From 2838ace78267ff0f7681f424fa939449061ae781 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 10:55:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(庞统技能;增加触发方式被连击18,被追击19;增加buff状态限制管理支持,写死硬控中无法格挡、闪避、行动;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 182 +++++++++++++++++++++++++--------------------
1 files changed, 100 insertions(+), 82 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 b75f844..bd8ae78 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,6 +22,7 @@
import TurnBuffs
import BattleObj
import ObjPool
+import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
@@ -44,10 +45,10 @@
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
useSkill.SetTagObjList(tagObjList)
- OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+ isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
poolMgr.release(useSkill)
- return
+ return isOK
def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
skillID = buffSkill.GetSkillID()
@@ -57,6 +58,21 @@
if not buffOwner:
buffOwner = batObj
ownerID = buffOwner.GetID()
+
+ #无敌免疫持续减益buff、控制类buff
+ if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
+ 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
+
+ #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 False
+
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))
@@ -81,7 +97,23 @@
buffMgr = batObj.GetBuffManager()
if buffRepeat == 4: # 4 独立:回合、效果独立计算
- pass # 不处理,直接跳过添加新buff
+ 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)
+ if len(buffList) >= maxLayerCnt:
+ delBuff = None
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
+ delBuff = buff
+ if delBuff:
+ GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
+ DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
+
elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
buffState = buffSkill.GetCurBuffState()
for index in range(buffMgr.GetBuffCount())[::-1]:
@@ -93,38 +125,37 @@
DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
else:
buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
- if buffList:
- for buff in buffList:
- if not buff:
- continue
- if buff.GetOwnerID() != ownerID:
- continue
- buffID = buff.GetBuffID()
- GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
-
- updLayerCnt = addLayerCnt
- if buffRepeat == 3: # 叠加层级
- nowLayerCnt = buff.GetLayer()
- 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))
- else:
- GameWorld.DebugLog(" 默认覆盖")
-
- # 重置回合、CD、值等
- buff.SetCalcTime(turnFight.getTimeline())
- buff.SetRemainTime(buffSkill.GetLastTime())
- buff.SetLayer(updLayerCnt)
- buff.SetBuffValueList(buffValueList)
- if afterLogic and bySkill:
- bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
-
- break
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ buffID = buff.GetBuffID()
+ nowLayerCnt = buff.GetLayer()
+ GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
+ 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))
+ else:
+ GameWorld.DebugLog(" 默认覆盖")
+
+ # 重置回合、CD、值等
+ buff.SetCalcTime(turnFight.getTimeline())
+ buff.SetRemainTime(buffSkill.GetLastTime())
+ buff.SetLayer(updLayerCnt)
+ buff.SetBuffValueList(buffValueList)
+ if afterLogic and bySkill:
+ bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ else:
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+
+ if nowLayerCnt != updLayerCnt:
+ RefreshBuffEffect(turnFight, batObj, buff, False)
return True
__addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
@@ -157,58 +188,44 @@
else:
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
- DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
+ RefreshBuffEffect(turnFight, batObj, buff, True)
return
-def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
- ## buff添加成功后处理
+def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
+ ## 刷新buff效果
isRefreshAttr = False # 是否刷属性
- #atkType = buffSkill.GetAtkType()
- #if atkType:
- # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
- # if callFunc:
- # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
-
+ skillData = curBuff.GetSkillData()
passiveEffMgr = batObj.GetPassiveEffManager()
# buff效果加入
- for effectIndex in range(0, buffSkill.GetEffectCount()):
- curEffect = buffSkill.GetEffect(effectIndex)
+ for effectIndex in range(0, skillData.GetEffectCount()):
+ curEffect = skillData.GetEffect(effectIndex)
effectID = curEffect.GetEffectID()
if effectID == 0:
continue
if curEffect.GetTriggerWay():
- if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
- passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
+ if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff:
+ passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
elif effectID in ChConfig.AttrIDList:
isRefreshAttr = True
- else:
- callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
- if callFunc:
- callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
-
if isRefreshAttr:
RefreshBuffAttr(batObj)
return
-def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
- ## 减少buff层级
- curLayer = curBuff.GetLayer()
- if not curLayer:
- return
- updLayer = max(0, curLayer - decLayer)
- curBuff.SetLayer(updLayer)
+def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
+ ## buff层级变更
if updLayer > 0:
+ curBuff.SetLayer(updLayer)
+ relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
+ RefreshBuffEffect(turnFight, batObj, curBuff, False)
return
- objID = batObj.GetID()
- buffID = curBuff.GetBuffID()
- SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
+ DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
return
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
@@ -232,6 +249,19 @@
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)
@@ -240,32 +270,19 @@
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)
@@ -303,6 +320,7 @@
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)
@@ -310,13 +328,13 @@
if effID not in ChConfig.AttrIDList:
continue
attrID = effID
- attrValue = effect.GetEffectValue(0)
+ attrValue = effect.GetEffectValue(0) * 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
- GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict)
+ GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict)
objID = batObj.GetID()
# 先计算百分比加成或降低的
--
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