ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -38,15 +38,16 @@
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    ownerID = buffOwner.GetID() if buffOwner else 0
    tagObjList = [batObj]
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
    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()
@@ -56,46 +57,119 @@
    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))
    
    skillTypeID = buffSkill.GetSkillTypeID()
    # 先简单做下能加上即可
    buffRepeat = buffSkill.GetBuffRepeat()
    addLayerCnt = buffSkill.GetLayerCnt()
    addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
    if addLayerEff:
        addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
    #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
    #0 覆盖:重置剩余回合,效果覆盖
    #1 延长回合
    #2
    #3 叠加层级
    #4 独立:回合、效果独立计算
    #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
    buffMgr = batObj.GetBuffManager()
    buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
    if buffList:
        # buff堆叠逻辑,待处理,先直接通知
    if buffRepeat == 4: # 4 独立:回合、效果独立计算
        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]:
            buff = buffMgr.GetBuffByIndex(index)
            skillData = buff.GetSkillData()
            if buffState and skillData.GetCurBuffState() != buffState:
                continue
            # 删除相同状态的buff
            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
    else:
        buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
        for buff in buffList:
            if not buff:
                continue
            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID))
            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)
                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                
        return True
    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
            if nowLayerCnt != updLayerCnt:
                RefreshBuffEffect(turnFight, batObj, buff, False)
            return True
    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
    return True
def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
    skillID = buffSkill.GetSkillID()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
    curID = batObj.GetID()
    ownerID = buffOwner.GetID()
    skillID = buffSkill.GetSkillID()
    buff = buffMgr.AddBuff(skillID)
    if not buff:
        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
        return False
        return
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    ownerID = buffOwner.GetID()
    buffID = buff.GetBuffID()
    GameWorld.DebugLog("    AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
                       % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
    buff.SetOwnerID(ownerID)
    buff.SetCalcTime(turnFight.getTimeline())
    buff.SetRemainTime(buffSkill.GetLastTime())
    buff.SetLayer(buffSkill.GetLayerCnt())
    buff.SetLayer(setLayerCnt)
    buff.SetBuffValueList(buffValueList)
    curBuffState = buffSkill.GetCurBuffState()
    if curBuffState:
@@ -104,45 +178,46 @@
    if afterLogic and bySkill:
        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    else:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
    RefreshBuffEffect(turnFight, batObj, buff, True)
    return
def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
    ## buff添加成功后处理
def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
    ## 刷新buff效果
    
    isRefreshAttr = False # 是否刷属性
    
    #atkType = buffSkill.GetAtkType()
    #if atkType:
    #    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
    #    if callFunc:
    #        callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
    skillData = curBuff.GetSkillData()
    passiveEffMgr = batObj.GetPassiveEffManager()
    # buff效果加入
    for effectIndex in range(0, buffSkill.GetEffectCount()):
        curEffect = buffSkill.GetEffect(effectIndex)
    for effectIndex in range(0, skillData.GetEffectCount()):
        curEffect = skillData.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        if effectID == 0:
            continue
        
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
                passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff:
                passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
                
        elif effectID in ChConfig.AttrIDList:
            isRefreshAttr = True
            
        else:
            callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
            if callFunc:
                callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
    return
def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
    ## buff层级变更
    if updLayer > 0:
        curBuff.SetLayer(updLayer)
        relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
        SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
        RefreshBuffEffect(turnFight, batObj, curBuff, False)
        return
    DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
    return
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
@@ -175,7 +250,7 @@
            continue
        
        if curEffect.GetTriggerWay():
            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
                haveBuffPassiveEff = True
                
        elif effectID in ChConfig.AttrIDList:
@@ -237,6 +312,7 @@
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        layer = max(1, buff.GetLayer())
        skillData = buff.GetSkillData()
        for eIndex in range(skillData.GetEffectCount()):
            effect = skillData.GetEffect(eIndex)
@@ -244,13 +320,13 @@
            if effID not in ChConfig.AttrIDList:
                continue
            attrID = effID
            attrValue = effect.GetEffectValue(0)
            attrValue = effect.GetEffectValue(0) * layer
            calcType = effect.GetEffectValue(1)
            if calcType == 2: # 减少,其他默认增加
                attrValue = -attrValue
            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
            
    GameWorld.DebugLog("    __addBuffAttr buffAttrDict=%s" % buffAttrDict)
    GameWorld.DebugLog("    buffAttrDict=%s" % buffAttrDict)
    
    objID = batObj.GetID()
    # 先计算百分比加成或降低的
@@ -262,8 +338,8 @@
        attrValue = batObj.GetBatAttrValue(attrID, False)
        if attrValue <= 0:
            continue
        updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
        updValue = max(0, updValue) # 最多减到0,最大无上限
        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))
        
@@ -272,7 +348,8 @@
        if attrID in perIDList:
            continue
        attrValue = batObj.GetBatAttrValue(attrID, False)
        updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
        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))
        
@@ -284,10 +361,10 @@
            aftHP += (aftMaxHP - befMaxHP)
            batObj.SetHP(aftHP, True)
    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" % (objID, batObj.GetAtk(), batObj.GetDef(), 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()))
    return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.BuffID = curBuff.GetBuffID()
@@ -299,6 +376,7 @@
    clientPack.Value1 = curBuff.GetValue1()
    clientPack.Value2 = curBuff.GetValue2()
    clientPack.Value3 = curBuff.GetValue3()
    clientPack.IsAdd = 1 if isNewAdd else 0
    turnFight.addBatPack(clientPack)
    return