hch
2019-04-29 9aec240e848ba4bb6b473707ad8f48aee5180141
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -79,23 +79,7 @@
    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
@@ -111,6 +95,19 @@
        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)
@@ -146,7 +143,7 @@
    #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
@@ -212,31 +209,36 @@
                
        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
@@ -254,7 +256,7 @@
        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
@@ -314,15 +316,15 @@
# @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)
@@ -337,11 +339,7 @@
        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)