ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -33,41 +33,72 @@
    def __init__(self, batObj):
        self._batObj = batObj
        # 被影响的技能ID: 0为所有技能
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 被影响的技能ID):{技能ID:[effID, ...], ...}, ...}
        self._AffectBuffDict = {} # 被动buff {(触发方式, 被影响的技能ID):{buffID:[effID, ...], ...}, ...}
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        return
    
    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None):
    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
        '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                        优先级之后有需要再扩展
        @return: [["skill/buff", skillID/buffID, effIDList], ...]
        '''
        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
        effList = []
        # 技能
        key = (triggerWay, connSkillID)
        if key in self._AffectSkillDict:
            effDict = self._AffectSkillDict[key]
            for skillID, effIDList in effDict.items():
                effList.append(["skill", skillID, effIDList])
        if connSkillID != 0:
            key = (triggerWay, 0)
            effDict = self._AffectSkillDict.get(key, {})
            for skillID, effIDList in effDict.items():
                effList.append(["skill", skillID, effIDList])
        # buff
        key = (triggerWay, connSkillID)
        if key in self._AffectBuffDict:
            effDict = self._AffectBuffDict[key]
            for buffID, effIDList in effDict.items():
                effList.append(["buff", buffID, effIDList])
        if connSkillID != 0:
            key = (triggerWay, 0)
            effDict = self._AffectBuffDict.get(key, {})
            for buffID, effIDList in effDict.items():
                effList.append(["buff", buffID, effIDList])
        if not connSkillTypeID and connSkill:
            connSkillTypeID = connSkill.GetSkillTypeID()
        if connSkill and self._batObj.GetID() == connSkill.GetObjID():
            skillID = connSkill.GetSkillID()
            skillManager = self._batObj.GetSkillManager()
            # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
            if not skillManager.FindSkillByID(skillID):
                effIDList = []
                for index in xrange(connSkill.GetEffectCount()):
                    effect = connSkill.GetEffect(index)
                    effectID = effect.GetEffectID()
                    if effectID == 0:
                        continue
                    triggerWay = effect.GetTriggerWay()
                    triggerSrc = effect.GetTriggerSrc()
                    if not triggerWay:
                        continue
                    if triggerWay == ChConfig.TriggerWay_CurSkillEff:
                        continue
                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
                        # 仅添加本技能的
                        continue
                    effIDList.append(effectID)
                if effIDList:
                    effList.append(["skill", skillID, effIDList])
        # 优先取关联技能的
        if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
            # 技能
            key = (triggerWay, connSkillTypeID)
            if key in self._AffectSkillDict:
                effDict = self._AffectSkillDict[key]
                for skillID, effIDList in effDict.items():
                    effList.append(["skill", skillID, effIDList])
            # buff
            key = (triggerWay, connSkillTypeID)
            if key in self._AffectBuffDict:
                effDict = self._AffectBuffDict[key]
                for buffID, effIDList in effDict.items():
                    effList.append(["buff", buffID, effIDList])
        # 所有技能有效的
        key = (triggerWay, ChConfig.TriggerSrc_Skill)
        effDict = self._AffectSkillDict.get(key, {})
        for skillID, effIDList in effDict.items():
            effList.append(["skill", skillID, effIDList])
        # 所有buff有效的
        key = (triggerWay, ChConfig.TriggerSrc_Buff)
        effDict = self._AffectBuffDict.get(key, {})
        for buffID, effIDList in effDict.items():
            effList.append(["buff", buffID, effIDList])
        return effList
    
    def RefreshSkillPassiveEffect(self):
@@ -91,16 +122,24 @@
        ## 添加技能被动效果
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay or triggerSrc != 1:
        if not triggerWay:
            return
        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
            return
        if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
            # buff有效的不加进来
            return
        
        skillID = curSkill.GetSkillID()
        connSkillID = curSkill.GetConnSkill()
        #priority = curSkill.GetPriority()
        effectID = effect.GetEffectID()
        
        key = (triggerWay, connSkillID)
        if triggerWay == ChConfig.TriggerWay_CalcEffValue:
            triggerWay = "%s_%s" % (triggerWay, effectID)
        if triggerSrc == ChConfig.TriggerSrc_SkillSelf:
            triggerSrc = curSkill.GetSkillTypeID()
        key = (triggerWay, triggerSrc)
        if key not in self._AffectSkillDict:
            self._AffectSkillDict[key] = {}
        effDict = self._AffectSkillDict[key]
@@ -133,21 +172,32 @@
        '''
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay or triggerSrc != 2:
        if not triggerWay:
            return
        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
            return
        if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
            # 技能有效的不加进来
            return
        
        buffID = buff.GetBuffID()
        connSkillID = skillData.GetConnSkill()
        #priority = skillData.GetPriority()
        effectID = effect.GetEffectID()
        key = (triggerWay, connSkillID)
        if triggerWay == ChConfig.TriggerWay_CalcEffValue:
            triggerWay = "%s_%s" % (triggerWay, effectID)
        if triggerSrc == ChConfig.TriggerSrc_BuffSelf:
            triggerSrc = skillData.GetSkillTypeID()
        key = (triggerWay, triggerSrc)
        if key not in self._AffectBuffDict:
            self._AffectBuffDict[key] = {}
        effDict = self._AffectBuffDict[key]
        if buffID not in effDict:
            effDict[buffID] = []
        effDict[buffID].append(effectID)
        effIDList = effDict[buffID]
        if effectID not in effIDList:
            effIDList.append(effectID)
        return
    
    def DelBuffPassiveEffect(self, buffID):
@@ -170,7 +220,8 @@
    def Clear(self):
        self._objID = 0
        self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
        self._hurtHP = 0 # 伤血值
        self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
        self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
        self._lostHP = 0 # 实际掉血值
        self._curHP = 0 # 更新血量
        self._suckHP = 0 # 吸血量
@@ -190,6 +241,8 @@
        return self._hurtTypes & pow(2, hurtType) 
    def GetHurtHP(self): return self._hurtHP
    def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
    def GetRealHurtHP(self): return self._realHurtHP
    def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
    def GetLostHP(self): return self._lostHP
    def SetLostHP(self, lostHP): self._lostHP = lostHP
    def GetCurHP(self): return self._curHP
@@ -201,20 +254,21 @@
    
class SkillEffect():
    
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
        self._effID = effID
        self._values = values
        self._triggerWay = triggerWay
        self._triggerSrc = triggerSrc
        self._triggerParams = triggerParams if triggerParams else []
        #self._triggerParams = triggerParams if triggerParams else []
        return
    
    def GetEffectID(self): return self._effID
    def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
    def GetEffectValueCount(self): return len(self._values)
    def GetEffectValues(self): return self._values # 直接返回整个效果values
    def GetTriggerWay(self): return self._triggerWay
    def GetTriggerSrc(self): return self._triggerSrc
    def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
    #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
    
EmptyEffect = SkillEffect(0, [])
@@ -223,18 +277,19 @@
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._effList = [] # [Effect, ...]
        self._effDict = {} # {effID:Effect, ...}
        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
        for num in range(1, 1 + 3):
            effID = getattr(ipyData, "GetEffectID%s" % num)()
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
            triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
            self._effList.append(effect)
            self._effDict[effID] = effect
            self._effDict[(effID, triggerWay)] = effect
        return
    
    def GetIpyData(self): return self._ipyData
    def GetSkillID(self): return self._ipyData.GetSkillID()
    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
    def GetSkillLV(self): return self._ipyData.GetSkillLV()
@@ -252,21 +307,22 @@
    def GetCalcType(self): return self._ipyData.GetCalcType()
    def GetSkillPer(self): return self._ipyData.GetSkillPer()
    def GetSkillValue(self): return self._ipyData.GetSkillValue()
    def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
    def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
    def GetConnSkill(self): return self._ipyData.GetConnSkill()
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
    def GetBuffStates(self): return self._ipyData.GetBuffStates()
    def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
    def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._ipyData.GetFightPower()
    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
    
class PyBuff():
    
@@ -277,7 +333,9 @@
        self._layer = 0
        self._calcTime = 0
        self._remainTime = 0
        self._valueList = []
        self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
        self._value2 = 0
        self._value3 = 0
        return
    
    def GetSkillData(self): return self._skillData
@@ -292,9 +350,20 @@
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def SetBuffValueList(self, valueList): self._valueList = valueList
    def GetBuffValue(self, index):
        return self._valueList[index] if len(self._valueList) > index else 0
    def SetBuffValueList(self, valueList):
        for index, value in enumerate(valueList):
            if index == 0:
                self.SetValue1(value)
            elif index == 1:
                self.SetValue2(value)
            elif index == 2:
                self.SetValue3(value)
    def GetValue1(self): return self._value1
    def SetValue1(self, value): self._value1 = value
    def GetValue2(self): return self._value2
    def SetValue2(self, value): self._value2 = value
    def GetValue3(self): return self._value3
    def SetValue3(self, value): self._value3 = value
    
class BuffManager():
    ## 战斗对象buff管理器
@@ -316,6 +385,7 @@
        self._buffList = []
        self._buffIDDict = {}
        self._skillTypeIDBuffIDs = {}
        self._buffStateDict = {}
        self._buffID = 0
        return
    
@@ -336,6 +406,7 @@
        
        self._buffList.append(buff)
        self._buffIDDict[buffID] = buff
        #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
        if skillTypeID not in self._skillTypeIDBuffIDs:
            self._skillTypeIDBuffIDs[skillTypeID] = []
        buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -344,12 +415,21 @@
            
        return buff
    
    def DelBuff(self, buffID):
    def DelBuff(self, buffID, release=True):
        if buffID not in self._buffIDDict:
            #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
            return
        #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
        buff = self._buffIDDict.pop(buffID)
        if buff in self._buffList:
            self._buffList.remove(buff)
        else:
            # 防范下找不到的情况
            for lBuff in self._buffList[::-1]:
                if lBuff.GetBuffID() == buffID:
                    self._buffList.remove(lBuff)
                    GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
            if buffID not in buffIDList:
                continue
@@ -357,17 +437,19 @@
            if not buffIDList:
                self._skillTypeIDBuffIDs.pop(skillTypeID)
            break
        if release:
            ObjPool.GetPoolMgr().release(buff)
        return
    
    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
    def FindBuffIDBySkillID(self, skillID):
        ## 返回该技能ID的所有buffID列表
    def FindBuffListBySkillID(self, skillID):
        ## 返回该技能ID的所有buff列表
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not skillData:
            return []
        return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID())
    def FindBuffIDBySkillTypeID(self, skillTypeID):
        ## 返回该技能TypeID的所有buffID列表
        return self.FindBuffListBySkillTypeID(skillData.GetSkillTypeID())
    def FindBuffListBySkillTypeID(self, skillTypeID):
        ## 返回该技能TypeID的所有buff列表
        if skillTypeID not in self._skillTypeIDBuffIDs:
            return []
        buffs = []
@@ -376,6 +458,13 @@
                continue
            buffs.append(self._buffIDDict[buffID])
        return buffs
    def FindBuffByState(self, state):
        ## 查找某种buff状态的buff
        buffIDList = self._buffStateDict.get(state, [])
        if not buffIDList:
            return
        buffID = buffIDList[0]
        return self._buffIDDict.get(buffID, None)
    
    def AddBuffState(self, state, buffID):
        ## 添加buff影响的状态,ChConfig.BatObjStateList
@@ -402,10 +491,10 @@
    def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
    def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
    
class PySkill():
    
    def __init__(self, ipyData):
    def __init__(self, ipyData, objID):
        self._objID = objID # 该技能谁的
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._calcTime = 0
        self._remainTime = 0
@@ -413,17 +502,24 @@
        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
        self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
        self._bySkill = None # 由哪个技能触发的
        self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
        self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
        # 连击相关
        self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
        self._comboNum = 0 # 连击次数
        self._missTagIDDict = {} # 单次连续连击中对方已闪避次数 {tagID:missNum, ...}
        self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
        return
    
    def ResetUseRec(self):
        self._batType = 0
        self._tagObjList = []
        self._bySkill = None
        self._isEnhanceSkill = False
        self._afterLogicList = []
        self.ClearHurtObj()
        return
    
    def GetObjID(self): return self._objID
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
    def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -441,21 +537,22 @@
    def GetCalcType(self): return self._skillData.GetCalcType()
    def GetSkillPer(self): return self._skillData.GetSkillPer()
    def GetSkillValue(self): return self._skillData.GetSkillValue()
    def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
    def GetEffectByID(self, effID): return self._skillData.GetEffectByID()
    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
    def GetConnSkill(self): return self._skillData.GetConnSkill()
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
    def GetBuffStates(self): return self._skillData.GetBuffStates()
    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
    def GetLayerCnt(self): return self._skillData.GetLayerCnt()
    def GetLayerMax(self): return self._skillData.GetLayerMax()
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
    def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._skillData.GetFightPower()
    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
    
    ## ---------------------------------- 非技能表内容 ----------------------------------
    def GetCalcTime(self): return self._calcTime
@@ -464,12 +561,18 @@
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def GetBatType(self): return self._batType
    def SetBatType(self, batType): self._batType = batType
    def GetIsEnhanceSkill(self): return self._isEnhanceSkill
    def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
    def GetBySkill(self): return self._bySkill
    def SetBySkill(self, bySkill): self._bySkill = bySkill
    def GetTagObjList(self): return self._tagObjList # 技能目标列表
    def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
    def GetAfterLogicList(self): return self._afterLogicList
    def AddAfterLogic(self, logicType, logicData):
        '''添加技能释放后需要处理额外逻辑
        @param logicType: 逻辑类型
        @param logicData: 逻辑对应的数据
        '''
        self._afterLogicList.append([logicType, logicData])
        return
    def ClearHurtObj(self):
        ## 清空伤血统计
        poolMgr = ObjPool.GetPoolMgr()
@@ -485,10 +588,44 @@
        return hurtObj
    def GetHurtObjList(self): return self._hurtList
    
    def __commboClear(self):
        ## 连击相关清空
        self._comboState = 0
        self._comboNum = 0
        self._missTagIDDict = {}
        self._parryTagIDDict = {}
        return
    def ComboCheckStart(self, force=False):
        ## 检查并设置开始连击相关,一般是开始使用技能时调用
        if not force:
            if self._comboState == 1:
                #GameWorld.DebugLog("连击进行中,不重置")
                return
        self.__commboClear()
        self._comboState = 1 # 设置已初始化连击相关
        #GameWorld.DebugLog("连击重置")
        return
    def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
    def ComboInterrupt(self):
        ## 连击中断,概率不再触发连击时需要设置中断
        self._comboState = 2
        return
    def GetComboNum(self): return self._comboNum # 已连击次数
    def SetComboNum(self, comboNum): self._comboNum = comboNum
    def GetTagMissNum(self, tagID): return self._missTagIDDict.get(tagID, 0)
    def SetTagMissNum(self, tagID, missNum): self._missTagIDDict[tagID] = missNum
    def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
    def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
class SkillManager():
    ## 战斗对象技能管理器
    
    def __init__(self):
    def __init__(self, batObj):
        self._batObj = batObj
        self._skillList = [] # 技能列表 [PySkill, ...]
        self._skillDict = {} # {skillID:PySkill, ...}
        return
@@ -503,6 +640,7 @@
    
    def GetSkillCount(self): return len(self._skillList)
    def GetSkillByIndex(self, index): return self._skillList[index]
    def GetSkillIDList(self): return self._skillDict.keys()
    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
    def FindSkillByTypeID(self, skillTypeID):
        skill = None
@@ -526,7 +664,7 @@
            self.__deleteSkill(curSkill)
            
        # 学新技能
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
        self._skillDict[skillID] = curSkill
        self._skillList.append(curSkill)
        return curSkill
@@ -544,12 +682,16 @@
    
    def __init__(self):
        self.tfGUID = "" # 所属的某场回合战斗的guid
        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
        self.objID = 0
        self.objName = ""
        self.npcID = 0
        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
        self.heroID = 0
        self.skinID = 0
        self.country = 0
        self.atkDistType = 0
        self.specialty = 0 # 特长
        self.sex = 0
        self.lv = 1
        self.fightPower = 0
        self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -557,15 +699,18 @@
        self.posNum = 0 # 所在阵容站位
        self._hp = 0 # 当前生命值
        self._xp = 0 # 当前怒气值
        self._isAlive = True # 是否活着
        self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
        self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
        self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
        self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
        self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
        self._kvDict = {} # 自定义kv字典
        self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
        self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -581,37 +726,57 @@
        self._initAttrDict = initAttrDict
        self._batAttrDict = {}
        self._batAttrDict.update(initAttrDict)
        self.__onUpdBatAttr()
        self._skillTempAttrDict = {}
        self._xp = initXP
        self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
        self.SetXP(initXP, False)
        self.SetHPFull(False)
        TurnBuff.RefreshBuffAttr(self)
        TurnPassive.RefreshPassive(self)
        return
    
    def UpdInitBatAttr(self, initAttrDict):
    def TurnReset(self):
        ## 回合重置
        self._skillTurnUseCntDict = {}
    def UpdInitBatAttr(self, initAttrDict, skillIDList):
        ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
        self._initAttrDict = initAttrDict
        learnNewSkill = False
        for skillID in skillIDList:
            if self._skillMgr.LearnSkillByID(skillID):
                learnNewSkill = True
        TurnBuff.RefreshBuffAttr(self)
        if learnNewSkill: # 有学新技能时重刷技能被动
            self._passiveEffMgr.RefreshSkillPassiveEffect()
        return
    
    def ResetBattleEffect(self):
        self._batAttrDict = {}
        self._batAttrDict.update(self._initAttrDict)
        self.__onUpdBatAttr()
        return self._batAttrDict
    
    def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
    def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
    def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
    def SetOwnerID(self, ownerID): self.ownerID = ownerID
    def GetID(self): return self.objID
    def GetName(self): return self.objName
    def SetName(self, name): self.objName = name
    def GetCountry(self): return self.country
    def SetCountry(self, country): self.country = country
    def GetAtkDistType(self): return self.atkDistType
    def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
    def GetSpecialty(self): return self.specialty
    def SetSpecialty(self, specialty): self.specialty = specialty
    def GetSex(self): return self.sex
    def SetSex(self, sex): self.sex = sex
    def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
    def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
    def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
    def GetHeroID(self): return self.heroID
    def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
    def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
        self.ownerID = ownerID
    def SetHero(self, heroID, skinID=0): # 设置所属武将
        self.heroID = heroID
        self.skinID = skinID
    def SetLineupPos(self, posNum, lineupNum=1):
@@ -642,19 +807,64 @@
        #    return False
        return True
    
    def IsInState(self, state):
    def CheckInState(self, checkInState):
        ## 是否处于某种状态下
        return self._buffMgr.IsInBuffState(state)
        if isinstance(checkInState, int):
            checkInStateList = [checkInState]
        elif isinstance(checkInState, list) or isinstance(checkInState, tuple):
            checkInStateList = checkInState
        else:
            return False
        for state in checkInStateList:
            if self._buffMgr.IsInBuffState(state):
                return True
        return False
    def IsInControlled(self):
        ## 是否被控制中
        for state in ChConfig.InControlledStateList:
            if self._buffMgr.IsInBuffState(state):
                return True
        return False
    def CanAction(self):
        ## 是否可以行动
        if not self.IsAlive():
            return False
        if self.IsInControlled():
            return False
        return True
    def GetSneerTagObj(self):
        ## 获取被嘲讽的目标,如果存在则一定是活着的目标
        buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
        if not buffIDList:
            return
        objMgr = GetBatObjMgr()
        for buffID in buffIDList:
            buff = self._buffMgr.GetBuff(buffID)
            if not buff:
                continue
            tagObj = objMgr.getBatObj(buff.GetOwnerID())
            if tagObj and tagObj.IsAlive(): # 活着才有效
                return tagObj
        return
    
    # 战斗属性
    def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
    def IsAlive(self): return self._isAlive # 是否活着
    def SetDead(self):
        self._isAlive = False
        self._hp = 0
    def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
    def SetMaxHP(self, maxHP, isNotify=False):
        maxHP = int(maxHP)
        self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
        return
    def GetHP(self): return self._hp
    def SetHP(self, hp, isNotify=False):
        hp = int(hp)
        self._hp = hp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
@@ -662,6 +872,7 @@
    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
    def GetXP(self): return self._xp
    def SetXP(self, xp, isNotify=True):
        xp = int(xp)
        self._xp = xp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
@@ -669,14 +880,22 @@
    def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
    def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
    
    def GetBatAttrDict(self): return self._batAttrDict
    def GetBatAttrValue(self, attrID, includeTemp=True):
        #ChConfig.AttrID_HP ChConfig.AttrID_XP
        value = self._batAttrDict.get(attrID, 0)
        if includeTemp and attrID in self._skillTempAttrDict:
            value += self._skillTempAttrDict[attrID] # 支持正负值
            value = max(1, value)
            #value = max(1, value)
        return value
    def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
    def SetBatAttrValue(self, attrID, value):
        self._batAttrDict[attrID] = value
        self.__onUpdBatAttr()
        return
    def __onUpdBatAttr(self):
        for attrID in [ChConfig.AttrID_MaxHP]:
            self._batAttrDict[attrID] = int(self._batAttrDict.get(attrID, 0))
        return
    def AddSkillTempAttr(self, attrID, value):
        ## 增加技能临时属性,支持正负值
        # @param value: 正值-加属性;负值-减属性
@@ -689,6 +908,12 @@
        self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
        self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
        
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
    def GetMainTagIDList(self): return self._mainTagIDList
    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue
@@ -703,10 +928,6 @@
        ## 统计治疗
        self.cureStat += cureValue
        return self.cureStat
    def TurnReset(self):
        ## 回合重置
        self._skillTurnUseCntDict = {}
    
class BattleObjMgr():
    ## 战斗对象管理器
@@ -763,14 +984,15 @@
            return
        objID = batObj.objID
        GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
        turnFight = batObj.GetTurnFight()
        if turnFight:
            # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
            clientPack = ChNetSendPack.tagNPCDisappear()
            clientPack.NPCID = [objID]
            clientPack.Count = len(clientPack.NPCID)
            turnFight.addBatPack(clientPack)
        #前端确认不需要通知消失
        #turnFight = batObj.GetTurnFight()
        #if turnFight:
        #    # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
        #    clientPack = ChNetSendPack.tagNPCDisappear()
        #    clientPack.NPCID = [objID]
        #    clientPack.Count = len(clientPack.NPCID)
        #    turnFight.addBatPack(clientPack)
        # 最后回收对象
        ObjPool.GetPoolMgr().release(batObj)
        if objID not in self._freeIDList: # 回收ID,重复利用