hxp
2026-01-21 3c9851cf6305114c7107136d2acb09f1a033f49a
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -85,12 +85,16 @@
    ownerID = buffOwner.GetID()
    
    skillType = buffSkill.GetSkillType()
    #无敌免疫持续减益buff、控制类buff
    if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
        and batObj.CheckInState(ChConfig.BatObjState_Wudi):
        GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
        return
    #免疫减益buff、控制类buff
    if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_DepBuff, ChConfig.Def_SkillType_Action]:
        if batObj.CheckInState(ChConfig.BatObjState_Wudi):
            GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
            return
        if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlDepBuff, buffSkill):
            return
        if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneBadBuff, buffSkill):
            return
    #被动触发免疫控制buff
    if skillType == ChConfig.Def_SkillType_Action:
        if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
@@ -200,20 +204,18 @@
            buff.SetLayer(updLayerCnt)
            buff.SetBuffValueList(buffValueList)
            buff.ResetEffectValueEx()
            if afterLogic and bySkill:
                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            if afterLogic and buffSkill:
                buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            elif isSync:
                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                
            RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
            return buff
        
    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
    if skillType == ChConfig.Def_SkillType_Halo and newBuff:
        __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff)
    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync, haloSrcBuff=haloSrcBuff)
    return newBuff
def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True, haloSrcBuff=None):
    curID = batObj.GetID()
    skillID = buffSkill.GetSkillID()
    buff = buffMgr.AddBuff(skillID)
@@ -224,28 +226,38 @@
    ownerID = buffOwner.GetID()
    buffID = buff.GetBuffID()
    timing = batObj.GetTiming()
    skillType = buffSkill.GetSkillType()
    remainTime = buffSkill.GetLastTime()
    remainTime += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffTime, buffSkill)
    
    GameWorld.DebugLogEx("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s",
                         buffID, skillID, ownerID, relatedSkillID, timing, curID)
    GameWorld.DebugLogEx("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s,remainTime=%s,setLayerCnt=%s",
                         buffID, skillID, ownerID, relatedSkillID, timing, remainTime, setLayerCnt, curID)
    buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
    buff.SetOwnerID(ownerID)
    buff.SetRemainTime(buffSkill.GetLastTime())
    buff.SetRemainTime(remainTime)
    buff.SetLayer(setLayerCnt)
    buff.SetBuffValueList(buffValueList)
    curBuffState = buffSkill.GetCurBuffState()
    if curBuffState:
        buffMgr.AddBuffState(curBuffState, buffID)
        
    if afterLogic and bySkill:
        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    if skillType == ChConfig.Def_SkillType_Halo:
        __addHaloBuffEffObjID(curID, buff, skillID, ownerID, haloSrcBuff)
    if afterLogic and buffSkill:
        buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    elif isSync:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
    
    #受控时
    #添加buff时有需要后置处理触发被动的,如受控
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_BeControlledHard, batObj, buff, buffOwner])
    #添加持续减益buff
    if skillType == ChConfig.Def_SkillType_LstDepBuff:
        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_AddDOTBuff, batObj, buff, buffOwner])
        
    return buff
@@ -282,15 +294,16 @@
            
    if refreshType and buffSkill and buffOwner:
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, tagObj=batObj, connSkill=buffSkill, connBuff=curBuff)
        # 判断是否有额外属性的
        if not isRefreshAttr:
            effExDict = curBuff.GetEffectExDict()
            for effCalcInfo in effExDict.keys():
                effID = effCalcInfo[0]
                if effID in ChConfig.AttrIDList:
                    isRefreshAttr = True
                    break
    # 判断是否有额外属性的
    if not isRefreshAttr:
        effExDict = curBuff.GetEffectExDict()
        for effCalcInfo in effExDict.keys():
            effID = effCalcInfo[0]
            if effID in ChConfig.AttrIDList:
                isRefreshAttr = True
                break
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
@@ -309,10 +322,7 @@
    if not batFaction:
        return
    batLineup = batFaction.getBatlineup(1)
    if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
        return
    smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
    smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
    smyObj = batLineup.getHeroObj(ChConfig.HeroID_Simayi)
    if not smyObj or not smyObj.IsAlive():
        return
    smySkillID = ChConfig.SkillID_SmyFanzhao
@@ -333,6 +343,7 @@
    haloSrcBuff.AddHaloObjID(curID) # 光源先添加新目标
    haloObjIDList = haloSrcBuff.GetHaloObjIDList()
    newBuff.SetHaloObjIDList(haloObjIDList) # 新buff直接同步设置为光源有效目标
    newBuff.SetLayer(haloSrcBuff.GetLayer()) # 同步为光源的层级
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for haloObjID in haloObjIDList:
@@ -537,8 +548,8 @@
        
    # 重新添加本阵营有效光环
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = batObj.GetBatLineup()
    for tagObjID in batLineup.posObjIDDict.values():
    batLineup = batObj.GetTFBatLineup()
    for tagObjID in batLineup.getAllPosObjIDList():
        tagObj = batObjMgr.getBatObj(tagObjID)
        if not tagObj.IsAlive():
            continue
@@ -555,6 +566,7 @@
            GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
            haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
            if not haloSkill:
                DoAddBuffBySkillID(turnFight, batObj, haloSkillID, buffOwner=tagObj)
                continue
            OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
            
@@ -628,6 +640,9 @@
            effID = effect.GetEffectID()
            if effID not in ChConfig.AttrIDList:
                continue
            if effect.GetTriggerWay():
                # 有需要触发才生效的属性在buff中不生效,由触发规则决定
                continue
            if not (not effect.GetTriggerSrc() or effect.GetTriggerBuffEnable()):
                # buff时,不配默认有效,或仅buff有效
                continue