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 |   59 +++++++++++++++++++++++++++++++++++------------------------
 1 files changed, 35 insertions(+), 24 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 b77b72f..b319418 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,6 +22,7 @@
 import TurnBuffs
 import BattleObj
 import ObjPool
+import TurnPassive
 
 GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
 
@@ -65,17 +66,29 @@
                            % (curID, skillID, ownerID, relatedSkillID))
         return False
     
+    #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)
-    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" 
-                       % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
     
     skillTypeID = buffSkill.GetSkillTypeID()
     buffRepeat = buffSkill.GetBuffRepeat()
     addLayerCnt = buffSkill.GetLayerCnt()
     addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
     if addLayerEff:
-        addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+        # 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
@@ -89,7 +102,6 @@
     buffMgr = batObj.GetBuffManager()
     
     if buffRepeat == 4: # 4 独立:回合、效果独立计算
-        maxLayerCnt = buffSkill.GetLayerMax()
         # 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)
@@ -128,11 +140,10 @@
             
             updLayerCnt = addLayerCnt
             if buffRepeat == 3: # 叠加层级
-                maxLayerCnt = buffSkill.GetLayerMax()
                 updLayerCnt = nowLayerCnt + addLayerCnt
                 if maxLayerCnt and updLayerCnt > maxLayerCnt:
                     updLayerCnt = maxLayerCnt
-                GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
+                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")
                 
@@ -241,6 +252,19 @@
     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)
@@ -249,32 +273,19 @@
         if not effectID:
             continue
         
-        if curEffect.GetTriggerWay():
+        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
             
-        else:
-            callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
-            if callFunc:
-                callFunc(turnFight, batObj, curBuff, curEffect)
-                
     if haveBuffPassiveEff:
         batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
-        
-    curBuffState = skillData.GetCurBuffState()
-    if curBuffState:
-        buffMgr.DelBuffState(curBuffState, buffID)
-        
-    # 最后删除buff、通知
-    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])
         
     if isRefreshAttr:
         RefreshBuffAttr(batObj)

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