From 63f6f44ec2a38eaec9f39bbe26edb07daed49b49 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 九月 2025 17:36:50 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(王元姬技能,弹射待处理;支持被动变更伤害倍值;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py |  328 +++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 249 insertions(+), 79 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..1fb3da3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,102 +18,216 @@
 import ChConfig
 import GameWorld
 import ChPyNetSendPack
-import SkillCommon
+import IpyGameDataPY
 import TurnBuffs
+import BattleObj
 import ObjPool
 
 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
+    tagObjList = [batObj]
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+    useSkill.SetTagObjList(tagObjList)
+    
+    OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+    
+    poolMgr.release(useSkill)
+    return
+
+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
+    if not buffOwner:
+        buffOwner = batObj
+    ownerID = buffOwner.GetID()
+    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)
         
-    skillTypeID = curSkill.GetSkillTypeID()
-    # 先简单做下能加上即可
+    #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()
-    buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID)
-    if buffIDList:
-        GameWorld.DebugLog("    已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList))
-        return True
     
-    buff = buffMgr.AddBuff(skillID)
-    if not buff:
-        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID)
-        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)
+    if buffRepeat == 4: # 4 独立:回合、效果独立计算
+        pass # 不处理,直接跳过添加新buff
+    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)
+        if buffList:
+            for buff in buffList:
+                if not buff:
+                    continue
+                if buff.GetOwnerID() != ownerID:
+                    continue
+                buffID = buff.GetBuffID()
+                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
+                    nowLayerCnt = buff.GetLayer()
+                    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))
+                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)
+                    
+                break
+            
+            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)
+        
+    DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
     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):
+def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
     ## buff添加成功后处理
     
     isRefreshAttr = False # 是否刷属性
-    skillData = addBuff.GetSkillData()
+    
+    #atkType = buffSkill.GetAtkType()
+    #if atkType:
+    #    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
+    #    if callFunc:
+    #        callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
+    
+    passiveEffMgr = batObj.GetPassiveEffManager()
     # buff效果加入
-    for effectIndex in range(0, skillData.GetEffectCount()):
-        curEffect = skillData.GetEffect(effectIndex)
+    for effectIndex in range(0, buffSkill.GetEffectCount()):
+        curEffect = buffSkill.GetEffect(effectIndex)
         effectID = curEffect.GetEffectID()
         if effectID == 0:
             continue
         
-        if effectID in ChConfig.AttrIDList:
+        if curEffect.GetTriggerWay():
+            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
+                passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, 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)
-        
+        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 DoBuffDel(turnFight, batObj, curBuff):
-    ## 删除buff
+def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
+    ## 减少buff层级
+    curLayer = curBuff.GetLayer()
+    if not curLayer:
+        return
+    updLayer = max(0, curLayer - decLayer)
+    curBuff.SetLayer(updLayer)
+    if updLayer > 0:
+        SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
+        return
+    objID = batObj.GetID()
+    buffID = curBuff.GetBuffID()
+    SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
+    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()
@@ -125,20 +239,51 @@
         if not effectID:
             continue
         
-        callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
-        
-        if callFunc:
-            callFunc(turnFight, batObj, curBuff, curEffect)
+        if curEffect.GetTriggerWay():
+            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)
-    
+        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)
-    SyncBuffDel(turnFight, batObj, 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])
+        
+    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
     '''
@@ -183,7 +328,7 @@
         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 = 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 +337,8 @@
         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 +350,29 @@
             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