTagObjList = []
+ for tagObj in tagObjList:
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ continue
+ if tagID in missObjIDList:
+ GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
+ continue
+ if checkInStateList:
+ if not tagObj.CheckInState(checkInStateList):
+ GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+ continue
+ if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+ GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+ continue
+
+ enchanceTagObjList.append(tagObj)
+
+ if enchanceTagObjList:
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+
+ return
+
+ # 只执行一次,防止群攻时额外触发多次
+ GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
+ if checkInStateList:
+ inState = False
+ for tagObj in tagObjList:
+ if tagObj.CheckInState(checkInStateList):
+ inState = True
+ break
+ if not inState:
+ GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+ return
+ OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+ return
+
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+ '''被动触发使用技能
+ @param passiveSkill: 释放的被动技能
+ @param connSkill: 由什么技能引起的
+ @param effSkillID: 被动效果所属的技能ID
+ @param effectID: 被动效果ID
+ 注:可能由A引起触发B技能的效果释放技能C
+ '''
+ if not passiveSkill:
+ return
+ isOK = False
+ passiveSkillID = passiveSkill.GetSkillID()
+ # 继承主技能目标
+ if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ happenRate = passiveSkill.GetHappenRate()
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+ if not tagObj:
+ return
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ return
+ if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+ return
+ passiveTagObjList = [tagObj]
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+ else:
+ GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+
+ 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
@@ -898,6 +1027,7 @@
hurtObj.SetLostHP(lostHP)
hurtObj.SetCurHP(remainHP)
defObj.SetHP(remainHP)
+ atkObj.SetLastHurtValue(hurtValue)
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)
@@ -912,50 +1042,56 @@
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
'''计算伤害,默认按攻击计算
'''
+
+ skillID = curSkill.GetSkillID()
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
+ batType = curSkill.GetBatType()
+ changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
+ if changeHurtType == 1:
+ ignoreDef = True
+ GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
+
atkID = atkObj.GetID()
defID = defObj.GetID()
- skillID = curSkill.GetSkillID()
+ calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
- isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
isDot = ("damageoftime" in kwargs)
angerOverflow = 0 # 怒气溢出值
- mustHit = False
+ mustHit = False # 是否必命中
if isAngerSkill:
mustHit = True
curXP = atkObj.GetXP()
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
- if isDot:
- mustHit = True
-
#命中公式 攻击方类型不同,公式不同
- if not mustHit:
+ if isTurnNormalSkill and not mustHit:
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
- missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
+ missNum = curSkill.GetTagMissNum(defID)
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
if GameWorld.CanHappen(missRate):
GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
- defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
+ curSkill.SetTagMissNum(defID, missRate + 1)
return 0, pow(2, ChConfig.HurtType_Miss)
hurtTypes = pow(2, ChConfig.HurtType_Normal)
- #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
-
- isSuperHit, isParry = False, False
+ isSuperHit, isParry, isStun = False, False, False
aSuperDamPer, dSuperDamPerDef = 0, 0
+ # 暴击(dot除外)
if not isDot:
- isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
- isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
- CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
+ isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
+
+ # 闪避、击晕、格挡
+ if isTurnNormalSkill:
+ isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
+ isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
@@ -968,13 +1104,18 @@
if ignoreDef:
hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+ if isStun:
+ hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+
#参与运算的数值
#rand = random.random() #种子数 0~1
- aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+ aAtk = atkObj.GetAtk() # 攻击方最大攻击
dHP = defObj.GetHP()
- dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+ dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
+
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -988,7 +1129,10 @@
if isAngerSkill:
aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-
+
+ aAddSkillPer = 0 # 技能增伤
+ aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
@@ -997,35 +1141,48 @@
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
+ aComboDamPer = 0 # 连击增伤
+ if batType == ChConfig.TurnBattleType_Combo:
+ aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+
+ aPursueDamPer = 0 # 追击增伤
+ if batType == ChConfig.TurnBattleType_Pursue:
+ aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
aNormalSkillPer /= 10000.0
dNormalSkillPerDef /= 10000.0
aAngerSkillPer /= 10000.0
dAngerSkillPerDef /= 10000.0
+ aAddSkillPer /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
aSuperDamPer /= 10000.0
dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
+ aComboDamPer /= 10000.0
+ aPursueDamPer /= 10000.0
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s"
- % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
+ if calcType != ChConfig.Def_Calc_Attack:
+ aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+ GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
# 持续性伤害
- if isDot:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
- elif isTurnNormalSkill:
+ if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
- elif isAtkbackSkill:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
- GameWorld.DebugLog(" 反击伤害=%s" % (hurtValue))
+ elif isDot:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+ GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ elif calcType != ChConfig.Def_Calc_Attack:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
+ GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
else:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
@@ -1035,11 +1192,24 @@
hurtValue = hurtValue * (1 - parryReduceRatio)
GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
- hurtValue = max(1, int(hurtValue)) # 负值、保底防范
+ multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
+ if multiValue and multiValue != 1:
+ hurtValue = int(hurtValue * multiValue)
+ GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+
+ hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
+ if hurtAtkPerMax:
+ aAtk = atkObj.GetAtk()
+ hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
+ hurtValue = min(hurtValue, hurtValueMax)
+ GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+
+ hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
-def CanSuperHit(atkObj, defObj):
+def CanSuperHit(turnFight, atkObj, defObj, curSkill):
aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
+ aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
if GameWorld.CanHappen(happenRate):
@@ -1049,6 +1219,7 @@
def CanStun(turnFight, atkObj, defObj, curSkill):
aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
+ aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill)
dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
if not GameWorld.CanHappen(happenRate):
@@ -1058,17 +1229,27 @@
TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
return True
-def CanParry(atkObj, defObj):
+def CanParry(turnFight, atkObj, defObj, curSkill):
if defObj.IsInControlled():
#被控制无法格挡
return False
+
+ defID = defObj.GetID()
+ # 格挡印记
+ buffMgr = defObj.GetBuffManager()
+ parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
+ if parryYJBuff and parryYJBuff.GetLayer():
+ GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
+ TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
+ return True
+
aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
- parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
+ parryNum = curSkill.GetTagParryNum(defID)
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
if GameWorld.CanHappen(happenRate):
GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
- defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
+ curSkill.SetTagParryNum(defID, parryNum + 1)
return True
return False
@@ -1172,7 +1353,7 @@
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
-def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
''' 计算治疗值
'''
cureType = curSkill.GetCalcType()
@@ -1181,7 +1362,7 @@
cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
- #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
+ skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
# 回合制
curePer = 0 # 治疗加成
@@ -1216,8 +1397,8 @@
baseValue = curObj.GetAtk()
elif calcType == ChConfig.Def_Calc_MaxHP:
baseValue = curObj.GetMaxHP()
- #elif cureType == ChConfig.Def_Calc_HurtValue:
- # baseValue = GameObj.GetLastHurtValue(userObj)
+ elif calcType == ChConfig.Def_Calc_LastHurt:
+ baseValue = curObj.GetLastHurtValue()
elif calcType == ChConfig.Def_Calc_TagMaxHP:
baseValue = 0 if not tagObj else tagObj.GetMaxHP()
return baseValue
@@ -1231,22 +1412,25 @@
buffID = curBuff.GetBuffID()
ownerID = curBuff.GetOwnerID()
buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+ if not buffOwner:
+ return
atkObj = buffOwner
defObj = batObj
+ atkID = ownerID
defID = defObj.GetID()
tagObjList = [defObj]
poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
useSkill.SetTagObjList(tagObjList)
useSkill.ClearHurtObj()
hurtObj = useSkill.AddHurtObj(defID)
dHP = defObj.GetHP()
- GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
- % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+ 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))
hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
# dot的反弹、吸血待定
@@ -1254,7 +1438,7 @@
remainHP = max(0, dHP - realHurtHP) # 剩余血量
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
-
+ atkObj.SetLastHurtValue(hurtValue)
GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
hurtObj.SetHurtTypes(hurtTypes)
@@ -1295,6 +1479,15 @@
hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
clientPack.HurtList.append(hurt)
+ if not clientPack.HurtList:
+ for tagObj in useSkill.GetTagObjList():
+ tagID = tagObj.GetID()
+ hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+ hurt.ObjID = tagID
+ hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
+ hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
+ clientPack.HurtList.append(hurt)
+
clientPack.HurtCount = len(clientPack.HurtList)
turnFight.addBatPack(clientPack)
return
--
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