ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -346,20 +346,22 @@
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
    def GetFightPower(self): return self._ipyData.GetFightPower()
    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
    
class PyBuff():
    
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
        self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
        self._buffID = 0
        self._ownerID = 0
        self._layer = 0
        self._calcTime = 0
        self._remainTime = 0
        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
        self._isCopy = 0 # 是否复制的buff
        self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
        return
    
    def onRelease(self):
@@ -368,14 +370,18 @@
    
    def GetSkillData(self): return self._skillData
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetAddTiming(self): return self._addTiming
    def SetAddTiming(self, addTiming):
        self._addTiming = addTiming
        self._refreshState = 0 # 更新添加时机时需标记为未刷新
    def GetRefreshState(self): return self._refreshState
    def SetRefreshState(self, refreshState): self._refreshState = refreshState
    def GetBuffID(self): return self._buffID
    def SetBuffID(self, buffID): self._buffID = buffID
    def GetOwnerID(self): return self._ownerID
    def SetOwnerID(self, ownerID): self._ownerID = ownerID
    def GetLayer(self): return self._layer
    def SetLayer(self, layer): self._layer = layer
    def GetCalcTime(self): return self._calcTime
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def SetBuffValueList(self, valueList):
@@ -392,6 +398,11 @@
    def SetValue2(self, value): self._value2 = value
    def GetValue3(self): return self._value3
    def SetValue3(self, value): self._value3 = value
    def GetIsCopy(self): return self._isCopy
    def SetIsCopy(self, isCopy): self._isCopy = isCopy
    def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
    def ResetEffectValueEx(self): self._effExDict = {}
    def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
    
class BuffManager():
    ## 战斗对象buff管理器
@@ -538,11 +549,11 @@
    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
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
        self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
        self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
        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._byBuff = None # 由哪个buff触发的
@@ -566,6 +577,7 @@
        self._batType = 0
        self._tagObjList = []
        self._killObjList = []
        self._effIgnoreObjIDList = []
        self._bySkill = None
        self._byBuff = None
        self._afterLogicList = []
@@ -606,11 +618,8 @@
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
    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
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def GetBatType(self): return self._batType
@@ -623,6 +632,8 @@
    def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
    def GetKillObjList(self): return self._killObjList # 击杀目标列表
    def SetKillObjList(self, killObjList): self._killObjList = killObjList
    def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
    def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
    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
@@ -703,7 +714,7 @@
    
    def GetSkillCount(self): return len(self._skillList)
    def GetSkillByIndex(self, index): return self._skillList[index]
    def GetSkillIDList(self): return self._skillDict.keys()
    def GetSkillIDList(self): return sorted(self._skillDict.keys())
    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
    def FindSkillByTypeID(self, skillTypeID):
        skill = None
@@ -774,7 +785,9 @@
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        self._harmSelfHP = 0 # 自残值
        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
        self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -802,17 +815,14 @@
        TurnPassive.RefreshPassive(self)
        return
    
    def TurnReset(self):
        ## 回合重置
        self._skillTurnUseCntDict = {}
    def UpdInitBatAttr(self, initAttrDict, skillIDList):
    def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
        ## 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
        if skillIDList:
            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()
@@ -841,6 +851,10 @@
    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 GetBatLineup(self):
        turnFight = self.GetTurnFight()
        batFaction = turnFight.getBatFaction(self.faction)
        return batFaction.getBatlineup(self.lineupNum)
    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
@@ -904,18 +918,19 @@
                return True
        return False
    
    def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
    def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
    def IsInBuffStateGroup(self, buffStateGroup):
    def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
    def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
    def IsInBuffStateGroup(self, buffStateGroups):
        '''是否在某个状态组中
                        已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
        '''
        buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
        if buffStateGroup not in buffStateGroupDict:
            return
        for state in buffStateGroupDict[buffStateGroup]:
            if self._buffMgr.IsInBuffState(state):
                return state
        for stateGroup in buffStateGroups:
            if str(stateGroup) not in buffStateGroupDict:
                continue
            for state in buffStateGroupDict[str(stateGroup)]:
                if self._buffMgr.IsInBuffState(state):
                    return state
        return
    
    def CanAction(self):
@@ -993,8 +1008,13 @@
        self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
    def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
    
    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
    def ResetSkillTurnUseCnt(self):
        self._skillTurnUseCntDict = {}
    def ResetSkillUseCnt(self):
        self._skillUseCntDict = {}
        self._skillTurnUseCntDict = {}
    def AddSkillUseCnt(self, skillID):
        self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
        self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1002,8 +1022,14 @@
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
    
    def GetHarmSelfHP(self): return self._harmSelfHP
    def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
    def GetMainTagIDList(self): return self._mainTagIDList
    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
    def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
    def SetTiming(self, timing): self._timing = timing
    
    def StatHurtValue(self, hurtValue):
        ## 统计输出
@@ -1014,6 +1040,7 @@
        ## 统计承伤
        self.defStat += lostHP
        return self.defStat
    def GetStatDefValue(self): return self.defStat # 获取累计总承伤
    
    def StatCureValue(self, cureValue):
        ## 统计治疗