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) -- Gitblit v1.8.0