From 8b5a1ff1fd32552e1350c9f9e73ab69ede13b9d1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 24 十二月 2025 16:04:50 +0800
Subject: [PATCH] 16 卡牌服务端(增加后台重读脚本支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py |   66 +++++++++++++++++++++++++++++----
 1 files changed, 58 insertions(+), 8 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index d16dfec..fc4ec53 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -17,7 +17,10 @@
 
 import GameWorld
 import PassiveTrigger
+import IpyGameDataPY
+import BattleObj
 import ChConfig
+import TurnSkill
 
 GameWorld.ImportAll("Script\\Skill\\", "PassiveTrigger")
 
@@ -35,13 +38,30 @@
     ''' 触发被动效果,可能触发技能、buff,需根据优先级触发
     '''
     if not batObj.IsAlive():
-        if triggerWay not in ChConfig.DeadCanTriggerWayList:
+        if triggerWay in ChConfig.DeadCanTriggerWayList:
+            pass # 死亡状态下可触发的被动
+        elif connSkill:
+            if connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+                pass # 子技能不限制死亡触发,由主技能决定,主技能能触发了,才会执行到子技能,那么子技能也一定能触发
+            elif connSkill.GetByTriggerWay() in ChConfig.DeadCanTriggerWayList:
+                pass
+                #GameWorld.DebugLogEx("关联技能是由死亡状态下可触发的方式触发的,则也可触发! triggerWay=%s,connSkillID=%s,byTriggerWay=%s", 
+                #                     triggerWay, connSkill.GetSkillID(), connSkill.GetByTriggerWay())
+            else:
+                return
+        else:
             return
     passiveEffMgr = batObj.GetPassiveEffManager()
     effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkill, connSkillTypeID, connBuff)
     if not effInfoList:
         return
-    # [["skill/buff", skillID, buffID, effIDList], ...]
+    OnTriggerPassiveEffList(turnFight, batObj, triggerWay, tagObj, effInfoList, connSkill, connBuff, **kwargs)
+    return
+
+def OnTriggerPassiveEffList(turnFight, batObj, triggerWay, tagObj, effInfoList, connSkill=None, connBuff=None, **kwargs):
+    '''触发外部指定的被动效果列表
+    @param effInfoList: [["skill/buff", skillID, buffID, effIDList], ...]
+    '''
     tagID = tagObj.GetID() if tagObj else 0
     GameWorld.DebugLogEx("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s", triggerWay, batObj.GetID(), tagID, effInfoList)
     for effInfo in effInfoList:
@@ -63,14 +83,34 @@
     if not effSkill:
         return
     
-    kwargs["triggerWay"] = triggerWay
+    if effSkill.GetCoolDownTime():
+        if hasattr(effSkill, "GetRemainTime") and effSkill.GetRemainTime() > 0:
+            GameWorld.DebugLogEx("被动效果技能CD中! effSkillID=%s,RemainTime=%s", skillID, effSkill.GetRemainTime())
+            return
+        kwargs["byEffSkill"] = effSkill # 目前用于触发被动技能时,该效果技能提前先设置CD,防止嵌套触发时CD后置才设置,如关羽的怒技追击
+        
+    # 没有类型的,纯配被动效果,有类型的技能在 OnUseSkill 统一处理回合次数,这里只处理纯被动效果的
+    useCntLimit = None
+    if not effSkill.GetSkillType(): 
+        useCntLimit = TurnSkill.CheckSkillUseCntLimit(batObj, effSkill)
+        if useCntLimit:
+            return
+        
+    isOK = False
+    kwargs["byTriggerWay"] = triggerWay
     for effID in effIDList:
         curEffect = effSkill.GetEffectByID(effID, triggerWay)
         if not curEffect:
             continue
-        DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
+        if DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+            isOK = True # 有效果触发就算
         
-    return
+    if isOK:
+        if useCntLimit != None:
+            #GameWorld.DebugLogEx("增加被动效果回合触发次数! skillID=%s", effSkill.GetSkillID())
+            batObj.AddSkillUseCnt(effSkill.GetSkillID())
+            
+    return isOK
 
 def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff=None, **kwargs):
     effID = curEffect.GetEffectID()
@@ -80,8 +120,17 @@
     callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
     if not callFunc:
         return
-    callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
-    return
+    isOK = callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
+    if not isOK:
+        return
+    
+    cdTime = effSkill.GetCoolDownTime()
+    if cdTime:
+        # 非触发技能的在后面设置CD即可
+        if hasattr(effSkill, "GetRemainTime"):
+            effSkill.SetRemainTime(cdTime)
+            
+    return True
 
 def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None, connBuff=None, **kwargs):
     buffMgr = batObj.GetBuffManager()
@@ -92,7 +141,7 @@
         return
     skillData = effBuff.GetSkillData()
     
-    kwargs["triggerWay"] = triggerWay
+    kwargs["byTriggerWay"] = triggerWay
     for effID in effIDList:
         curEffect = skillData.GetEffectByID(effID, triggerWay)
         if not curEffect:
@@ -166,6 +215,7 @@
             callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "GetHappenValue"))
             if not callFunc:
                 continue
+            kwargs["turnFight"] = turnFight
             value = callFunc(atkObj, defObj, effect, effSkill, effBuff, connSkill, **kwargs)
             if value is None:
                 continue

--
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