ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -61,41 +61,91 @@
                       % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
    
    skillTypeID = buffSkill.GetSkillTypeID()
    # 先简单做下能加上即可
    buffMgr = batObj.GetBuffManager()
    buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
    if buffList:
        # buff堆叠逻辑,待处理,先直接通知
        for buff in buffList:
            if not buff:
                continue
            GameWorld.DebugLog("    已经存在该buff: 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
    buffRepeat = buffSkill.GetBuffRepeat()
    addLayerCnt = buffSkill.GetLayerCnt()
    addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
    if addLayerEff:
        addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
    #buff重复获得时的叠加规则
    #以下规则默认针对的是相同施法者,即相同来源的处理
    #如果有针对不同施法者的规则会说明
    #0 覆盖:重置剩余回合,效果覆盖
    #1 延长回合
    #2
    #3 叠加层级
    #4 独立:回合、效果独立计算
    #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
    
    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
    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
    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]:
            buff = buffMgr.GetBuffByIndex(index)
            skillData = buff.GetSkillData()
            if buffState and skillData.GetCurBuffState() != buffState:
                continue
            # 删除相同状态的buff
            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()
                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
                    nowLayerCnt = buff.GetLayer()
                    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)
                break
            return True
    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
    return True
def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
    skillID = buffSkill.GetSkillID()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
    curID = batObj.GetID()
    ownerID = buffOwner.GetID()
    skillID = buffSkill.GetSkillID()
    buff = buffMgr.AddBuff(skillID)
    if not buff:
        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
        return False
        return
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    ownerID = buffOwner.GetID()
    buffID = buff.GetBuffID()
    GameWorld.DebugLog("    AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
    GameWorld.DebugLog("    __addNewBuff. 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.SetLayer(setLayerCnt)
    buff.SetBuffValueList(buffValueList)
    curBuffState = buffSkill.GetCurBuffState()
    if curBuffState:
@@ -104,7 +154,7 @@
    if afterLogic and bySkill:
        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    else:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
    return
@@ -129,7 +179,7 @@
            continue
        
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
                passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
                
        elif effectID in ChConfig.AttrIDList:
@@ -143,6 +193,21 @@
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
    return
def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
    ## 减少buff层级
    curLayer = curBuff.GetLayer()
    if not curLayer:
        return
    updLayer = max(0, curLayer - decLayer)
    curBuff.SetLayer(updLayer)
    if updLayer > 0:
        SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
        return
    objID = batObj.GetID()
    buffID = curBuff.GetBuffID()
    SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
    return
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
@@ -175,7 +240,7 @@
            continue
        
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
                haveBuffPassiveEff = True
                
        elif effectID in ChConfig.AttrIDList:
@@ -263,7 +328,7 @@
        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
        #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))
        
@@ -272,7 +337,8 @@
        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
        updValue = attrValue + addValue
        #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))
        
@@ -284,10 +350,10 @@
            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))
    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
    return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.BuffID = curBuff.GetBuffID()
@@ -299,6 +365,7 @@
    clientPack.Value1 = curBuff.GetValue1()
    clientPack.Value2 = curBuff.GetValue2()
    clientPack.Value3 = curBuff.GetValue3()
    clientPack.IsAdd = 1 if isNewAdd else 0
    turnFight.addBatPack(clientPack)
    return