129 【战斗】战斗系统-服务端(陆逊技能;增加效果ID5009:检测场上最高层buff复制buff到目标上; 增加效果ID5020:引爆目标所有持续buff所有回合效果(只算按回合结算的))
4个文件已修改
2个文件已添加
163 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5009.py 83 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5020.py 54 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1001.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 7 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -360,6 +360,7 @@
        self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
        self._value2 = 0
        self._value3 = 0
        self._isCopy = 0 # 是否复制的buff
        return
    
    def onRelease(self):
@@ -392,6 +393,8 @@
    def SetValue2(self, value): self._value2 = value
    def GetValue3(self): return self._value3
    def SetValue3(self, value): self._value3 = value
    def GetIsCopy(self): return self._isCopy
    def SetIsCopy(self, isCopy): self._isCopy = isCopy
    
class BuffManager():
    ## 战斗对象buff管理器
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5009.py
New file
@@ -0,0 +1,83 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_5009
#
# @todo:检测场上最高层buff复制buff到目标上
# @author hxp
# @date 2025-10-28
# @version 1.0
#
# 详细描述: 检测场上最高层buff复制buff到目标上
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-28 10:30"""
#-------------------------------------------------------------------------------
import TurnBuff
import GameWorld
import BattleObj
import ChConfig
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
    #effectID = curEffect.GetEffectID()
    buffStateList = curEffect.GetEffectValue(0)
    includeFriend = curEffect.GetEffectValue(1) # 统计buff时是否包含己方单位
    GameWorld.DebugLog("检测复制最高层buff! buffStateList=%s,includeFriend=%s" % (buffStateList, includeFriend))
    if not buffStateList:
        return
    faction = batObj.GetFaction()
    lineupNum = batObj.GetLineupNum()
    if includeFriend:
        tagFaction = faction
    else:
        tagFaction = ChConfig.Def_FactionB if faction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
    batFaction = turnFight.getBatFaction(tagFaction)
    batLineup = batFaction.getBatlineup(lineupNum)
    maxLayer = 0
    maxLayerBuffList = []
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
        tObj = batObjMgr.getBatObj(objID)
        if not tObj:
            continue
        layerTotal = 0
        curBuffList = []
        buffMgr = tObj.GetBuffManager()
        for buffState in buffStateList:
            buffList = buffMgr.FindBuffListByState(buffState)
            if not buffList:
                #GameWorld.DebugLog("目标没有该状态buff! objID=%s,buffState=%s" % (objID, buffState))
                continue
            for buff in buffList:
                if buff.GetIsCopy():
                    #GameWorld.DebugLog("本身是复制的buff不算! objID=%s,buffID=%s" % (objID, buff.GetBuffID()))
                    continue
                layerTotal += buff.GetLayer()
            curBuffList += buffList
        GameWorld.DebugLog("目标该状态buff! objID=%s,layerTotal=%s" % (objID, layerTotal))
        if maxLayer < layerTotal:
            maxLayer = layerTotal
            maxLayerBuffList = curBuffList
    if not maxLayerBuffList:
        return
    # 复制给目标
    buffOwner = batObj
    for tagBuff in maxLayerBuffList:
        skillID = tagBuff.GetSkillID()
        addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, tagObj, skillID, buffOwner, connSkill, isSync=False)
        if not addBuff:
            GameWorld.DebugLog("复制添加buff失败! skillID=%s" % skillID)
            continue
        GameWorld.DebugLog("复制添加buff成功! skillID=%s,addBuffID=%s" % (skillID, addBuff.GetBuffID()))
        TurnBuff.CopyBuff(turnFight, batObj, addBuff, tagBuff, connSkill, True, refreshTimeLayer=False)
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5020.py
New file
@@ -0,0 +1,54 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_5020
#
# @todo:引爆目标所有持续buff所有回合效果(只算按回合结算的)
# @author hxp
# @date 2025-10-28
# @version 1.0
#
# 详细描述: 引爆目标所有持续buff所有回合效果(只算按回合结算的)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-28 10:30"""
#-------------------------------------------------------------------------------
import TurnBuff
import GameWorld
import TurnPassive
import ChConfig
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
    #effectID = curEffect.GetEffectID()
    noDel = curEffect.GetEffectValue(0)
    buffList = []
    buffMgr = tagObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        skillData = buff.GetSkillData()
        if skillData.GetSkillType() != ChConfig.Def_SkillType_LstDepBuff:
            continue
        isByTurn = False # 只算按回合结算的
        for effIndex in range(skillData.GetEffectCount()):
            effect = skillData.GetEffect(effIndex)
            if effect.GetEffectID() == 5001:
                isByTurn = True
                break
        if not isByTurn:
            continue
        buffList.append(buff)
    FinalDamPer = TurnPassive.GetTriggerEffectValue(turnFight, batObj, tagObj, ChConfig.AttrID_FinalDamPer, connSkill)
    GameWorld.DebugLog("引爆目标所有持续buff所有回合效果: tagID=%s,buffCnt=%s,noDel=%s,FinalDamPer=%s" % (tagObj.GetID(), len(buffList), noDel, FinalDamPer))
    for buff in buffList:
        GameWorld.DebugLog("buffID=%s,RemainTime=%s" % (buff.GetBuffID(), buff.GetRemainTime()))
        for _ in range(buff.GetRemainTime()):
            TurnBuff.DoBuffProcess(turnFight, tagObj, buff, FinalDamPer=FinalDamPer)
        if noDel:
            continue
        TurnBuff.DoBuffDel(turnFight, tagObj, buff)
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -37,16 +37,22 @@
        return []
    return ret
def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False):
def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False, refreshTimeLayer=True):
    '''拷贝buff数据,不含目标buffID、归属,并刷新时间
    @param refreshTimeLayer: 刷新剩余时间、层级
    '''
    skillData = curBuff.GetSkillData()
    curBuff.SetCalcTime(turnFight.getTimeline())
    if refreshTimeLayer:
    curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
    curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
    else:
        curBuff.SetRemainTime(tagBuff.GetRemainTime())
        curBuff.SetLayer(tagBuff.GetLayer())
    curBuff.SetValue1(tagBuff.GetValue1())
    curBuff.SetValue2(tagBuff.GetValue2())
    curBuff.SetValue3(tagBuff.GetValue3())
    curBuff.SetIsCopy(1)
    GameWorld.DebugLog("    拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s" 
                       % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), 
                          [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
@@ -323,13 +329,13 @@
    ObjPool.GetPoolMgr().release(curBuff)
    return
def DoBuffProcess(turnFight, batObj, curBuff):
def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
    skillData = curBuff.GetSkillData()
    if not skillData.GetAtkType():
        return
    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
    if callFunc:
        callFunc(turnFight, batObj, curBuff)
        callFunc(turnFight, batObj, curBuff, **kwargs)
    return
    
def RefreshBuffAttr(batObj):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1001.py
@@ -26,10 +26,10 @@
    hurtValue, hurtTypes = TurnSkill.CalcHurtHP(turnFight, attacker, defender, curSkill, skillValue, skillPer, damageoftime=1)
    return [hurtValue % ChConfig.Def_PerPointValue, hurtValue / ChConfig.Def_PerPointValue, hurtTypes]
def DoBuffProcess(turnFight, batObj, curBuff):
def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
    ## 执行单次逻辑
    hurtValue = curBuff.GetValue1() + curBuff.GetValue2() * ChConfig.Def_PerPointValue # 单次伤害
    hurtTypes = curBuff.GetValue3()
    TurnSkill.DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes)
    TurnSkill.DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1458,6 +1458,7 @@
    if hurtValue <= 0:
        return 0, 0, hurtTypes
    
    hurtValue = int(hurtValue)
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
@@ -1685,7 +1686,7 @@
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
    return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
    ## 执行单次dot逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1717,6 +1718,10 @@
    if layer > 0:
        hurtValue *= layer
        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    if "FinalDamPer" in kwargs:
        FinalDamPer = kwargs["FinalDamPer"]
        hurtValue *= (10000 + FinalDamPer) / 10000.0
        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
    
    remainHP = max(0, dHP - realHurtHP) # 剩余血量