| | |
| | | return result
|
| | |
|
| | |
|
| | | #===============================================================================
|
| | | # # CanRepeatTime字段个位数
|
| | | # (
|
| | | # Def_BuffTime_Reset, # 0 重置时间
|
| | | # Def_BuffTime_Add, # 1 增加时间
|
| | | # Def_BuffTime_Keep, # 2 时间不变
|
| | | # Def_BuffTime_Keep_AddValue, # 3 时间不变只增加值,默认为替换更强值
|
| | | # ) = range(4)
|
| | | # |
| | | # # CanRepeatTime字段十位数
|
| | | # (
|
| | | # Def_Buff_Replace_Better, # 相同typeid取最高,如果新的是低级的则不处理
|
| | | # Def_Buff_Replace_New, # 相同typeid替换最新,即使是低级的
|
| | | # Def_Buff_Coexist, # 不同的释放者可共存
|
| | | # ) = range(3)
|
| | | #===============================================================================
|
| | |
|
| | | # 快捷搜索 CanRepeatTime字段
|
| | | # buff时间处理类型,个位数
|
| | | def GetBuffRepeatTimeType(curSkill):
|
| | | return curSkill.GetCanRepeatTime()%10
|
| | |
| | | layerMaxCnt = hasEffect.GetEffectValue(0) # 能叠加的最大上限
|
| | |
|
| | | return layerMaxCnt
|
| | |
|
| | | # 改变BUFF持续时间
|
| | | def ChangeLastTime(attacker, curSkill):
|
| | | buffTime = curSkill.GetLastTime() |
| | | if not attacker:
|
| | | return buffTime |
| | | if curSkill.GetEffect(0).GetEffectID() == ChConfig.Def_Skill_Effect_Burn:
|
| | | # 灼烧的时间特殊处理
|
| | | buffTime = buffTime*(ChConfig.Def_MaxRateValue + PlayerControl.GetBurnTimePer(attacker))/ChConfig.Def_MaxRateValue
|
| | | |
| | | buffTime += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, None, curSkill, ChConfig.TriggerType_BuffTime)
|
| | | return buffTime
|
| | | |
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 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)
|
| | |
| | | #技能类型ID
|
| | | curSkillTypeID = curSkill.GetSkillTypeID()
|
| | | #当前技能持续时间
|
| | | curSkillLastTime = curSkill.GetLastTime()
|
| | | curSkillLastTime = ChangeLastTime(buffOwner, curSkill)
|
| | | #当前技能等级
|
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | #替换模式
|
| | |
| | |
|
| | | if buffSkillLV == curSkillLV:
|
| | | changeLayer = False
|
| | | if layerMaxCnt:
|
| | | curLayerCnt = curBuff.GetLayer()
|
| | | if curLayerCnt < layerMaxCnt:
|
| | | if layerCalc == ChConfig.Def_BuffLayer_Add:
|
| | | curBuff.SetLayer(curLayerCnt + 1)
|
| | | #BUFF层级变化触发被动
|
| | | if buffOwner:
|
| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
|
| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
|
| | | else:
|
| | | curBuff.SetLayer(layerMaxCnt)
|
| | | changeLayer = True
|
| | | if layerMaxCnt and curBuff.GetLayer() < layerMaxCnt:
|
| | | if layerCalc == ChConfig.Def_BuffLayer_Add:
|
| | | curBuff.SetLayer(curBuff.GetLayer() + 1)
|
| | | #BUFF层级变化触发被动
|
| | | if buffOwner:
|
| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
|
| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
|
| | | else:
|
| | | curBuff.SetLayer(layerMaxCnt)
|
| | | changeLayer = True
|
| | | |
| | | # Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
|
| | | __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)
|
| | | return changeLayer
|
| | | else:
|
| | | if buffReplaceType == ChConfig.Def_Buff_Recharge:
|
| | | # 充能型
|
| | | __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
|
| | | return
|
| | | |
| | | processInterval = curBuff.GetProcessInterval()
|
| | | ownerID, ownerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
|
| | | buffState.DeleteBuffByIndex(i)
|
| | | SkillShell.ClearBuffEffectBySkillID(curObj, buffSkillID, ownerID, ownerType)
|
| | | return __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh,
|
| | | tick, processInterval, layerMaxCnt, layerCalc)
|
| | | tick, curSkillLastTime, processInterval, layerMaxCnt, layerCalc)
|
| | |
|
| | | #已经找到同一类型的技能,立即退出不然会导致错乱
|
| | | return False
|
| | |
| | | isDelRefresh = True
|
| | |
|
| | | return __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh,
|
| | | tick, 0, layerMaxCnt, layerCalc)
|
| | | tick, curSkillLastTime, 0, layerMaxCnt, layerCalc)
|
| | |
|
| | |
|
| | | ## 是否血包/蓝包buff
|
| | |
| | | # @param isDelRefresh 外界删除BUFF是否刷新
|
| | | # @param tick 时间戳
|
| | | # @return 是否刷新玩家属性
|
| | | def __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh, tick, |
| | | updProcessInterval, layerMaxCnt, layerCalc):
|
| | | def __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh, tick,
|
| | | curSkillLastTime, updProcessInterval, layerMaxCnt, layerCalc):
|
| | | skillID = curSkill.GetSkillID()
|
| | |
|
| | | #是否需要通知客户端
|
| | | isNotify = True if curSkill.GetClientEffectType() != 0 else False
|
| | | # 增加第四个参数是否立即广播
|
| | | 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
|
| | | addBuff.SetProcessInterval(updProcessInterval)
|
| | |
| | | else:
|
| | | addBuff.SetLayer(layerMaxCnt)
|
| | |
|
| | | if buffOwner:
|
| | | addTime = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(buffOwner, None, curSkill, ChConfig.TriggerType_BuffTime)
|
| | | if addTime:
|
| | | #有改变持续时间的技能
|
| | | addBuff.SetRemainTime(curSkill.GetLastTime() + addTime)
|
| | | addBuff.SetRemainTime(curSkillLastTime)
|
| | |
|
| | | # 同步主从技能时间
|
| | | SyncMasterBuffTime(curObj, addBuff, curSkill)
|