hxp
2025-08-19 14b330f7dd90ab09f2a7a00c2bcf3a8008e0abd3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,40 +18,223 @@
import ChConfig
import GameWorld
import ChPyNetSendPack
import TurnBuffs
import ObjPool
def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None):
    skillID = curSkill.GetSkillID()
    enhanceBySkill = curSkill.GetEnhanceBySkill()
    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
def GetAddBuffValue(attacker, defender, curSkill):
    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
    if not callFunc:
        return []
    return callFunc(attacker, defender, curSkill)
def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None):
    skillID = buffSkill.GetSkillID()
    bySkill = buffSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    curID = batObj.GetID()
    ownerID = buffOwner.GetID() if buffOwner else curID
    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID))
    #检查是否几率触发
    if not enhanceBySkill:
        rate = curSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    概率不触发buff!")
            return
    skillTypeID = curSkill.GetSkillTypeID()
    if not buffOwner:
        buffOwner = batObj
    ownerID = buffOwner.GetID()
    buffValueList = GetAddBuffValue(buffOwner, batObj, buffSkill)
    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,buffValueList=%s" % (curID, skillID, ownerID, relatedSkillID, buffValueList))
    skillTypeID = buffSkill.GetSkillTypeID()
    # 先简单做下能加上即可
    buffMgr = batObj.GetBuffManager()
    buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID)
    if buffIDList:
        GameWorld.DebugLog("    已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList))
        # buff堆叠逻辑
        return True
    
    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner)
    return True
def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner):
    skillID = buffSkill.GetSkillID()
    bySkill = buffSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    curID = batObj.GetID()
    ownerID = buffOwner.GetID()
    buff = buffMgr.AddBuff(skillID)
    if not buff:
        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID)
        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
        return False
    GameWorld.DebugLog("    AddBuffOK. buffID=%s" % buff.GetBuffID())
    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.SetRemainTime(curSkill.GetLastTime())
    #buff.SetLayer()
    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
    return True
    buff.SetCalcTime(turnFight.getTimeline())
    buff.SetRemainTime(buffSkill.GetLastTime())
    buff.SetLayer(buffSkill.GetLayerCnt())
    buff.SetBuffValueList(buffValueList)
    buffStates = buffSkill.GetBuffStates()
    for buffState in buffStates:
        buffMgr.AddBuffState(buffState, buffID)
    isNotify = True
    if isNotify:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
    DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
    return
def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
    ## buff添加成功后处理
    isRefreshAttr = False # 是否刷属性
    #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()
    # buff效果加入
    for effectIndex in range(0, buffSkill.GetEffectCount()):
        curEffect = buffSkill.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        if effectID == 0:
            continue
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() == 2:
                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):
    ## 删除buff
    isRefreshAttr = False # 是否刷属性
    haveBuffPassiveEff = False
    buffMgr = batObj.GetBuffManager()
    buffID = curBuff.GetBuffID()
    skillData = curBuff.GetSkillData()
    #buff消失的触发
    for effectIndex in range(0, skillData.GetEffectCount()):
        curEffect = skillData.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        if not effectID:
            continue
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() == 2:
                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)
    buffStates = skillData.GetBuffStates()
    for buffState in buffStates:
        buffMgr.DelBuffState(buffState, buffID)
    # 最后删除buff、通知
    buffMgr.DelBuff(buffID)
    SyncBuffDel(turnFight, batObj, buffID)
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
    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):
    ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷
    '''
    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 = {} # buff属性 {attrID:value, } value可能是负值
    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: # 减少,其他默认增加
                attrValue = -attrValue
            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
    GameWorld.DebugLog("    __addBuffAttr buffAttrDict=%s" % buffAttrDict)
    objID = batObj.GetID()
    # 先计算百分比加成或降低的
    perIDList = ChConfig.AttrPerDict.values()
    for attrID, attrPerID in ChConfig.AttrPerDict.items():
        if attrPerID not in buffAttrDict:
            continue
        attrPerValue = buffAttrDict[attrPerID] # 可能是负值
        attrValue = batObj.GetBatAttrValue(attrID, False)
        if attrValue <= 0:
            continue
        updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
        updValue = max(0, updValue) # 最多减到0,最大无上限
        batObj.SetBatAttrValue(attrID, updValue)
        GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
    # 再累加非百分比的固定值
    for attrID, addValue in buffAttrDict.items():
        if attrID in perIDList:
            continue
        attrValue = batObj.GetBatAttrValue(attrID, False)
        updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
        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("    最终属性 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)