| | |
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | |
|
| | | OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
|
| | | isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
|
| | |
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | | return isOK
|
| | |
|
| | | def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
|
| | | skillID = buffSkill.GetSkillID()
|
| | |
| | | if not buffOwner:
|
| | | buffOwner = batObj
|
| | | ownerID = buffOwner.GetID()
|
| | | |
| | | #无敌免疫持续减益buff、控制类buff
|
| | | if buffSkill.GetSkillType() 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))
|
| | | return False
|
| | | |
| | | buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
|
| | | GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s"
|
| | | % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
|
| | |
| | | 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
|
| | | maxLayerCnt = buffSkill.GetLayerMax()
|
| | | # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
|
| | | if maxLayerCnt:
|
| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
|
| | | if len(buffList) >= maxLayerCnt:
|
| | | delBuff = None
|
| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | 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()))
|
| | | 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
|
| | | buffState = buffSkill.GetCurBuffState()
|
| | | for index in range(buffMgr.GetBuffCount())[::-1]:
|
| | |
| | | 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()
|
| | | nowLayerCnt = buff.GetLayer()
|
| | | 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
|
| | | 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)
|
| | | |
| | | if nowLayerCnt != updLayerCnt:
|
| | | RefreshBuffEffect(turnFight, batObj, buff, False)
|
| | | break
|
| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | 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))
|
| | |
|
| | | updLayerCnt = addLayerCnt
|
| | | if buffRepeat == 3: # 叠加层级
|
| | | 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)
|
| | | |
| | | if nowLayerCnt != updLayerCnt:
|
| | | RefreshBuffEffect(turnFight, batObj, buff, False)
|
| | | return True
|
| | |
|
| | | __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
|