hxp
2025-12-31 46dbf29a22bd25d8e9c6ea4c34fea35a4828d712
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):
@@ -224,12 +228,14 @@
    ownerID = buffOwner.GetID()
    buffID = buff.GetBuffID()
    timing = batObj.GetTiming()
    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()
@@ -242,7 +248,29 @@
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
    #受控时
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
        batObjMgr = BattleObj.GetBatObjMgr()
        ownerBatLineup = buffOwner.GetBatLineup()
        for lineupObjID in ownerBatLineup.posObjIDDict.values():
            lineupObj = batObjMgr.getBatObj(lineupObjID)
            if not lineupObj.IsAlive():
                continue
            # 敌方被控时
            if lineupObj.GetFaction() != batObj.GetFaction():
                TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, batObj, connSkill=buffSkill)
    return buff
def IsControlledHardState(state):
    stateGroup = "1"
    buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
    if stateGroup not in buffStateGroupDict:
        return
    return state in buffStateGroupDict[stateGroup]
def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
    ## 刷新buff效果
@@ -268,8 +296,17 @@
            isRefreshAttr = True
            
    if refreshType and buffSkill and buffOwner:
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
        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
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
@@ -431,6 +468,15 @@
    if haveBuffPassiveEff:
        batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
        
    # 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 and not noRefreshAttr:
        RefreshBuffAttr(batObj)
        
@@ -491,7 +537,7 @@
    isRefreshAttr = False
    objID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
@@ -537,10 +583,10 @@
    
    objID = batObj.GetID()
    
    batAttrDict = batObj.ResetBattleEffect()
    befHP = batObj.GetHP()
    befMaxHP = batObj.GetMaxHP()
    batAttrDict = batObj.ResetBattleEffect()
    GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s", 
                         objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
    
@@ -557,6 +603,9 @@
            effect = curSkill.GetEffect(eIndex)
            effID = effect.GetEffectID()
            if effID not in ChConfig.AttrIDList:
                continue
            if effect.GetTriggerWay():
                # 需要触发才有效的不算
                continue
            if effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill]:
                # 技能属性仅技能时有效
@@ -595,6 +644,9 @@
            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