ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -177,18 +177,26 @@
            nowLayerCnt = buff.GetLayer()
            GameWorld.DebugLogEx("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
            
            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
                updLayerCnt = nowLayerCnt + addLayerCnt
                if maxLayerCnt and updLayerCnt > maxLayerCnt:
                    updLayerCnt = maxLayerCnt
                GameWorld.DebugLogEx("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
            elif buffRepeat == 1: # 延长回合
                addTime = buffSkill.GetLastTime()
                remainTime = buff.GetRemainTime() + addTime
                GameWorld.DebugLogEx("        延长回合: addTime=%s,updRemainTime=%s", addTime, remainTime)
            else:
                GameWorld.DebugLogEx("        默认覆盖")
                resetAddTiming = True
                
            # 重置回合、CD、值等
            buff.SetAddTiming(batObj.GetTiming())
            buff.SetRemainTime(buffSkill.GetLastTime())
            if resetAddTiming:
                buff.SetAddTiming(batObj.GetTiming())
            buff.SetRemainTime(remainTime)
            buff.SetLayer(updLayerCnt)
            buff.SetBuffValueList(buffValueList)
            buff.ResetEffectValueEx()
@@ -234,7 +242,20 @@
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
    #受控时
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
    return buff
def IsControlledHardState(state):
    stateGroup = "1"
    buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
    if stateGroup not in buffStateGroupDict:
        return
    return state in buffStateGroupDict[stateGroup]
def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
    ## 刷新buff效果
@@ -260,8 +281,16 @@
            isRefreshAttr = True
            
    if refreshType and buffSkill and buffOwner:
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, tagObj=batObj, connSkill=buffSkill, connBuff=curBuff)
        # 判断是否有额外属性的
        if not isRefreshAttr:
            effExDict = curBuff.GetEffectExDict()
            for effCalcInfo in effExDict.keys():
                effID = effCalcInfo[0]
                if effID in ChConfig.AttrIDList:
                    isRefreshAttr = True
                    break
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
@@ -361,13 +390,14 @@
    DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
    return
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True):
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True, afterTriggerData=None):
    '''删除buff
    @param relatedSkill: 关联的技能
    @param afterLogic: 是否需要在关联技能处理完毕后才处理删除后续逻辑,如通知,触发被动等
    @param tagObj: 由谁引起的buff删除
    @param noRefreshAttr: 不刷新属性
    @return: isRefreshAttr 是否需要刷属性,如果设置了 noRefreshAttr,则要在外层刷属性
    @return: afterTriggerData afterLogic为True时,附带的被动触发数据,因为buff被删除后该buff自带的被动效果也会被删除,所以先缓存供后续处理
    '''
    
    release = True # 释放buff实例
@@ -398,7 +428,7 @@
        SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
    if afterLogic and relatedSkill:
        tagObjID = tagObj.GetID() if tagObj else buffObjID
        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID, afterTriggerData])
        
    #buff消失的触发
    for effectIndex in range(0, skillData.GetEffectCount()):
@@ -482,7 +512,7 @@
    isRefreshAttr = False
    objID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
@@ -527,11 +557,11 @@
    '''
    
    objID = batObj.GetID()
    befHP = batObj.GetHP()
    befMaxHP = batObj.GetMaxHP()
    
    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)
    
@@ -548,6 +578,9 @@
            effect = curSkill.GetEffect(eIndex)
            effID = effect.GetEffectID()
            if effID not in ChConfig.AttrIDList:
                continue
            if effect.GetTriggerWay():
                # 需要触发才有效的不算
                continue
            if effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill]:
                # 技能属性仅技能时有效
@@ -570,11 +603,14 @@
        skillData = buff.GetSkillData()
        
        effExDict = buff.GetEffectExDict()
        for effID, effValueEx in effExDict.items():
        for effCalcInfo, effValueEx in effExDict.items():
            effID, calcType = effCalcInfo
            if effID not in ChConfig.AttrIDList:
                continue
            attrID = effID
            attrValue = effValueEx * layer
            if calcType == 2: # 减少,其他默认增加
                attrValue = -attrValue
            buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
            skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
            
@@ -630,6 +666,9 @@
        if befHP and aftMaxHP > befMaxHP:
            aftHP += (aftMaxHP - befMaxHP)
            batObj.SetHP(aftHP, isNotify)
        elif aftHP > aftMaxHP:
            aftHP = aftMaxHP
            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())
    return