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Python WeaponGlobals.getAttackClass方法代码示例

本文整理汇总了Python中pirates.battle.WeaponGlobals.getAttackClass方法的典型用法代码示例。如果您正苦于以下问题:Python WeaponGlobals.getAttackClass方法的具体用法?Python WeaponGlobals.getAttackClass怎么用?Python WeaponGlobals.getAttackClass使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在pirates.battle.WeaponGlobals的用法示例。


在下文中一共展示了WeaponGlobals.getAttackClass方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: doAttack

# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import getAttackClass [as 别名]
 def doAttack(self, attacker, skillId, ammoSkillId, targetId, areaIdList, pos, combo = 0, charge = 0):
     attacker.battleRandom.advanceAttackSeed()
     if targetId:
         if WeaponGlobals.getIsShipSkill(skillId):
             target = base.cr.doId2do.get(targetId)
         elif WeaponGlobals.getIsDollAttackSkill(skillId):
             target = base.cr.doId2do.get(targetId)
         else:
             target = base.cr.doId2do.get(targetId)
             if hasattr(target, 'getSkillEffects'):
                 if WeaponGlobals.C_SPAWN in set(target.getSkillEffects()):
                     return WeaponGlobals.RESULT_MISS
                 
             
             if target and not TeamUtils.damageAllowed(localAvatar, target) and not WeaponGlobals.isFriendlyFire(skillId, ammoSkillId):
                 return WeaponGlobals.RESULT_NOT_AVAILABLE
             
     else:
         target = None
     weaponHit = self.willWeaponHit(attacker, target, skillId, ammoSkillId, charge)
     if combo == -1:
         if localAvatar.wantComboTiming:
             return WeaponGlobals.RESULT_MISS
         
     
     if not WeaponGlobals.getNeedTarget(skillId, ammoSkillId):
         return WeaponGlobals.RESULT_HIT
     
     if not target and not areaIdList:
         messenger.send('tooFar')
         return WeaponGlobals.RESULT_MISS
     
     if target and not self.obeysPirateCode(attacker, target):
         if ItemGlobals.getSubtype(localAvatar.currentWeaponId) == ItemGlobals.BAYONET:
             pass
         if not (WeaponGlobals.getAttackClass(skillId) == WeaponGlobals.AC_COMBAT):
             return WeaponGlobals.RESULT_AGAINST_PIRATE_CODE
         
     if target and not self.targetInRange(attacker, target, skillId, ammoSkillId, pos):
         return WeaponGlobals.RESULT_OUT_OF_RANGE
     
     if target and isinstance(target, DistributedBattleNPC.DistributedBattleNPC):
         if target.getGameState()[0] == 'BreakCombat':
             return WeaponGlobals.RESULT_MISS
         
     
     if target:
         skillEffects = target.getSkillEffects()
         if WeaponGlobals.C_SPAWN in skillEffects:
             return WeaponGlobals.RESULT_MISS
         
     
     messenger.send('properHit')
     return weaponHit
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:56,代码来源:BattleManager.py

示例2: playOuch

# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import getAttackClass [as 别名]
 def playOuch(self, skillId, ammoSkillId, targetEffects, attacker, pos, itemEffects = [], multihit = 0, targetBonus = 0, skillResult = 0):
     (targetHp, targetPower, targetEffect, targetMojo, targetSwiftness) = targetEffects
     if self.gameFSM.state in ('Injured',):
         return None
     
     if not targetBonus:
         if ammoSkillId:
             effectId = WeaponGlobals.getHitEffect(ammoSkillId)
             skillEffectId = WeaponGlobals.getSkillEffectFlag(ammoSkillId)
         else:
             effectId = WeaponGlobals.getHitEffect(skillId)
             skillEffectId = WeaponGlobals.getSkillEffectFlag(skillId)
     
     if attacker:
         self.addCombo(attacker.getDoId(), attacker.currentWeaponId, skillId, -targetHp, skillResult)
     
     if WeaponGlobals.C_KNOCKDOWN not in self.getSkillEffects() or skillEffectId == WeaponGlobals.C_KNOCKDOWN:
         self.cleanupOuchIval()
     
     if not targetBonus and not (self.NoPain) and not (self.noIntervals) and targetEffects[0] < 0:
         if self.gameFSM.state not in ('Ensnared', 'Knockdown', 'Stunned', 'Rooted', 'NPCInteract', 'ShipBoarding', 'Injured', 'Dying', 'Death') or WeaponGlobals.C_KNOCKDOWN in self.getSkillEffects() or self.gameFSM.state not in ('ShipBoarding', 'Injured', 'Dying', 'Death'):
             if WeaponGlobals.C_KNOCKDOWN not in self.getSkillEffects() or skillEffectId == WeaponGlobals.C_KNOCKDOWN:
                 ouchSfx = None
                 if self.currentWeapon:
                     if not self.avatarType.isA(AvatarTypes.Creature) and skillEffectId == WeaponGlobals.C_KNOCKDOWN and not ItemGlobals.getWeaponAttributes(self.currentWeaponId, ItemGlobals.SURE_FOOTED):
                         if self.isLocal():
                             actorIval = Sequence(self.actorInterval('injured_fall', playRate = 1.5, blendOutT = 0), self.actorInterval('injured_standup', playRate = 1.5, blendInT = 0), Func(messenger.send, 'skillFinished'))
                         else:
                             actorIval = Sequence(self.actorInterval('injured_fall', playRate = 1.5, blendOutT = 0), self.actorInterval('injured_standup', playRate = 1.5, blendInT = 0))
                     elif not self.avatarType.isA(AvatarTypes.Creature) and effectId == WeaponGlobals.VFX_BLIND:
                         actorIval = self.actorInterval('sand_in_eyes_holdweapon_noswing', playRate = random.uniform(0.69999999999999996, 1.5))
                     else:
                         actorIval = self.actorInterval(self.currentWeapon.painAnim, playRate = random.uniform(0.69999999999999996, 1.5))
                         if WeaponGlobals.getIsStaffAttackSkill(skillId):
                             skillInfo = WeaponGlobals.getSkillAnimInfo(skillId)
                             getOuchSfxFunc = skillInfo[WeaponGlobals.OUCH_SFX_INDEX]
                             if getOuchSfxFunc:
                                 ouchSfx = getOuchSfxFunc()
                             
                         else:
                             ouchSfx = self.getSfx('pain')
                 elif not self.avatarType.isA(AvatarTypes.Creature) and skillEffectId == WeaponGlobals.C_KNOCKDOWN:
                     actorIval = Sequence(self.actorInterval('injured_fall', playRate = 1.5, blendOutT = 0), self.actorInterval('injured_standup', playRate = 1.5, blendInT = 0))
                 elif not self.avatarType.isA(AvatarTypes.Creature) and effectId == WeaponGlobals.VFX_BLIND:
                     actorIval = self.actorInterval('sand_in_eyes', playRate = random.uniform(0.69999999999999996, 1.5))
                 else:
                     actorIval = self.actorInterval('idle_hit', playRate = random.uniform(0.69999999999999996, 1.5))
                 if ouchSfx:
                     self.ouchAnim = Sequence(Func(base.playSfx, ouchSfx, node = self, cutoff = 75), actorIval)
                 else:
                     self.ouchAnim = actorIval
                 self.ouchAnim.start()
             
         skillEffectId == WeaponGlobals.C_KNOCKDOWN
     
     if self.combatEffect:
         self.combatEffect.destroy()
         self.combatEffect = None
     
     self.combatEffect = CombatEffect.CombatEffect(effectId, multihit, attacker, skillResult)
     self.combatEffect.reparentTo(self)
     self.combatEffect.setPos(self, pos[0], pos[1], pos[2])
     if not WeaponGlobals.getIsDollAttackSkill(skillId) and not WeaponGlobals.getIsStaffAttackSkill(skillId):
         if not WeaponGlobals.isSelfUseSkill(skillId):
             if attacker and not attacker.isEmpty():
                 self.combatEffect.lookAt(attacker)
             
             self.combatEffect.setH(self.combatEffect, 180)
         
     
     skillEffects = self.getSkillEffects()
     if WeaponGlobals.C_MELEE_SHIELD in skillEffects:
         if WeaponGlobals.getAttackClass(skillId) == WeaponGlobals.AC_COMBAT:
             self.pulseGhostGuardEffect(attacker, Vec4(0, 0, 0, 1), wantBlending = False)
         
     elif WeaponGlobals.C_MISSILE_SHIELD in skillEffects:
         if WeaponGlobals.getAttackClass(skillId) == WeaponGlobals.AC_MISSILE:
             self.pulseGhostGuardEffect(attacker, Vec4(1, 1, 1, 1), wantBlending = True)
         
     elif WeaponGlobals.C_MAGIC_SHIELD in skillEffects:
         if WeaponGlobals.getAttackClass(skillId) == WeaponGlobals.AC_MAGIC:
             self.pulseGhostGuardEffect(attacker, Vec4(0.5, 0.29999999999999999, 1, 1), wantBlending = True)
         
     
     self.combatEffect.play()
     if WeaponGlobals.getIsDollAttackSkill(skillId):
         self.voodooSmokeEffect2 = AttuneSmoke.getEffect()
         if self.voodooSmokeEffect2:
             self.voodooSmokeEffect2.reparentTo(self)
             self.voodooSmokeEffect2.setPos(0, 0, 0.20000000000000001)
             self.voodooSmokeEffect2.play()
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:93,代码来源:DistributedTargetableObject.py


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