From 49687fb87f3ca5fb311cf0caef1185825dfa3ed0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 14:12:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化战斗效率;司马懿所有技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  164 +++++++++++++++++++++++++++++++++++++-----------------
 1 files changed, 112 insertions(+), 52 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 1a3d1bb..cd2e444 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -32,10 +32,17 @@
     
     def __init__(self, batObj):
         self._batObj = batObj
-        # 被影响的技能ID: 0为所有技能
+        self._objID = batObj.GetID() if batObj else 0
+        
+        # 技能
         self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+        self._affectSkillEnhanceDict = {} # 未学习的额外子技能被动效果 {skillID:{(触发方式, 有效来源):[effID, ...], ...}, ...}
+        self._skillTriggerWayList = [] # 技能有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
+        
+        # buff
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         self._buffSkillIDDict = {} # {buffID:skillID, ...}
+        self._buffTriggerWayList = [] # buff有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
         return
     
     def onRelease(self):
@@ -50,20 +57,12 @@
         '''
         effList = []
         
-        if not connSkillTypeID:
-            if connSkill:
-                connSkillTypeID = connSkill.GetSkillTypeID()
-            elif connBuff:
-                skillData = connBuff.GetSkillData()
-                connSkillTypeID = skillData.GetSkillTypeID()
-                
-        # SkillData 对象暂时没有 GetObjID
-        if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
+        # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+        if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
+            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
             skillID = connSkill.GetSkillID()
-            skillManager = self._batObj.GetSkillManager()
-            # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
-            if not skillManager.FindSkillByID(skillID):
-                effIDList = []
+            if skillID not in self._affectSkillEnhanceDict:
+                effDict = {}
                 for index in xrange(connSkill.GetEffectCount()):
                     effect = connSkill.GetEffect(index)
                     effectID = effect.GetEffectID()
@@ -80,12 +79,28 @@
                         continue
                     if tWay == ChConfig.TriggerWay_CalcEffValue:
                         tWay = "%s_%s" % (tWay, effectID)
-                    if tWay != triggerWay:
-                        continue
-                    effIDList.append(effectID)
-                if effIDList:
-                    effList.append(["skill", skillID, 0, effIDList])
-                    
+                        
+                    key = (tWay, tSrc)
+                    if key not in effDict:
+                        effDict[key] = {}
+                    effList = effDict[key]
+                    if effectID not in effList:
+                        effList.append(effList)
+                self._affectSkillEnhanceDict[skillID] = effDict
+                
+            effDict = self._affectSkillEnhanceDict[skillID]
+            if triggerWay in effDict:
+                effList.append(["skill", skillID, 0, effDict[triggerWay]])
+                
+        if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
+            return effList
+        
+        if not connSkillTypeID:
+            if connSkill:
+                connSkillTypeID = connSkill.GetSkillTypeID()
+            elif connBuff:
+                connSkillTypeID = connBuff.GetSkillTypeID()
+                
         # 优先取关联技能的
         if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
             # 技能
@@ -100,24 +115,29 @@
             if key in self._AffectBuffDict:
                 effDict = self._AffectBuffDict[key]
                 for buffID, effIDList in effDict.items():
-                    effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
+                    skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+                    effList.append(["buff", skillID, 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, 0, effIDList])
+        if key in self._AffectSkillDict:
+            effDict = self._AffectSkillDict[key]
+            for skillID, effIDList in effDict.items():
+                effList.append(["skill", skillID, 0, 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", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
+        if key in self._AffectBuffDict:
+            effDict = self._AffectBuffDict[key]
+            for buffID, effIDList in effDict.items():
+                skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+                effList.append(["buff", skillID, buffID, effIDList])
             
         return effList
     
     def RefreshSkillPassiveEffect(self):
         self._AffectSkillDict = {}
+        self._skillTriggerWayList = []
         
         skillManager = self._batObj.GetSkillManager()
         for index in range(0, skillManager.GetSkillCount()):
@@ -161,10 +181,14 @@
         if skillID not in effDict:
             effDict[skillID] = []
         effDict[skillID].append(effectID)
+        if triggerWay not in self._skillTriggerWayList:
+            self._skillTriggerWayList.append(triggerWay)
         return
         
     def RefreshBuffPassiveEffect(self):
         self._AffectBuffDict = {}
+        self._buffTriggerWayList = []
+        
         buffMgr = self._batObj.GetBuffManager()
         for index in range(buffMgr.GetBuffCount()):
             buff = buffMgr.GetBuffByIndex(index)
@@ -214,6 +238,8 @@
         if effectID not in effIDList:
             effIDList.append(effectID)
         self._buffSkillIDDict[buffID] = skillData.GetSkillID()
+        if triggerWay not in self._buffTriggerWayList:
+            self._buffTriggerWayList.append(triggerWay)
         return
     
     def DelBuffPassiveEffect(self, buffID):
@@ -221,10 +247,19 @@
         for key, effDict in self._AffectBuffDict.items():
             if buffID not in effDict:
                 continue
+            self._buffSkillIDDict.pop(buffID, 0)
             effDict.pop(buffID)
             if not effDict:
                 self._AffectBuffDict.pop(key)
-            self._buffSkillIDDict.pop(buffID, 0)
+                # 检查移除存在的触发方式
+                triggerWay = key[0]
+                hasTrigger = False
+                for k in self._AffectBuffDict.keys():
+                    if triggerWay == k[0]:
+                        hasTrigger = True
+                        break
+                if not hasTrigger and triggerWay in self._buffTriggerWayList:
+                    self._buffTriggerWayList.remove(triggerWay)
         return
     
 class HurtObj():
@@ -315,6 +350,8 @@
     
     def __init__(self, ipyData):
         self._ipyData = ipyData
+        self._skillID = self._ipyData.GetSkillID()
+        self._skillTypeID = self._ipyData.GetSkillTypeID()
         self._effList = [] # [Effect, ...]
         self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
         for num in range(1, 1 + 3):
@@ -331,9 +368,11 @@
         ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
+    def GetObjID(self): return 0 # 减少判断 hasattr 用
+    def GetBatType(self): return -1 # 减少判断 hasattr 用
     def GetIpyData(self): return self._ipyData
-    def GetSkillID(self): return self._ipyData.GetSkillID()
-    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return  self._skillTypeID
     def GetSkillLV(self): return self._ipyData.GetSkillLV()
     def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
     def GetSkillName(self): return self._ipyData.GetSkillName()
@@ -351,9 +390,11 @@
     def GetSkillValue(self): return self._ipyData.GetSkillValue()
     def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
     def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
-    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
+    def GetEffect(self, index): return self._effList[index]# if len(self._effList) > index else 0
     def GetEffectCount(self): return len(self._effList)
-    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
+    def GetEffectByID(self, effID, triggerWay=0):
+        if (effID, triggerWay) in self._effDict:
+            return self._effDict[(effID, triggerWay)]
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
     def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
@@ -372,6 +413,8 @@
     
     def __init__(self, ipyData):
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillID = self._skillData.GetSkillID()
+        self._skillTypeID = self._skillData.GetSkillTypeID()
         self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
         self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
         self._buffID = 0
@@ -391,7 +434,8 @@
         return
     
     def GetSkillData(self): return self._skillData
-    def GetSkillID(self): return self._skillData.GetSkillID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return self._skillTypeID
     def GetCurBuffState(self): return self._skillData.GetCurBuffState()
     def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
     def GetBuffRetain(self): return self._skillData.GetBuffRetain()
@@ -425,7 +469,9 @@
     def SetValue3(self, value): self._value3 = value
     def GetIsCopy(self): return self._isCopy
     def SetIsCopy(self, isCopy): self._isCopy = isCopy
-    def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+    def GetEffectValueEx(self, effID):
+        if effID in self._effExDict:
+            return self._effExDict[effID]
     def ResetEffectValueEx(self): self._effExDict = {}
     def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
     def GetEffectExDict(self): return self._effExDict
@@ -481,7 +527,7 @@
         
         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))
+        #GameWorld.DebugLogEx("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]
@@ -492,9 +538,9 @@
     
     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()))
+            #GameWorld.DebugLogEx("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))
+        #GameWorld.DebugLogEx("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)
@@ -504,7 +550,7 @@
                 if lBuff.GetBuffID() == buffID:
                     self._buffList.remove(lBuff)
                     GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, 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))
+        #GameWorld.DebugLogEx("    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
@@ -516,7 +562,9 @@
             ObjPool.GetPoolMgr().release(buff)
         return
     
-    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
+    def GetBuff(self, buffID):
+        if buffID in self._buffIDDict:
+            return self._buffIDDict[buffID]
     def FindBuffListBySkillID(self, skillID):
         ## 返回该技能ID的所有buff列表
         skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -545,14 +593,19 @@
         return
     def FindBuffByState(self, state):
         ## 查找某种buff状态的buff
-        buffIDList = self._buffStateDict.get(state, [])
+        if state not in self._buffStateDict:
+            return
+        buffIDList = self._buffStateDict[state]
         if not buffIDList:
             return
         buffID = buffIDList[0]
-        return self._buffIDDict.get(buffID, None)
+        if buffID in self._buffIDDict:
+            return self._buffIDDict[buffID]
     def FindBuffListByState(self, state):
         ## 查找某种buff状态的buff列表
-        buffIDList = self._buffStateDict.get(state, [])
+        if state not in self._buffStateDict:
+            return []
+        buffIDList = self._buffStateDict[state]
         buffs = []
         for buffID in buffIDList:
             if buffID not in self._buffIDDict:
@@ -567,7 +620,7 @@
         buffIDList = self._buffStateDict[state]
         if buffID not in buffIDList:
             buffIDList.append(buffID)
-        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        GameWorld.DebugLogEx("    AddBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
         return
     
     def DelBuffState(self, state, buffID):
@@ -579,17 +632,22 @@
         buffIDList.remove(buffID)
         if not buffIDList:
             self._buffStateDict.pop(state)
-        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        GameWorld.DebugLogEx("    DelBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
         return
     
     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
+    def GetStateBuffIDList(self, state): # 获取某种状态的所有buffID列表
+        if state in self._buffStateDict:
+            return self._buffStateDict[state]
+        return []
     
 class PySkill():
     
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillID = self._skillData.GetSkillID()
+        self._skillTypeID = self._skillData.GetSkillTypeID()
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -631,8 +689,8 @@
     
     def GetObjID(self): return self._objID
     def GetSkillData(self): return self._skillData
-    def GetSkillID(self): return self._skillData.GetSkillID()
-    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return self._skillTypeID
     def GetSkillLV(self): return self._skillData.GetSkillLV()
     def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
     def GetSkillName(self): return self._skillData.GetSkillName()
@@ -733,11 +791,11 @@
         ## 检查并设置开始连击相关,一般是开始使用技能时调用
         if not force:
             if self._comboState == 1:
-                #GameWorld.DebugLog("连击进行中,不重置")
+                #GameWorld.DebugLogEx("连击进行中,不重置")
                 return
         self.__commboClear()
         self._comboState = 1 # 设置已初始化连击相关
-        #GameWorld.DebugLog("连击重置")
+        #GameWorld.DebugLogEx("连击重置")
         return
     
     def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
@@ -782,7 +840,9 @@
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
     def GetSkillIDList(self): return sorted(self._skillDict.keys())
-    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
+    def FindSkillByID(self, skillID):
+        if skillID in self._skillDict:
+            return self._skillDict[skillID]
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
         for s in self._skillList:
@@ -1183,7 +1243,7 @@
         newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
         newBatObj.objID = newObjID
         self.batObjDict[newObjID] = newBatObj
-        GameWorld.DebugLog("添加战斗单位: objID=%s" % (newObjID))
+        GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
         if False:
             newBatObj = BatObj(None, 0)
         return newBatObj
@@ -1203,7 +1263,7 @@
         if not batObj:
             return
         objID = batObj.objID
-        GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
+        GameWorld.DebugLogEx("回收战斗单位: objID=%s", objID)
         #前端确认不需要通知消失
         #turnFight = batObj.GetTurnFight()
         #if turnFight:

--
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