hxp
6 小时以前 726517b2002ec6dd46e07f89c10fdfe0274243af
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -24,7 +24,153 @@
import ShareDefine
import ChConfig
import ObjPool
import TurnPassive
import TurnBuff
class PassiveEffManager():
    ## 被动效果管理器
    def __init__(self, batObj):
        self._batObj = batObj
        # 被影响的技能ID: 0为所有技能
        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        return
    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
        '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                        优先级之后有需要再扩展
        @return: [["skill/buff", skillID/buffID, effIDList], ...]
        '''
        effList = []
        # 优先取关联技能的
        if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]:
            # 技能
            key = (triggerWay, connSkillTypeID)
            if key in self._AffectSkillDict:
                effDict = self._AffectSkillDict[key]
                for skillID, effIDList in effDict.items():
                    effList.append(["skill", skillID, effIDList])
            # buff
            key = (triggerWay, connSkillTypeID)
            if key in self._AffectBuffDict:
                effDict = self._AffectBuffDict[key]
                for buffID, effIDList in effDict.items():
                    effList.append(["buff", buffID, effIDList])
        # 所有技能有效的
        key = (triggerWay, ChConfig.TriggerSrc_Skill)
        effDict = self._AffectSkillDict.get(key, {})
        for skillID, effIDList in effDict.items():
            effList.append(["skill", skillID, effIDList])
        # 所有buff有效的
        key = (triggerWay, ChConfig.TriggerSrc_Buff)
        effDict = self._AffectBuffDict.get(key, {})
        for buffID, effIDList in effDict.items():
            effList.append(["buff", buffID, effIDList])
        return effList
    def RefreshSkillPassiveEffect(self):
        self._AffectSkillDict = {}
        skillManager = self._batObj.GetSkillManager()
        for index in range(0, skillManager.GetSkillCount()):
            curSkill = skillManager.GetSkillByIndex(index)
            if not curSkill:
                continue
            for index in xrange(curSkill.GetEffectCount()):
                curEffect = curSkill.GetEffect(index)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                self.AddSkillPassiveEffect(curSkill, curEffect)
        return self._AffectSkillDict
    def AddSkillPassiveEffect(self, curSkill, effect):
        ## 添加技能被动效果
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay:
            return
        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
            return
        if triggerSrc == ChConfig.TriggerSrc_Buff:
            # buff有效的不加进来
            return
        skillID = curSkill.GetSkillID()
        effectID = effect.GetEffectID()
        key = (triggerWay, triggerSrc)
        if key not in self._AffectSkillDict:
            self._AffectSkillDict[key] = {}
        effDict = self._AffectSkillDict[key]
        if skillID not in effDict:
            effDict[skillID] = []
        effDict[skillID].append(effectID)
        return
    def RefreshBuffPassiveEffect(self):
        self._AffectBuffDict = {}
        buffMgr = self._batObj.GetBuffManager()
        for index in range(buffMgr.GetBuffCount()):
            buff = buffMgr.GetBuffByIndex(index)
            if not buff:
                continue
            skillData = buff.GetSkillData()
            for index in xrange(skillData.GetEffectCount()):
                curEffect = skillData.GetEffect(index)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                self.AddBuffPassiveEffect(buff, skillData, curEffect)
        return self._AffectBuffDict
    def AddBuffPassiveEffect(self, buff, skillData, effect):
        '''添加Buff被动效果
                            同个buff的技能ID如果叠加规则是独立的,那么可能同时存在多个相同技能效果的buff
                            如果触发效果,就要触发多次,所以buff的效果以buffID为key
        '''
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay:
            return
        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
            return
        if triggerSrc == ChConfig.TriggerSrc_Skill:
            # 技能有效的不加进来
            return
        buffID = buff.GetBuffID()
        effectID = effect.GetEffectID()
        key = (triggerWay, triggerSrc)
        if key not in self._AffectBuffDict:
            self._AffectBuffDict[key] = {}
        effDict = self._AffectBuffDict[key]
        if buffID not in effDict:
            effDict[buffID] = []
        effIDList = effDict[buffID]
        if effectID not in effIDList:
            effIDList.append(effectID)
        return
    def DelBuffPassiveEffect(self, buffID):
        ## 删除Buff被动效果
        for key, effDict in self._AffectBuffDict.items():
            if buffID not in effDict:
                continue
            effDict.pop(buffID)
            if not effDict:
                self._AffectBuffDict.pop(key)
        return
class HurtObj():
    ## 伤血统计
    
@@ -35,7 +181,8 @@
    def Clear(self):
        self._objID = 0
        self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
        self._hurtHP = 0 # 伤血值
        self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
        self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
        self._lostHP = 0 # 实际掉血值
        self._curHP = 0 # 更新血量
        self._suckHP = 0 # 吸血量
@@ -52,9 +199,11 @@
        return
    def HaveHurtType(self, hurtType):
        ## 判断是否存在某种伤血类型
        return self._hurtTypes&pow(2, hurtType)
        return self._hurtTypes & pow(2, hurtType)
    def GetHurtHP(self): return self._hurtHP
    def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
    def GetRealHurtHP(self): return self._realHurtHP
    def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
    def GetLostHP(self): return self._lostHP
    def SetLostHP(self, lostHP): self._lostHP = lostHP
    def GetCurHP(self): return self._curHP
@@ -64,15 +213,88 @@
    def GetBounceHP(self): return self._bounceHP
    def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
    
class SkillEffect():
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
        self._effID = effID
        self._values = values
        self._triggerWay = triggerWay
        self._triggerSrc = triggerSrc
        #self._triggerParams = triggerParams if triggerParams else []
        return
    def GetEffectID(self): return self._effID
    def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
    def GetEffectValueCount(self): return len(self._values)
    def GetTriggerWay(self): return self._triggerWay
    def GetTriggerSrc(self): return self._triggerSrc
    #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
EmptyEffect = SkillEffect(0, [])
class SklllData():
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._effList = [] # [Effect, ...]
        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
        for num in range(1, 1 + 3):
            effID = getattr(ipyData, "GetEffectID%s" % num)()
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
            self._effList.append(effect)
            self._effDict[(effID, triggerWay)] = effect
        return
    def GetIpyData(self): return self._ipyData
    def GetSkillID(self): return self._ipyData.GetSkillID()
    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
    def GetSkillLV(self): return self._ipyData.GetSkillLV()
    def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
    def GetSkillName(self): return self._ipyData.GetSkillName()
    def GetFuncType(self): return self._ipyData.GetFuncType()
    def GetSkillType(self): return self._ipyData.GetSkillType()
    def GetHurtType(self): return self._ipyData.GetHurtType()
    def GetAtkType(self): return self._ipyData.GetAtkType()
    def GetTagAim(self): return self._ipyData.GetTagAim() # 瞄准位置
    def GetTagFriendly(self): return self._ipyData.GetTagFriendly() # 敌我目标
    def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己
    def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分
    def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数
    def GetCalcType(self): return self._ipyData.GetCalcType()
    def GetSkillPer(self): return self._ipyData.GetSkillPer()
    def GetSkillValue(self): return self._ipyData.GetSkillValue()
    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
    def GetConnSkill(self): return self._ipyData.GetConnSkill()
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
    def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
    def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
    def GetFightPower(self): return self._ipyData.GetFightPower()
    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
class PyBuff():
    
    def __init__(self, skillData):
        self._skillData = skillData
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._buffID = 0
        self._ownerID = 0
        self._layer = 0
        self._calcTime = 0
        self._remainTime = 0
        self._valueList = []
        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
        return
    
    def GetSkillData(self): return self._skillData
@@ -83,19 +305,34 @@
    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 SetValueList(self, valueList): self._valueList = valueList
    def GetValue(self, index):
        return self._valueList[index] if len(self._valueList) > index else 0
    def SetBuffValueList(self, valueList):
        for index, value in enumerate(valueList):
            if index == 0:
                self.SetValue1(value)
            elif index == 1:
                self.SetValue2(value)
            elif index == 2:
                self.SetValue3(value)
    def GetValue1(self): return self._value1
    def SetValue1(self, value): self._value1 = value
    def GetValue2(self): return self._value2
    def SetValue2(self, value): self._value2 = value
    def GetValue3(self): return self._value3
    def SetValue3(self, value): self._value3 = value
class BuffManager():
    ## 战斗对象buff管理器
    
    def __init__(self):
    def __init__(self, batObj):
        self._batObj = batObj
        self._buffList = [] # [PyBuff, ...]
        self._buffIDDict = {} # {buffID:PyBuff, ...}
        self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
        self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
        self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
        # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
        return
@@ -111,51 +348,66 @@
        return
    
    def GetBuffCount(self): return len(self._buffList)
    def GetBuffByIndex(self, index):
        buff = self._buffList[index]
        #if False:
        #    buff = PyBuff()
        return buff
    def GetBuffByIndex(self, index): return self._buffList[index]
    def AddBuff(self, skillID):
        buff = None
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not skillData:
        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not ipyData:
            return buff
        skillTypeID = skillData.GetSkillTypeID()
        skillTypeID = ipyData.GetSkillTypeID()
        self._buffID += 1
        
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, skillData)
        buff.SetBuffID(self._buffID)
        buffID = self._buffID
        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
        buff.SetBuffID(buffID)
        
        self._buffList.append(buff)
        self._buffIDDict[self._buffID] = buff
        self._buffIDDict[buffID] = buff
        #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
        if skillTypeID not in self._skillTypeIDBuffIDs:
            self._skillTypeIDBuffIDs[skillTypeID] = []
        buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
        if self._buffID not in buffIDs:
            buffIDs.append(self._buffID)
        if buffID not in buffIDs:
            buffIDs.append(buffID)
            
        #if False:
        #    buff = PyBuff()
        return buff
    
    def GetBuff(self, buffID):
        buff = None
        if buffID in self._buffIDDict:
            buff = self._buffIDDict[buffID]
        #if False:
        #    buff = PyBuff()
        return buff
    def DelBuff(self, buffID, release=True):
        if buffID not in self._buffIDDict:
            #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
            return
        #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
        buff = self._buffIDDict.pop(buffID)
        if buff in self._buffList:
            self._buffList.remove(buff)
        else:
            # 防范下找不到的情况
            for lBuff in self._buffList[::-1]:
                if lBuff.GetBuffID() == buffID:
                    self._buffList.remove(lBuff)
                    GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
            if buffID not in buffIDList:
                continue
            buffIDList.remove(buffID)
            if not buffIDList:
                self._skillTypeIDBuffIDs.pop(skillTypeID)
            break
        if release:
            ObjPool.GetPoolMgr().release(buff)
        return
    
    def FindBuffIDBySkillID(self, skillID):
        ## 返回该技能ID的所有buffID列表
    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
    def FindBuffBySkillID(self, skillID):
        ## 返回该技能ID的所有buff列表
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not skillData:
            return []
        return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID())
    def FindBuffIDBySkillTypeID(self, skillTypeID):
        ## 返回该技能TypeID的所有buffID列表
        return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID())
    def FindBuffBySkillTypeID(self, skillTypeID):
        ## 返回该技能TypeID的所有buff列表
        if skillTypeID not in self._skillTypeIDBuffIDs:
            return []
        buffs = []
@@ -165,20 +417,55 @@
            buffs.append(self._buffIDDict[buffID])
        return buffs
    
class PySkill():
    def __init__(self, skillData):
        self._skillData = skillData
        self._remainTime = 0
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._enhanceBySkill = None # 由哪个主技能触发的
        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
        self._hurtList = [] # 本次伤血列表 [HurtObj, ...]
    def AddBuffState(self, state, buffID):
        ## 添加buff影响的状态,ChConfig.BatObjStateList
        if state not in self._buffStateDict:
            self._buffStateDict[state] = []
        buffIDList = self._buffStateDict[state]
        if buffID not in buffIDList:
            buffIDList.append(buffID)
        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        return
    
    def SetSkillData(self, skillData): self._skillData = skillData
    def DelBuffState(self, state, buffID):
        ## 删除buff影响的状态
        if state not in self._buffStateDict: return
        buffIDList = self._buffStateDict[state]
        if buffID not in buffIDList:
            return
        buffIDList.remove(buffID)
        if not buffIDList:
            self._buffStateDict.pop(state)
        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        return
    def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
    def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
class PySkill():
    def __init__(self, ipyData):
        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._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._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
        return
    def ResetUseRec(self):
        self._batType = 0
        self._tagObjList = []
        self._bySkill = None
        self._afterLogicList = []
        self.ClearHurtObj()
        return
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
    def GetSkillLV(self): return self._skillData.GetSkillLV()
    def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
    def GetSkillName(self): return self._skillData.GetSkillName()
    def GetFuncType(self): return self._skillData.GetFuncType()
@@ -190,54 +477,44 @@
    def GetTagSelf(self): return self._skillData.GetTagSelf() # 是否含自己
    def GetTagAffect(self): return self._skillData.GetTagAffect() # 目标细分
    def GetTagCount(self): return self._skillData.GetTagCount() # 目标个数
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
    def GetCalcType(self): return self._skillData.GetCalcType()
    def GetSkillPer(self): return self._skillData.GetSkillPer()
    def GetSkillValue(self): return self._skillData.GetSkillValue()
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
    def GetConnSkill(self): return self._skillData.GetConnSkill()
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def FindEffectID(self, effID):
        ## 查找是否有某个效果ID
        # @return: 大于0该ID所在的效果ID编号; 0-不存在该效果ID
        for idNum in range(1, 1 + 3):
            if self.GetEffectID(idNum) == effID:
                return idNum
        return 0
    def GetEffectID(self, idNum):
        ## 获取效果ID
        # @param idNum: 效果ID编号,从1开始
        if idNum == 1:
            return self._skillData.GetEffectID1()
        if idNum == 2:
            return self._skillData.GetEffectID2()
        if idNum == 3:
            return self._skillData.GetEffectID3()
        return 0
    def GetEffectValue(self, idNum, index):
        ## 获取效果对应值
        # @param idNum: 效果ID编号,从1开始
        # @param index: 值索引,从0开始代表第1个值
        if idNum <= 0:
            return 0
        if idNum == 1:
            values = self._skillData.GetEffectValues1()
        elif idNum == 2:
            values = self._skillData.GetEffectValues2()
        elif idNum == 3:
            values = self._skillData.GetEffectValues3()
        else:
            return 0
        return values[index] if len(values) > index else 0
    def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能
    def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
    def GetLayerCnt(self): return self._skillData.GetLayerCnt()
    def GetLayerMax(self): return self._skillData.GetLayerMax()
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
    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
    def SetBatType(self, batType): self._batType = batType
    def GetEnhanceBySkill(self): return self._enhanceBySkill
    def SetEnhanceBySkill(self, enhanceBySkill): self._enhanceBySkill = enhanceBySkill
    def GetBySkill(self): return self._bySkill
    def SetBySkill(self, bySkill): self._bySkill = bySkill
    def GetTagObjList(self): return self._tagObjList # 技能目标列表
    def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
    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
        @param logicType: 逻辑类型
        @param logicData: 逻辑对应的数据
        '''
        self._afterLogicList.append([logicType, logicData])
        return
    def ClearHurtObj(self):
        ## 清空伤血统计
        poolMgr = ObjPool.GetPoolMgr()
@@ -252,12 +529,6 @@
        self._hurtList.append(hurtObj)
        return hurtObj
    def GetHurtObjList(self): return self._hurtList
    def GetHurtObj(self, tagID):
        ## 获取某个伤血,如果目标没有在伤血列表里则返回None
        for hurtObj in self._hurtList:
            if hurtObj.GetObjID() == tagID:
                return hurtObj
        return
    
class SkillManager():
    ## 战斗对象技能管理器
@@ -276,62 +547,66 @@
        return
    
    def GetSkillCount(self): return len(self._skillList)
    def GetSkillByIndex(self, index):
        skill = self._skillList[index]
        #if False:
        #    skill = PySkill()
        return skill
    def FindSkillByID(self, skillID):
        skill = self._skillDict.get(skillID, None)
        #if False:
        #    skill = PySkill()
        return skill
    def GetSkillByIndex(self, index): return self._skillList[index]
    def GetSkillIDList(self): return self._skillDict.keys()
    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
    def FindSkillByTypeID(self, skillTypeID):
        skill = None
        for s in self._skillList:
            if s.GetSkillTypeID() == skillTypeID:
                skill = s
                break
        #if False:
        #    skill = PySkill()
        return skill
    
    def LearnSkillByID(self, skillID):
        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not skillData:
        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
        if not ipyData:
            return
        if skillID in self._skillDict:
            return
        skillTypeID = skillData.GetSkillTypeID()
        skillTypeID = ipyData.GetSkillTypeID()
        curSkill = self.FindSkillByTypeID(skillTypeID)
        if curSkill:
            if curSkill.GetSkillID() >= skillID:
                return
            # 升级技能
            curSkill.SetSkillData(skillData)
        else:
            # 学新技能
            curSkill = ObjPool.GetPoolMgr().acquire(PySkill, skillData)
            self._skillDict[skillID] = curSkill
            self._skillList.append(curSkill)
            self.__deleteSkill(curSkill)
        # 学新技能
        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
        self._skillDict[skillID] = curSkill
        self._skillList.append(curSkill)
        return curSkill
    def __deleteSkill(self, curSkill):
        skillID = curSkill.GetSkillID()
        self._skillDict.pop(skillID, None)
        if curSkill in self._skillList:
            self._skillList.remove(curSkill)
        ObjPool.GetPoolMgr().release(curSkill)
        return
    
class BatObj():
    ## 战斗实体对象数据,目前与某个NPCObj绑定
    
    def __init__(self):
        self.tfGUID = "" # 所属的某场回合战斗的guid
        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
        self.objID = 0
        self.objName = ""
        self.npcID = 0
        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
        self.heroID = 0
        self.skinID = 0
        self.country = 0
        self.atkDistType = 0
        self.sex = 0
        self.lv = 1
        self.fightPower = 0
        self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
        self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
        self.posNum = 0 # 所在阵容站位
        self._hp = 0 # 当前生命值
        self._xp = 0 # 当前怒气值
        self._isAlive = True # 是否活着
        self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
        self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
        self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -339,7 +614,8 @@
        self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
        self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -348,27 +624,56 @@
        return
    
    def InitBatAttr(self, initAttrDict, initXP=0):
        ## 初始化战斗属性
        '''初始化战斗属性
        @param initAttrDict: 已经算好的在阵容中的属性,包含羁绊、阵容属性等,战斗中只要计算buff属性即可
        @param initXP: 初始化的怒气值
        '''
        self._initAttrDict = initAttrDict
        self._batAttrDict = {}
        self._batAttrDict.update(initAttrDict)
        self._batAttrDict[ChConfig.AttrID_XP] = initXP
        self._batAttrDict[ChConfig.AttrID_HP] = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
        self._skillTempAttrDict = {}
        self._xp = initXP
        self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
        TurnBuff.RefreshBuffAttr(self)
        TurnPassive.RefreshPassive(self)
        return
    def UpdInitBatAttr(self, initAttrDict, skillIDList):
        ## 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
        TurnBuff.RefreshBuffAttr(self)
        if learnNewSkill: # 有学新技能时重刷技能被动
            self._passiveEffMgr.RefreshSkillPassiveEffect()
        return
    def ResetBattleEffect(self):
        self._batAttrDict = {}
        self._batAttrDict.update(self._initAttrDict)
        return self._batAttrDict
    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 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
    def GetName(self): return self.objName
    def SetName(self, name): self.objName = name
    def GetCountry(self): return self.country
    def SetCountry(self, country): self.country = country
    def GetAtkDistType(self): return self.atkDistType
    def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
    def GetSex(self): return self.sex
    def SetSex(self, sex): self.sex = sex
    def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
    def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
    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 GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
    def GetHeroID(self): return self.heroID
    def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
    def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
        self.ownerID = ownerID
    def SetHero(self, heroID, skinID=0): # 设置所属武将
        self.heroID = heroID
        self.skinID = skinID
    def SetLineupPos(self, posNum, lineupNum=1):
@@ -390,6 +695,7 @@
    
    def GetSkillManager(self): return self._skillMgr
    def GetBuffManager(self):return self._buffMgr
    def GetPassiveEffManager(self):return self._passiveEffMgr
    
    def GetCanAttack(self):
        ## 可否被攻击
@@ -398,31 +704,75 @@
        #    return False
        return True
    
    def IsInState(self, state):
        ## 是否处于某种状态下
        return self._buffMgr.IsInBuffState(state)
    def IsInControlled(self):
        ## 是否被控制中
        for state in ChConfig.InControlledStateList:
            if self.IsInState(state):
                return True
        return False
    def CanAction(self):
        ## 是否可以行动
        if not self.IsAlive():
            return False
        if self.IsInControlled():
            return False
        return True
    def GetSneerTagObj(self):
        ## 获取被嘲讽的目标,如果存在则一定是活着的目标
        buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
        if not buffIDList:
            return
        objMgr = GetBatObjMgr()
        for buffID in buffIDList:
            buff = self._buffMgr.GetBuff(buffID)
            if not buff:
                continue
            tagObj = objMgr.getBatObj(buff.GetOwnerID())
            if tagObj and tagObj.IsAlive(): # 活着才有效
                return tagObj
        return
    # 战斗属性
    def IsAlive(self): return self._isAlive # 是否活着
    def SetDead(self):
        self._isAlive = False
        self._hp = 0
    def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
    def SetMaxHP(self, maxHP): self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
    def GetHP(self): return self._batAttrDict.get(ChConfig.AttrID_HP, 0)
    def SetMaxHP(self, maxHP, isNotify=False):
        self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
        return
    def GetHP(self): return self._hp
    def SetHP(self, hp, isNotify=False):
        self._batAttrDict[ChConfig.AttrID_HP] = hp
        self._hp = hp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
        return
    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP())
    def GetXP(self): return self._batAttrDict.get(ChConfig.AttrID_XP, 0)
    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
    def GetXP(self): return self._xp
    def SetXP(self, xp, isNotify=True):
        self._batAttrDict[ChConfig.AttrID_XP] = xp
        self._xp = xp
        if isNotify:
            NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
        return
    def GetAtk(self): return self.GetAttrValue(ChConfig.AttrID_Atk)
    def GetDef(self): return self.GetAttrValue(ChConfig.AttrID_Def)
    def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
    def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
    
    def GetAttrValue(self, attrID):
    def GetBatAttrValue(self, attrID, includeTemp=True):
        #ChConfig.AttrID_HP ChConfig.AttrID_XP
        value = self._batAttrDict.get(attrID, 0)
        if attrID in self._skillTempAttrDict:
        if includeTemp and attrID in self._skillTempAttrDict:
            value += self._skillTempAttrDict[attrID] # 支持正负值
            value = max(1, value)
        return value
    def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
    def AddSkillTempAttr(self, attrID, value):
        ## 增加技能临时属性,支持正负值
        # @param value: 正值-加属性;负值-减属性
@@ -453,29 +803,6 @@
    def TurnReset(self):
        ## 回合重置
        self._skillTurnUseCntDict = {}
    def ResetBatObj(self, isReborn=True):
        ## 重置战斗相关
        # @param isReborn: 死亡的是否复活
        # 重置统计
        self.hurtStat = 0
        self.defStat = 0
        self.cureStat = 0
        if self.GetHP() <= 0 and not isReborn:
            return
        # 清除buff
        # 回满血
        self.SetHPFull()
        # 重置怒气
        initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
        self.SetXP(initXP)
        return
    
class BattleObjMgr():
    ## 战斗对象管理器