From 783f0435fafdc0ab6480ff572cf9b11aeedbc138 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 23 一月 2026 17:35:02 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(PrintFightPower命令支持刷属性指定属性明细,调整输出)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py |   48 ++++++++++++++++++++++--------------------------
 1 files changed, 22 insertions(+), 26 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 4497f1d..08acc2a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -204,20 +204,18 @@
             buff.SetLayer(updLayerCnt)
             buff.SetBuffValueList(buffValueList)
             buff.ResetEffectValueEx()
-            if afterLogic and bySkill:
-                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+            if afterLogic and buffSkill:
+                buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
             elif isSync:
                 SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                 
             RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
             return buff
         
-    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
-    if skillType == ChConfig.Def_SkillType_Halo and newBuff:
-        __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff)
+    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync, haloSrcBuff=haloSrcBuff)
     return newBuff
 
-def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True, haloSrcBuff=None):
     curID = batObj.GetID()
     skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
@@ -228,6 +226,7 @@
     ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
     timing = batObj.GetTiming()
+    skillType = buffSkill.GetSkillType()
     remainTime = buffSkill.GetLastTime()
     remainTime += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffTime, buffSkill)
     
@@ -242,26 +241,24 @@
     if curBuffState:
         buffMgr.AddBuffState(curBuffState, buffID)
         
-    if afterLogic and bySkill:
-        bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+    if skillType == ChConfig.Def_SkillType_Halo:
+        __addHaloBuffEffObjID(curID, buff, skillID, ownerID, haloSrcBuff)
+        
+    if afterLogic and buffSkill:
+        buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
     elif isSync:
         SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
         
     RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
     
-    #受控时
+    #添加buff时有需要后置处理触发被动的,如受控
     if curBuffState and IsControlledHardState(curBuffState):
-        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
-        batObjMgr = BattleObj.GetBatObjMgr()
-        ownerBatLineup = buffOwner.GetBatLineup()
-        for lineupObjID in ownerBatLineup.posObjIDDict.values():
-            lineupObj = batObjMgr.getBatObj(lineupObjID)
-            if not lineupObj.IsAlive():
-                continue
-            # 敌方被控时
-            if lineupObj.GetFaction() != batObj.GetFaction():
-                TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, batObj, connSkill=buffSkill)
-                
+        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_BeControlledHard, batObj, buff, buffOwner])
+        
+    #添加持续减益buff
+    if skillType == ChConfig.Def_SkillType_LstDepBuff:
+        buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_AddDOTBuff, batObj, buff, buffOwner])
+        
     return buff
 
 def IsControlledHardState(state):
@@ -325,10 +322,7 @@
     if not batFaction:
         return
     batLineup = batFaction.getBatlineup(1)
-    if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
-        return
-    smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
-    smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
+    smyObj = batLineup.getHeroObj(ChConfig.HeroID_Simayi)
     if not smyObj or not smyObj.IsAlive():
         return
     smySkillID = ChConfig.SkillID_SmyFanzhao
@@ -349,6 +343,7 @@
     haloSrcBuff.AddHaloObjID(curID) # 光源先添加新目标
     haloObjIDList = haloSrcBuff.GetHaloObjIDList()
     newBuff.SetHaloObjIDList(haloObjIDList) # 新buff直接同步设置为光源有效目标
+    newBuff.SetLayer(haloSrcBuff.GetLayer()) # 同步为光源的层级
     
     batObjMgr = BattleObj.GetBatObjMgr()
     for haloObjID in haloObjIDList:
@@ -553,8 +548,8 @@
         
     # 重新添加本阵营有效光环
     batObjMgr = BattleObj.GetBatObjMgr()
-    batLineup = batObj.GetBatLineup()
-    for tagObjID in batLineup.posObjIDDict.values():
+    batLineup = batObj.GetTFBatLineup()
+    for tagObjID in batLineup.getAllPosObjIDList():
         tagObj = batObjMgr.getBatObj(tagObjID)
         if not tagObj.IsAlive():
             continue
@@ -571,6 +566,7 @@
             GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
             haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
             if not haloSkill:
+                DoAddBuffBySkillID(turnFight, batObj, haloSkillID, buffOwner=tagObj)
                 continue
             OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
             

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