hxp
8 天以前 bd9dce2d66b5086712596b8dac6d9116be65bafd
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -53,9 +53,9 @@
    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
@@ -91,15 +91,14 @@
    #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
@@ -117,7 +116,7 @@
    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)
@@ -130,8 +129,8 @@
    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
@@ -158,7 +157,7 @@
                    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
@@ -179,16 +178,16 @@
                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())
@@ -214,15 +213,15 @@
    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())
@@ -269,8 +268,37 @@
    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:
@@ -309,7 +337,7 @@
    
    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:
@@ -336,15 +364,17 @@
    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
@@ -395,12 +425,12 @@
    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:
@@ -412,7 +442,7 @@
            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
@@ -429,7 +459,73 @@
    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
    '''
@@ -440,8 +536,8 @@
    
    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 = {}
    
@@ -467,7 +563,7 @@
                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
@@ -502,8 +598,8 @@
            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
@@ -518,7 +614,7 @@
        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():
@@ -528,7 +624,7 @@
        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()
@@ -538,8 +634,8 @@
        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):