hxp
4 天以前 c3bbd3b0263fc6c2127cd9f072f497f46f98758b
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):
@@ -175,37 +179,46 @@
                continue
            buffID = buff.GetBuffID()
            nowLayerCnt = buff.GetLayer()
            GameWorld.DebugLogEx("    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,nowLayerCnt=%s/%s", buffID, skillTypeID, ownerID, buffRepeat, nowLayerCnt, maxLayerCnt)
            
            resetAddTiming = False # 一般只有覆盖的才重新计算回合,视为重新添加
            remainTime = buffSkill.GetLastTime()
            updLayerCnt = addLayerCnt
            if buffRepeat == 3: # 叠加层级
                if maxLayerCnt and nowLayerCnt >= maxLayerCnt:
                    GameWorld.DebugLogEx("    已达最大层数: nowLayerCnt=%s/%s", nowLayerCnt, maxLayerCnt)
                    return
                updLayerCnt = nowLayerCnt + addLayerCnt
                if maxLayerCnt and updLayerCnt > maxLayerCnt:
                    updLayerCnt = maxLayerCnt
                GameWorld.DebugLogEx("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
            elif buffRepeat == 1: # 延长回合
                addTime = buffSkill.GetLastTime()
                remainTime = buff.GetRemainTime() + addTime
                GameWorld.DebugLogEx("        延长回合: addTime=%s,updRemainTime=%s", addTime, remainTime)
            else:
                GameWorld.DebugLogEx("        默认覆盖")
                resetAddTiming = True
                
            # 重置回合、CD、值等
            buff.SetAddTiming(batObj.GetTiming())
            buff.SetRemainTime(buffSkill.GetLastTime())
            if resetAddTiming:
                buff.SetAddTiming(batObj.GetTiming())
            buff.SetRemainTime(remainTime)
            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)
@@ -216,25 +229,50 @@
    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,afterLogic=%s",
                         buffID, skillID, ownerID, relatedSkillID, timing, remainTime, setLayerCnt, afterLogic, 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])
        if bySkill:
            bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    elif isSync:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
    #添加buff时有需要后置处理触发被动的,如受控
    if curBuffState and IsControlledHardState(curBuffState):
        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
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
@@ -260,8 +298,17 @@
            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)
        
@@ -280,10 +327,7 @@
    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
@@ -304,6 +348,7 @@
    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:
@@ -361,13 +406,14 @@
    DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
    return
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True):
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True, afterTriggerData=None):
    '''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
    @return: afterTriggerData afterLogic为True时,附带的被动触发数据,因为buff被删除后该buff自带的被动效果也会被删除,所以先缓存供后续处理
    '''
    
    release = True # 释放buff实例
@@ -398,7 +444,7 @@
        SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
    if afterLogic and relatedSkill:
        tagObjID = tagObj.GetID() if tagObj else buffObjID
        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID, afterTriggerData])
        
    #buff消失的触发
    for effectIndex in range(0, skillData.GetEffectCount()):
@@ -422,6 +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)
        
@@ -482,7 +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()
@@ -498,8 +553,8 @@
        
    # 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
@@ -516,6 +571,7 @@
            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)
            
@@ -527,13 +583,18 @@
    '''
    
    objID = batObj.GetID()
    befHP = batObj.GetHP()
    befMaxHP = batObj.GetMaxHP()
    
    isMingge = batObj.GetPosNum() == ChConfig.TFPosNum_Mingge
    mgObj = None
    if not isMingge:
        mgObj = batObj.GetTFBatLineup().getMinggeObj()
    mgObjID = mgObj.GetID() if mgObj else 0
    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)
    GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,isMingge=%s(%s),batAttrDict=%s",
                         objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, isMingge, mgObjID, batAttrDict)
    
    skbufAttrDict = {}
    
@@ -548,6 +609,9 @@
            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
@@ -570,11 +634,14 @@
        skillData = buff.GetSkillData()
        
        effExDict = buff.GetEffectExDict()
        for effID, effValueEx in effExDict.items():
        for effCalcInfo, effValueEx in effExDict.items():
            effID, calcType = effCalcInfo
            if effID not in ChConfig.AttrIDList:
                continue
            attrID = effID
            attrValue = effValueEx * layer
            if calcType == 2: # 减少,其他默认增加
                attrValue = -attrValue
            buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
            skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
            
@@ -582,6 +649,9 @@
            effect = skillData.GetEffect(eIndex)
            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
@@ -599,11 +669,22 @@
    
    objID = batObj.GetID()
    # 先计算百分比加成或降低的
    mgHaveAttrPer = False # 命格加成对友军有效
    perIDList = ChConfig.AttrPerDict.values()
    for attrID, attrPerID in ChConfig.AttrPerDict.items():
        if attrPerID not in skbufAttrDict:
        attrPerValue = 0
        if attrPerID in skbufAttrDict:
            attrPerValue += skbufAttrDict[attrPerID] # 可能是负值
        if mgObj:
            attrPerValue += mgObj.GetBatAttrValue(attrPerID)
            if attrPerValue:
                GameWorld.DebugLogEx("    命格额外加成: attrID=%s,attrPerID=%s,attrPerValue=%s", attrID, attrPerID, attrPerValue)
        elif isMingge and attrPerValue:
            mgHaveAttrPer = True
            batObj.SetBatAttrValue(attrPerID, attrPerValue)
            GameWorld.DebugLogEx("    命格保存加成: attrID=%s,attrPerID=%s,attrPerValue=%s", attrID, attrPerID, attrPerValue)
        if not attrPerValue:
            continue
        attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
        attrValue = batObj.GetBatAttrValue(attrID, False)
        if attrValue <= 0:
            continue
@@ -630,8 +711,26 @@
        if befHP and aftMaxHP > befMaxHP:
            aftHP += (aftMaxHP - befMaxHP)
            batObj.SetHP(aftHP, isNotify)
        elif aftHP > aftMaxHP:
            aftHP = aftMaxHP
            batObj.SetHP(aftHP, isNotify)
    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())
    # 命格刷属性
    if mgHaveAttrPer and isMingge and not isInit:
        batLineup = batObj.GetTFBatLineup()
        batObjMgr = BattleObj.GetBatObjMgr()
        heroObjIDList = batLineup.getBatHeroObjIDList()
        GameWorld.DebugLogEx("命格有加成属性同步刷新本阵容武将属性: heroObjIDList=%s", heroObjIDList)
        for heroObjID in heroObjIDList:
            heroObj = batObjMgr.getBatObj(heroObjID)
            if not heroObj:
                continue
            if not heroObj.IsAlive():
                continue
            RefreshBuffAttr(heroObj)
    return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):