From 2f70daba66fed14fcdef73ff2b2018a41a708741 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 18:59:12 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(关羽技能;增加效果6009-目标生命值低于x%必定暴击;增加技能计算方式类型5-按目标已损失生命计算伤害;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py |  214 +++++++++++++++++++++++++++++++++++++----------------
 1 files changed, 150 insertions(+), 64 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 68799eb..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")
 
@@ -38,15 +39,16 @@
     skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
     if not skillIpyData:
         return
+    ownerID = buffOwner.GetID() if buffOwner else 0
     tagObjList = [batObj]
     poolMgr = ObjPool.GetPoolMgr()
-    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+    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()
@@ -56,46 +58,126 @@
     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))
     
     skillTypeID = buffSkill.GetSkillTypeID()
-    # 先简单做下能加上即可
+    buffRepeat = buffSkill.GetBuffRepeat()
+    addLayerCnt = buffSkill.GetLayerCnt()
+    addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
+    if addLayerEff:
+        addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+        
+    #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
+    #0 覆盖:重置剩余回合,效果覆盖
+    #1 延长回合
+    #2 
+    #3 叠加层级
+    #4 独立:回合、效果独立计算
+    #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
+    
     buffMgr = batObj.GetBuffManager()
-    buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
-    if buffList:
-        # buff堆叠逻辑,待处理,先直接通知
+    
+    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)
+            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]:
+            buff = buffMgr.GetBuffByIndex(index)
+            skillData = buff.GetSkillData()
+            if buffState and skillData.GetCurBuffState() != buffState:
+                continue
+            # 删除相同状态的buff
+            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
+    else:
+        buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
         for buff in buffList:
             if not buff:
                 continue
-            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID))
+            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)
+                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                 
-        return True
-    
-    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
+            if nowLayerCnt != updLayerCnt:
+                RefreshBuffEffect(turnFight, batObj, buff, False)
+            return True
+        
+    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
     return True
 
-def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
-    skillID = buffSkill.GetSkillID()
-    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
     curID = batObj.GetID()
-    ownerID = buffOwner.GetID()
+    skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
     if not buff:
         GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
-        return False
+        return
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+    ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
-    GameWorld.DebugLog("    AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
+    
+    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
                        % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
     buff.SetOwnerID(ownerID)
     buff.SetCalcTime(turnFight.getTimeline())
     buff.SetRemainTime(buffSkill.GetLastTime())
-    buff.SetLayer(buffSkill.GetLayerCnt())
+    buff.SetLayer(setLayerCnt)
     buff.SetBuffValueList(buffValueList)
     curBuffState = buffSkill.GetCurBuffState()
     if curBuffState:
@@ -104,45 +186,46 @@
     if afterLogic and bySkill:
         bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
     else:
-        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+        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() != ChConfig.TriggerSrc_Skill:
-                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 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
+    DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
     return
 
 def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
@@ -166,6 +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)
@@ -174,32 +270,19 @@
         if not effectID:
             continue
         
-        if curEffect.GetTriggerWay():
-            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
+        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)
@@ -237,6 +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)
@@ -244,13 +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
@@ -262,8 +346,8 @@
         attrValue = batObj.GetBatAttrValue(attrID, False)
         if attrValue <= 0:
             continue
-        updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
-        updValue = max(0, updValue) # 最多减到0,最大无上限
+        updValue = attrValue * (10000 + attrPerValue) / 10000.0
+        #updValue = max(0, updValue) # 最多减到0,最大无上限
         batObj.SetBatAttrValue(attrID, updValue)
         GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
         
@@ -272,7 +356,8 @@
         if attrID in perIDList:
             continue
         attrValue = batObj.GetBatAttrValue(attrID, False)
-        updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
+        updValue = attrValue + addValue
+        #updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
         batObj.SetBatAttrValue(attrID, updValue)
         GameWorld.DebugLog("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
         
@@ -284,10 +369,10 @@
             aftHP += (aftMaxHP - befMaxHP)
             batObj.SetHP(aftHP, True)
     GameWorld.DebugLog("    befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
-    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
+    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
     return
 
-def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
+def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
     clientPack.ObjID = curBatObj.GetID()
     clientPack.BuffID = curBuff.GetBuffID()
@@ -299,6 +384,7 @@
     clientPack.Value1 = curBuff.GetValue1()
     clientPack.Value2 = curBuff.GetValue2()
     clientPack.Value3 = curBuff.GetValue3()
+    clientPack.IsAdd = 1 if isNewAdd else 0
     turnFight.addBatPack(clientPack)
     return
 

--
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