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类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
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()