| | |
| | | curBuff.SetValue2(tagBuff.GetValue2())
|
| | | curBuff.SetValue3(tagBuff.GetValue3())
|
| | | curBuff.SetIsCopy(1)
|
| | | GameWorld.DebugLog(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s" |
| | | % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), |
| | | [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
|
| | | GameWorld.DebugLogEx(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s", |
| | | curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), |
| | | [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()])
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
|
| | | return
|
| | |
| | | #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.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, ownerID, relatedSkillID))
|
| | | GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
|
| | | 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):
|
| | | 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()))
|
| | | GameWorld.DebugLogEx("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
|
| | |
|
| | | #光环技能,默认施法者身上也必须有,时长与施法者身上的同步
|
| | |
| | | setLayerCnt = kwargs.get("setLayerCnt", 0)
|
| | | if setLayerCnt > 0:
|
| | | addLayerCnt = setLayerCnt
|
| | | GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
|
| | | GameWorld.DebugLogEx("外部直接指定添加的buff层级: setLayerCnt=%s", setLayerCnt)
|
| | | else:
|
| | | addLayerCnt = buffSkill.GetLayerCnt()
|
| | | addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
|
| | |
| | | if maxLayerCnt:
|
| | | maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
|
| | |
|
| | | GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
|
| | | GameWorld.DebugLogEx("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s", |
| | | curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID)
|
| | | #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
|
| | |
| | | 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()))
|
| | | GameWorld.DebugLogEx("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
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" 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
|
| | | updLayerCnt = nowLayerCnt + addLayerCnt
|
| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
|
| | | updLayerCnt = maxLayerCnt
|
| | | GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
|
| | | GameWorld.DebugLogEx(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
|
| | | else:
|
| | | GameWorld.DebugLog(" 默认覆盖")
|
| | | GameWorld.DebugLogEx(" 默认覆盖")
|
| | |
|
| | | # 重置回合、CD、值等
|
| | | buff.SetAddTiming(batObj.GetTiming())
|
| | |
| | | skillID = buffSkill.GetSkillID()
|
| | | buff = buffMgr.AddBuff(skillID)
|
| | | if not buff:
|
| | | GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID)
|
| | | GameWorld.DebugLogEx(" 添加buff失败! skillID=%s", skillID, curID)
|
| | | return
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | ownerID = buffOwner.GetID()
|
| | | buffID = buff.GetBuffID()
|
| | | timing = batObj.GetTiming()
|
| | |
|
| | | GameWorld.DebugLog(" __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", |
| | | buffID, skillID, ownerID, relatedSkillID, timing, 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())
|
| | |
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | |
|
| | | if refreshType in [1, 2] and skillData.GetCurBuffState() == ChConfig.BatObjState_Frozen:
|
| | | __smyRecordEnemyFrozen(turnFight, batObj, curBuff)
|
| | | return
|
| | |
|
| | | def __smyRecordEnemyFrozen(turnFight, batObj, curBuff):
|
| | | '''特殊处理司马懿记录敌方冰冻,比较特殊,使用场景比较专用,直接写,减少每次buff的触发被动遍历次数
|
| | | 潜能ID 1012050
|
| | | 司马懿存活时,记录敌方被冰冻次数,司马懿死亡后,对敌方返还攻击力100%的伤害,敌方每被冰冻一次,伤害提升100%,最多提升至1000%,本次伤害由敌方所有人均摊。(两个一起死算我方胜利)
|
| | | '''
|
| | | faction = batObj.GetFaction()
|
| | | smyFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
|
| | | batFaction = turnFight.getBatFaction(smyFaction)
|
| | | 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)
|
| | | if not smyObj or not smyObj.IsAlive():
|
| | | return
|
| | | smySkillID = ChConfig.SkillID_SmyFanzhao
|
| | | smySkill = smyObj.GetSkillManager().FindSkillByID(smySkillID)
|
| | | if not smySkill:
|
| | | GameWorld.DebugLogEx("司马懿还没有记录敌方被冰冻次数的潜能: %s" % smySkillID)
|
| | | return
|
| | | frozenCnt = smyObj.GetDictByKey("EnemyFrozen") + 1
|
| | | smyObj.SetDict("EnemyFrozen", frozenCnt)
|
| | | GameWorld.DebugLogEx("司马懿记录敌方被冰冻次数: %s" % frozenCnt)
|
| | | return
|
| | | |
| | | def __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff):
|
| | | ## 添加光环buff有效的目标ID,添加光环buff时添加,不移除,由光源管理移除(光源武将死亡时删除)
|
| | | if curID == ownerID:
|
| | |
| | |
|
| | | if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
|
| | | haloObjIDList = curBuff.GetHaloObjIDList()
|
| | | GameWorld.DebugLog("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s" % (skillID, ownerID, haloObjIDList))
|
| | | GameWorld.DebugLogEx("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for haloObjID in haloObjIDList:
|
| | | if haloObjID == buffObjID:
|
| | |
| | | DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
|
| | | return
|
| | |
|
| | | def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
|
| | | def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True):
|
| | | '''删除buff
|
| | | @param relatedSkill: 关联的技能
|
| | | @param afterLogic: 是否需要在关联技能处理完毕后才处理删除后续逻辑,如通知,触发被动等
|
| | | @param tagObj: 由谁引起的buff删除
|
| | | @param noRefreshAttr: 不刷新属性
|
| | | @return: isRefreshAttr 是否需要刷属性,如果设置了 noRefreshAttr,则要在外层刷属性
|
| | | '''
|
| | |
|
| | | release = True
|
| | | isSync = True
|
| | | release = True # 释放buff实例
|
| | | #isSync = True
|
| | | relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
|
| | | if afterLogic and relatedSkill:
|
| | | release = False
|
| | |
| | | if haveBuffPassiveEff:
|
| | | batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
|
| | |
|
| | | if isRefreshAttr:
|
| | | if isRefreshAttr and not noRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | |
|
| | | if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
|
| | | haloObjIDList = curBuff.GetHaloObjIDList()
|
| | | GameWorld.DebugLog("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s" % (skillID, ownerID, haloObjIDList))
|
| | | GameWorld.DebugLogEx("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for haloObjID in haloObjIDList:
|
| | | if haloObjID == buffObjID:
|
| | |
| | | if not haloBuff:
|
| | | continue
|
| | | DoBuffDel(turnFight, haloObj, haloBuff, relatedSkill, afterLogic, tagObj)
|
| | | return
|
| | | return isRefreshAttr
|
| | |
|
| | | def DoBuffDelAfterLogicOver(turnFight, buffObjID, curBuff, relatedSkill):
|
| | | ## buff删除后续处理逻辑处理完毕
|
| | |
| | | if callFunc:
|
| | | callFunc(turnFight, batObj, curBuff, **kwargs)
|
| | | return
|
| | |
|
| | | def DoBuffByDead(turnFight, batObj):
|
| | | ## 死亡处理buff
|
| | | isRefreshAttr = False
|
| | | objID = batObj.GetID()
|
| | | buffMgr = batObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount())[::-1]:
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | buffID = buff.GetBuffID()
|
| | | skillID = buff.GetSkillID()
|
| | | if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Dead):
|
| | | GameWorld.DebugLogEx("死亡不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
|
| | | continue
|
| | | if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 可不通知,前端默认都清除,复活后重新同步
|
| | | isRefreshAttr = True
|
| | | |
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | | |
| | | return
|
| | |
|
| | | def DoBuffByRevive(turnFight, batObj):
|
| | | ## 复活处理buff
|
| | |
|
| | | isRefreshAttr = False
|
| | | objID = batObj.GetID()
|
| | | buffMgr = batObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | buffID = buff.GetBuffID()
|
| | | skillID = buff.GetSkillID()
|
| | | if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Revive):
|
| | | GameWorld.DebugLogEx("复活不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
|
| | | SyncBuffRefresh(turnFight, batObj, buff, isNewAdd=True) # 复活时还存在的buff通知前端视为新添加的
|
| | | continue
|
| | | if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 复活可不通知删除的buff
|
| | | isRefreshAttr = True
|
| | | |
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | | |
| | | # 重新添加本阵营有效光环
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | batLineup = batObj.GetBatLineup()
|
| | | for tagObjID in batLineup.posObjIDDict.values():
|
| | | tagObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not tagObj.IsAlive():
|
| | | continue
|
| | | tagBuffMgr = tagObj.GetBuffManager()
|
| | | for index in range(tagBuffMgr.GetBuffCount()):
|
| | | buff = tagBuffMgr.GetBuffByIndex(index)
|
| | | haloObjIDList = buff.GetHaloObjIDList()
|
| | | if not haloObjIDList or objID not in haloObjIDList:
|
| | | continue
|
| | | if buff.GetOwnerID() != tagObjID:
|
| | | # 非光源
|
| | | continue
|
| | | haloSkillID = buff.GetSkillID()
|
| | | 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:
|
| | | continue
|
| | | OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
|
| | | |
| | | # 光源重新添加有效光环,根据光源是否还有效规则优化,待处理
|
| | | return
|
| | |
|
| | | def RefreshBuffAttr(batObj, isInit=False):
|
| | | ''' 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
|
| | | '''
|
| | |
| | |
|
| | | 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))
|
| | | GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s", |
| | | objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
|
| | |
|
| | | skbufAttrDict = {}
|
| | |
|
| | |
| | | attrValue = -attrValue
|
| | | skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
|
| | | skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
|
| | | skillAttrDict and GameWorld.DebugLog(" skillAttrDict=%s" % skillAttrDict)
|
| | | skillAttrDict and GameWorld.DebugLogEx(" skillAttrDict=%s", skillAttrDict)
|
| | |
|
| | | # buff
|
| | | buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
|
| | |
| | | buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
|
| | | skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
|
| | |
|
| | | buffsAttrDict and GameWorld.DebugLog(" buffsAttrDict=%s" % buffsAttrDict)
|
| | | GameWorld.DebugLog(" skbufAttrDict=%s" % skbufAttrDict)
|
| | | buffsAttrDict and GameWorld.DebugLogEx(" buffsAttrDict=%s", buffsAttrDict)
|
| | | GameWorld.DebugLogEx(" skbufAttrDict=%s", skbufAttrDict)
|
| | |
|
| | | objID = batObj.GetID()
|
| | | # 先计算百分比加成或降低的
|
| | |
| | | updValue = 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))
|
| | | GameWorld.DebugLogEx(" 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 skbufAttrDict.items():
|
| | |
| | | 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))
|
| | | GameWorld.DebugLogEx(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s", attrID, attrValue, addValue, updValue)
|
| | |
|
| | | aftHP = batObj.GetHP()
|
| | | aftMaxHP = batObj.GetMaxHP()
|
| | |
| | | if befHP and aftMaxHP > befMaxHP:
|
| | | aftHP += (aftMaxHP - befMaxHP)
|
| | | batObj.SetHP(aftHP, isNotify)
|
| | | 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,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
|
| | | GameWorld.DebugLogEx(" befHP=%s/%s, aftHP=%s/%s", befHP, befMaxHP, aftHP, aftMaxHP)
|
| | | GameWorld.DebugLogEx(" 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, isNewAdd=False):
|