| | |
| | | import GameBuffs
|
| | | import ChConfig
|
| | | import FBLogic
|
| | | import ReadChConfig
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| | | import SkillShell
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| | | import PassiveBuffEffMng
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| | | import ChNetSendPack
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| | | import PlayerTJG
|
| | | import OperControlManager
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| | | import GameObj
|
| | | import CrossPlayerData
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | # @param tick 当前时间
|
| | | # @param value Buff总值->用于持续类技能
|
| | | # @param buffOwner Buff拥有者
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def DoAddBuff( curObj, buffType, curSkill, tick, addBuffValueList = [], buffOwner = None ):
|
| | | # @param addForce 代表是否一定添加buff,避免互相反弹buff
|
| | | def DoAddBuff( curObj, buffType, curSkill, tick, addBuffValueList = [], buffOwner = None, addForce = False ):
|
| | | if curObj == None:
|
| | | # 避免配表错误导致报错
|
| | | return False
|
| | |
|
| | | if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul and curObj.GetGameObjType() == IPY_GameWorld.gotNPC:
|
| | | if curSkill.GetSkillTypeID() != 23052:
|
| | | #GameWorld.DebugLog('聚魂副本玩家不能对怪物上buff curSkill=%s,buffOwner=%s'%(curSkill.GetSkillTypeID(),buffOwner.GetID()))
|
| | | return True
|
| | | #GameWorld.DebugLog('聚魂副本对怪物上buff curSkill=%s,buffOwner=%s'%(curSkill.GetSkillTypeID(),buffOwner.GetID()))
|
| | | |
| | | if curObj.GetGameObjType() == IPY_GameWorld.gotNPC and curObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
|
| | | and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
|
| | | # 释放后 对指定BOSS无效的技能
|
| | | return True
|
| | |
|
| | | result = AddBuffNoRefreshState(curObj, buffType, curSkill, tick, addBuffValueList, buffOwner)
|
| | | result = AddBuffNoRefreshState(curObj, buffType, curSkill, tick, addBuffValueList, buffOwner, addForce)
|
| | |
|
| | | if result is not 0:
|
| | | # 被抵消的buff 不处理
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| | |
| | | #异常
|
| | | else:
|
| | | GameWorld.Log("添加buff刷新失败 curObjType = %s"%(curObjType))
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| | |
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| | | |
| | | |
| | | return result
|
| | |
|
| | |
|
| | |
| | | ## 增加BUFF 减少BUFF(参数 -> 当前对象,buff类型,当前技能,当前时间,Buff总值->用于持续类技能 , Buff拥有者)
|
| | | # buff的effect在添加和删除的时候处理,buff共存由buff本身决定而不是effect互斥,不再统一调用RefreshPlayerBuffOnAttrAddEffect
|
| | | # plusValueList 改为buff value列表 第一个为增加数值,其他自定义
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| | | # addForce 表示是否一定会增加buff,避免互相反弹buff
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| | | # 返回值 返回真刷属性,返回0 代表被抵消buff
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| | | def AddBuffNoRefreshState( curObj, buffType, curSkill, tick, plusValueList=[] , buffOwner = None ):
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| | | def AddBuffNoRefreshState( curObj, buffType, curSkill, tick, plusValueList=[], buffOwner = None, addForce = False):
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| | | if not SkillCommon.IsBuff(curSkill):
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| | | GameWorld.ErrLog("%s 不能加这个buff, 因为它是攻击技能! %s-->TypeID = %d"%(curObj.GetName(), curSkill.GetSkillName(), curSkill.GetSkillType()))
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| | | return False
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| | |
| | | if buffTuple == ():
|
| | | return False
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| | |
|
| | | if curSkill.GetSkillType() in ChConfig.Def_Debuff_List:
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| | | if not addForce and curSkill.GetSkillType() in ChConfig.Def_Debuff_List:
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| | | if PassiveBuffEffMng.OnPassiveSkillHappen(curObj, buffOwner, curSkill, ChConfig.TriggerType_DebuffOff, tick):
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| | | # 此处必须返回0 用于外层判断被抵消
|
| | | return 0
|
| | |
|
| | | if PassiveBuffEffMng.OnPassiveBuffHappen(curObj, buffOwner, curSkill, ChConfig.TriggerType_DebuffOff, tick):
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| | | # 被动类buff抵消
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| | | # 此处必须返回0 用于外层判断被抵消
|
| | | return 0
|
| | |
|
| | | buffState = buffTuple[0]
|
| | | maxBuffCount = buffTuple[1]
|
| | | buffCount = buffState.GetBuffCount()
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| | |
| | | #用于BUFF满的时候处理刷新逻辑
|
| | | isDelRefresh = False
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| | |
|
| | | # 向跨服发送数据
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| | | CrossPlayerData.SendMergeData_Buff(curObj, curSkillID, plusValueList)
|
| | | |
| | | # buff层级
|
| | | layerMaxCnt = 0
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| | | layerCalc = 0
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| | |
| | | if hasEffect:
|
| | | layerMaxCnt = hasEffect.GetEffectValue(0) # 能叠加的最大上限
|
| | | layerCalc = hasEffect.GetEffectValue(1) # 增加层级还是减少层级 Def_BuffLayer_Add
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| | |
|
| | |
|
| | | #1 检查是否有相同的BUFF,如果有相同的就刷新时间
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| | | for i in range( 0, buffCount ):
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| | |
| | |
|
| | | if buffReplaceType == ChConfig.Def_Buff_Replace_Better:
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| | | if buffSkillLV > curSkillLV:
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| | | # 只取最好的
|
| | | continue
|
| | | # 只取最好的, 不可加直接退出
|
| | | return False
|
| | |
|
| | | resultTime = -1 #不改变时间的情况
|
| | | if buffRepeatTimeType == ChConfig.Def_BuffTime_Reset:
|
| | |
| | | if curLayerCnt < layerMaxCnt:
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| | | if layerCalc == ChConfig.Def_BuffLayer_Add:
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| | | curBuff.SetLayer(curLayerCnt + 1)
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| | | #BUFF层级变化触发被动
|
| | | if buffOwner:
|
| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
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| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
|
| | | else:
|
| | | curBuff.SetLayer(layerMaxCnt)
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| | | changeLayer = True
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| | | #BUFF层级变化触发被动
|
| | | if buffOwner:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
|
| | | |
| | | __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
|
| | | # 此处考虑下plusValue变强是否刷属性
|
| | | #DoAddBuffOver(curObj, curSkill, addBuff, tick)
|
| | |
| | |
|
| | | #是否需要通知客户端
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| | | isNotify = True if curSkill.GetClientEffectType() != 0 else False
|
| | | addBuff = buffState.AddBuffEx(skillID, tick, isNotify)
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| | | # 增加第四个参数是否立即广播
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| | | addBuff = buffState.AddBuff(skillID, tick, isNotify, False)
|
| | | buffIndex = buffState.GetBuffCount() # buff在管理器中的索引
|
| | | if updProcessInterval > 0:
|
| | | # 继承上一个buff的循环记录
|
| | |
| | |
|
| | |
|
| | | #添加BUFF后的特殊处理
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| | | DoAddBuffOver(curObj, curSkill, addBuff, tick)
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| | | DoAddBuffOver(curObj, curSkill, addBuff, buffOwner, tick)
|
| | |
|
| | | # 通知客户端
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| | | buffState.Sync_AddBuffEx()
|
| | | #buffState.Sync_AddBuffEx()
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| | | if isNotify:
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| | | PYSync_RefreshBuff(curObj, addBuff, SkillCommon.GetBuffType(curSkill), notifyAll=False, owner = buffOwner)
|
| | |
|
| | | #检查是否属于刷新BUFF
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| | | #===========================================================================
|
| | |
| | | # @param addBuff 玩家身上的BUFF实例
|
| | | # @param tick 时间戳
|
| | | # @return None
|
| | | def DoAddBuffOver(curObj, curSkill, addBuff, tick):
|
| | | def DoAddBuffOver(curObj, curSkill, addBuff, buffOwner, tick):
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| | | #触发被动技能
|
| | | if buffOwner:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddBuffOver, tick)
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| | | |
| | | #是否是持续性技能
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| | | isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
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| | |
|
| | |
| | | if passiveEff:
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| | | passiveEff.DelBuffInfo(skillData)
|
| | | return
|
| | |
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 执行buff消失触发逻辑,不处理buff的功能逻辑,只处理需要的必须状态逻辑
|
| | | # 如不处理buff的 伤害,爆炸等,但必须处理恢复眩晕状态等
|
| | | def DoBuffDisApperEx( curObj, curBuff, tick ):
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| | | #这个函数里面不能做Buff添加和删除逻辑!!!!!不然指针会错乱
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| | | curSkill = curBuff.GetSkill()
|
| | |
|
| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillID())
|
| | | |
| | | #是否是持续性技能
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| | | isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
|
| | | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, curSkill, ChConfig.TriggerType_BuffDisappear, tick)
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| | | |
| | | #buff消失的触发
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| | | for effectIndex in range( 0, curSkill.GetEffectCount() ):
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| | | curEffect = curSkill.GetEffect( effectIndex )
|
| | | effectID = curEffect.GetEffectID()
|
| | | |
| | | if not effectID:
|
| | | continue
|
| | | |
| | | if isLstSkill:
|
| | | callFunc = GameWorld.GetExecFunc( GameBuffs, "BuffProcess_%d.%s"%( effectID, "OnBuffDisappearEx") )
|
| | | if not callFunc:
|
| | | callFunc = GameWorld.GetExecFunc( GameBuffs, "Buff_%d.%s"%( effectID, "OnBuffDisappearEx") )
|
| | | else: |
| | | callFunc = GameWorld.GetExecFunc( GameBuffs, "Buff_%d.%s"%( effectID, "OnBuffDisappearEx") )
|
| | | |
| | | if not callFunc:
|
| | | continue
|
| | | |
| | | callFunc( curObj, curSkill, curBuff, curEffect, tick )
|
| | | |
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj)
|
| | | if passiveEff:
|
| | | passiveEff.DelBuffInfo(skillData)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## buff消失
|
| | | # @param curObj 当前目标
|
| | |
| | |
|
| | | return DelBuffBySkillID(curObj, skillID, tick)
|
| | |
|
| | | def PYSync_RefreshBuff(gameObj, curBuff, buffType):
|
| | | def PYSync_RefreshBuff(gameObj, curBuff, buffType, notifyAll=True, owner = None):
|
| | | sendPack = ChNetSendPack.tagObjAddBuff()
|
| | | sendPack
|
| | |
|
| | | sendPack.ObjType = gameObj.GetGameObjType()
|
| | | sendPack.ObjID = gameObj.GetID();
|
| | |
| | | sendPack.Value1 = curBuff.GetValue1();
|
| | | sendPack.Value2 = curBuff.GetValue2();
|
| | | sendPack.Layer = curBuff.GetLayer();
|
| | | gameObj.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength());
|
| | | |
| | | if owner:
|
| | | sendPack.OwnerID = owner.GetID()
|
| | | sendPack.OwnerType = owner.GetGameObjType()
|
| | | if notifyAll or gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | gameObj.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength());
|
| | | else:
|
| | | PlayerControl.PyNotifyAll(gameObj, sendPack, notifySelf=True, notifyCnt=-1)
|
| | |
|
| | | |