From 49cfc84f644219fefb382215e1765a8fd81fde48 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 25 九月 2025 09:49:52 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘宁技能;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 356 +++++++++++++++++++++++++++++++++++++++++++++------------- 1 files changed, 274 insertions(+), 82 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 adfc47f..b319418 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py @@ -18,72 +18,189 @@ import ChConfig import GameWorld import ChPyNetSendPack -import SkillCommon +import IpyGameDataPY import TurnBuffs +import BattleObj import ObjPool +import TurnPassive GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs") -def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None): - skillID = curSkill.GetSkillID() - bySkill = curSkill.GetBySkill() +def GetAddBuffValue(turnFight, attacker, defender, curSkill): + callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue")) + if not callFunc: + return [] + return callFunc(turnFight, attacker, defender, curSkill) + +def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False): + ## 根据技能ID添加buff + if not skillID: + return + skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID) + if not skillIpyData: + return + ownerID = buffOwner.GetID() if buffOwner else 0 + tagObjList = [batObj] + poolMgr = ObjPool.GetPoolMgr() + useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID) + useSkill.SetTagObjList(tagObjList) + + isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic) + + poolMgr.release(useSkill) + return isOK + +def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False): + skillID = buffSkill.GetSkillID() + bySkill = buffSkill.GetBySkill() if not bySkill else bySkill relatedSkillID = bySkill.GetSkillID() if bySkill else 0 curID = batObj.GetID() - ownerID = buffOwner.GetID() if buffOwner else curID - GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID)) - #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查 - if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): - rate = curSkill.GetHappenRate() - if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue): - GameWorld.DebugLog(" 概率不触发buff!") - return - - skillTypeID = curSkill.GetSkillTypeID() - # 先简单做下能加上即可 - buffMgr = batObj.GetBuffManager() - buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID) - if buffIDList: - GameWorld.DebugLog(" 已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList)) - return True + if not buffOwner: + buffOwner = batObj + ownerID = buffOwner.GetID() - buff = buffMgr.AddBuff(skillID) - if not buff: - GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID) + #无敌免疫持续减益buff、控制类buff + if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \ + and batObj.CheckInState(ChConfig.BatObjState_Wudi): + GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" + % (curID, skillID, ownerID, relatedSkillID)) return False - GameWorld.DebugLog(" AddBuffOK. buffID=%s" % buff.GetBuffID()) - buff.SetOwnerID(ownerID) - buff.SetRemainTime(curSkill.GetLastTime()) - #buff.SetLayer() - SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) - DoBuffAddOver(turnFight, batObj, curSkill, buff, buffOwner) + #被动触发免疫控制buff + if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action: + if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill): + GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s" + % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP())) + return False + + buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill) + + skillTypeID = buffSkill.GetSkillTypeID() + buffRepeat = buffSkill.GetBuffRepeat() + addLayerCnt = buffSkill.GetLayerCnt() + addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight) + if addLayerEff: + # 可指定来源技能技能才生效,不指定的话默认生效 + if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID: + addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt) + maxLayerCnt = buffSkill.GetLayerMax() + if maxLayerCnt: + maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill) + + GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s" + % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID)) + #buff重复获得时的叠加规则 + #以下规则默认针对的是相同施法者,即相同来源的处理 + #如果有针对不同施法者的规则会说明 + #0 覆盖:重置剩余回合,效果覆盖 + #1 延长回合 + #2 + #3 叠加层级 + #4 独立:回合、效果独立计算 + #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态 + + buffMgr = batObj.GetBuffManager() + + if buffRepeat == 4: # 4 独立:回合、效果独立计算 + # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源 + if maxLayerCnt: + buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID) + if len(buffList) >= maxLayerCnt: + delBuff = None + for buff in buffList: + if not buff: + continue + if buff.GetOwnerID() != ownerID: + continue + if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime(): + delBuff = buff + if delBuff: + GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime())) + DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner) + + elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态 + buffState = buffSkill.GetCurBuffState() + for index in range(buffMgr.GetBuffCount())[::-1]: + buff = buffMgr.GetBuffByIndex(index) + skillData = buff.GetSkillData() + if buffState and skillData.GetCurBuffState() != buffState: + continue + # 删除相同状态的buff + DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner) + else: + buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID) + for buff in buffList: + if not buff: + continue + if buff.GetOwnerID() != ownerID: + continue + buffID = buff.GetBuffID() + nowLayerCnt = buff.GetLayer() + GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat)) + + updLayerCnt = addLayerCnt + if buffRepeat == 3: # 叠加层级 + updLayerCnt = nowLayerCnt + addLayerCnt + if maxLayerCnt and updLayerCnt > maxLayerCnt: + updLayerCnt = maxLayerCnt + GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)) + else: + GameWorld.DebugLog(" 默认覆盖") + + # 重置回合、CD、值等 + buff.SetCalcTime(turnFight.getTimeline()) + buff.SetRemainTime(buffSkill.GetLastTime()) + buff.SetLayer(updLayerCnt) + buff.SetBuffValueList(buffValueList) + if afterLogic and bySkill: + bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) + else: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) + + if nowLayerCnt != updLayerCnt: + RefreshBuffEffect(turnFight, batObj, buff, False) + return True + + __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt) return True -def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0): - clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh) - clientPack.ObjID = curBatObj.GetID() - clientPack.BuffID = curBuff.GetBuffID() - clientPack.SkillID = curBuff.GetSkillID() - clientPack.RelatedSkillID = relatedSkillID - clientPack.LastTime = curBuff.GetRemainTime() - clientPack.Layer = curBuff.GetLayer() - clientPack.OwnerID = curBuff.GetOwnerID() - turnFight.addBatPack(clientPack) +def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0): + curID = batObj.GetID() + skillID = buffSkill.GetSkillID() + buff = buffMgr.AddBuff(skillID) + if not buff: + GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID) + return + relatedSkillID = bySkill.GetSkillID() if bySkill else 0 + ownerID = buffOwner.GetID() + buffID = buff.GetBuffID() + + GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" + % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID) + buff.SetOwnerID(ownerID) + buff.SetCalcTime(turnFight.getTimeline()) + buff.SetRemainTime(buffSkill.GetLastTime()) + 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]) + else: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) + + RefreshBuffEffect(turnFight, batObj, buff, True) return -def SyncBuffDel(turnFight, curBatObj, buffID, relatedSkillID=0): - clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel) - clientPack.ObjID = curBatObj.GetID() - clientPack.BuffID = buffID - clientPack.RelatedSkillID = relatedSkillID - turnFight.addBatPack(clientPack) - return - -def DoBuffAddOver(turnFight, batObj, curSkill, addBuff, buffOwner=None): - ## buff添加成功后处理 +def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False): + ## 刷新buff效果 isRefreshAttr = False # 是否刷属性 - skillData = addBuff.GetSkillData() + + skillData = curBuff.GetSkillData() + passiveEffMgr = batObj.GetPassiveEffManager() # buff效果加入 for effectIndex in range(0, skillData.GetEffectCount()): curEffect = skillData.GetEffect(effectIndex) @@ -91,32 +208,63 @@ if effectID == 0: continue - if effectID in ChConfig.AttrIDList: + if curEffect.GetTriggerWay(): + if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff: + passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect) + + elif effectID in ChConfig.AttrIDList: isRefreshAttr = True - callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver")) - if callFunc: - GameWorld.DebugLog("OnBuffAddOver, objID=%s,buffID=%s,effectID=%s" % (batObj.GetID(), addBuff.GetBuffID(), effectID)) - callFunc(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner) - - #被动触发的 - #triggerType = PassiveBuffEffMng.GetBuffTriggerTypeByEffectID(effectID) - #if triggerType == -1: - # continue - #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curObj) - #passiveEff.AddBuffInfoByEffect(curEffect, skillID, onwerID, onwerType) - if isRefreshAttr: RefreshBuffAttr(batObj) return -def DoBuffDel(turnFight, batObj, curBuff): - ## 删除buff +def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None): + ## buff层级变更 + if updLayer > 0: + curBuff.SetLayer(updLayer) + relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0 + SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID) + RefreshBuffEffect(turnFight, batObj, curBuff, False) + return + DoBuffDel(turnFight, batObj, curBuff, relatedSkill) + return + +def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None): + '''删除buff + @param relatedSkill: 关联的技能 + @param afterLogic: 是否需要在关联技能处理完毕后才处理删除后续逻辑,如通知,触发被动等 + @param tagObj: 由谁引起的buff删除 + ''' + release = True + isSync = True + relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0 + if afterLogic and relatedSkill: + release = False + isSync = False + + isRefreshAttr = False # 是否刷属性 + haveBuffPassiveEff = False + + buffObjID = batObj.GetID() buffMgr = batObj.GetBuffManager() buffID = curBuff.GetBuffID() skillData = curBuff.GetSkillData() + + # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效 + curBuffState = skillData.GetCurBuffState() + if curBuffState: + buffMgr.DelBuffState(curBuffState, buffID) + + buffMgr.DelBuff(buffID, release) + if isSync: + SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID) + if afterLogic and relatedSkill: + tagObjID = tagObj.GetID() if tagObj else buffObjID + relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID]) + #buff消失的触发 for effectIndex in range(0, skillData.GetEffectCount()): curEffect = skillData.GetEffect(effectIndex) @@ -125,20 +273,38 @@ if not effectID: continue - callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel")) - - if callFunc: - callFunc(turnFight, batObj, curBuff, curEffect) + triggerWay = curEffect.GetTriggerWay() + if triggerWay: + if triggerWay == ChConfig.TriggerWay_BuffDel: + TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff) + + if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: + haveBuffPassiveEff = True + + elif effectID in ChConfig.AttrIDList: + isRefreshAttr = True - #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj) - #if passiveEff: - # passiveEff.DelBuffInfo(skillData) - - # 最后删除buff、通知 - buffMgr.DelBuff(buffID) - SyncBuffDel(turnFight, batObj, buffID) + if haveBuffPassiveEff: + batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID) + + if isRefreshAttr: + RefreshBuffAttr(batObj) return +def DoBuffDelAfterLogicOver(turnFight, buffObjID, curBuff, relatedSkill): + ## buff删除后续处理逻辑处理完毕 + relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0 + SyncBuffDel(turnFight, buffObjID, curBuff.GetBuffID(), relatedSkillID) + ObjPool.GetPoolMgr().release(curBuff) + return + +def DoBuffProcess(turnFight, batObj, curBuff): + skillData = curBuff.GetSkillData() + callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess")) + if callFunc: + callFunc(turnFight, batObj, curBuff) + return + def RefreshBuffAttr(batObj): ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷 ''' @@ -157,6 +323,7 @@ buffMgr = batObj.GetBuffManager() for index in range(buffMgr.GetBuffCount()): buff = buffMgr.GetBuffByIndex(index) + layer = max(1, buff.GetLayer()) skillData = buff.GetSkillData() for eIndex in range(skillData.GetEffectCount()): effect = skillData.GetEffect(eIndex) @@ -164,13 +331,13 @@ if effID not in ChConfig.AttrIDList: continue attrID = effID - attrValue = effect.GetEffectValue(0) + attrValue = effect.GetEffectValue(0) * layer calcType = effect.GetEffectValue(1) if calcType == 2: # 减少,其他默认增加 attrValue = -attrValue buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue - GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict) + GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict) objID = batObj.GetID() # 先计算百分比加成或降低的 @@ -182,8 +349,8 @@ attrValue = batObj.GetBatAttrValue(attrID, False) if attrValue <= 0: continue - updValue = int(attrValue * (10000 + attrPerValue) / 10000.0) - updValue = max(0, updValue) # 最多减到0,最大无上限 + updValue = attrValue * (10000 + attrPerValue) / 10000.0 + #updValue = max(0, updValue) # 最多减到0,最大无上限 batObj.SetBatAttrValue(attrID, updValue) GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue)) @@ -192,7 +359,8 @@ if attrID in perIDList: continue attrValue = batObj.GetBatAttrValue(attrID, False) - updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限 + updValue = attrValue + addValue + #updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限 batObj.SetBatAttrValue(attrID, updValue) GameWorld.DebugLog(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue)) @@ -204,5 +372,29 @@ aftHP += (aftMaxHP - befMaxHP) batObj.SetHP(aftHP, True) GameWorld.DebugLog(" befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP)) - GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP)) + GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict())) + return + +def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False): + clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh) + clientPack.ObjID = curBatObj.GetID() + clientPack.BuffID = curBuff.GetBuffID() + clientPack.SkillID = curBuff.GetSkillID() + clientPack.RelatedSkillID = relatedSkillID + clientPack.LastTime = curBuff.GetRemainTime() + clientPack.Layer = curBuff.GetLayer() + clientPack.OwnerID = curBuff.GetOwnerID() + clientPack.Value1 = curBuff.GetValue1() + clientPack.Value2 = curBuff.GetValue2() + clientPack.Value3 = curBuff.GetValue3() + clientPack.IsAdd = 1 if isNewAdd else 0 + turnFight.addBatPack(clientPack) + return + +def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0): + clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel) + clientPack.ObjID = objID + clientPack.BuffID = buffID + clientPack.RelatedSkillID = relatedSkillID + turnFight.addBatPack(clientPack) return -- Gitblit v1.8.0