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 |  137 +++++++++++++++++++++++++++------------------
 1 files changed, 83 insertions(+), 54 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 e8240c1..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]:
@@ -93,40 +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()
-                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)
-                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)
@@ -220,6 +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)
@@ -228,32 +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)

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