From 3beded4a9ae2e126158d89a4e7048f595ea0bc1b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 八月 2025 12:01:24 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(技能触发来源触发逻辑优化;增加承伤盾支持,0428通知buff相关值;增加嘲讽支持,优化技能选择目标逻辑;增加连击、反击、格挡、暴击、通用击晕支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  187 ++++++++++++++++++++++++++++++++--------------
 1 files changed, 130 insertions(+), 57 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 55da264..89f6bc2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -33,41 +33,45 @@
     def __init__(self, batObj):
         self._batObj = batObj
         # 被影响的技能ID: 0为所有技能
-        self._AffectSkillDict = {} # 被动技能 {(触发方式, 被影响的技能ID):{技能ID:[effID, ...], ...}, ...}
-        self._AffectBuffDict = {} # 被动buff {(触发方式, 被影响的技能ID):{buffID:[effID, ...], ...}, ...}
+        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         return
     
-    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None):
+    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
         '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                         优先级之后有需要再扩展
         @return: [["skill/buff", skillID/buffID, effIDList], ...]
         '''
-        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
         effList = []
-        # 技能
-        key = (triggerWay, connSkillID)
-        if key in self._AffectSkillDict:
-            effDict = self._AffectSkillDict[key]
-            for skillID, effIDList in effDict.items():
-                effList.append(["skill", skillID, effIDList])
-        if connSkillID != 0:
-            key = (triggerWay, 0)
-            effDict = self._AffectSkillDict.get(key, {})
-            for skillID, effIDList in effDict.items():
-                effList.append(["skill", skillID, effIDList])
-                
-        # buff
-        key = (triggerWay, connSkillID)
-        if key in self._AffectBuffDict:
-            effDict = self._AffectBuffDict[key]
-            for buffID, effIDList in effDict.items():
-                effList.append(["buff", buffID, effIDList])
-        if connSkillID != 0:
-            key = (triggerWay, 0)
-            effDict = self._AffectBuffDict.get(key, {})
-            for buffID, effIDList in effDict.items():
-                effList.append(["buff", buffID, effIDList])
-                
+        
+        # 优先取关联技能的
+        if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]:
+            # 技能
+            key = (triggerWay, connSkillTypeID)
+            if key in self._AffectSkillDict:
+                effDict = self._AffectSkillDict[key]
+                for skillID, effIDList in effDict.items():
+                    effList.append(["skill", skillID, effIDList])
+                    
+            # buff
+            key = (triggerWay, connSkillTypeID)
+            if key in self._AffectBuffDict:
+                effDict = self._AffectBuffDict[key]
+                for buffID, effIDList in effDict.items():
+                    effList.append(["buff", buffID, effIDList])
+                    
+        # 所有技能有效的
+        key = (triggerWay, ChConfig.TriggerSrc_Skill)
+        effDict = self._AffectSkillDict.get(key, {})
+        for skillID, effIDList in effDict.items():
+            effList.append(["skill", skillID, effIDList])
+            
+        # 所有buff有效的
+        key = (triggerWay, ChConfig.TriggerSrc_Buff)
+        effDict = self._AffectBuffDict.get(key, {})
+        for buffID, effIDList in effDict.items():
+            effList.append(["buff", buffID, effIDList])
+            
         return effList
     
     def RefreshSkillPassiveEffect(self):
@@ -91,16 +95,16 @@
         ## 添加技能被动效果
         triggerWay = effect.GetTriggerWay()
         triggerSrc = effect.GetTriggerSrc()
-        if not triggerWay or triggerSrc != 1:
+        if not triggerWay:
+            return
+        if triggerSrc == ChConfig.TriggerSrc_Buff:
+            # buff有效的不加进来
             return
         
         skillID = curSkill.GetSkillID()
-        connSkillID = curSkill.GetConnSkill()
-        #priority = curSkill.GetPriority()
-        
         effectID = effect.GetEffectID()
         
-        key = (triggerWay, connSkillID)
+        key = (triggerWay, triggerSrc)
         if key not in self._AffectSkillDict:
             self._AffectSkillDict[key] = {}
         effDict = self._AffectSkillDict[key]
@@ -133,15 +137,16 @@
         '''
         triggerWay = effect.GetTriggerWay()
         triggerSrc = effect.GetTriggerSrc()
-        if not triggerWay or triggerSrc != 2:
+        if not triggerWay:
+            return
+        if triggerSrc == ChConfig.TriggerSrc_Skill:
+            # 技能有效的不加进来
             return
         
         buffID = buff.GetBuffID()
-        connSkillID = skillData.GetConnSkill()
-        #priority = skillData.GetPriority()
-        
         effectID = effect.GetEffectID()
-        key = (triggerWay, connSkillID)
+        
+        key = (triggerWay, triggerSrc)
         if key not in self._AffectBuffDict:
             self._AffectBuffDict[key] = {}
         effDict = self._AffectBuffDict[key]
@@ -170,7 +175,8 @@
     def Clear(self):
         self._objID = 0
         self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
-        self._hurtHP = 0 # 伤血值
+        self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
+        self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
         self._lostHP = 0 # 实际掉血值
         self._curHP = 0 # 更新血量
         self._suckHP = 0 # 吸血量
@@ -190,6 +196,8 @@
         return self._hurtTypes & pow(2, hurtType) 
     def GetHurtHP(self): return self._hurtHP
     def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
+    def GetRealHurtHP(self): return self._realHurtHP
+    def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
     def GetLostHP(self): return self._lostHP
     def SetLostHP(self, lostHP): self._lostHP = lostHP
     def GetCurHP(self): return self._curHP
@@ -235,6 +243,7 @@
             self._effDict[effID] = effect
         return
     
+    def GetIpyData(self): return self._ipyData
     def GetSkillID(self): return self._ipyData.GetSkillID()
     def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
     def GetSkillLV(self): return self._ipyData.GetSkillLV()
@@ -259,7 +268,7 @@
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
     def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
-    def GetBuffStates(self): return self._ipyData.GetBuffStates()
+    def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
     def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
     def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
     def GetLayerMax(self): return self._ipyData.GetLayerMax()
@@ -267,6 +276,7 @@
     def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
     def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._ipyData.GetFightPower()
+    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
 class PyBuff():
     
@@ -277,7 +287,9 @@
         self._layer = 0
         self._calcTime = 0
         self._remainTime = 0
-        self._valueList = []
+        self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
+        self._value2 = 0
+        self._value3 = 0
         return
     
     def GetSkillData(self): return self._skillData
@@ -292,9 +304,20 @@
     def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
-    def SetBuffValueList(self, valueList): self._valueList = valueList
-    def GetBuffValue(self, index):
-        return self._valueList[index] if len(self._valueList) > index else 0
+    def SetBuffValueList(self, valueList):
+        for index, value in enumerate(valueList):
+            if index == 0:
+                self.SetValue1(value)
+            elif index == 1:
+                self.SetValue2(value)
+            elif index == 2:
+                self.SetValue3(value)
+    def GetValue1(self): return self._value1
+    def SetValue1(self, value): self._value1 = value
+    def GetValue2(self): return self._value2
+    def SetValue2(self, value): self._value2 = value
+    def GetValue3(self): return self._value3
+    def SetValue3(self, value): self._value3 = value
     
 class BuffManager():
     ## 战斗对象buff管理器
@@ -336,6 +359,7 @@
         
         self._buffList.append(buff)
         self._buffIDDict[buffID] = buff
+        #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
         if skillTypeID not in self._skillTypeIDBuffIDs:
             self._skillTypeIDBuffIDs[skillTypeID] = []
         buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -344,12 +368,15 @@
             
         return buff
     
-    def DelBuff(self, buffID):
+    def DelBuff(self, buffID, release=True):
         if buffID not in self._buffIDDict:
+            #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
             return
+        #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
         buff = self._buffIDDict.pop(buffID)
         if buff in self._buffList:
             self._buffList.remove(buff)
+        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
         for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
             if buffID not in buffIDList:
                 continue
@@ -357,17 +384,19 @@
             if not buffIDList:
                 self._skillTypeIDBuffIDs.pop(skillTypeID)
             break
+        if release:
+            ObjPool.GetPoolMgr().release(buff)
         return
     
     def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
-    def FindBuffIDBySkillID(self, skillID):
-        ## 返回该技能ID的所有buffID列表
+    def FindBuffBySkillID(self, skillID):
+        ## 返回该技能ID的所有buff列表
         skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
         if not skillData:
             return []
-        return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID())
-    def FindBuffIDBySkillTypeID(self, skillTypeID):
-        ## 返回该技能TypeID的所有buffID列表
+        return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID())
+    def FindBuffBySkillTypeID(self, skillTypeID):
+        ## 返回该技能TypeID的所有buff列表
         if skillTypeID not in self._skillTypeIDBuffIDs:
             return []
         buffs = []
@@ -402,7 +431,6 @@
     def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
     def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
     
-    
 class PySkill():
     
     def __init__(self, ipyData):
@@ -413,14 +441,14 @@
         self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
         self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
-        self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
+        self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
         return
     
     def ResetUseRec(self):
         self._batType = 0
         self._tagObjList = []
         self._bySkill = None
-        self._isEnhanceSkill = False
+        self._afterLogicList = []
         self.ClearHurtObj()
         return
     
@@ -444,11 +472,11 @@
     def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._skillData.GetEffect(index)
     def GetEffectCount(self): return self._skillData.GetEffectCount()
-    def GetEffectByID(self, effID): return self._skillData.GetEffectByID()
+    def GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
     def GetConnSkill(self): return self._skillData.GetConnSkill()
     def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
     def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
-    def GetBuffStates(self): return self._skillData.GetBuffStates()
+    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
     def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
     def GetLayerCnt(self): return self._skillData.GetLayerCnt()
     def GetLayerMax(self): return self._skillData.GetLayerMax()
@@ -456,6 +484,7 @@
     def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
     def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._skillData.GetFightPower()
+    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
     def GetCalcTime(self): return self._calcTime
@@ -464,12 +493,18 @@
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def GetBatType(self): return self._batType
     def SetBatType(self, batType): self._batType = batType
-    def GetIsEnhanceSkill(self): return self._isEnhanceSkill
-    def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
     def GetBySkill(self): return self._bySkill
     def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetTagObjList(self): return self._tagObjList # 技能目标列表
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
+    def GetAfterLogicList(self): return self._afterLogicList
+    def AddAfterLogic(self, logicType, logicData):
+        '''添加技能释放后需要处理额外逻辑
+        @param logicType: 逻辑类型
+        @param logicData: 逻辑对应的数据
+        '''
+        self._afterLogicList.append([logicType, logicData])
+        return
     def ClearHurtObj(self):
         ## 清空伤血统计
         poolMgr = ObjPool.GetPoolMgr()
@@ -550,6 +585,7 @@
         self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
         self.heroID = 0
         self.skinID = 0
+        self.atkDistType = 0
         self.lv = 1
         self.fightPower = 0
         self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -557,6 +593,7 @@
         self.posNum = 0 # 所在阵容站位
         self._hp = 0 # 当前生命值
         self._xp = 0 # 当前怒气值
+        self._isAlive = True # 是否活着
         self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
         self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
         self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -605,6 +642,8 @@
     def GetID(self): return self.objID
     def GetName(self): return self.objName
     def SetName(self, name): self.objName = name
+    def GetAtkDistType(self): return self.atkDistType
+    def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
     def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
     def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
     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
@@ -646,7 +685,41 @@
         ## 是否处于某种状态下
         return self._buffMgr.IsInBuffState(state)
     
+    def IsInControlled(self):
+        ## 是否被控制中
+        for state in ChConfig.InControlledStateList:
+            if self.IsInState(state):
+                return True
+        return False
+    
+    def CanAction(self):
+        ## 是否可以行动
+        if not self.IsAlive():
+            return False
+        if self.IsInControlled():
+            return False
+        return True
+    
+    def GetSneerTagObj(self):
+        ## 获取被嘲讽的目标,如果存在则一定是活着的目标
+        buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
+        if not buffIDList:
+            return
+        objMgr = GetBatObjMgr()
+        for buffID in buffIDList:
+            buff = self._buffMgr.GetBuff(buffID)
+            if not buff:
+                continue
+            tagObj = objMgr.getBatObj(buff.GetOwnerID())
+            if tagObj and tagObj.IsAlive(): # 活着才有效
+                return tagObj
+        return
+    
     # 战斗属性
+    def IsAlive(self): return self._isAlive # 是否活着
+    def SetDead(self):
+        self._isAlive = False
+        self._hp = 0
     def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
     def SetMaxHP(self, maxHP, isNotify=False):
         self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP

--
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