From 5605938972fbfb13e266d068e190e9ffae56fcc3 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 25 九月 2025 19:12:59 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(丁奉技能;觉醒1技能强化护盾,暂无反弹;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 249 +++++++++++++++++++++++++++++++++++-------------- 1 files changed, 177 insertions(+), 72 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 68799eb..ad83602 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") @@ -31,24 +32,42 @@ return [] return callFunc(turnFight, attacker, defender, curSkill) -def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False): +def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False): + '''拷贝buff数据,不含目标buffID、归属,并刷新时间 + ''' + skillData = curBuff.GetSkillData() + curBuff.SetCalcTime(turnFight.getTimeline()) + curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime())) + curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax())) + curBuff.SetValue1(tagBuff.GetValue1()) + curBuff.SetValue2(tagBuff.GetValue2()) + curBuff.SetValue3(tagBuff.GetValue3()) + GameWorld.DebugLog(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s" + % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), + [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()])) + relatedSkillID = bySkill.GetSkillID() if bySkill else 0 + SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd) + return + +def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True): ## 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) + useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID) useSkill.SetTagObjList(tagObjList) - OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic) + addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync) poolMgr.release(useSkill) - return + return addBuff -def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False): +def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True): skillID = buffSkill.GetSkillID() bySkill = buffSkill.GetBySkill() if not bySkill else bySkill relatedSkillID = bySkill.GetSkillID() if bySkill else 0 @@ -56,46 +75,128 @@ if not buffOwner: buffOwner = batObj ownerID = buffOwner.GetID() + + #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 + + #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 + 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() - # 先简单做下能加上即可 + 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() - buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID) - if buffList: - # buff堆叠逻辑,待处理,先直接通知 + + 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 - GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID)) + 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) + elif isSync: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) - return True - - __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic) - return True + if nowLayerCnt != updLayerCnt: + RefreshBuffEffect(turnFight, batObj, buff, False) + return buff + + return __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync) -def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False): - skillID = buffSkill.GetSkillID() - relatedSkillID = bySkill.GetSkillID() if bySkill else 0 +def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True): curID = batObj.GetID() - ownerID = buffOwner.GetID() + skillID = buffSkill.GetSkillID() buff = buffMgr.AddBuff(skillID) if not buff: GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID) - return False + return + relatedSkillID = bySkill.GetSkillID() if bySkill else 0 + ownerID = buffOwner.GetID() buffID = buff.GetBuffID() - GameWorld.DebugLog(" AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" + + 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(buffSkill.GetLayerCnt()) + buff.SetLayer(setLayerCnt) buff.SetBuffValueList(buffValueList) curBuffState = buffSkill.GetCurBuffState() if curBuffState: @@ -103,46 +204,47 @@ if afterLogic and bySkill: bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) - else: - SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + elif isSync: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) - DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner) - return + RefreshBuffEffect(turnFight, batObj, buff, True) + return buff -def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner): - ## 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 - #atkType = buffSkill.GetAtkType() - #if atkType: - # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver")) - # if callFunc: - # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner) - + skillData = curBuff.GetSkillData() passiveEffMgr = batObj.GetPassiveEffManager() # buff效果加入 - for effectIndex in range(0, buffSkill.GetEffectCount()): - curEffect = buffSkill.GetEffect(effectIndex) + for effectIndex in range(0, skillData.GetEffectCount()): + curEffect = skillData.GetEffect(effectIndex) effectID = curEffect.GetEffectID() if effectID == 0: continue if curEffect.GetTriggerWay(): - if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill: - passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect) + 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 - else: - callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver")) - if callFunc: - callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner) - if isRefreshAttr: RefreshBuffAttr(batObj) + return + +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): @@ -166,6 +268,19 @@ 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) @@ -174,32 +289,19 @@ if not effectID: continue - if curEffect.GetTriggerWay(): - if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill: + 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) @@ -237,6 +339,7 @@ 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) @@ -244,13 +347,13 @@ 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 @@ -262,8 +365,8 @@ 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)) @@ -272,7 +375,8 @@ 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)) @@ -284,10 +388,10 @@ 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): +def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False): clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh) clientPack.ObjID = curBatObj.GetID() clientPack.BuffID = curBuff.GetBuffID() @@ -299,6 +403,7 @@ clientPack.Value1 = curBuff.GetValue1() clientPack.Value2 = curBuff.GetValue2() clientPack.Value3 = curBuff.GetValue3() + clientPack.IsAdd = 1 if isNewAdd else 0 turnFight.addBatPack(clientPack) return -- Gitblit v1.8.0