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 |   99 +++++++++++++++++++++++++++++++------------------
 1 files changed, 63 insertions(+), 36 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..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")
 
@@ -31,7 +32,24 @@
         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
@@ -44,12 +62,12 @@
     useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
     useSkill.SetTagObjList(tagObjList)
     
-    isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+    addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync)
     
     poolMgr.release(useSkill)
-    return isOK
+    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
@@ -63,19 +81,31 @@
         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
+        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()
     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 +119,6 @@
     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 +157,10 @@
             
             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")
                 
@@ -143,17 +171,16 @@
             buff.SetBuffValueList(buffValueList)
             if afterLogic and bySkill:
                 bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
-            else:
+            elif isSync:
                 SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                 
             if nowLayerCnt != updLayerCnt:
                 RefreshBuffEffect(turnFight, batObj, buff, False)
-            return True
+            return buff
         
-    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
-    return True
+    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, setLayerCnt=0):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
     curID = batObj.GetID()
     skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
@@ -177,11 +204,11 @@
         
     if afterLogic and bySkill:
         bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
-    else:
+    elif isSync:
         SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
         
     RefreshBuffEffect(turnFight, batObj, buff, True)
-    return
+    return buff
 
 def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
     ## 刷新buff效果
@@ -241,6 +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)
@@ -249,32 +289,19 @@
         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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