From 2b13d5f833c003e7b1f6547a8e6c66533c507566 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 14:22:03 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(黄月英技能; 增加效果友方某个武将额外行动一次5014;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |   52 +++++++++++++++++++++++++++++++++-------------------
 1 files changed, 33 insertions(+), 19 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 2297e4b..c96bb09 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,17 +37,22 @@
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         return
     
-    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
+    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
         '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                         优先级之后有需要再扩展
         @return: [["skill/buff", skillID/buffID, effIDList], ...]
         '''
         effList = []
         
-        if not connSkillTypeID and connSkill:
-            connSkillTypeID = connSkill.GetSkillTypeID()
-            
-        if connSkill and self._batObj.GetID() == connSkill.GetObjID():
+        if not connSkillTypeID:
+            if connSkill:
+                connSkillTypeID = connSkill.GetSkillTypeID()
+            elif connBuff:
+                skillData = connBuff.GetSkillData()
+                connSkillTypeID = skillData.GetSkillTypeID()
+                
+        # SkillData 对象暂时没有 GetObjID
+        if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
             skillID = connSkill.GetSkillID()
             skillManager = self._batObj.GetSkillManager()
             # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
@@ -62,7 +67,7 @@
                     triggerSrc = effect.GetTriggerSrc()
                     if not triggerWay:
                         continue
-                    if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+                    if triggerWay in ChConfig.TriggerWayNoLoadList:
                         continue
                     if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
                         # 仅添加本技能的
@@ -124,7 +129,7 @@
         triggerSrc = effect.GetTriggerSrc()
         if not triggerWay:
             return
-        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+        if triggerWay in ChConfig.TriggerWayNoLoadList:
             return
         if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
             # buff有效的不加进来
@@ -174,7 +179,7 @@
         triggerSrc = effect.GetTriggerSrc()
         if not triggerWay:
             return
-        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+        if triggerWay in ChConfig.TriggerWayNoLoadList:
             return
         if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
             # 技能有效的不加进来
@@ -269,8 +274,6 @@
     def GetTriggerWay(self): return self._triggerWay
     def GetTriggerSrc(self): return self._triggerSrc
     #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
-    
-EmptyEffect = SkillEffect(0, [])
 
 class SklllData():
     
@@ -311,10 +314,10 @@
     def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
     def GetEffectCount(self): return len(self._effList)
-    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
+    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
-    def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
+    def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
     def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
     def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
     def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
@@ -502,6 +505,7 @@
         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._byBuff = None # 由哪个buff触发的
         self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
         
         # 连击相关
@@ -515,6 +519,7 @@
         self._batType = 0
         self._tagObjList = []
         self._bySkill = None
+        self._byBuff = None
         self._afterLogicList = []
         self.ClearHurtObj()
         return
@@ -544,7 +549,7 @@
     def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
     def GetConnSkill(self): return self._skillData.GetConnSkill()
     def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
-    def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
+    def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
     def GetCurBuffState(self): return self._skillData.GetCurBuffState()
     def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
     def GetLayerCnt(self): return self._skillData.GetLayerCnt()
@@ -563,6 +568,8 @@
     def SetBatType(self, batType): self._batType = batType
     def GetBySkill(self): return self._bySkill
     def SetBySkill(self, bySkill): self._bySkill = bySkill
+    def GetByBuff(self): return self._byBuff
+    def SetByBuff(self, byBuff): self._byBuff = byBuff
     def GetTagObjList(self): return self._tagObjList # 技能目标列表
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
     def GetAfterLogicList(self): return self._afterLogicList
@@ -820,18 +827,25 @@
                 return True
         return False
     
-    def IsInControlled(self):
-        ## 是否被控制中
-        for state in ChConfig.InControlledStateList:
+    def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
+    def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
+    def IsInBuffStateGroup(self, buffStateGroup):
+        '''是否在某个状态组中
+                        已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
+        '''
+        buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
+        if buffStateGroup not in buffStateGroupDict:
+            return
+        for state in buffStateGroupDict[buffStateGroup]:
             if self._buffMgr.IsInBuffState(state):
-                return True
-        return False
+                return state
+        return
     
     def CanAction(self):
         ## 是否可以行动
         if not self.IsAlive():
             return False
-        if self.IsInControlled():
+        if self.IsInControlledHard():
             return False
         return True
     

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