From 367fd9c77f82b2c7960dc9281c270e550d3ecbb0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 30 一月 2026 15:23:37 +0800
Subject: [PATCH] 438 【方案】方案预设-服务端(修复当前流派子方案切换时如切武将方案,定军阁进攻武将不会刷新的bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py |  147 ++++++++++++++++++++++++++++++++++++------------
 1 files changed, 110 insertions(+), 37 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 9960ce5..46afd48 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -85,12 +85,16 @@
     ownerID = buffOwner.GetID()
     
     skillType = buffSkill.GetSkillType()
-    #无敌免疫持续减益buff、控制类buff
-    if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
-        and batObj.CheckInState(ChConfig.BatObjState_Wudi):
-        GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
-        return
-    
+    #免疫减益buff、控制类buff
+    if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_DepBuff, ChConfig.Def_SkillType_Action]:
+        if batObj.CheckInState(ChConfig.BatObjState_Wudi):
+            GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
+            return
+        if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlDepBuff, buffSkill):
+            return
+        if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneBadBuff, buffSkill):
+            return
+        
     #被动触发免疫控制buff
     if skillType == ChConfig.Def_SkillType_Action:
         if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
@@ -175,12 +179,15 @@
                 continue
             buffID = buff.GetBuffID()
             nowLayerCnt = buff.GetLayer()
-            GameWorld.DebugLogEx("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
+            GameWorld.DebugLogEx("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s,nowLayerCnt=%s/%s", buffID, skillTypeID, ownerID, buffRepeat, nowLayerCnt, maxLayerCnt)
             
             resetAddTiming = False # 一般只有覆盖的才重新计算回合,视为重新添加
             remainTime = buffSkill.GetLastTime()
             updLayerCnt = addLayerCnt
             if buffRepeat == 3: # 叠加层级
+                if maxLayerCnt and nowLayerCnt >= maxLayerCnt:
+                    GameWorld.DebugLogEx("    已达最大层数: nowLayerCnt=%s/%s", nowLayerCnt, maxLayerCnt)
+                    return
                 updLayerCnt = nowLayerCnt + addLayerCnt
                 if maxLayerCnt and updLayerCnt > maxLayerCnt:
                     updLayerCnt = maxLayerCnt
@@ -200,20 +207,18 @@
             buff.SetLayer(updLayerCnt)
             buff.SetBuffValueList(buffValueList)
             buff.ResetEffectValueEx()
-            if afterLogic and bySkill:
-                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+            if afterLogic and buffSkill:
+                buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
             elif isSync:
                 SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                 
             RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
             return buff
         
-    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
-    if skillType == ChConfig.Def_SkillType_Halo and newBuff:
-        __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff)
+    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync, haloSrcBuff=haloSrcBuff)
     return newBuff
 
-def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True, haloSrcBuff=None):
     curID = batObj.GetID()
     skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
@@ -224,25 +229,50 @@
     ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
     timing = batObj.GetTiming()
+    skillType = buffSkill.GetSkillType()
+    remainTime = buffSkill.GetLastTime()
+    remainTime += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffTime, buffSkill)
     
-    GameWorld.DebugLogEx("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s", 
-                         buffID, skillID, ownerID, relatedSkillID, timing, curID)
+    GameWorld.DebugLogEx("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s,remainTime=%s,setLayerCnt=%s,afterLogic=%s", 
+                         buffID, skillID, ownerID, relatedSkillID, timing, remainTime, setLayerCnt, afterLogic, curID)
     buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
     buff.SetOwnerID(ownerID)
-    buff.SetRemainTime(buffSkill.GetLastTime())
+    buff.SetRemainTime(remainTime)
     buff.SetLayer(setLayerCnt)
     buff.SetBuffValueList(buffValueList)
     curBuffState = buffSkill.GetCurBuffState()
     if curBuffState:
         buffMgr.AddBuffState(curBuffState, buffID)
         
-    if afterLogic and bySkill:
-        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+    if skillType == ChConfig.Def_SkillType_Halo:
+        __addHaloBuffEffObjID(curID, buff, skillID, ownerID, haloSrcBuff)
+        
+    if afterLogic and buffSkill:
+        buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+        if bySkill:
+            bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
     elif isSync:
         SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
         
     RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
+    
+    #添加buff时有需要后置处理触发被动的,如受控
+    if curBuffState and IsControlledHardState(curBuffState):
+        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_BeControlledHard, batObj, buff, buffOwner])
+        
+    #添加持续减益buff
+    if skillType == ChConfig.Def_SkillType_LstDepBuff:
+        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_AddDOTBuff, batObj, buff, buffOwner])
+        
     return buff
+
+def IsControlledHardState(state):
+    stateGroup = "1"
+    buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
+    if stateGroup not in buffStateGroupDict:
+        return
+    return state in buffStateGroupDict[stateGroup]
+    
 
 def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
     ## 刷新buff效果
@@ -269,15 +299,16 @@
             
     if refreshType and buffSkill and buffOwner:
         TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, tagObj=batObj, connSkill=buffSkill, connBuff=curBuff)
-        # 判断是否有额外属性的
-        if not isRefreshAttr:
-            effExDict = curBuff.GetEffectExDict()
-            for effCalcInfo in effExDict.keys():
-                effID = effCalcInfo[0]
-                if effID in ChConfig.AttrIDList:
-                    isRefreshAttr = True
-                    break
-                
+        
+    # 判断是否有额外属性的
+    if not isRefreshAttr:
+        effExDict = curBuff.GetEffectExDict()
+        for effCalcInfo in effExDict.keys():
+            effID = effCalcInfo[0]
+            if effID in ChConfig.AttrIDList:
+                isRefreshAttr = True
+                break
+            
     if isRefreshAttr:
         RefreshBuffAttr(batObj)
         
@@ -296,10 +327,7 @@
     if not batFaction:
         return
     batLineup = batFaction.getBatlineup(1)
-    if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
-        return
-    smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
-    smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
+    smyObj = batLineup.getHeroObj(ChConfig.HeroID_Simayi)
     if not smyObj or not smyObj.IsAlive():
         return
     smySkillID = ChConfig.SkillID_SmyFanzhao
@@ -320,6 +348,7 @@
     haloSrcBuff.AddHaloObjID(curID) # 光源先添加新目标
     haloObjIDList = haloSrcBuff.GetHaloObjIDList()
     newBuff.SetHaloObjIDList(haloObjIDList) # 新buff直接同步设置为光源有效目标
+    newBuff.SetLayer(haloSrcBuff.GetLayer()) # 同步为光源的层级
     
     batObjMgr = BattleObj.GetBatObjMgr()
     for haloObjID in haloObjIDList:
@@ -439,6 +468,15 @@
     if haveBuffPassiveEff:
         batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
         
+    # 判断是否有额外属性的
+    if not isRefreshAttr:
+        effExDict = curBuff.GetEffectExDict()
+        for effCalcInfo in effExDict.keys():
+            effID = effCalcInfo[0]
+            if effID in ChConfig.AttrIDList:
+                isRefreshAttr = True
+                break
+            
     if isRefreshAttr and not noRefreshAttr:
         RefreshBuffAttr(batObj)
         
@@ -515,8 +553,8 @@
         
     # 重新添加本阵营有效光环
     batObjMgr = BattleObj.GetBatObjMgr()
-    batLineup = batObj.GetBatLineup()
-    for tagObjID in batLineup.posObjIDDict.values():
+    batLineup = batObj.GetTFBatLineup()
+    for tagObjID in batLineup.getAllPosObjIDList():
         tagObj = batObjMgr.getBatObj(tagObjID)
         if not tagObj.IsAlive():
             continue
@@ -533,6 +571,7 @@
             GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
             haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
             if not haloSkill:
+                DoAddBuffBySkillID(turnFight, batObj, haloSkillID, buffOwner=tagObj)
                 continue
             OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
             
@@ -548,9 +587,14 @@
     befHP = batObj.GetHP()
     befMaxHP = batObj.GetMaxHP()
     
+    isMingge = batObj.GetPosNum() == ChConfig.TFPosNum_Mingge
+    mgObj = None
+    if not isMingge:
+        mgObj = batObj.GetTFBatLineup().getMinggeObj()
+    mgObjID = mgObj.GetID() if mgObj else 0
     batAttrDict = batObj.ResetBattleEffect()
-    GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s", 
-                         objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
+    GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,isMingge=%s(%s),batAttrDict=%s", 
+                         objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, isMingge, mgObjID, batAttrDict)
     
     skbufAttrDict = {}
     
@@ -606,6 +650,9 @@
             effID = effect.GetEffectID()
             if effID not in ChConfig.AttrIDList:
                 continue
+            if effect.GetTriggerWay():
+                # 有需要触发才生效的属性在buff中不生效,由触发规则决定
+                continue
             if not (not effect.GetTriggerSrc() or effect.GetTriggerBuffEnable()):
                 # buff时,不配默认有效,或仅buff有效
                 continue
@@ -622,11 +669,22 @@
     
     objID = batObj.GetID()
     # 先计算百分比加成或降低的
+    mgHaveAttrPer = False # 命格加成对友军有效
     perIDList = ChConfig.AttrPerDict.values()
     for attrID, attrPerID in ChConfig.AttrPerDict.items():
-        if attrPerID not in skbufAttrDict:
+        attrPerValue = 0
+        if attrPerID in skbufAttrDict:
+            attrPerValue += skbufAttrDict[attrPerID] # 可能是负值
+        if mgObj:
+            attrPerValue += mgObj.GetBatAttrValue(attrPerID)
+            if attrPerValue:
+                GameWorld.DebugLogEx("    命格额外加成: attrID=%s,attrPerID=%s,attrPerValue=%s", attrID, attrPerID, attrPerValue)
+        elif isMingge and attrPerValue:
+            mgHaveAttrPer = True
+            batObj.SetBatAttrValue(attrPerID, attrPerValue)
+            GameWorld.DebugLogEx("    命格保存加成: attrID=%s,attrPerID=%s,attrPerValue=%s", attrID, attrPerID, attrPerValue) 
+        if not attrPerValue:
             continue
-        attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
         attrValue = batObj.GetBatAttrValue(attrID, False)
         if attrValue <= 0:
             continue
@@ -658,6 +716,21 @@
             batObj.SetHP(aftHP, isNotify)
     GameWorld.DebugLogEx("    befHP=%s/%s, aftHP=%s/%s", befHP, befMaxHP, aftHP, aftMaxHP)
     GameWorld.DebugLogEx("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s", objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict())
+    
+    # 命格刷属性
+    if mgHaveAttrPer and isMingge and not isInit:
+        batLineup = batObj.GetTFBatLineup()
+        batObjMgr = BattleObj.GetBatObjMgr()
+        heroObjIDList = batLineup.getBatHeroObjIDList()
+        GameWorld.DebugLogEx("命格有加成属性同步刷新本阵容武将属性: heroObjIDList=%s", heroObjIDList)
+        for heroObjID in heroObjIDList:
+            heroObj = batObjMgr.getBatObj(heroObjID)
+            if not heroObj:
+                continue
+            if not heroObj.IsAlive():
+                continue
+            RefreshBuffAttr(heroObj)
+            
     return
 
 def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):

--
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