RPG战斗框架包含以下四部分的内容:
一、基本战斗流程
二、战斗角色设计
三、战斗伤害计算
四、技能设计
五、BUFF设计
六、战斗AI
BUFF类似被动技能,存在战斗角色身上,只不过功能多些,是被动技能的升级版本
除了可增益减益,还可以叠加buff,有固定回合等功能
其实也就是
1、buff叠加叠加规则
2、buff回合管理
3、有buff时候触发各种事件
BUFFOVERLAY_ADD = 0 # 叠加规则
class CBuffBase(object):
m_name = "未知Buff"
m_id = 1
m_overlay_max = 1
m_overlay_type = BUFFOVERLAY_ADD
m_Hold = True
m_base_effects = {
}
def __init__(self, arg):
super(CBuffBase, self).__init__()
self.m_overlay = 1
self.m_ratio = arg[0] if isinstance(arg, (list, tuple)) else arg
self.m_Arg = arg
self.m_effects = {}
self.m_bout_max = 0
self.m_bout = 0
self.m_skill_id = 0
self.m_skill_level = 0
self.init_effect(self.m_ratio)
def __str__(self):
return self.m_name
def init_effect(self, ratio):
for k, v in self.m_base_effects.iteritems():
self.m_effects[k] = v * ratio
def set_args(self, sid, lv):
self.m_skill_id = sid
self.m_skill_level = lv
def on_fight_ready(self, wobj):
pass
def on_hurt(self, wobj, att, damage, dtype):
return damage
def apply(self, wobj, bout=None):
wobj.AddapplyDict(self.m_effects)
self.m_bout_max = bout
self.m_bout = 0
def on_bout(self, wobj):
if self.m_bout_max == 0:
return 1
self.m_bout += 1
return self.m_bout_max - self.m_bout
def release(self, wobj):
wobj.remove_apply(self.m_effects)
def replace(self, bobj):
bobj.m_bout += self.m_bout
return bobj
class CBuffSlot(object):
def __init__(self):
self.m_buff_group = {}
self.m_buff_order = []
def add_buff(self, wobj, bobj, bout):
lst = self.m_buff_group.setdefault(bobj.m_ID, [])
if len(lst) == 0:
lst.append(bobj)
bobj.apply(wobj, bout)
else:
head = lst[0]
if head.m_overlay_type == BUFFOVERLAY_ADD:
# 叠加
head.Replace(bobj)
def remove_buff(self, wobj, bid):
lst = self.m_buff_group.pop(bid)
self.m_buff_order.remove(bid)
def get_buff(self, bid):
return self.m_buff_group.get(bid)
def bout(self, wobj, bobj):
if bobj.do_bout(wobj) == 0:
bobj.m_release = True
def DoBout(self, wobj):
self.Call(wobj, self.bout)
def Call(self, wobj, func, *args):
order = self.m_buff_order[:]
for bid in order:
bobj_lst = self.m_buff_group.get(bid)
for bobj in bobj_lst:
func(att, wobj, bobj, *args)
def hurt(self, att, wobj, bobj):
self.m_hurtdamage = bobj.on_hurt(wobj, att, self.m_hurt_damage)
def on_hurt(self, wobj, att, damage):
self.m_hurt_damage = damage
self.Call(wobj, att, self.hurt)
return self.m_hurt_damage
例子:
class CBuff(CBuffBase):
m_id = 1001
m_name = ",增加最大血量"
m_base_effects = {
"m_hp_max": 1,
}
战斗角色对象增加buff槽
class CWarrior(CWarriorProp):
def __init__(self):
self.m_buff_slots = buff.CBuffSlots()
给战斗对象增加buff例子
buff_ob = buff.load_buff(1001, 10)
warrior.m_buff_slots.add_buff(warrior, buff_ob, 1)