From 726517b2002ec6dd46e07f89c10fdfe0274243af Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 04 九月 2025 19:47:26 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复buff报错;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  218 +++++++++++++++++++++++++++++++++++++-----------------
 1 files changed, 148 insertions(+), 70 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 5701a0c..a5e2276 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
-    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+    @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
     @return: 是否成功
     '''
     if not useSkill:
@@ -104,14 +104,16 @@
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
     else:
-        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
-        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
-        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
-        clientPack.Tag = useTag
-        clientPack.Len = len(clientPack.Tag)
-        clientPack.Sign = 0
-        turnFight.addBatPack(clientPack)
-        
+        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+        if batType != ChConfig.TurnBattleType_Enhance:
+            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+            clientPack.Tag = useTag
+            clientPack.Len = len(clientPack.Tag)
+            clientPack.Sign = 0
+            turnFight.addBatPack(clientPack)
+            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -557,7 +559,7 @@
     __doCostZhanchui(turnFight, curBatObj, useSkill)
     __doSkillUserAnger(turnFight, curBatObj, useSkill)
     
-    DoBeAttackResult(turnFight, curBatObj, useSkill)
+    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
     return
 
 def DoCombo(turnFight, curBatObj, useSkill):
@@ -654,9 +656,10 @@
                        % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
     return False
 
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param isUseSkill: 是否是直接使用技能的攻击结果
     '''
     
     curID = curObj.GetID()
@@ -679,14 +682,16 @@
                 shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
                 
         elif logicType == ChConfig.AfterLogic_AddBuff:
-            batObj, buff, _ = logicData
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+            batObj = logicData[0]
+            buff = logicData[1]
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
             
         elif logicType == ChConfig.AfterLogic_SyncBuff:
-            buffObj, buff, _, _ = logicData
+            buffObj = logicData[0]
+            buff = logicData[1]
             TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
             
-    # 统计结果
+    # 统计击杀
     killObjIDList = [] # 击杀的目标ID列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
@@ -696,7 +701,7 @@
     if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curObj)
         
-    # 可能单个技能对同一目标造成多次伤害
+    # 统计伤血,可能单个技能对同一目标造成多次伤害
     missObjIDList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurtObjID = hurtObj.GetObjID()
@@ -712,10 +717,11 @@
     curPlayer = turnFight.curPlayer
     if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-            
-    # 额外触发技能
-    __doUseEnhanceSkill(turnFight, curObj, useSkill)
-    
+        
+    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
+    if isUseSkill:
+        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+        
     # ========== 以下触发被动 ==========
     
     # 破盾时
@@ -730,9 +736,8 @@
             # 自己或对方闪避了不再触发被动
             continue
         
-        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
         # 直接攻击
-        if not SkillCommon.IsBuff(useSkill):
+        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
             
@@ -809,59 +814,132 @@
     GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
     return
 
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
-    if not curBatObj:
-        return
-    if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
-        #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
-        return
-    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
-    if not enhanceSkillIDList:
-        return
-    GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
-    tagObjList = useSkill.GetTagObjList()
-    for enhanceSkillID in enhanceSkillIDList:
-        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
-        if not enhanceSkillData:
-            continue
-        # 继承主技能目标
-        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-            GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
-            # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
-            enhanceRate = enhanceSkillData.GetHappenRate()
-            enchanceTagObjList = []
-            for tagObj in tagObjList:
-                tagID = tagObj.GetID()
-                if tagObj.GetHP() <= 0:
-                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
-                    continue
-                inHurt = False
-                for hurtObj in useSkill.GetHurtObjList():
-                    if hurtObj.GetObjID() != tagID:
-                        continue
-                    if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                        continue
-                    inHurt = True
-                    break
-                if not inHurt:
-                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
-                    continue
-                if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
-                    GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
-                    continue
-                
-                enchanceTagObjList.append(tagObj)
-                
-            if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-                
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+    ## 执行本技能/buff释放后额外效果
+    for index in xrange(useSkill.GetEffectCount()):
+        curEffect = useSkill.GetEffect(index)
+        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
             continue
         
-        GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+        effID = curEffect.GetEffectID()
+        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+        if effID == 5010:
+            # 额外技能效果
+            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+            continue
         
+        for tagObj in useSkill.GetTagObjList():
+            tagID = tagObj.GetID()
+            GameWorld.DebugLog("    tagID=%s" % (tagID))
+            if tagID in missObjIDList:
+                # 闪避了不触发
+                continue
+            
+            TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+            
     return
 
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+    ## 执行主技能的额外技能效果
+    #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+    #    #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+    #    return
+    enhanceSkillID = curEffect.GetEffectValue(0)
+    checkInStateList = curEffect.GetEffectValue(1)
+    if checkInStateList:
+        if isinstance(checkInStateList, int):
+            checkInStateList = [checkInStateList]
+    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
+    tagObjList = useSkill.GetTagObjList()
+    
+    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+    if not enhanceSkillData:
+        return
+    
+    # 继承主技能目标
+    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+        # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
+        enhanceRate = enhanceSkillData.GetHappenRate()
+        enchanceTagObjList = []
+        for tagObj in tagObjList:
+            tagID = tagObj.GetID()
+            if not tagObj.IsAlive():
+                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+                continue
+            if tagID in missObjIDList:
+                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
+                continue
+            if checkInStateList:
+                inState = False
+                for state in checkInStateList:
+                    if tagObj.IsInState(state):
+                        inState = True
+                        break
+                if not inState:
+                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+                    continue
+            if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+                continue
+            
+            enchanceTagObjList.append(tagObj)
+            
+        if enchanceTagObjList:
+            OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+            
+        return
+    
+    # 只执行一次,防止群攻时额外触发多次
+    GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
+    if checkInStateList:
+        inState = False
+        for tagObj in tagObjList:
+            for state in checkInStateList:
+                if not state or tagObj.IsInState(state):
+                    inState = True
+                    break
+            if inState:
+                break
+        if not inState:
+            GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+            return
+    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+    return
+
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+    '''被动触发使用技能
+    @param passiveSkill: 释放的被动技能
+    @param connSkill: 由什么技能引起的
+    @param effSkillID: 被动效果所属的技能ID
+    @param effectID: 被动效果ID
+    注:可能由A引起触发B技能的效果释放技能C
+    '''
+    if not passiveSkill:
+        return
+    isOK = False
+    passiveSkillID = passiveSkill.GetSkillID()
+    # 继承主技能目标
+    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+        happenRate = passiveSkill.GetHappenRate()
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+        if not tagObj:
+            return
+        tagID = tagObj.GetID()
+        if not tagObj.IsAlive():
+            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+            return
+        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+            return
+        passiveTagObjList = [tagObj]
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+    else:
+        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+        
+    return isOK
+
 def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
     ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
     # @return: None - 没有执行成功,即忽略该目标

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