From 7dafc3a10c56f44ea6ab7fbdbdadd29ba679e1be Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 十二月 2025 15:30:09 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(步练师所有技能; 5023效果增加可指定消耗层级或不消耗怒气;增加效果6031;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 90 ++++++++++++++++++++++++++++++++++-----------
1 files changed, 68 insertions(+), 22 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 1d43d18..33f700f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -21,7 +21,6 @@
import IpyGameDataPY
import TurnBuffs
import BattleObj
-import ObjPool
import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
@@ -69,13 +68,11 @@
return
ownerID = buffOwner.GetID() if buffOwner else 0
tagObjList = [batObj]
- poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
+ useSkill = BattleObj.PySkill(skillIpyData, ownerID)
useSkill.SetTagObjList(tagObjList)
addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
- poolMgr.release(useSkill)
return addBuff
def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, **kwargs):
@@ -88,12 +85,14 @@
ownerID = buffOwner.GetID()
skillType = buffSkill.GetSkillType()
- #无敌免疫持续减益buff、控制类buff
- if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
- and batObj.CheckInState(ChConfig.BatObjState_Wudi):
- GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
- return
-
+ #免疫减益buff、控制类buff
+ if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_DepBuff, ChConfig.Def_SkillType_Action]:
+ if batObj.CheckInState(ChConfig.BatObjState_Wudi):
+ GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
+ return
+ if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlDepBuff, buffSkill):
+ return
+
#被动触发免疫控制buff
if skillType == ChConfig.Def_SkillType_Action:
if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
@@ -180,18 +179,26 @@
nowLayerCnt = buff.GetLayer()
GameWorld.DebugLogEx(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
+ resetAddTiming = False # 一般只有覆盖的才重新计算回合,视为重新添加
+ remainTime = buffSkill.GetLastTime()
updLayerCnt = addLayerCnt
if buffRepeat == 3: # 叠加层级
updLayerCnt = nowLayerCnt + addLayerCnt
if maxLayerCnt and updLayerCnt > maxLayerCnt:
updLayerCnt = maxLayerCnt
GameWorld.DebugLogEx(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
+ elif buffRepeat == 1: # 延长回合
+ addTime = buffSkill.GetLastTime()
+ remainTime = buff.GetRemainTime() + addTime
+ GameWorld.DebugLogEx(" 延长回合: addTime=%s,updRemainTime=%s", addTime, remainTime)
else:
GameWorld.DebugLogEx(" 默认覆盖")
+ resetAddTiming = True
# 重置回合、CD、值等
- buff.SetAddTiming(batObj.GetTiming())
- buff.SetRemainTime(buffSkill.GetLastTime())
+ if resetAddTiming:
+ buff.SetAddTiming(batObj.GetTiming())
+ buff.SetRemainTime(remainTime)
buff.SetLayer(updLayerCnt)
buff.SetBuffValueList(buffValueList)
buff.ResetEffectValueEx()
@@ -237,7 +244,20 @@
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
+
+ #受控时
+ if curBuffState and IsControlledHardState(curBuffState):
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
+
return buff
+
+def IsControlledHardState(state):
+ stateGroup = "1"
+ buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
+ if stateGroup not in buffStateGroupDict:
+ return
+ return state in buffStateGroupDict[stateGroup]
+
def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
## 刷新buff效果
@@ -263,8 +283,16 @@
isRefreshAttr = True
if refreshType and buffSkill and buffOwner:
- TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
-
+ TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, tagObj=batObj, connSkill=buffSkill, connBuff=curBuff)
+ # 判断是否有额外属性的
+ if not isRefreshAttr:
+ effExDict = curBuff.GetEffectExDict()
+ for effCalcInfo in effExDict.keys():
+ effID = effCalcInfo[0]
+ if effID in ChConfig.AttrIDList:
+ isRefreshAttr = True
+ break
+
if isRefreshAttr:
RefreshBuffAttr(batObj)
@@ -364,13 +392,14 @@
DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
return
-def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True):
+def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True, afterTriggerData=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
@param noRefreshAttr: 不刷新属性
@return: isRefreshAttr 是否需要刷属性,如果设置了 noRefreshAttr,则要在外层刷属性
+ @return: afterTriggerData afterLogic为True时,附带的被动触发数据,因为buff被删除后该buff自带的被动效果也会被删除,所以先缓存供后续处理
'''
release = True # 释放buff实例
@@ -401,7 +430,7 @@
SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
if afterLogic and relatedSkill:
tagObjID = tagObj.GetID() if tagObj else buffObjID
- relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
+ relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID, afterTriggerData])
#buff消失的触发
for effectIndex in range(0, skillData.GetEffectCount()):
@@ -425,6 +454,15 @@
if haveBuffPassiveEff:
batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
+ # 判断是否有额外属性的
+ if not isRefreshAttr:
+ effExDict = curBuff.GetEffectExDict()
+ for effCalcInfo in effExDict.keys():
+ effID = effCalcInfo[0]
+ if effID in ChConfig.AttrIDList:
+ isRefreshAttr = True
+ break
+
if isRefreshAttr and not noRefreshAttr:
RefreshBuffAttr(batObj)
@@ -448,7 +486,6 @@
## 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, **kwargs):
@@ -486,7 +523,7 @@
isRefreshAttr = False
objID = batObj.GetID()
buffMgr = batObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount()):
+ for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
@@ -531,11 +568,11 @@
'''
objID = batObj.GetID()
+
befHP = batObj.GetHP()
befMaxHP = batObj.GetMaxHP()
batAttrDict = batObj.ResetBattleEffect()
-
GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s",
objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
@@ -552,6 +589,9 @@
effect = curSkill.GetEffect(eIndex)
effID = effect.GetEffectID()
if effID not in ChConfig.AttrIDList:
+ continue
+ if effect.GetTriggerWay():
+ # 需要触发才有效的不算
continue
if effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill]:
# 技能属性仅技能时有效
@@ -574,11 +614,14 @@
skillData = buff.GetSkillData()
effExDict = buff.GetEffectExDict()
- for effID, effValueEx in effExDict.items():
+ for effCalcInfo, effValueEx in effExDict.items():
+ effID, calcType = effCalcInfo
if effID not in ChConfig.AttrIDList:
continue
attrID = effID
attrValue = effValueEx * layer
+ if calcType == 2: # 减少,其他默认增加
+ attrValue = -attrValue
buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
@@ -634,13 +677,16 @@
if befHP and aftMaxHP > befMaxHP:
aftHP += (aftMaxHP - befMaxHP)
batObj.SetHP(aftHP, isNotify)
+ elif aftHP > aftMaxHP:
+ aftHP = aftMaxHP
+ batObj.SetHP(aftHP, isNotify)
GameWorld.DebugLogEx(" befHP=%s/%s, aftHP=%s/%s", befHP, befMaxHP, aftHP, aftMaxHP)
GameWorld.DebugLogEx(" 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):
## @param curBatObj: 该buff的持有者,即在谁身上
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
+ clientPack = ChPyNetSendPack.tagSCBuffRefresh()
clientPack.ObjID = curBatObj.GetID()
clientPack.BuffID = curBuff.GetBuffID()
clientPack.SkillID = curBuff.GetSkillID()
@@ -656,7 +702,7 @@
return
def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0):
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel)
+ clientPack = ChPyNetSendPack.tagSCBuffDel()
clientPack.ObjID = objID
clientPack.BuffID = buffID
clientPack.RelatedSkillID = relatedSkillID
--
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