From 6f2c8b0e79e4963cc6aceda674847d04d23e02b2 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 24 十二月 2025 18:25:40 +0800
Subject: [PATCH] 16 卡牌服务端(MainLevelPass流向增加祝福树等级信息;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  143 ++++++++++++++++++++++++++++-------------------
 1 files changed, 86 insertions(+), 57 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index cd2e444..d7b8c8e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -23,7 +23,6 @@
 import ChNetSendPack
 import ShareDefine
 import ChConfig
-import ObjPool
 import TurnPassive
 import TurnBuff
 
@@ -33,6 +32,8 @@
     def __init__(self, batObj):
         self._batObj = batObj
         self._objID = batObj.GetID() if batObj else 0
+        self._skillIDList = [] # 已有技能ID列表,获取被动中快速判断已学技能用
+        self.noDeadSkill = None # 不死技能效果,暂时只支持最多1个这种技能
         
         # 技能
         self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
@@ -57,9 +58,9 @@
         '''
         effList = []
         
-        # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+        # 触发自己未学习的技能,直接加载自身的被动效果,如额外子技能等
         if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
-            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+            and connSkill.GetSkillID() not in self._skillIDList:
             skillID = connSkill.GetSkillID()
             if skillID not in self._affectSkillEnhanceDict:
                 effDict = {}
@@ -82,15 +83,17 @@
                         
                     key = (tWay, tSrc)
                     if key not in effDict:
-                        effDict[key] = {}
-                    effList = effDict[key]
-                    if effectID not in effList:
-                        effList.append(effList)
+                        effDict[key] = []
+                    effIDList = effDict[key]
+                    if effectID not in effIDList:
+                        effIDList.append(effectID)
                 self._affectSkillEnhanceDict[skillID] = effDict
+                GameWorld.DebugLogEx("加载未学技能被动: objID=%s,skillID=%s,%s", self._objID, skillID, effDict)
                 
+            key = (triggerWay, ChConfig.TriggerSrc_SkillSelf)
             effDict = self._affectSkillEnhanceDict[skillID]
-            if triggerWay in effDict:
-                effList.append(["skill", skillID, 0, effDict[triggerWay]])
+            if key in effDict:
+                effList.append(["skill", skillID, 0, effDict[key]])
                 
         if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
             return effList
@@ -144,6 +147,10 @@
             curSkill = skillManager.GetSkillByIndex(index)
             if not curSkill:
                 continue
+            skillID = curSkill.GetSkillID()
+            # 附加添加已学技能,用于判断是否自身技能
+            if skillID not in self._skillIDList:
+                self._skillIDList.append(skillID)
             for index in xrange(curSkill.GetEffectCount()):
                 curEffect = curSkill.GetEffect(index)
                 effectID = curEffect.GetEffectID()
@@ -183,6 +190,11 @@
         effDict[skillID].append(effectID)
         if triggerWay not in self._skillTriggerWayList:
             self._skillTriggerWayList.append(triggerWay)
+            
+        # 加载不死技能效果
+        if triggerWay == ChConfig.TriggerWay_NoDead:
+            self.noDeadSkill = curSkill
+            
         return
         
     def RefreshBuffPassiveEffect(self):
@@ -306,13 +318,10 @@
     def GetBounceHP(self): return self._bounceHP
     def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
     def ClearHurtObjEx(self):
-        poolMgr = ObjPool.GetPoolMgr()
-        for hurtObjEx in self._hurtListEx:
-            poolMgr.release(hurtObjEx)
         self._hurtListEx = []
         return
     def AddHurtObjEx(self, tagID):
-        hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
+        hurtObj = HurtObj()
         hurtObj.SetObjID(tagID)
         self._hurtListEx.append(hurtObj)
         return hurtObj
@@ -352,6 +361,7 @@
         self._ipyData = ipyData
         self._skillID = self._ipyData.GetSkillID()
         self._skillTypeID = self._ipyData.GetSkillTypeID()
+        self._cdTime = self._ipyData.GetCoolDownTime()
         self._effList = [] # [Effect, ...]
         self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
         for num in range(1, 1 + 3):
@@ -359,7 +369,7 @@
             values = getattr(ipyData, "GetEffectValues%s" % num)()
             triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
             triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
-            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
+            effect = SkillEffect(effID, values, triggerWay, triggerSrc)
             self._effList.append(effect)
             self._effDict[(effID, triggerWay)] = effect
         return
@@ -397,7 +407,7 @@
             return self._effDict[(effID, triggerWay)]
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
-    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
+    def GetCoolDownTime(self): return self._cdTime
     def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
     def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
     def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
@@ -412,7 +422,7 @@
 class PyBuff():
     
     def __init__(self, ipyData):
-        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillData = SklllData(ipyData)
         self._skillID = self._skillData.GetSkillID()
         self._skillTypeID = self._skillData.GetSkillTypeID()
         self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
@@ -425,7 +435,7 @@
         self._value2 = 0
         self._value3 = 0
         self._isCopy = 0 # 是否复制的buff
-        self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
+        self._effExDict = {} # 效果ID额外数值 {(effID, calcType):value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
         self._haloObjIDList = [] # 光环有效目标ID列表 [objID, ...],ownerID为自己时即为光源,包含光源
         return
     
@@ -469,11 +479,8 @@
     def SetValue3(self, value): self._value3 = value
     def GetIsCopy(self): return self._isCopy
     def SetIsCopy(self, isCopy): self._isCopy = isCopy
-    def GetEffectValueEx(self, effID):
-        if effID in self._effExDict:
-            return self._effExDict[effID]
     def ResetEffectValueEx(self): self._effExDict = {}
-    def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
+    def AddEffectValueEx(self, effID, valueEx, calcType=1): self._effExDict[(effID, calcType)] = self._effExDict.get((effID, calcType), 0) + valueEx
     def GetEffectExDict(self): return self._effExDict
     def GetHaloObjIDList(self): return self._haloObjIDList
     def SetHaloObjIDList(self, haloObjIDList): self._haloObjIDList = haloObjIDList
@@ -500,9 +507,6 @@
         return
     
     def ClearBuff(self):
-        poolMgr = ObjPool.GetPoolMgr()
-        for buff in self._buffList:
-            poolMgr.release(buff)
         self._buffList = []
         self._buffIDDict = {}
         self._skillTypeIDBuffIDs = {}
@@ -511,7 +515,7 @@
         return
     
     def GetBuffCount(self): return len(self._buffList)
-    def GetBuffByIndex(self, index): return self._buffList[index]
+    def GetBuffByIndex(self, index): return self._buffList[index] if len(self._buffList) > index else None
     
     def AddBuff(self, skillID):
         buff = None
@@ -522,7 +526,7 @@
         self._buffID += 1
         
         buffID = self._buffID
-        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
+        buff = PyBuff(ipyData)
         buff.SetBuffID(buffID)
         
         self._buffList.append(buff)
@@ -558,8 +562,6 @@
             if not buffIDList:
                 self._skillTypeIDBuffIDs.pop(skillTypeID)
             break
-        if release:
-            ObjPool.GetPoolMgr().release(buff)
         return
     
     def GetBuff(self, buffID):
@@ -591,16 +593,25 @@
             if buff.GetOwnerID() == ownerID:
                 return buff
         return
-    def FindBuffByState(self, state):
+    def FindBuffByState(self, state, ownerID=0):
         ## 查找某种buff状态的buff
+        # @param ownerID: 可指定获取归属于某个对象ID的buff
         if state not in self._buffStateDict:
             return
         buffIDList = self._buffStateDict[state]
         if not buffIDList:
             return
-        buffID = buffIDList[0]
-        if buffID in self._buffIDDict:
-            return self._buffIDDict[buffID]
+        if ownerID:
+            for buffID in buffIDList:
+                if buffID not in self._buffIDDict:
+                    continue
+                buff = self._buffIDDict[buffID]
+                if buff.GetOwnerID() == ownerID:
+                    return buff
+        else:
+            buffID = buffIDList[0]
+            if buffID in self._buffIDDict:
+                return self._buffIDDict[buffID]
     def FindBuffListByState(self, state):
         ## 查找某种buff状态的buff列表
         if state not in self._buffStateDict:
@@ -645,9 +656,10 @@
     
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
-        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillData = SklllData(ipyData)
         self._skillID = self._skillData.GetSkillID()
         self._skillTypeID = self._skillData.GetSkillTypeID()
+        self._cdTime = self._skillData.GetCoolDownTime()
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -658,6 +670,7 @@
         self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
         self._byBuff = None # 由哪个buff触发的
+        self._byTriggerWay = 0 # 由哪个被动方式触发的
         self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
         self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
         
@@ -683,6 +696,7 @@
         self._effIgnoreObjIDList = []
         self._bySkill = None
         self._byBuff = None
+        self._byTriggerWay = 0
         self._afterLogicList = []
         self.ClearHurtObj()
         return
@@ -713,7 +727,7 @@
     def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
     def GetConnSkill(self): return self._skillData.GetConnSkill()
     def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
-    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
+    def GetCoolDownTime(self): return self._cdTime
     def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
     def GetCurBuffState(self): return self._skillData.GetCurBuffState()
     def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
@@ -722,7 +736,7 @@
     def GetLayerMax(self): return self._skillData.GetLayerMax()
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
     def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
-    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
+    def GetBuffRetain(self): return self._skillData.GetBuffRetain()
     def GetFightPower(self): return self._skillData.GetFightPower()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
@@ -734,6 +748,8 @@
     def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetByBuff(self): return self._byBuff
     def SetByBuff(self, byBuff): self._byBuff = byBuff
+    def GetByTriggerWay(self): return self._byTriggerWay
+    def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
     def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
     def GetTagObjListEx(self): return self._tagObjListEx # 技能额外目标列表
@@ -754,21 +770,18 @@
         return
     def ClearHurtObj(self):
         ## 清空伤血统计
-        poolMgr = ObjPool.GetPoolMgr()
         for hurtObj in self._hurtList:
             hurtObj.ClearHurtObjEx()
-            poolMgr.release(hurtObj)
         self._hurtList = []
         
         for hurtObjEx in self._hurtListEx:
             hurtObjEx.ClearHurtObjEx()
-            poolMgr.release(hurtObjEx)
         self._hurtListEx = []
         return
     def AddHurtObj(self, tagID, isEx=False):
         ## 添加某个伤血
         # @param isEx: 是否额外伤血
-        hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
+        hurtObj = HurtObj()
         hurtObj.SetObjID(tagID)
         if isEx:
             self._hurtListEx.append(hurtObj)
@@ -830,9 +843,6 @@
         return
     
     def SkillReset(self):
-        poolMgr = ObjPool.GetPoolMgr()
-        for skill in self._skillList:
-            poolMgr.release(skill)
         self._skillList = []
         self._skillDict = {}
         return
@@ -865,7 +875,7 @@
             self.__deleteSkill(curSkill)
             
         # 学新技能
-        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
+        curSkill = PySkill(ipyData, self._batObj.GetID())
         self._skillDict[skillID] = curSkill
         self._skillList.append(curSkill)
         return curSkill
@@ -875,16 +885,15 @@
         self._skillDict.pop(skillID, None)
         if curSkill in self._skillList:
             self._skillList.remove(curSkill)
-        ObjPool.GetPoolMgr().release(curSkill)
         return
     
 class BatObj():
     ## 战斗实体对象数据,目前与某个NPCObj绑定
     
-    def __init__(self):
+    def __init__(self, objID):
         self.tfGUID = "" # 所属的某场回合战斗的guid
         self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
-        self.objID = 0
+        self.objID = objID
         self.objName = ""
         self.npcID = 0
         self.heroID = 0
@@ -903,6 +912,7 @@
         self._hp = 0 # 当前生命值
         self._xp = 0 # 当前怒气值
         self._isAlive = True # 是否活着
+        self._killer = None # 被谁击杀的
         self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
         self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
         self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
@@ -912,9 +922,9 @@
         self._skillHappenFailCntDict = {} # 技能累计概率触发次数,使用成功后重置 {skillID:failCnt, ...}
         self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
         self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
-        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
-        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
-        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
+        self._skillMgr = SkillManager(self)
+        self._buffMgr = BuffManager(self)
+        self._passiveEffMgr = PassiveEffManager(self)
         self._lastHurtValue = 0
         self._harmSelfHP = 0 # 自残值
         self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
@@ -1026,9 +1036,16 @@
     def SetLV(self, lv): self.lv = lv
     def GetStar(self): return self._star
     def SetStar(self, star): self._star = star
-    def GetDictByKey(self, key): return self._kvDict.get(key, 0)
-    def SetDict(self, key, value): self._kvDict[key] = value
-    
+    def GetDictByKey(self, key): 
+        if key in self._kvDict:
+            return self._kvDict[key]
+        return 0
+    def SetDict(self, key, value):
+        if not value:
+            self._kvDict.pop(key, None)
+        else:
+            self._kvDict[key] = value
+            
     def GetSkillManager(self): return self._skillMgr
     def GetBuffManager(self):return self._buffMgr
     def GetPassiveEffManager(self):return self._passiveEffMgr
@@ -1076,6 +1093,17 @@
             return False
         return True
     
+    def CanNoDead(self):
+        '''是否还可触发不死效果
+        暂定单个武将最多只支持配置1个不死效果,且单场战斗最多触发x次,即按技能cd判断即可
+        '''
+        noDeadSkill = self._passiveEffMgr.noDeadSkill # 固定有被动触发
+        if not noDeadSkill:
+            return
+        if noDeadSkill.GetRemainTime():
+            return
+        return True
+    
     def GetSneerTagObj(self):
         ## 获取被嘲讽的目标,如果存在则一定是活着的目标
         buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
@@ -1093,12 +1121,15 @@
     
     # 战斗属性
     def IsAlive(self): return self._isAlive # 是否活着
-    def SetDead(self):
+    def SetDead(self, killer=None):
+        self._killer = killer
         self._isAlive = False
         self._hp = 0
     def SetRevive(self, hp):
+        self._killer = None
         self._isAlive = True
         self._hp = hp
+    def GetKiller(self): return self._killer
     def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
     def SetMaxHP(self, maxHP, isNotify=False):
         maxHP = int(maxHP)
@@ -1240,8 +1271,7 @@
         newObjID = self.__getNewObjID()
         if not newObjID:
             return newBatObj
-        newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
-        newBatObj.objID = newObjID
+        newBatObj = BatObj(newObjID)
         self.batObjDict[newObjID] = newBatObj
         GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
         if False:
@@ -1274,7 +1304,6 @@
         #    turnFight.addBatPack(clientPack)
         
         # 最后回收对象
-        ObjPool.GetPoolMgr().release(batObj)
         if objID not in self._freeIDList: # 回收ID,重复利用
             self._freeIDList.append(objID)
         return
@@ -1298,7 +1327,7 @@
     turnFight = TurnAttack.GetTurnFightMgr().getTurnFight(batObj.GetTFGUID())
     if not turnFight:
         return
-    clientPack = ObjPool.GetPoolMgr().acquire(ChNetSendPack.tagObjInfoRefresh)
+    clientPack = ChNetSendPack.tagObjInfoRefresh()
     clientPack.ObjID = batObj.GetID()
     clientPack.RefreshType = refreshType
     if isBig:

--
Gitblit v1.8.0