129 【战斗】战斗系统-服务端(主阵容变更时重新开始战斗;主阵容属性变化时实时更新主线战斗;主线战斗请求CD限制1秒;计算buff属性、buff添加删除通用逻辑;4012效果状态逻辑;)
7个文件已修改
4个文件已添加
801 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 287 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 121 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 24 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py 44 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 142 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py 32 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py 25 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 120 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1799,9 +1799,9 @@
RegType = 0
RegisterPackCount = 3
PacketCMD_1=0xB4
PacketSubCMD_1=0x10
PacketCallFunc_1=OnTurnFight
PacketCMD_1=
PacketSubCMD_1=
PacketCallFunc_1=
PacketCMD_2=0xB4
PacketSubCMD_2=0x13
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -24,6 +24,8 @@
import ShareDefine
import ChConfig
import ObjPool
import TurnPassive
import TurnBuff
class HurtObj():
    ## 伤血统计
@@ -64,10 +66,54 @@
    def GetBounceHP(self): return self._bounceHP
    def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
    
class Effect():
    def __init__(self, effID, values):
        self._effID = effID
        self._values = values
        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)
class SklllData():
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._effList = [] # [Effect, ...]
        for num in range(1, 1 + 3):
            effID = getattr(ipyData, "GetEffectID%s" % num)()
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            self._effList.append(ObjPool.GetPoolMgr().acquire(Effect, effID, values))
        return
    def GetSkillID(self): return self._ipyData.GetSkillID()
    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
    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 GetHappenRate(self): return self._ipyData.GetHappenRate() # 释放或添加几率
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
    def GetConnSkill(self): return self._ipyData.GetConnSkill() # 关联技能
    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._ipyData.GetFightPower()
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
@@ -88,7 +134,7 @@
    def SetValueList(self, valueList): self._valueList = valueList
    def GetValue(self, index):
        return self._valueList[index] if len(self._valueList) > index else 0
class BuffManager():
    ## 战斗对象buff管理器
    
@@ -96,6 +142,7 @@
        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
@@ -119,13 +166,13 @@
        
    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 = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
        buff.SetBuffID(self._buffID)
        
        self._buffList.append(buff)
@@ -139,6 +186,21 @@
        #if False:
        #    buff = PyBuff()
        return buff
    def DelBuff(self, buffID):
        if buffID not in self._buffIDDict:
            return
        buff = self._buffIDDict.pop(buffID)
        if buff in self._buffList:
            self._buffList.remove(buff)
        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
            if buffID not in buffIDList:
                continue
            buffIDList.remove(buffID)
            if not buffIDList:
                self._skillTypeIDBuffIDs.pop(skillTypeID)
            break
        return
    
    def GetBuff(self, buffID):
        buff = None
@@ -165,18 +227,44 @@
            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 len(buffIDList):
            self._buffStateDict.pop(state)
        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
        return
    def IsInBuffState(self, state):
        ## 是否处于某种状态下
        return state in self._buffStateDict and len(self._buffStateDict[state]) > 0
class PySkill():
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        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._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
        return
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
    def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
@@ -193,38 +281,8 @@
    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 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 GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
    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 GetFightPower(self): return self._skillData.GetFightPower()
@@ -234,8 +292,10 @@
    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 GetIsEnhanceSkill(self): return self._isEnhanceSkill
    def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
    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 ClearHurtObj(self):
@@ -252,12 +312,6 @@
        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
@@ -276,45 +330,42 @@
        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 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
@@ -332,6 +383,8 @@
        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._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, ...}
@@ -348,14 +401,31 @@
        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):
        ## 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
        TurnBuff.RefreshBuffAttr(self)
        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)
@@ -398,31 +468,41 @@
        #    return False
        return True
    
    def IsInState(self, state):
        ## 是否处于某种状态下
        return self._buffMgr.IsInBuffState(state)
    # 战斗属性
    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 +533,6 @@
    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
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -43,7 +43,6 @@
import time
import json
FighterNPCID = 100 # 战斗NPCID,仅后端用,除怪物外,所有玩家武将均使用该NPCID
PosNumMax = 10 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -85,16 +84,6 @@
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        return
    
    def resetLineup(self, isReborn=True):
        ## 重置阵容
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            batObj.ResetBatObj(isReborn)
        return
    def clearLineup(self):
        ## 清除阵容
        if not self.posObjIDDict:
@@ -125,12 +114,6 @@
            self.lineupDict[num] = lineup
        return lineup
    
    def resetLineups(self):
        ## 重置所有战斗阵容
        for lineup in self.lineupDict.values():
            lineup.resetLineup()
        return
    def clearLineups(self):
        ## 清除所有战斗阵容
        for lineup in self.lineupDict.values():
@@ -154,6 +137,7 @@
        self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
        self.mapID = mapID
        self.funcLineID = funcLineID
        self.state = -1 # -1 代表未战斗
        self.turnNum = 1 # 当前第x回合,默认第1回合开始
        self.turnMax = 15 # 最大回合数
        self.enterLogic = False # 是否已执行进场逻辑
@@ -195,21 +179,15 @@
        self.costTime = 0
        return
    
    def setFactionLineup(self, faction, lineupDict, onlyReset=False):
    def setFactionLineup(self, faction, lineupDict):
        ## 设置阵营阵容
        # @param lineupDict: {阵容编号:阵容信息, ...} 每个阵营支持多个阵容,即支持多V多
        # @param onlyReset: 是否仅重置,一般用于玩家的阵容,重复利用阵容实例,
        batFaction = self.getBatFaction(faction)
        if onlyReset:
            batFaction.resetLineups()
        else:
            batFaction.clearLineups()
        batFaction.clearLineups()
        for num, lineupInfo in lineupDict.items():
            batLineup = batFaction.getBatlineup(num)
            if onlyReset and not batLineup.isEmpty():
                continue
            if not lineupInfo:
                continue
            batLineup = batFaction.getBatlineup(num)
            batLineup.setLineup(lineupInfo)
        return
    
@@ -274,16 +252,21 @@
            
        return 0
    
    def clearBatFaction(self, faction):
        batFaction = self.getBatFaction(faction)
        batFaction.clearLineups()
        return
    def clearFight(self):
    def exitFight(self):
        ## 退出战斗
        self.syncState(FightState_Over)
        for batFaction in self.factionDict.values():
            batFaction.clearLineups()
        self.state = -1
        return
    def startFight(self):
        ## 准备就绪,开始战斗
        self.state = FightState_Start
        self.syncInit()
        return
    def isInFight(self): return self.state != -1
    
    def syncInit(self):
        ## 初始化通知
@@ -336,6 +319,7 @@
        return
    
    def syncState(self, state, msgDict={}):
        self.state = state
        msg = json.dumps(msgDict, ensure_ascii=False)
        msg = msg.replace(" ", "")
        clientPack = ChPyNetSendPack.tagMCTurnFightState()
@@ -390,7 +374,7 @@
        turnFight = self.getTurnFight(guid)
        if not turnFight:
            return
        turnFight.clearFight()
        turnFight.exitFight()
        self.turnFightDict.pop(guid, None)
        return
    
@@ -590,8 +574,7 @@
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
            batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        if atkDistType == ChConfig.AtkDistType_Short:
            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
        elif atkDistType == ChConfig.AtkDistType_Long:
@@ -604,8 +587,8 @@
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s,atk=%s,def=%s,hp=%s"
                           % (objID, faction, num, posNum, skillIDList, batObj.GetAtk(), batObj.GetDef(), batObj.GetHP()))
        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s" % (objID, faction, num, posNum, skillIDList))
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        
    return
@@ -636,7 +619,7 @@
    if reqType == 2: # 前端主动请求开始关卡小怪的视为从休息中开始
        __doMainLevelWave(curPlayer, True)
    elif reqType == 3:
        __doMainBossStart(curPlayer, tick)
        __doMainBossStart(curPlayer)
    elif reqType == 4:
        __doMainFight(curPlayer, tick)
    else:
@@ -652,7 +635,7 @@
    mainFightMgr = GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    if turnFight:
        turnFight.clearFight()
        turnFight.exitFight()
    return
def __doSetFightPoint(curPlayer, fightPoint):
@@ -735,13 +718,13 @@
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.sortActionQueue()
    turnFight.syncInit()
    turnFight.startFight()
    return
def __doMainBossStart(curPlayer, tick):
def __doMainBossStart(curPlayer):
    ## 开始挑战关卡boss
    playerID = curPlayer.GetPlayerID()
    chapterID, levelNum, wave = PlayerControl.GetMainLevelPassInfo(curPlayer)
@@ -809,17 +792,27 @@
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.sortActionQueue()
    turnFight.syncInit()
    turnFight.startFight()
    
    # 挑战boss无中间过程,每次执行直接挑战一队结果
    __processTurnFight(turnFight.guid, tick)
    __processTurnFight(turnFight.guid)
    return
def __doMainFight(curPlayer, tick):
    ## 主线执行战斗
    # 限制请求CD
    #if not GameWorld.GetGameWorld().GetDebugLevel():
    key = "MainFightReqTick"
    lastTick = curPlayer.GetDictByKey(key)
    if lastTick and tick - lastTick <= 1000:
        GameWorld.DebugLog("主线战斗请求CD中")
        return
    curPlayer.SetDict(key, tick)
    mainFightMgr = GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    
@@ -840,11 +833,11 @@
            # 切换小队时,玩家阵容不需要处理,保留状态
            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
            turnFight.sortActionQueue()
            turnFight.syncInit()
            turnFight.startFight()
            
            if mainFightMgr.isLevelBoss():
                # 每次处理一小队的完整战斗,相当于一次完整战报
                __processTurnFight(turnFight.guid, tick)
                __processTurnFight(turnFight.guid)
                return
        else:
            __doMainLevelWave(curPlayer, False)
@@ -975,7 +968,7 @@
            
    return
def __processTurnFight(guid, tick):
def __processTurnFight(guid):
    ## 一次性处理完一个小队的战斗
    turnFight = GetTurnFightMgr().getTurnFight(guid)
    curPlayer = turnFight.curPlayer
@@ -1052,24 +1045,6 @@
        OnTurnAllOver(turnFight.guid)
    return
#// B4 10 回合制战斗 #tagCMTurnFight
#
#struct    tagCMTurnFight
#{
#    tagHead        Head;
#    DWORD        MapID;        // 自定义地图ID,可用于绑定战斗地图场景功能(如主线关卡、主线boss、爬塔、竞技场等)
#    DWORD        FuncLineID;    // MapID对应的扩展值,如具体某个关卡等
#    BYTE        TagType;    // 目标类型,0-NPC阵容,1-玩家
#    DWORD        TagID;    // 目标类型对应的ID,如阵容ID或玩家ID
#    BYTE        ValueCount;
#    DWORD        ValueList[ValueCount]; // 附加值列表,可选,具体含义由MapID决定
#};
def OnTurnFight(index, clientData, tick):
    #curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    #mapID = clientData.MapID
    #funcLineID = clientData.FuncLineID
    return
def GetObjName(batObj):
    faction = batObj.faction
    num = batObj.lineupNum
@@ -1100,20 +1075,21 @@
    curID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
    GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
    for index in range(buffMgr.GetBuffCount()):
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        curRemainTime = buff.GetRemainTime()
        if not curRemainTime:
            # 永久buff不处理
            continue
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        updRemainTime = curRemainTime - 1
        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,updRemainTime=%s" % (buffID, updRemainTime))
        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,skillID=%s,updRemainTime=%s" % (buffID, skillID, updRemainTime))
        if updRemainTime > 0:
            buff.SetRemainTime(curRemainTime - 1)
            buff.SetRemainTime(updRemainTime)
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
        else:
            TurnBuff.SyncBuffDel(turnFight, batObj, buffID)
            TurnBuff.DoBuffDel(turnFight, batObj, buff)
            
#    SetTimeline(gameObj, turnNum, 0)
#    # 重置连击、反击数
@@ -1208,10 +1184,11 @@
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
        return
    
    GameWorld.DebugLog("★回合%s %s 行动 : curHP=%s" % (turnNum, objName, curHP))
    atk = curBatObj.GetAtk()
    curXP = curBatObj.GetXP()
    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
    turnFight.syncObjAction(turnNum, objID)
    
    curXP = curBatObj.GetXP()
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
    skillManager = curBatObj.GetSkillManager()
    useSkillList = []
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3139,6 +3139,30 @@
Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
BatObjStateList = (
    BatObjState_Normal, # 无 0
    BatObjState_Freezed, # 定身状态 1
    BatObjState_Slow, # 减速状态 2
    BatObjState_LoseBlood, # 持续掉血状态 3
    BatObjState_Shield, # 麒麟佑身4
    BatObjState_DamBackShield, # 东皇附体5
    BatObjState_Sneer, # 嘲讽 6
    BatObjState_Stun, # 晕眩状态 7
    BatObjState_AddAtk, # 加攻状态 8
    BatObjState_WeakDef, # 减防状态 9
    BatObjState_LimitSkill, # 禁魔状态 10
    BatObjState_LimitAddHP, # 禁疗状态 11
    BatObjState_Blind, # 致盲状态 12
    BatObjState_Burn, # 灼烧 13
    BatObjState_LoseBlood2, # 职业2持续掉血状态 14
    BatObjState_LoseBlood3, # 职业3持续掉血状态 15
    BatObjState_MissSneerAtk, # 对嘲讽攻击免疫表现为miss 16
    BatObjState_BeInAir, # 浮空(做法同眩晕类) 17
    BatObjState_zqdlj, # 紫气东来金灵根技能状态 18
    BatObjState_Ice, # 寒冰状态(同减速) 19
) = range(20)
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
    Def_PlayerState_Normal, # 无 0
    Def_PlayerState_Freezed, # 定身状态 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,6 +16,7 @@
#"""Version = 2025-07-02 17:30"""
#-------------------------------------------------------------------------------
import BattleObj
import TurnAttack
import PyGameData
import ShareDefine
@@ -56,6 +57,7 @@
        self.olPlayer = None
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
        self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
        
        self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
@@ -69,6 +71,7 @@
        @param shapeType: 阵型
        @param refreshForce: 是否强制刷属性
        '''
        self.lineupChange = True
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
@@ -129,6 +132,7 @@
        if not self.__refreshState:
            return False
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.lineupChange = False
        self.__refreshState = 0
        return True
    
@@ -154,7 +158,7 @@
        return
    
    def OnClear(self):
        self.mainFight.turnFight.clearFight()
        self.mainFight.turnFight.exitFight()
        return
    
    def SetPlayer(self, curPlayer):
@@ -702,7 +706,7 @@
        # 计算战力
        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
        
        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList), playerID)
        skillTypeIDDict = {}
        for skillID in lineupHero.heroSkillIDList:
            skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -724,7 +728,7 @@
            skillID = skillData.GetSkillID()
            lineupHero.heroSkillIDList.append(skillID)
            skillFightPower += skillData.GetFightPower()
        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
        
        # 最终战力
        fightPowerTotal = fightPower + skillFightPower
@@ -738,10 +742,42 @@
    lineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
    
    # 更新排行榜
    # 非主线阵容不处理以下内容
    if lineupID != ShareDefine.Lineup_Main:
        return
    
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
    
    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
    mainTurnFight = mainFightMgr.turnFight
    # 主线战斗如果有在战斗中,实时更新
    if mainTurnFight and mainTurnFight.isInFight():
        # 如果是阵容变化的,重新开始战斗
        if lineup.lineupChange:
            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
            if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
                TurnAttack.__doMainLevelWave(curPlayer, True)
            elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
                TurnAttack.__doMainBossStart(curPlayer)
        # 否则只重新设置战斗属性
        else:
            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
            # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
            # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
            faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
            batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
            batObjMgr = BattleObj.GetBatObjMgr()
            for posNum, objID in batLineup.posObjIDDict.items():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                lineupHero = lineup.GetLineupHero(posNum)
                if lineupHero.heroBatAttrDict:
                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
    else:
        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
    # 更新排行榜
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,17 +18,21 @@
import ChConfig
import GameWorld
import ChPyNetSendPack
import SkillCommon
import TurnBuffs
import ObjPool
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None):
    skillID = curSkill.GetSkillID()
    enhanceBySkill = curSkill.GetEnhanceBySkill()
    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    bySkill = curSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    curID = batObj.GetID()
    ownerID = buffOwner.GetID() if buffOwner else curID
    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID))
    #检查是否几率触发
    if not enhanceBySkill:
    #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
    if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)):
        rate = curSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    概率不触发buff!")
@@ -51,6 +55,8 @@
    buff.SetRemainTime(curSkill.GetLastTime())
    #buff.SetLayer()
    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
    DoBuffAddOver(turnFight, batObj, curSkill, buff, buffOwner)
    return True
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
@@ -72,3 +78,131 @@
    clientPack.RelatedSkillID = relatedSkillID
    turnFight.addBatPack(clientPack)
    return
def DoBuffAddOver(turnFight, batObj, curSkill, addBuff, buffOwner=None):
    ## buff添加成功后处理
    isRefreshAttr = False # 是否刷属性
    skillData = addBuff.GetSkillData()
    # buff效果加入
    for effectIndex in range(0, skillData.GetEffectCount()):
        curEffect = skillData.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        if effectID == 0:
            continue
        if effectID in ChConfig.AttrIDList:
            isRefreshAttr = True
        callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
        if callFunc:
            GameWorld.DebugLog("OnBuffAddOver, objID=%s,buffID=%s,effectID=%s" % (batObj.GetID(), addBuff.GetBuffID(), effectID))
            callFunc(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner)
        #被动触发的
        #triggerType = PassiveBuffEffMng.GetBuffTriggerTypeByEffectID(effectID)
        #if triggerType == -1:
        #    continue
        #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curObj)
        #passiveEff.AddBuffInfoByEffect(curEffect, skillID, onwerID, onwerType)
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
    return
def DoBuffDel(turnFight, batObj, curBuff):
    ## 删除buff
    buffMgr = batObj.GetBuffManager()
    buffID = curBuff.GetBuffID()
    skillData = curBuff.GetSkillData()
    #buff消失的触发
    for effectIndex in range(0, skillData.GetEffectCount()):
        curEffect = skillData.GetEffect(effectIndex)
        effectID = curEffect.GetEffectID()
        if not effectID:
            continue
        callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
        if callFunc:
            callFunc(turnFight, batObj, curBuff, curEffect)
    #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj)
    #if passiveEff:
    #    passiveEff.DelBuffInfo(skillData)
    # 最后删除buff、通知
    buffMgr.DelBuff(buffID)
    SyncBuffDel(turnFight, batObj, buffID)
    return
def RefreshBuffAttr(batObj):
    ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷
    '''
    objID = batObj.GetID()
    befHP = batObj.GetHP()
    befMaxHP = batObj.GetMaxHP()
    batAttrDict = batObj.ResetBattleEffect()
    GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s"
                       % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
    # buff
    buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        skillData = buff.GetSkillData()
        for eIndex in range(skillData.GetEffectCount()):
            effect = skillData.GetEffect(eIndex)
            effID = effect.GetEffectID()
            if effID not in ChConfig.AttrIDList:
                continue
            attrID = effID
            attrValue = effect.GetEffectValue(0)
            calcType = effect.GetEffectValue(1)
            if calcType == 2: # 减少,其他默认增加
                attrValue = -attrValue
            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
    GameWorld.DebugLog("    __addBuffAttr buffAttrDict=%s" % buffAttrDict)
    objID = batObj.GetID()
    # 先计算百分比加成或降低的
    perIDList = ChConfig.AttrPerDict.values()
    for attrID, attrPerID in ChConfig.AttrPerDict.items():
        if attrPerID not in buffAttrDict:
            continue
        attrPerValue = buffAttrDict[attrPerID] # 可能是负值
        attrValue = batObj.GetBatAttrValue(attrID, False)
        if attrValue <= 0:
            continue
        updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
        updValue = max(0, updValue) # 最多减到0,最大无上限
        batObj.SetBatAttrValue(attrID, updValue)
        GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
    # 再累加非百分比的固定值
    for attrID, addValue in buffAttrDict.items():
        if attrID in perIDList:
            continue
        attrValue = batObj.GetBatAttrValue(attrID, False)
        updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
        batObj.SetBatAttrValue(attrID, updValue)
        GameWorld.DebugLog("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
    aftHP = batObj.GetHP()
    aftMaxHP = batObj.GetMaxHP()
    if aftMaxHP != befMaxHP:
        batObj.SetMaxHP(aftMaxHP, True)
        if befHP and aftMaxHP > befMaxHP:
            aftHP += (aftMaxHP - befMaxHP)
            batObj.SetHP(aftHP, True)
    GameWorld.DebugLog("    befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py
New file
@@ -0,0 +1,32 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.TurnBuff.Buff_4012
#
# @todo:影响玩家状态效果
# @author hxp
# @date 2025-08-12
# @version 1.0
#
# 详细描述: 影响玩家状态效果
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-12 17:30"""
#-------------------------------------------------------------------------------
def OnBuffAddOver(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner):
    stateType = curEffect.GetEffectValue(0)
    batObj.GetBuffManager().AddBuffState(stateType, addBuff.GetBuffID())
    #curObj.SetDict("CurPyPlayerState", stateType)
    #PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, None, ChConfig.TriggerType_BuffState, tick)
    #buffOwner = SkillCommon.GetBuffOwner(addBuff)
    #if buffOwner:
    #    PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, None, ChConfig.TriggerType_TagBuffState, tick)
    return
def OnBuffDel(turnFight, batObj, curBuff, curEffect):
    stateType = curEffect.GetEffectValue(0)
    batObj.GetBuffManager().DelBuffState(stateType, curBuff.GetBuffID())
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
New file
@@ -0,0 +1,25 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.TurnPassive
#
# @todo:回合被动触发管理
# @author hxp
# @date 2025-8-11
# @version 1.0
#
# 详细描述: 回合被动管理,主要被动触发的技能、buff等管理
#
#-------------------------------------------------------------------------------
#"""Version = 2025-8-11 下午3:47:07"""
#-------------------------------------------------------------------------------
import GameWorld
import PassiveTrigger
GameWorld.ImportAll("Script\\Skill\\", "PassiveTrigger")
def RefreshPassive(batObj):
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
    ## 是否无视防御
    return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
    '''使用技能通用入口
    @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
    @param enhanceBySkill: 由哪个主技能额外触发的
    @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
    @return: 是否成功
    '''
    if not useSkill:
@@ -65,9 +66,9 @@
        tagCount = useSkill.GetTagCount()
        tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
        
    enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
    if not tagObjList:
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        return
@@ -83,7 +84,8 @@
        
    useSkill.SetTagObjList(tagObjList)
    useSkill.SetBatType(batType)
    useSkill.SetEnhanceBySkill(enhanceBySkill)
    useSkill.SetBySkill(bySkill)
    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
    useSkill.ClearHurtObj()
    
    curBatObj.ClearSkillTempAttr()
@@ -92,7 +94,7 @@
        
    objID = curBatObj.GetID()
    useTag = ""
    if not enhanceBySkill:
    if not isEnhanceSkill:
        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
@@ -114,9 +116,10 @@
        clientPack.Sign = 1
        turnFight.addBatPack(clientPack)
        
    # 最后重置、清空回收对象池
    # 最后重置、回收对象
    useSkill.SetTagObjList([])
    useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
    useSkill.SetBySkill(None) # 需重置,防止被误回收
    useSkill.SetIsEnhanceSkill(False)
    useSkill.ClearHurtObj()
    if usePoolSkill:
        poolMgr.release(useSkill)
@@ -243,11 +246,13 @@
    # 血量最低
    if tagAffect == ChConfig.SkillTagAffect_HPLowest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
        #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        aimObjList = aimObjList[:tagCount]
    # 血量最高
    elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
        #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        aimObjList = aimObjList[:tagCount]
        
    else:
@@ -357,13 +362,15 @@
    
    curID = curBatObj.GetID()
    skillID = useSkill.GetSkillID()
    enhanceBySkill = useSkill.GetEnhanceBySkill()
    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    bySkill = useSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    
    effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
    angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
    angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
    calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
    angerPer, angerValue, calcType = 0, 0, 0
    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_Anger)
    if effect:
        angerPer = effect.GetEffectValue(0)
        angerValue = effect.GetEffectValue(1)
        calcType = effect.GetEffectValue(2)
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
    calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
    attrID = ChConfig.AttrID_XP
@@ -431,10 +438,11 @@
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    
    # 需先通知伤血 - 前端按顺序优先表现主技能内容,
    enhanceBySkill = useSkill.GetEnhanceBySkill()
    if not enhanceBySkill:
    # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
    isEnhanceSkill = useSkill.GetIsEnhanceSkill()
    if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
    if not isEnhanceSkill:
        __doCostZhanchui(turnFight, curBatObj, useSkill)
        __doSkillUserAnger(turnFight, curBatObj, useSkill)
        
@@ -442,9 +450,10 @@
    killObjIDList = [] # 击杀的目标ID列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        hurtObj = useSkill.GetHurtObj(tagID)
        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
        for hurtObj in useSkill.GetHurtObjList():
            if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
            TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
@@ -537,7 +546,7 @@
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
    if useSkill.GetEnhanceBySkill():
    if useSkill.GetIsEnhanceSkill():
        GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
        return
    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
@@ -562,12 +571,16 @@
                if tagObj.GetHP() <= 0:
                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                    continue
                hurtObj = useSkill.GetHurtObj(tagID)
                if not hurtObj:
                inHurt = False
                for hurtObj in useSkill.GetHurtObjList():
                    if hurtObj.GetObjID() != tagID:
                        continue
                    if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                        continue
                    inHurt = True
                    break
                if not inHurt:
                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
                    continue
                if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                    GameWorld.DebugLog("    闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
                    continue
                if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                    GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
@@ -576,12 +589,12 @@
                enchanceTagObjList.append(tagObj)
                
            if enchanceTagObjList:
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
                
            continue
        
        GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
        
    return
@@ -594,8 +607,8 @@
    defID = defObj.GetID()
    hurtObj = curSkill.AddHurtObj(defID)
    
    #检查是否几率触发
    if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
    #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
    if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): # 额外触发的技能概率在触发时判断
        rate = curSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
            #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
@@ -604,9 +617,9 @@
            hurtObj.SetCurHP(defObj.GetHP())
            return hurtObj
        
    atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
    atkSkillValue = 0
    atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
    atkSkillPer = effect.GetEffectValue(0) if effect else 0
    
    dHP = defObj.GetHP()                # 防守方当前血量
    dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
@@ -662,13 +675,14 @@
    mustHit = False
    if isAngerSkill:
        mustHit = True
        GameWorld.DebugLog("        XP必命中")
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        
    #命中公式 攻击方类型不同,公式不同
    if not mustHit:
        aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
@@ -690,31 +704,31 @@
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    
    aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
    
    dHP = defObj.GetHP()
    dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
    
    aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
    
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
        aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
        dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
        dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
        
    aAngerSkillPer, dAngerSkillPerDef = 0, 0
    if isAngerSkill:
        aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
        
    # 物法增减伤
    if pmType == IPY_GameWorld.ghtMag: # 法伤
        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
    else: # 物伤
        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer)
        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -767,7 +781,7 @@
    remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
    hurtObj.SetBounceHP(bounceHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
    
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
    return
@@ -798,9 +812,9 @@
    ''' 计算治疗值
    '''
    cureBaseValue = 0     #治疗基础值
    effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
    skillPer = curSkill.GetEffectValue(effIDNum, 0)
    cureType = curSkill.GetEffectValue(effIDNum, 1)
    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Cure)
    skillPer = effect.GetEffectValue(0) if effect else 0
    cureType = effect.GetEffectValue(1) if effect else 0
    
    #获得基础治疗值
    if cureType == ChConfig.Def_Cure_Attack: