ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -104,7 +104,7 @@
        
    #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
    haloSrcBuff = None # 光源buff
    if skillType == ChConfig.Def_SkillType_Halo and ownerID != curID:
    if skillType in ChConfig.Def_HaloSkill_List and ownerID != curID:
        haloSrcBuff = buffOwner.GetBuffManager().FindBuffBySkillID(skillID, ownerID)
        if not haloSrcBuff:
            GameWorld.ErrLog("添加光环技能时找不到光源! skillID=%s,ownerID=%s" % (skillID, ownerID))
@@ -179,12 +179,15 @@
                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
@@ -204,20 +207,18 @@
            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)
@@ -228,11 +229,12 @@
    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,remainTime=%s,setLayerCnt=%s",
                         buffID, skillID, ownerID, relatedSkillID, timing, remainTime, setLayerCnt, 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(remainTime)
@@ -242,26 +244,26 @@
    if curBuffState:
        buffMgr.AddBuffState(curBuffState, buffID)
        
    if afterLogic and bySkill:
        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    if skillType in ChConfig.Def_HaloSkill_List:
        __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)
    
    #受控时
    #添加buff时有需要后置处理触发被动的,如受控
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
        batObjMgr = BattleObj.GetBatObjMgr()
        ownerBatLineup = buffOwner.GetBatLineup()
        for lineupObjID in ownerBatLineup.posObjIDDict.values():
            lineupObj = batObjMgr.getBatObj(lineupObjID)
            if not lineupObj.IsAlive():
                continue
            # 敌方被控时
            if lineupObj.GetFaction() != batObj.GetFaction():
                TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, batObj, connSkill=buffSkill)
        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):
@@ -311,6 +313,7 @@
        RefreshBuffAttr(batObj)
        
    if refreshType in [1, 2] and skillData.GetCurBuffState() == ChConfig.BatObjState_Frozen:
        batObj.SetBeFrozenCnt(batObj.GetBeFrozenCnt() + 1) # 后面加的通用逻辑,原司马懿的暂不动代码
        __smyRecordEnemyFrozen(turnFight, batObj, curBuff)
    return
@@ -325,10 +328,7 @@
    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
@@ -349,6 +349,7 @@
    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:
@@ -377,7 +378,7 @@
    curBuff.SetRemainTime(remainTime)
    SyncBuffRefresh(turnFight, batObj, curBuff)
    
    if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
    if skillType in ChConfig.Def_HaloSkill_List and ownerID == buffObjID:
        haloObjIDList = curBuff.GetHaloObjIDList()
        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()
@@ -480,7 +481,7 @@
    if isRefreshAttr and not noRefreshAttr:
        RefreshBuffAttr(batObj)
        
    if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
    if skillType in ChConfig.Def_HaloSkill_List and ownerID == buffObjID:
        haloObjIDList = curBuff.GetHaloObjIDList()
        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()
@@ -550,29 +551,32 @@
            
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
    # 重新添加本阵营有效光环
    # 重新添加有效光环
    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:
    for faction, num in turnFight.actionSortList:
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        for tagObjID in batLineup.getAllPosObjIDList():
            tagObj = batObjMgr.getBatObj(tagObjID)
            if not tagObj.IsAlive():
                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)
            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)
            
    # 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
@@ -586,9 +590,14 @@
    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 = {}
    
@@ -626,7 +635,12 @@
        buff = buffMgr.GetBuffByIndex(index)
        layer = max(1, buff.GetLayer())
        skillData = buff.GetSkillData()
        skillType = skillData.GetSkillType()
        if skillType == ChConfig.Def_SkillType_HaloDep:
            if buff.GetOwnerID() == objID:
                #GameWorld.DebugLogEx("    减益光环对自己无效! buffSkillID=%s", skillData.GetSkillID(), objID)
                continue
        effExDict = buff.GetEffectExDict()
        for effCalcInfo, effValueEx in effExDict.items():
            effID, calcType = effCalcInfo
@@ -663,11 +677,22 @@
    
    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
@@ -699,6 +724,21 @@
            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):