From 67d6a2a2fadc1f98f8316cf7e3a0717bfc971a43 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 八月 2025 10:23:45 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(技能变更主线阵容战斗中更新技能;B428增加通知是否是添加buff的;buff叠加规则0 4 5;增加效果5002结算目标某种状态持续buff所有回合效果)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 78 +++++++++++++++++++++++++++------------
1 files changed, 54 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 68799eb..90f92e9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -61,36 +61,65 @@
% (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
skillTypeID = buffSkill.GetSkillTypeID()
- # 先简单做下能加上即可
- buffMgr = batObj.GetBuffManager()
- buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
- if buffList:
- # buff堆叠逻辑,待处理,先直接通知
- for buff in buffList:
- if not buff:
- continue
- GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID))
- if afterLogic and bySkill:
- bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
-
- return True
+ buffRepeat = buffSkill.GetBuffRepeat()
+ #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
- __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
+ buffMgr = batObj.GetBuffManager()
+
+ 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)
+ if buffState and buff.GetCurBuffState() != buffState:
+ continue
+ # 删除相同状态的buff
+ DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
+ else:
+ buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
+ if buffList:
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ GameWorld.DebugLog(" 已经存在该buff,默认覆盖: buffID=%s,skillTypeID=%s,ownerID=%s" % (buff.GetBuffID(), skillTypeID, ownerID))
+ # 重置回合、CD、值等
+ buff.SetCalcTime(turnFight.getTimeline())
+ buff.SetRemainTime(buffSkill.GetLastTime())
+ buff.SetLayer(buffSkill.GetLayerCnt())
+ buff.SetBuffValueList(buffValueList)
+ if afterLogic and bySkill:
+ bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ else:
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+
+ return True
+
+ __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
return True
-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):
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())
@@ -104,7 +133,7 @@
if afterLogic and bySkill:
bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
else:
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
return
@@ -287,7 +316,7 @@
GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
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 +328,7 @@
clientPack.Value1 = curBuff.GetValue1()
clientPack.Value2 = curBuff.GetValue2()
clientPack.Value3 = curBuff.GetValue3()
+ clientPack.IsAdd = 1 if isNewAdd else 0
turnFight.addBatPack(clientPack)
return
--
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