From 3ac863ebc8f55dd0838b4ee2f9d0c39234af25eb Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 09 二月 2026 10:46:00 +0800
Subject: [PATCH] 358 【内政】红颜系统-服务端(修改游历体力为DWORD;红颜时装升级改为使用背包物品;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 149 +++++++++++++++++++++++++++++++++++++------------
1 files changed, 111 insertions(+), 38 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 5dae661..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)
@@ -499,7 +537,7 @@
isRefreshAttr = False
objID = batObj.GetID()
buffMgr = batObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount()):
+ for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
@@ -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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