From 070a0dfddf2d5f85ac348a8d37a606bdbcd0ea0a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 05 十一月 2025 16:45:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(完善技能目标选择逻辑;支持软控魅惑、混乱、嘲讽,及反击复仇目标,buff状态细分目标,属性细分目标等优先级处理;修复反击逻辑bug;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 200 +++++++++++++++++++++++++++++++++++--------------
1 files changed, 141 insertions(+), 59 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index b77b72f..ca8d91f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,16 +22,45 @@
import TurnBuffs
import BattleObj
import ObjPool
+import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
def GetAddBuffValue(turnFight, attacker, defender, curSkill):
+ if not curSkill.GetAtkType():
+ return []
callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
if not callFunc:
return []
- return callFunc(turnFight, attacker, defender, curSkill)
+ ret = callFunc(turnFight, attacker, defender, curSkill)
+ if ret == None:
+ return []
+ return ret
-def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=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.SetAddTiming(curBatObj.GetTiming())
+ 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()]))
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+ SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
+ return
+
+def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
## 根据技能ID添加buff
if not skillID:
return
@@ -44,12 +73,12 @@
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
useSkill.SetTagObjList(tagObjList)
- isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+ addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
poolMgr.release(useSkill)
- return isOK
+ return addBuff
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
+def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
skillID = buffSkill.GetSkillID()
bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
@@ -63,19 +92,35 @@
and batObj.CheckInState(ChConfig.BatObjState_Wudi):
GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s"
% (curID, skillID, ownerID, relatedSkillID))
- return False
+ return
+ #被动触发免疫控制buff
+ if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
+ if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
+ GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s"
+ % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
+ return
+
buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
- GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s"
- % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
skillTypeID = buffSkill.GetSkillTypeID()
buffRepeat = buffSkill.GetBuffRepeat()
- addLayerCnt = buffSkill.GetLayerCnt()
- addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
- if addLayerEff:
- addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+ if setLayerCnt > 0:
+ addLayerCnt = setLayerCnt
+ GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
+ else:
+ addLayerCnt = buffSkill.GetLayerCnt()
+ addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
+ if addLayerEff:
+ # 可指定来源技能技能才生效,不指定的话默认生效
+ if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID:
+ addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+ maxLayerCnt = buffSkill.GetLayerMax()
+ if maxLayerCnt:
+ maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
+ GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s"
+ % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
#buff重复获得时的叠加规则
#以下规则默认针对的是相同施法者,即相同来源的处理
#如果有针对不同施法者的规则会说明
@@ -89,7 +134,6 @@
buffMgr = batObj.GetBuffManager()
if buffRepeat == 4: # 4 独立:回合、效果独立计算
- maxLayerCnt = buffSkill.GetLayerMax()
# 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
if maxLayerCnt:
buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
@@ -128,32 +172,30 @@
updLayerCnt = addLayerCnt
if buffRepeat == 3: # 叠加层级
- maxLayerCnt = buffSkill.GetLayerMax()
updLayerCnt = nowLayerCnt + addLayerCnt
if maxLayerCnt and updLayerCnt > maxLayerCnt:
updLayerCnt = maxLayerCnt
- GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
+ GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
else:
GameWorld.DebugLog(" 默认覆盖")
# 重置回合、CD、值等
- buff.SetCalcTime(turnFight.getTimeline())
+ buff.SetAddTiming(batObj.GetTiming())
buff.SetRemainTime(buffSkill.GetLastTime())
buff.SetLayer(updLayerCnt)
buff.SetBuffValueList(buffValueList)
+ buff.ResetEffectValueEx()
if afterLogic and bySkill:
bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
+ elif isSync:
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
- if nowLayerCnt != updLayerCnt:
- RefreshBuffEffect(turnFight, batObj, buff, False)
- return True
+ RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
+ return buff
- __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
- return True
+ return __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
-def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
curID = batObj.GetID()
skillID = buffSkill.GetSkillID()
buff = buffMgr.AddBuff(skillID)
@@ -163,11 +205,12 @@
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
ownerID = buffOwner.GetID()
buffID = buff.GetBuffID()
+ timing = batObj.GetTiming()
- GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
- % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
+ GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s"
+ % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
+ buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
buff.SetOwnerID(ownerID)
- buff.SetCalcTime(turnFight.getTimeline())
buff.SetRemainTime(buffSkill.GetLastTime())
buff.SetLayer(setLayerCnt)
buff.SetBuffValueList(buffValueList)
@@ -177,14 +220,16 @@
if afterLogic and bySkill:
bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
+ elif isSync:
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
- RefreshBuffEffect(turnFight, batObj, buff, True)
- return
+ RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
+ return buff
-def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
+def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
## 刷新buff效果
+ # @param buffSkill: 添加该buff时对应的buff技能ID,可能为None,如非添加时的刷新
+ # @param refreshType: 0-普通刷新;1-新添加刷新;2-覆盖刷新
isRefreshAttr = False # 是否刷属性
@@ -198,12 +243,15 @@
continue
if curEffect.GetTriggerWay():
- if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff:
+ if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and refreshType == 1:
passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
elif effectID in ChConfig.AttrIDList:
isRefreshAttr = True
+ if refreshType and buffSkill and buffOwner:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
+
if isRefreshAttr:
RefreshBuffAttr(batObj)
@@ -215,7 +263,7 @@
curBuff.SetLayer(updLayer)
relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
- RefreshBuffEffect(turnFight, batObj, curBuff, False)
+ RefreshBuffEffect(turnFight, batObj, curBuff)
return
DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
return
@@ -241,6 +289,19 @@
buffMgr = batObj.GetBuffManager()
buffID = curBuff.GetBuffID()
skillData = curBuff.GetSkillData()
+
+ # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
+ curBuffState = skillData.GetCurBuffState()
+ if curBuffState:
+ buffMgr.DelBuffState(curBuffState, buffID)
+
+ buffMgr.DelBuff(buffID, release)
+ if isSync:
+ SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
+ if afterLogic and relatedSkill:
+ tagObjID = tagObj.GetID() if tagObj else buffObjID
+ relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
+
#buff消失的触发
for effectIndex in range(0, skillData.GetEffectCount()):
curEffect = skillData.GetEffect(effectIndex)
@@ -249,32 +310,19 @@
if not effectID:
continue
- if curEffect.GetTriggerWay():
+ triggerWay = curEffect.GetTriggerWay()
+ if triggerWay:
+ if triggerWay == ChConfig.TriggerWay_BuffDel:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
+
if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
haveBuffPassiveEff = True
elif effectID in ChConfig.AttrIDList:
isRefreshAttr = True
- else:
- callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
- if callFunc:
- callFunc(turnFight, batObj, curBuff, curEffect)
-
if haveBuffPassiveEff:
batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
-
- curBuffState = skillData.GetCurBuffState()
- if curBuffState:
- buffMgr.DelBuffState(curBuffState, buffID)
-
- # 最后删除buff、通知
- buffMgr.DelBuff(buffID, release)
- if isSync:
- SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
- if afterLogic and relatedSkill:
- tagObjID = tagObj.GetID() if tagObj else buffObjID
- relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
if isRefreshAttr:
RefreshBuffAttr(batObj)
@@ -287,11 +335,13 @@
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):
@@ -307,34 +357,66 @@
GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s"
% (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
+ skbufAttrDict = {}
+
+ # 属性技能
+ skillAttrDict = {}
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ for eIndex in range(curSkill.GetEffectCount()):
+ effect = curSkill.GetEffect(eIndex)
+ effID = effect.GetEffectID()
+ if effID not in ChConfig.AttrIDList:
+ continue
+ if effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
+ # 技能时仅技能有效
+ continue
+ attrID = effID
+ attrValue = effect.GetEffectValue(0)
+ calcType = effect.GetEffectValue(1)
+ if calcType == 2: # 减少,其他默认增加
+ attrValue = -attrValue
+ skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
+ skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
+ skillAttrDict and GameWorld.DebugLog(" skillAttrDict=%s" % skillAttrDict)
+
# buff
- buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
+ buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
buffMgr = batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount()):
buff = buffMgr.GetBuffByIndex(index)
layer = max(1, buff.GetLayer())
skillData = buff.GetSkillData()
+
for eIndex in range(skillData.GetEffectCount()):
effect = skillData.GetEffect(eIndex)
effID = effect.GetEffectID()
if effID not in ChConfig.AttrIDList:
continue
+ if effect.GetTriggerSrc() and effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
+ # buff时,不配默认有效,或仅buff有效
+ continue
attrID = effID
- attrValue = effect.GetEffectValue(0) * layer
+ attrValue = (effect.GetEffectValue(0) + buff.GetEffectValueEx(attrID)) * layer
calcType = effect.GetEffectValue(1)
if calcType == 2: # 减少,其他默认增加
attrValue = -attrValue
- buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
+ buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
+ skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
- GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict)
+ buffsAttrDict and GameWorld.DebugLog(" buffsAttrDict=%s" % buffsAttrDict)
+ GameWorld.DebugLog(" skbufAttrDict=%s" % skbufAttrDict)
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:
+ if attrPerID not in skbufAttrDict:
continue
- attrPerValue = buffAttrDict[attrPerID] # 可能是负值
+ attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
attrValue = batObj.GetBatAttrValue(attrID, False)
if attrValue <= 0:
continue
@@ -344,7 +426,7 @@
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():
+ for attrID, addValue in skbufAttrDict.items():
if attrID in perIDList:
continue
attrValue = batObj.GetBatAttrValue(attrID, False)
--
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