ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,6 +22,7 @@
import TurnBuffs
import BattleObj
import ObjPool
import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
@@ -44,10 +45,10 @@
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
    useSkill.SetTagObjList(tagObjList)
    
    OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
    isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
    
    poolMgr.release(useSkill)
    return
    return isOK
def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
    skillID = buffSkill.GetSkillID()
@@ -57,6 +58,21 @@
    if not buffOwner:
        buffOwner = batObj
    ownerID = buffOwner.GetID()
    #无敌免疫持续减益buff、控制类buff
    if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
        and batObj.CheckInState(ChConfig.BatObjState_Wudi):
        GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s"
                           % (curID, skillID, ownerID, relatedSkillID))
        return False
    #被动触发免疫控制buff
    if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
        if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
            GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s"
                               % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
            return False
    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))
@@ -81,7 +97,23 @@
    buffMgr = batObj.GetBuffManager()
    
    if buffRepeat == 4: # 4 独立:回合、效果独立计算
        pass # 不处理,直接跳过添加新buff
        maxLayerCnt = buffSkill.GetLayerMax()
        # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
        if maxLayerCnt:
            buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
            if len(buffList) >= maxLayerCnt:
                delBuff = None
                for buff in buffList:
                    if not buff:
                        continue
                    if buff.GetOwnerID() != ownerID:
                        continue
                    if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
                        delBuff = buff
                if delBuff:
                    GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
                    DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
    elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
        buffState = buffSkill.GetCurBuffState()
        for index in range(buffMgr.GetBuffCount())[::-1]:
@@ -93,40 +125,37 @@
            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
    else:
        buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
        if buffList:
            for buff in buffList:
                if not buff:
                    continue
                if buff.GetOwnerID() != ownerID:
                    continue
                buffID = buff.GetBuffID()
                nowLayerCnt = buff.GetLayer()
                GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
                updLayerCnt = addLayerCnt
                if buffRepeat == 3: # 叠加层级
                    maxLayerCnt = buffSkill.GetLayerMax()
                    updLayerCnt = nowLayerCnt + addLayerCnt
                    if maxLayerCnt and updLayerCnt > maxLayerCnt:
                        updLayerCnt = maxLayerCnt
                    GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
                else:
                    GameWorld.DebugLog("        默认覆盖")
                # 重置回合、CD、值等
                buff.SetCalcTime(turnFight.getTimeline())
                buff.SetRemainTime(buffSkill.GetLastTime())
                buff.SetLayer(updLayerCnt)
                buff.SetBuffValueList(buffValueList)
                if afterLogic and bySkill:
                    bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
                else:
                    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                if nowLayerCnt != updLayerCnt:
                    RefreshBuffEffect(turnFight, batObj, buff, False)
                break
        for buff in buffList:
            if not buff:
                continue
            if buff.GetOwnerID() != ownerID:
                continue
            buffID = buff.GetBuffID()
            nowLayerCnt = buff.GetLayer()
            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
            
            updLayerCnt = addLayerCnt
            if buffRepeat == 3: # 叠加层级
                maxLayerCnt = buffSkill.GetLayerMax()
                updLayerCnt = nowLayerCnt + addLayerCnt
                if maxLayerCnt and updLayerCnt > maxLayerCnt:
                    updLayerCnt = maxLayerCnt
                GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
            else:
                GameWorld.DebugLog("        默认覆盖")
            # 重置回合、CD、值等
            buff.SetCalcTime(turnFight.getTimeline())
            buff.SetRemainTime(buffSkill.GetLastTime())
            buff.SetLayer(updLayerCnt)
            buff.SetBuffValueList(buffValueList)
            if afterLogic and bySkill:
                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            else:
                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
            if nowLayerCnt != updLayerCnt:
                RefreshBuffEffect(turnFight, batObj, buff, False)
            return True
        
    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
@@ -220,6 +249,19 @@
    buffMgr = batObj.GetBuffManager()
    buffID = curBuff.GetBuffID()
    skillData = curBuff.GetSkillData()
    # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
    curBuffState = skillData.GetCurBuffState()
    if curBuffState:
        buffMgr.DelBuffState(curBuffState, buffID)
    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])
    #buff消失的触发
    for effectIndex in range(0, skillData.GetEffectCount()):
        curEffect = skillData.GetEffect(effectIndex)
@@ -228,32 +270,19 @@
        if not effectID:
            continue
        
        if curEffect.GetTriggerWay():
        triggerWay = curEffect.GetTriggerWay()
        if triggerWay:
            if triggerWay == ChConfig.TriggerWay_BuffDel:
                TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
                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)
    # 最后删除buff、通知
    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)