129 【战斗】战斗系统-服务端(命格青龙、白虎调整为光环技能;优化光环技能支持层级;增加出发方式60-冰冻目标时;优化触发方式受控时、敌方受控时触发时机,解决受控触发被动导致的技能标签嵌套顺序问题;)
13个文件已修改
282 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 111 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 9 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py 26 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5009.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5014.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5015.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5022.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 41 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 68 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -1037,6 +1037,15 @@
    def GetPosNum(self): return self.posNum
    def GetFaction(self): return self.faction
    def SetFaction(self, faction): self.faction = faction
    def GetBatObjType(self):
        ## 战斗对象实例类型
        if 1 <= self.posNum <= ShareDefine.LineupObjMax:
            return ChConfig.BatObjType_BatHero
        if self.posNum == ChConfig.TFPosNum_Mingge:
            return ChConfig.BatObjType_Mingge
        if ChConfig.TFPosNum_Lingshou <= self.posNum:
            return ChConfig.BatObjType_Lingshou
        return 0
    def GetFightPower(self): return self.fightPower
    def SetFightPower(self, fightPower): self.fightPower = fightPower
    def GetLV(self): return self.lv
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -79,10 +79,11 @@
        self.lineupInfo = {} # 传入初始化的阵容信息
        self.shapeType = 0 # 阵型
        self.fightPower = 0 # 阵容总战力
        self.minggeObj = None # 命格战斗对象
        self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等
        self.heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
        self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...}
        self._posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...},如主公、命格、灵兽等
        self._heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
        self._batHeroObjIDList = [] # 主战武将对象ID列表
        self._minggeObjID = 0 # 命格对象ID
        self.actionNum = ActionNumStart # 行动位置,从1开始
        self.totalHurt = 0 # 阵容总输出
        
@@ -93,7 +94,7 @@
    
    def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
    
    def isEmpty(self): return not self.posObjIDDict
    def isEmpty(self): return not self._batHeroObjIDList
    
    def setLineupInfo(self, lineupInfo):
        ## 设置阵容
@@ -111,25 +112,55 @@
    def clearLineup(self):
        ## 清除阵容
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
        for objID in self._posObjIDDict.values():
            batObjMgr.delBatObj(objID)
        for objID in self.lingshouObjIDDict.values():
            batObjMgr.delBatObj(objID)
        if self.minggeObj:
            batObjMgr.delBatObj(self.minggeObj.GetID())
        self.lineupInfo = {}
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
        self._posObjIDDict = {}
        self._heroObjIDDict = {}
        self._batHeroObjIDList = []
        self._minggeObjID = 0
        self.fightPower = 0
        self.totalHurt = 0
        return
    def addObj(self, batObj):
        objID = batObj.GetID()
        posNum = batObj.GetPosNum()
        heroID = batObj.GetHeroID()
        batObjType = batObj.GetBatObjType()
        self._posObjIDDict[posNum] = objID
        if heroID:
            self._heroObjIDDict[heroID] = objID
        if batObjType == ChConfig.BatObjType_BatHero:
            if objID not in self._batHeroObjIDList:
                self._batHeroObjIDList.append(objID)
        elif batObjType == ChConfig.BatObjType_Mingge:
            self._minggeObjID = objID
        elif batObjType == ChConfig.BatObjType_Lingshou:
            pass
        return
    def getPosObjIDDict(self): return self._posObjIDDict
    def getAllPosObjIDList(self): return self._posObjIDDict.values()
    def getBatHeroObjIDList(self): return self._batHeroObjIDList ## 获取主战武将对象ID列表
    def getHeroObj(self, heroID):
        if heroID not in self._heroObjIDDict:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self._heroObjIDDict[heroID])
    def getMinggeObj(self):
        if not self._minggeObjID:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self._minggeObjID)
    
    def getDeadObjCnt(self):
        ## 获取本阵容目前死亡队员数
        deadCnt = 0
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
        for objID in self._batHeroObjIDList:
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
@@ -137,13 +168,6 @@
                continue
            deadCnt += 1
        return deadCnt
    def getHeroObj(self, heroID):
        if heroID not in self.heroObjIDDict:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
    def getMinggeObj(self): return self.minggeObj
    
class BatFaction():
    ## 战斗阵营
@@ -339,10 +363,7 @@
            for batLineup in batFaction.lineupDict.values():
                if not allKilled:
                    break
                for posNum, objID in batLineup.posObjIDDict.items():
                    if posNum <= 0:
                        # 非主战位置不判断
                        continue
                for objID in batLineup.getBatHeroObjIDList():
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
@@ -403,9 +424,11 @@
                tfLineup.OwnerID = batLineup.ownerID
                tfLineup.ShapeType = batLineup.shapeType
                tfLineup.ObjList = []
                for posNum, objID in batLineup.posObjIDDict.items():
                for posNum, objID in batLineup.getPosObjIDDict().items():
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    if posNum == ChConfig.TFPosNum_Mingge: # 理论上要都同步,但是前端需要同步修改,等前端要改时再同步
                        continue
                    tfObj = ChPyNetSendPack.tagSCTurnFightObj()
                    tfObj.ObjID = batObj.GetID()
@@ -965,7 +988,6 @@
    if mgSkillIDList:
        minggeObj = batObjMgr.addBatObj()
        if minggeObj:
            batLineup.minggeObj = minggeObj
            minggeObj.SetOwnerID(lineupPlayerID)
            minggeObj.SetTFGUID(tfGUID)
            minggeObj.SetFaction(faction)
@@ -974,6 +996,7 @@
            skillManager.SkillReset()
            for skillID in mgSkillIDList:
                skillManager.LearnSkillByID(skillID)
            batLineup.addObj(minggeObj)
            GameWorld.DebugLogEx("AddBatObj 命格: faction:%s,num:%s,objID=%s,skillIDList=%s", faction, num, minggeObj.GetID(), skillManager.GetSkillIDList())
            ResetObjSkill(minggeObj)
            minggeObj.InitBatAttr({ChConfig.AttrID_MaxHP:1})
@@ -1018,7 +1041,7 @@
        batObj = batObjMgr.addBatObj()
        if not batObj:
            break
        objID = batObj.GetID()
        #objID = batObj.GetID()
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
@@ -1042,8 +1065,7 @@
        for skillID in skillIDList:
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        batLineup.heroObjIDDict[heroID] = objID
        batLineup.addObj(batObj)
        GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
        ResetObjSkill(batObj)
        
@@ -1067,7 +1089,7 @@
    GameWorld.DebugLogEx("切换小队重置玩家阵容武将...")
    batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getAllPosObjIDList():
        batObj = batObjMgr.getBatObj(objID)
        if not batObj:
            continue
@@ -1607,7 +1629,6 @@
                turnFight.syncState(FightState_Fighting)
            TurnFightPerTurnBigStart(turnFight, turnNum)
            
        # 红颜
        # 灵兽
        
        if turnFight.winFaction:
@@ -1621,14 +1642,15 @@
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            posObjIDDict = batLineup.getPosObjIDDict()
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
                if posNum not in batLineup.posObjIDDict:
                if posNum not in posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
                objID = posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                
                # 玩家自己阵营,预判可否行动
@@ -1695,11 +1717,12 @@
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            posObjIDDict = batLineup.getPosObjIDDict()
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.posObjIDDict:
                if posNum not in posObjIDDict:
                    continue
                objID = batLineup.posObjIDDict[posNum]
                objID = posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                isAction = OnObjAction(turnFight, batObj)
@@ -1747,7 +1770,7 @@
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = ActionNumStart
        for objID in batLineup.posObjIDDict.values():
        for objID in batLineup.getAllPosObjIDList():
            batObj = batObjMgr.getBatObj(objID)
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
@@ -1765,7 +1788,7 @@
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = 1
        for objID in batLineup.posObjIDDict.values():
        for objID in batLineup.getAllPosObjIDList():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
@@ -1792,7 +1815,7 @@
        GameWorld.DebugLogEx("回合结束逻辑: turnNum=%s,faction=%s, num=%s", turnNum, faction, num)
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        for objID in batLineup.posObjIDDict.values():
        for objID in batLineup.getAllPosObjIDList():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
@@ -2085,7 +2108,7 @@
        batFaction = turnFight.getBatFaction(faction)
        for lineupNum in batFaction.lineupDict.keys():
            batLineup = batFaction.getBatlineup(lineupNum)
            for lineupObjID in batLineup.posObjIDDict.values():
            for lineupObjID in batLineup.getBatHeroObjIDList():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
@@ -2184,10 +2207,10 @@
            batLineup.totalHurt = 0
            facDRLineupInfo[str(num)] = batLineup.lineupInfo
            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
            posObjIDList = [[posNum, objID] for posNum, objID in batLineup.posObjIDDict.items()]
            # 命格不算战斗单位,主体视为触发的武将
            # 灵兽
            for posNum, objID in posObjIDList:
            for posNum, objID in batLineup.getPosObjIDDict().items():
                if posNum == ChConfig.TFPosNum_Mingge:
                    #命格不统计
                    continue
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -881,6 +881,7 @@
AfterLogic_DelBuff = "DelBuff"
AfterLogic_AddBuff = "AddBuff"
AfterLogic_SyncBuff = "SyncBuff"
AfterLogic_TriggerAddBuff = "TriggerAddBuff" # 后置处理添加buff后的被动触发
#伤害飘血类型
(
@@ -1313,6 +1314,11 @@
# 回合战斗站位定义, 1~20 以内为战斗武将固定位置
TFPosNum_Mingge = 99 # 命格固定站位
TFPosNum_Lingshou = 101 # 灵兽起始站位 101~xxx
# 战斗对象类型,根据 PosNum 区分
BatObjType_BatHero = 1 # 主战斗武将
BatObjType_Mingge = 2 # 命格
BatObjType_Lingshou = 3 # 灵兽
# 性别
BatObjSex_Male = 1 # 男
@@ -4042,7 +4048,8 @@
TriggerWay_SuckHPOne, # 吸血时(多目标仅触发一次) 57
TriggerWay_EnemyBeControlledHard, # 敌方受控时(硬控) 58
TriggerWay_PursueAtk, # 追击直接攻击时 59
) = range(1, 1 + 59)
TriggerWay_Frozen, # 冰冻目标时 60
) = range(1, 1 + 60)
# 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -106,9 +106,10 @@
            continue
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(1)
        posNumList = [pNum] if pNum else batLineup.posObjIDDict.keys()
        posObjIDDict = batLineup.getPosObjIDDict()
        posNumList = [pNum] if pNum else posObjIDDict.keys()
        for posNum in posNumList:
            objID = batLineup.posObjIDDict.get(posNum)
            objID = posObjIDDict.get(posNum)
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
@@ -144,8 +145,9 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    batFaction = turnFight.getBatFaction(faction)
    batLineup = batFaction.getBatlineup(1)
    posObjIDDict = batLineup.getPosObjIDDict()
    for posNum in posNumList:
        objID = batLineup.posObjIDDict.get(posNum)
        objID = posObjIDDict.get(posNum)
        if not objID:
            continue
        batObj = batObjMgr.getBatObj(objID)
@@ -182,7 +184,7 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    batFaction = turnFight.getBatFaction(faction)
    batLineup = batFaction.getBatlineup(1)
    objID = batLineup.posObjIDDict.get(posNum)
    objID = batLineup.getPosObjIDDict().get(posNum)
    batObj = batObjMgr.getBatObj(objID)
    if not batObj:
        GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
@@ -193,7 +195,7 @@
    
    ownerFaction = turnFight.getBatFaction(ownerFaction)
    ownerLineup = ownerFaction.getBatlineup(1)
    ownerID = ownerLineup.posObjIDDict.get(ownerPosNum)
    ownerID = ownerLineup.getPosObjIDDict().get(ownerPosNum)
    buffOwner = batObjMgr.getBatObj(ownerID)
    if not buffOwner:
        GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (ownerFaction, ownerPosNum))
@@ -237,9 +239,19 @@
            skillMgr = mgObj.GetSkillManager()
            skillIDList = skillMgr.GetSkillIDList()
            GameWorld.DebugAnswer(curPlayer, "技能: %s,%s" % (len(skillIDList), skillIDList))
            buffMgr = mgObj.GetBuffManager()
            GameWorld.DebugAnswer(curPlayer, "Buff: %s" % buffMgr.GetBuffCount())
            for index in range(buffMgr.GetBuffCount()):
                buff = buffMgr.GetBuffByIndex(index)
                buffName = GameWorld.CodeToGbk(buff.GetSkillData().GetSkillName())
                GameWorld.DebugAnswer(curPlayer, "ID:%s,%s(%s),回合:%s,层:%s,V:%s,来源:%s,光环:%s"
                                      % (buff.GetBuffID(), buffName, buff.GetSkillID(), buff.GetRemainTime(), buff.GetLayer(),
                                         [buff.GetValue1(), buff.GetValue2(), buff.GetValue3()], buff.GetOwnerID(), buff.GetHaloObjIDList()
                                         ))
        posObjIDDict = batLineup.getPosObjIDDict()
        for posNum in posNumList:
            objID = batLineup.posObjIDDict.get(posNum)
            objID = posObjIDDict.get(posNum)
            if not objID:
                continue
            batObj = batObjMgr.getBatObj(objID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -333,7 +333,7 @@
    atkObj = None
    batFactionA = turnFight.getBatFaction(ChConfig.Def_FactionA)
    batLineup = batFactionA.getBatlineup(1)
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getBatHeroObjIDList():
        atkObj = batObjMgr.getBatObj(objID)
        if atkObj.IsAlive():
            break
@@ -349,7 +349,7 @@
    killObjList = []
    batFactionB = turnFight.getBatFaction(ChConfig.Def_FactionB)
    batLineup = batFactionB.getBatlineup(1)
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getBatHeroObjIDList():
        tagObj = batObjMgr.getBatObj(objID)
        if tagObj.IsAlive():
            killObjList.append(tagObj)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -1150,10 +1150,12 @@
            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():
            for posNum, objID in batLineup.getPosObjIDDict().items():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                if batObj.GetBatObjType() != ChConfig.BatObjType_BatHero:
                    continue
                lineupHero = presetLineup.GetLineupHero(posNum)
                if lineupHero.heroBatAttrDict:
                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py
@@ -43,7 +43,7 @@
    
    objBuffList = []
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getBatHeroObjIDList():
        tagObj = batObjMgr.getBatObj(objID)
        if not tagObj:
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5009.py
@@ -41,7 +41,7 @@
    maxLayer = 0
    maxLayerBuffList = []
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getBatHeroObjIDList():
        tObj = batObjMgr.getBatObj(objID)
        if not tObj:
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5014.py
@@ -28,7 +28,7 @@
    
    objList = []
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getBatHeroObjIDList():
        batObj = batObjMgr.getBatObj(objID)
        if not batObj:
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5015.py
@@ -40,7 +40,7 @@
    
    objList = []
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
    for objID in batLineup.getBatHeroObjIDList():
        curBatObj = batObjMgr.getBatObj(objID)
        if not curBatObj:
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5022.py
@@ -34,7 +34,7 @@
            batLineup = batObj.GetTFBatLineup()
            countryCnt = 0
            batObjMgr = BattleObj.GetBatObjMgr()
            for objID in batLineup.posObjIDDict.values():
            for objID in batLineup.getBatHeroObjIDList():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -204,20 +204,18 @@
            buff.SetLayer(updLayerCnt)
            buff.SetBuffValueList(buffValueList)
            buff.ResetEffectValueEx()
            if afterLogic and bySkill:
                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            if afterLogic and buffSkill:
                buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
            elif isSync:
                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                
            RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
            return buff
        
    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
    if skillType == ChConfig.Def_SkillType_Halo and newBuff:
        __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff)
    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync, haloSrcBuff=haloSrcBuff)
    return newBuff
def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True, haloSrcBuff=None):
    curID = batObj.GetID()
    skillID = buffSkill.GetSkillID()
    buff = buffMgr.AddBuff(skillID)
@@ -242,26 +240,20 @@
    if curBuffState:
        buffMgr.AddBuffState(curBuffState, buffID)
        
    if afterLogic and bySkill:
        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
        __addHaloBuffEffObjID(curID, buff, skillID, ownerID, haloSrcBuff)
    if afterLogic and buffSkill:
        buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
    elif isSync:
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
    
    #受控时
    #添加buff时有需要后置处理触发被动的,如受控
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
        batObjMgr = BattleObj.GetBatObjMgr()
        ownerBatLineup = buffOwner.GetTFBatLineup()
        for lineupObjID in ownerBatLineup.posObjIDDict.values():
            lineupObj = batObjMgr.getBatObj(lineupObjID)
            if not lineupObj.IsAlive():
                continue
            # 敌方被控时
            if lineupObj.GetFaction() != batObj.GetFaction():
                TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, batObj, connSkill=buffSkill)
        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_BeControlledHard, batObj, buff, buffOwner])
    return buff
def IsControlledHardState(state):
@@ -325,10 +317,7 @@
    if not batFaction:
        return
    batLineup = batFaction.getBatlineup(1)
    if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
        return
    smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
    smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
    smyObj = batLineup.getHeroObj(ChConfig.HeroID_Simayi)
    if not smyObj or not smyObj.IsAlive():
        return
    smySkillID = ChConfig.SkillID_SmyFanzhao
@@ -349,6 +338,7 @@
    haloSrcBuff.AddHaloObjID(curID) # 光源先添加新目标
    haloObjIDList = haloSrcBuff.GetHaloObjIDList()
    newBuff.SetHaloObjIDList(haloObjIDList) # 新buff直接同步设置为光源有效目标
    newBuff.SetLayer(haloSrcBuff.GetLayer()) # 同步为光源的层级
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for haloObjID in haloObjIDList:
@@ -554,7 +544,7 @@
    # 重新添加本阵营有效光环
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = batObj.GetTFBatLineup()
    for tagObjID in batLineup.posObjIDDict.values():
    for tagObjID in batLineup.getAllPosObjIDList():
        tagObj = batObjMgr.getBatObj(tagObjID)
        if not tagObj.IsAlive():
            continue
@@ -571,6 +561,7 @@
            GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
            haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
            if not haloSkill:
                DoAddBuffBySkillID(turnFight, batObj, haloSkillID, buffOwner=tagObj)
                continue
            OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
            
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -398,13 +398,14 @@
                    colNumList.insert(0, specInColNum)
                    
            GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            posObjIDDict = batLineup.getPosObjIDDict()
            for col in colNumList:
                for row in range(1, 1 + ChConfig.TurnFightRows):
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                    if pNum not in posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagObjID = posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
@@ -423,13 +424,14 @@
                
            GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            # 按前排优先原则
            posObjIDDict = batLineup.getPosObjIDDict()
            for row in range(1, 1 + ChConfig.TurnFightRows):
                for col in colNumList:
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                    if pNum not in posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagObjID = posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
@@ -561,7 +563,7 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
        for tagID in batLineup.posObjIDDict.values():
        for tagID in batLineup.getBatHeroObjIDList():
            tagObj = batObjMgr.getBatObj(tagID)
            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
                return lineupNum, changeTagSet
@@ -597,13 +599,14 @@
        
    GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in rowNumList:
        for col in colNumList:
            pNum = (row - 1) * ChConfig.TurnFightCols + col
            #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
            if pNum not in batLineup.posObjIDDict:
            if pNum not in posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagObjID = posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                continue
@@ -630,11 +633,12 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetTFBatLineup()
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for col in colNumList:
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
        if pNum not in posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagObjID = posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
@@ -659,11 +663,12 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetTFBatLineup()
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in range(1, 1 + ChConfig.TurnFightRows):
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
        if pNum not in posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagObjID = posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
@@ -715,12 +720,13 @@
        colNumList.insert(0, inColNum)
        
    # 按前排优先原则
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in range(ChConfig.TurnFightRows):
        for col in colNumList:
            pNum = row * ChConfig.TurnFightCols + col
            if pNum not in batLineup.posObjIDDict:
            if pNum not in posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagObjID = posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                continue
@@ -1415,6 +1421,7 @@
    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
    relatedSkillID = useSkill.GetSkillID()
    delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
    beControlledHardDict = {} # 受控目标 {objID:buff, ...}
    afterLogicList = useSkill.GetAfterLogicList()
    for logicType, logicData in afterLogicList:
        if logicType == ChConfig.AfterLogic_DelBuff:
@@ -1433,6 +1440,13 @@
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
        # 统计添加buff需要触发的被动
        elif logicType == ChConfig.AfterLogic_TriggerAddBuff:
            triggerType, batObj, buff, buffOwner = logicData
            if buffOwner.GetID() == curID:
                if triggerType == ChConfig.TriggerWay_BeControlledHard:
                    beControlledHardDict[batObj.GetID()] = buff
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
@@ -1575,7 +1589,7 @@
            batFaction = turnFight.getBatFaction(faction)
            for lineupNum in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(lineupNum)
                for lineupObjID in batLineup.posObjIDDict.values():
                for lineupObjID in batLineup.getBatHeroObjIDList():
                    lineupObj = batObjMgr.getBatObj(lineupObjID)
                    if not lineupObj.IsAlive():
                        continue
@@ -1674,6 +1688,14 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
            
        # 控制
        if tagID in beControlledHardDict:
            buff = beControlledHardDict[tagID]
            if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
                if curMGObj:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
        # 暴击
        if tagID in superHitObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
@@ -1708,8 +1730,8 @@
            
            
        # 敌友方
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
            for lineupObjID in curBatLineup.posObjIDDict.values():
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt or tagID in beControlledHardDict:
            for lineupObjID in curBatLineup.getBatHeroObjIDList():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
@@ -1725,6 +1747,10 @@
                    if not triggerOne:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                        
                # 敌方被控时
                if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
                # 连击
                if batType == ChConfig.TurnBattleType_Combo:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -1749,9 +1775,7 @@
    if not batFaction:
        return
    batLineup = batFaction.getBatlineup(1)
    if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
        return
    dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
    dongbaiObj = batLineup.getHeroObj(ChConfig.HeroID_Dongbai)
    if not dongbaiObj or dongbaiObj.IsAlive():
        return
    skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
@@ -2618,12 +2642,10 @@
                         faction, lineupNum, hurtValueDict, immuneHurtDict)
    # 按优先级顺序处理拥有分摊效果的武将
    for effHeroID in effHeroIDList:
        if effHeroID not in batLineup.heroObjIDDict:
            continue
        objID = batLineup.heroObjIDDict[effHeroID]
        batObj = batObjMgr.getBatObj(objID)
        batObj = batLineup.getHeroObj(effHeroID)
        if not batObj or not batObj.IsAlive():
            continue
        objID = batObj.GetID()
        buffMgr = batObj.GetBuffManager()
        
        inHurt = objID in hurtValueDict # 光环里的人员是否有受伤