From 912176de9ed5b45e5fe0edbb15b8796f54c56ba2 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期一, 25 八月 2025 19:26:52 +0800 Subject: [PATCH] 121 【武将】武将系统-服务端(武将表、NPC表 增加性别) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 287 ++++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 262 insertions(+), 25 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 7d4a172..68799eb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py @@ -18,40 +18,274 @@ import ChConfig import GameWorld import ChPyNetSendPack +import IpyGameDataPY +import TurnBuffs +import BattleObj import ObjPool -def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None): - skillID = curSkill.GetSkillID() - enhanceBySkill = curSkill.GetEnhanceBySkill() - relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0 +GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs") + +def GetAddBuffValue(turnFight, attacker, defender, curSkill): + callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue")) + if not callFunc: + return [] + return callFunc(turnFight, attacker, defender, curSkill) + +def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False): + ## 根据技能ID添加buff + if not skillID: + return + skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID) + if not skillIpyData: + return + tagObjList = [batObj] + poolMgr = ObjPool.GetPoolMgr() + useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData) + useSkill.SetTagObjList(tagObjList) + + OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic) + + poolMgr.release(useSkill) + return + +def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False): + skillID = buffSkill.GetSkillID() + bySkill = buffSkill.GetBySkill() if not bySkill else bySkill + relatedSkillID = bySkill.GetSkillID() if bySkill else 0 curID = batObj.GetID() - ownerID = buffOwner.GetID() if buffOwner else curID - GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID)) - #检查是否几率触发 - if not enhanceBySkill: - rate = curSkill.GetHappenRate() - if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue): - GameWorld.DebugLog(" 概率不触发buff!") - return - - skillTypeID = curSkill.GetSkillTypeID() + if not buffOwner: + buffOwner = batObj + ownerID = buffOwner.GetID() + buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill) + GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" + % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID)) + + skillTypeID = buffSkill.GetSkillTypeID() # 先简单做下能加上即可 buffMgr = batObj.GetBuffManager() - buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID) - if buffIDList: - GameWorld.DebugLog(" 已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList)) + buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID) + if buffList: + # buff堆叠逻辑,待处理,先直接通知 + for buff in buffList: + if not buff: + continue + GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID)) + if afterLogic and bySkill: + bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) + else: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + return True + __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic) + return True + +def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False): + skillID = buffSkill.GetSkillID() + relatedSkillID = bySkill.GetSkillID() if bySkill else 0 + curID = batObj.GetID() + ownerID = buffOwner.GetID() buff = buffMgr.AddBuff(skillID) if not buff: - GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID) + GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID) return False - GameWorld.DebugLog(" AddBuffOK. buffID=%s" % buff.GetBuffID()) + buffID = buff.GetBuffID() + GameWorld.DebugLog(" AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" + % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID) buff.SetOwnerID(ownerID) - buff.SetRemainTime(curSkill.GetLastTime()) - #buff.SetLayer() - SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) - return True + buff.SetCalcTime(turnFight.getTimeline()) + buff.SetRemainTime(buffSkill.GetLastTime()) + buff.SetLayer(buffSkill.GetLayerCnt()) + buff.SetBuffValueList(buffValueList) + curBuffState = buffSkill.GetCurBuffState() + if curBuffState: + buffMgr.AddBuffState(curBuffState, buffID) + + if afterLogic and bySkill: + bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) + else: + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + + DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner) + return + +def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner): + ## buff添加成功后处理 + + isRefreshAttr = False # 是否刷属性 + + #atkType = buffSkill.GetAtkType() + #if atkType: + # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver")) + # if callFunc: + # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner) + + passiveEffMgr = batObj.GetPassiveEffManager() + # buff效果加入 + for effectIndex in range(0, buffSkill.GetEffectCount()): + curEffect = buffSkill.GetEffect(effectIndex) + effectID = curEffect.GetEffectID() + if effectID == 0: + continue + + if curEffect.GetTriggerWay(): + if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill: + passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect) + + elif effectID in ChConfig.AttrIDList: + isRefreshAttr = True + + else: + callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver")) + if callFunc: + callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner) + + if isRefreshAttr: + RefreshBuffAttr(batObj) + + return + +def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=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 + ''' + + release = True + isSync = True + relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0 + if afterLogic and relatedSkill: + release = False + isSync = False + + isRefreshAttr = False # 是否刷属性 + haveBuffPassiveEff = False + + buffObjID = batObj.GetID() + buffMgr = batObj.GetBuffManager() + buffID = curBuff.GetBuffID() + skillData = curBuff.GetSkillData() + #buff消失的触发 + for effectIndex in range(0, skillData.GetEffectCount()): + curEffect = skillData.GetEffect(effectIndex) + effectID = curEffect.GetEffectID() + + if not effectID: + continue + + if curEffect.GetTriggerWay(): + if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill: + haveBuffPassiveEff = True + + elif effectID in ChConfig.AttrIDList: + isRefreshAttr = True + + else: + callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel")) + if callFunc: + callFunc(turnFight, batObj, curBuff, curEffect) + + if haveBuffPassiveEff: + batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID) + + curBuffState = skillData.GetCurBuffState() + if curBuffState: + buffMgr.DelBuffState(curBuffState, buffID) + + # 最后删除buff、通知 + buffMgr.DelBuff(buffID, release) + if isSync: + SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID) + if afterLogic and relatedSkill: + tagObjID = tagObj.GetID() if tagObj else buffObjID + relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID]) + + if isRefreshAttr: + RefreshBuffAttr(batObj) + return + +def DoBuffDelAfterLogicOver(turnFight, buffObjID, curBuff, relatedSkill): + ## 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): + skillData = curBuff.GetSkillData() + callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess")) + if callFunc: + callFunc(turnFight, batObj, curBuff) + return + +def RefreshBuffAttr(batObj): + ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷 + ''' + + objID = batObj.GetID() + befHP = batObj.GetHP() + befMaxHP = batObj.GetMaxHP() + + batAttrDict = batObj.ResetBattleEffect() + + GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s" + % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)) + + # buff + buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值 + buffMgr = batObj.GetBuffManager() + for index in range(buffMgr.GetBuffCount()): + buff = buffMgr.GetBuffByIndex(index) + skillData = buff.GetSkillData() + for eIndex in range(skillData.GetEffectCount()): + effect = skillData.GetEffect(eIndex) + effID = effect.GetEffectID() + if effID not in ChConfig.AttrIDList: + continue + attrID = effID + attrValue = effect.GetEffectValue(0) + calcType = effect.GetEffectValue(1) + if calcType == 2: # 减少,其他默认增加 + attrValue = -attrValue + buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue + + GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict) + + objID = batObj.GetID() + # 先计算百分比加成或降低的 + perIDList = ChConfig.AttrPerDict.values() + for attrID, attrPerID in ChConfig.AttrPerDict.items(): + if attrPerID not in buffAttrDict: + continue + attrPerValue = buffAttrDict[attrPerID] # 可能是负值 + attrValue = batObj.GetBatAttrValue(attrID, False) + if attrValue <= 0: + continue + updValue = int(attrValue * (10000 + attrPerValue) / 10000.0) + updValue = max(0, updValue) # 最多减到0,最大无上限 + batObj.SetBatAttrValue(attrID, updValue) + GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue)) + + # 再累加非百分比的固定值 + for attrID, addValue in buffAttrDict.items(): + if attrID in perIDList: + continue + attrValue = batObj.GetBatAttrValue(attrID, False) + updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限 + batObj.SetBatAttrValue(attrID, updValue) + GameWorld.DebugLog(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue)) + + aftHP = batObj.GetHP() + aftMaxHP = batObj.GetMaxHP() + if aftMaxHP != befMaxHP: + batObj.SetMaxHP(aftMaxHP, True) + if befHP and aftMaxHP > befMaxHP: + aftHP += (aftMaxHP - befMaxHP) + batObj.SetHP(aftHP, True) + GameWorld.DebugLog(" befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP)) + GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP)) + return def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0): clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh) @@ -62,12 +296,15 @@ clientPack.LastTime = curBuff.GetRemainTime() clientPack.Layer = curBuff.GetLayer() clientPack.OwnerID = curBuff.GetOwnerID() + clientPack.Value1 = curBuff.GetValue1() + clientPack.Value2 = curBuff.GetValue2() + clientPack.Value3 = curBuff.GetValue3() turnFight.addBatPack(clientPack) return -def SyncBuffDel(turnFight, curBatObj, buffID, relatedSkillID=0): +def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0): clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel) - clientPack.ObjID = curBatObj.GetID() + clientPack.ObjID = objID clientPack.BuffID = buffID clientPack.RelatedSkillID = relatedSkillID turnFight.addBatPack(clientPack) -- Gitblit v1.8.0