From 35d98e9c630fd4408561c8c54b4c09193bb9ce9e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 20 三月 2026 14:57:32 +0800
Subject: [PATCH] 0312 修改服务端补主线进度通知

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |   37 ++++++++++++++++++++++++++++++++-----
 1 files changed, 32 insertions(+), 5 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 d7b8c8e..afc8275 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -415,7 +415,7 @@
     def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
     def GetLayerMax(self): return self._ipyData.GetLayerMax()
     def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
-    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
+    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() in ChConfig.Def_HaloSkill_List # 驱散限制
     def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
     def GetFightPower(self): return self._ipyData.GetFightPower()
     
@@ -670,6 +670,7 @@
         self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
         self._byBuff = None # 由哪个buff触发的
+        self._byBatObj = None # 由哪个战斗对象触发的
         self._byTriggerWay = 0 # 由哪个被动方式触发的
         self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
         self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
@@ -696,6 +697,7 @@
         self._effIgnoreObjIDList = []
         self._bySkill = None
         self._byBuff = None
+        self._byBatObj = None
         self._byTriggerWay = 0
         self._afterLogicList = []
         self.ClearHurtObj()
@@ -748,6 +750,8 @@
     def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetByBuff(self): return self._byBuff
     def SetByBuff(self, byBuff): self._byBuff = byBuff
+    def GetByBatObj(self): return self._byBatObj
+    def SetByBatObj(self, byBatObj): self._byBatObj = byBatObj
     def GetByTriggerWay(self): return self._byTriggerWay
     def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
     def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
@@ -878,6 +882,12 @@
         curSkill = PySkill(ipyData, self._batObj.GetID())
         self._skillDict[skillID] = curSkill
         self._skillList.append(curSkill)
+        
+        learnSkillExEff = curSkill.GetEffectByID(ChConfig.SkillEff_LearnSkillEx)
+        if learnSkillExEff:
+            skillIDEx = learnSkillExEff.GetEffectValue(0)
+            if skillIDEx:
+                self.LearnSkillByID(skillIDEx)
         return curSkill
     
     def __deleteSkill(self, curSkill):
@@ -909,6 +919,7 @@
         self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
         self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
         self.posNum = 0 # 所在阵容站位
+        self._batLineup = None # 所属战斗阵容对象
         self._hp = 0 # 当前生命值
         self._xp = 0 # 当前怒气值
         self._isAlive = True # 是否活着
@@ -930,6 +941,7 @@
         self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
         self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
         self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
+        self._beFrozenCnt = 0 # 本场战斗累计被冰冻次数
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -994,10 +1006,12 @@
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
-    def GetBatLineup(self):
-        turnFight = self.GetTurnFight()
-        batFaction = turnFight.getBatFaction(self.faction)
-        return batFaction.getBatlineup(self.lineupNum)
+    def GetTFBatLineup(self):
+        if not self._batLineup:
+            turnFight = self.GetTurnFight()
+            batFaction = turnFight.getBatFaction(self.faction)
+            self._batLineup = batFaction.getBatlineup(self.lineupNum)
+        return self._batLineup
     def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
     def SetOwnerID(self, ownerID): self.ownerID = ownerID
     def GetID(self): return self.objID
@@ -1030,6 +1044,15 @@
     def GetPosNum(self): return self.posNum
     def GetFaction(self): return self.faction
     def SetFaction(self, faction): self.faction = faction
+    def GetBatObjType(self):
+        ## 战斗对象实例类型
+        if 1 <= self.posNum <= ShareDefine.LineupObjMax:
+            return ChConfig.BatObjType_BatHero
+        if self.posNum == ChConfig.TFPosNum_Mingge:
+            return ChConfig.BatObjType_Mingge
+        if ChConfig.TFPosNum_Lingshou <= self.posNum:
+            return ChConfig.BatObjType_Lingshou
+        return 0
     def GetFightPower(self): return self.fightPower
     def SetFightPower(self, fightPower): self.fightPower = fightPower
     def GetLV(self): return self.lv
@@ -1072,6 +1095,7 @@
     
     def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
     def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
+    def IsInControlledSoft(self): return self.IsInBuffStateGroup([2]) # 是否被软控中
     def IsInBuffStateGroup(self, buffStateGroups):
         '''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
@@ -1224,6 +1248,9 @@
     def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
     def SetTiming(self, timing): self._timing = timing
     
+    def GetBeFrozenCnt(self): return self._beFrozenCnt
+    def SetBeFrozenCnt(self, beFrozenCnt): self._beFrozenCnt = beFrozenCnt
+    
     def StatHurtValue(self, hurtValue):
         ## 统计输出
         self.hurtStat += hurtValue

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