From 1890f0643483194e41668032aa75eb755c8a1aad Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 12 八月 2025 17:23:43 +0800
Subject: [PATCH] 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;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  287 ++++++++++++++++++++++++++++++++++-----------------------
 1 files changed, 172 insertions(+), 115 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index a26c3d8..cd9560f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/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

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