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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.TurnBuff
#
# @todo:»ØºÏÕ½¶·buff
# @author hxp
# @date 2025-08-06
# @version 1.0
#
# ÏêϸÃèÊö: »ØºÏÕ½¶·buff
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-06 18:30"""
#-------------------------------------------------------------------------------
 
import ChConfig
import GameWorld
import ChPyNetSendPack
import IpyGameDataPY
import TurnBuffs
import BattleObj
import ObjPool
 
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
 
def GetAddBuffValue(turnFight, attacker, defender, curSkill):
    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
    if not callFunc:
        return []
    return callFunc(turnFight, attacker, defender, curSkill)
 
def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False):
    ## ¸ù¾Ý¼¼ÄÜIDÌí¼Óbuff
    if not skillID:
        return
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    tagObjList = [batObj]
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
    useSkill.SetTagObjList(tagObjList)
    
    OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
    
    poolMgr.release(useSkill)
    return
 
def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
    skillID = buffSkill.GetSkillID()
    bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    curID = batObj.GetID()
    if not buffOwner:
        buffOwner = batObj
    ownerID = buffOwner.GetID()
    buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" 
                       % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
    
    skillTypeID = buffSkill.GetSkillTypeID()
    # Ïȼòµ¥×öÏÂÄܼÓÉϼ´¿É
    buffMgr = batObj.GetBuffManager()
    buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
    if buffList:
        # buff¶ÑµþÂß¼­£¬´ý´¦Àí£¬ÏÈÖ±½Ó֪ͨ
        for buff in buffList:
            if not buff:
                continue
            GameWorld.DebugLog("    ÒѾ­´æÔÚ¸Ãbuff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID))
            if afterLogic and bySkill:
                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            else:
                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
                
        return True
    
    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
    return True
 
def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
    skillID = buffSkill.GetSkillID()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    curID = batObj.GetID()
    ownerID = buffOwner.GetID()
    buff = buffMgr.AddBuff(skillID)
    if not buff:
        GameWorld.DebugLog("    Ìí¼Óbuffʧ°Ü! skillID=%s" % skillID, curID)
        return False
    buffID = buff.GetBuffID()
    GameWorld.DebugLog("    AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
                       % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
    buff.SetOwnerID(ownerID)
    buff.SetCalcTime(turnFight.getTimeline())
    buff.SetRemainTime(buffSkill.GetLastTime())
    buff.SetLayer(buffSkill.GetLayerCnt())
    buff.SetBuffValueList(buffValueList)
    curBuffState = buffSkill.GetCurBuffState()
    if curBuffState:
        buffMgr.AddBuffState(curBuffState, buffID)
        
    if afterLogic and bySkill:
        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    else:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
        
    DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
    return
 
def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
    ## buffÌí¼Ó³É¹¦ºó´¦Àí
    
    isRefreshAttr = False # ÊÇ·ñË¢ÊôÐÔ
    
    #atkType = buffSkill.GetAtkType()
    #if atkType:
    #    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
    #    if callFunc:
    #        callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
    
    passiveEffMgr = batObj.GetPassiveEffManager()
    # buffЧ¹û¼ÓÈë
    for effectIndex in range(0, buffSkill.GetEffectCount()):
        curEffect = buffSkill.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        if effectID == 0:
            continue
        
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
                passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
                
        elif effectID in ChConfig.AttrIDList:
            isRefreshAttr = True
            
        else:
            callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
            if callFunc:
                callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
                
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
    return
 
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
    '''ɾ³ýbuff
    @param relatedSkill: ¹ØÁªµÄ¼¼ÄÜ
    @param afterLogic: ÊÇ·ñÐèÒªÔÚ¹ØÁª¼¼ÄÜ´¦ÀíÍê±Ïºó²Å´¦Àíɾ³ýºóÐøÂß¼­£¬Èç֪ͨ£¬´¥·¢±»¶¯µÈ
    @param tagObj: ÓÉË­ÒýÆðµÄbuffɾ³ý
    '''
    
    release = True
    isSync = True
    relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
    if afterLogic and relatedSkill:
        release = False
        isSync = False
        
    isRefreshAttr = False # ÊÇ·ñË¢ÊôÐÔ
    haveBuffPassiveEff = False
    
    buffObjID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
    buffID = curBuff.GetBuffID()
    skillData = curBuff.GetSkillData()
    #buffÏûʧµÄ´¥·¢
    for effectIndex in range(0, skillData.GetEffectCount()):
        curEffect = skillData.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        
        if not effectID:
            continue
        
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
                haveBuffPassiveEff = True
                
        elif effectID in ChConfig.AttrIDList:
            isRefreshAttr = True
            
        else:
            callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
            if callFunc:
                callFunc(turnFight, batObj, curBuff, curEffect)
                
    if haveBuffPassiveEff:
        batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
        
    curBuffState = skillData.GetCurBuffState()
    if curBuffState:
        buffMgr.DelBuffState(curBuffState, buffID)
        
    # ×îºóɾ³ýbuff¡¢Í¨Öª
    buffMgr.DelBuff(buffID, release)
    if isSync:
        SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
    if afterLogic and relatedSkill:
        tagObjID = tagObj.GetID() if tagObj else buffObjID
        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
        
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
    return
 
def DoBuffDelAfterLogicOver(turnFight, buffObjID, curBuff, relatedSkill):
    ## buffɾ³ýºóÐø´¦ÀíÂß¼­´¦ÀíÍê±Ï
    relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
    SyncBuffDel(turnFight, buffObjID, curBuff.GetBuffID(), relatedSkillID)
    ObjPool.GetPoolMgr().release(curBuff)
    return
 
def DoBuffProcess(turnFight, batObj, curBuff):
    skillData = curBuff.GetSkillData()
    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
    if callFunc:
        callFunc(turnFight, batObj, curBuff)
    return
    
def RefreshBuffAttr(batObj):
    ''' Ë¢ÐÂbuffÊôÐÔ£¬Èç¹ûÓÐÉæ¼°µ½buffÊôÐÔ±ä¸üµÄ£¬Ö»ÄÜÈ«²¿buffÖØÐÂË¢
    '''
    
    objID = batObj.GetID()
    befHP = batObj.GetHP()
    befMaxHP = batObj.GetMaxHP()
    
    batAttrDict = batObj.ResetBattleEffect()
    
    GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s" 
                       % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
    
    # buff
    buffAttrDict = {} # buffÊôÐÔ {attrID:value, } value¿ÉÄÜÊǸºÖµ
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        skillData = buff.GetSkillData()
        for eIndex in range(skillData.GetEffectCount()):
            effect = skillData.GetEffect(eIndex)
            effID = effect.GetEffectID()
            if effID not in ChConfig.AttrIDList:
                continue
            attrID = effID
            attrValue = effect.GetEffectValue(0)
            calcType = effect.GetEffectValue(1)
            if calcType == 2: # ¼õÉÙ£¬ÆäËûĬÈÏÔö¼Ó
                attrValue = -attrValue
            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
            
    GameWorld.DebugLog("    __addBuffAttr buffAttrDict=%s" % buffAttrDict)
    
    objID = batObj.GetID()
    # ÏȼÆËã°Ù·Ö±È¼Ó³É»ò½µµÍµÄ
    perIDList = ChConfig.AttrPerDict.values()
    for attrID, attrPerID in ChConfig.AttrPerDict.items():
        if attrPerID not in buffAttrDict:
            continue
        attrPerValue = buffAttrDict[attrPerID] # ¿ÉÄÜÊǸºÖµ
        attrValue = batObj.GetBatAttrValue(attrID, False)
        if attrValue <= 0:
            continue
        updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
        updValue = max(0, updValue) # ×î¶à¼õµ½0£¬×î´óÎÞÉÏÏÞ
        batObj.SetBatAttrValue(attrID, updValue)
        GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
        
    # ÔÙÀۼӷǰٷֱȵĹ̶¨Öµ
    for attrID, addValue in buffAttrDict.items():
        if attrID in perIDList:
            continue
        attrValue = batObj.GetBatAttrValue(attrID, False)
        updValue = max(0, attrValue + addValue) # ×î¶à¼õµ½0£¬×î´óÎÞÉÏÏÞ
        batObj.SetBatAttrValue(attrID, updValue)
        GameWorld.DebugLog("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
        
    aftHP = batObj.GetHP()
    aftMaxHP = batObj.GetMaxHP()
    if aftMaxHP != befMaxHP:
        batObj.SetMaxHP(aftMaxHP, True)
        if befHP and aftMaxHP > befMaxHP:
            aftHP += (aftMaxHP - befMaxHP)
            batObj.SetHP(aftHP, True)
    GameWorld.DebugLog("    befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
    GameWorld.DebugLog("    ×îÖÕÊôÐÔ ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
    return
 
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.BuffID = curBuff.GetBuffID()
    clientPack.SkillID = curBuff.GetSkillID()
    clientPack.RelatedSkillID = relatedSkillID
    clientPack.LastTime = curBuff.GetRemainTime()
    clientPack.Layer = curBuff.GetLayer()
    clientPack.OwnerID = curBuff.GetOwnerID()
    clientPack.Value1 = curBuff.GetValue1()
    clientPack.Value2 = curBuff.GetValue2()
    clientPack.Value3 = curBuff.GetValue3()
    turnFight.addBatPack(clientPack)
    return
 
def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0):
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel)
    clientPack.ObjID = objID
    clientPack.BuffID = buffID
    clientPack.RelatedSkillID = relatedSkillID
    turnFight.addBatPack(clientPack)
    return