From 97fef842ed56dfd7c7dd73f9c7acf20df55b9a23 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 11:35:20 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  390 +++++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 330 insertions(+), 60 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index cd9560f..1e9e876 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -27,6 +27,150 @@
 import TurnPassive
 import TurnBuff
 
+class PassiveEffManager():
+    ## 被动效果管理器
+    
+    def __init__(self, batObj):
+        self._batObj = batObj
+        # 被影响的技能ID: 0为所有技能
+        self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
+        return
+    
+    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
+        '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
+                        优先级之后有需要再扩展
+        @return: [["skill/buff", skillID/buffID, effIDList], ...]
+        '''
+        effList = []
+        
+        # 优先取关联技能的
+        if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]:
+            # 技能
+            key = (triggerWay, connSkillTypeID)
+            if key in self._AffectSkillDict:
+                effDict = self._AffectSkillDict[key]
+                for skillID, effIDList in effDict.items():
+                    effList.append(["skill", skillID, effIDList])
+                    
+            # buff
+            key = (triggerWay, connSkillTypeID)
+            if key in self._AffectBuffDict:
+                effDict = self._AffectBuffDict[key]
+                for buffID, effIDList in effDict.items():
+                    effList.append(["buff", buffID, effIDList])
+                    
+        # 所有技能有效的
+        key = (triggerWay, ChConfig.TriggerSrc_Skill)
+        effDict = self._AffectSkillDict.get(key, {})
+        for skillID, effIDList in effDict.items():
+            effList.append(["skill", skillID, effIDList])
+            
+        # 所有buff有效的
+        key = (triggerWay, ChConfig.TriggerSrc_Buff)
+        effDict = self._AffectBuffDict.get(key, {})
+        for buffID, effIDList in effDict.items():
+            effList.append(["buff", buffID, effIDList])
+            
+        return effList
+    
+    def RefreshSkillPassiveEffect(self):
+        self._AffectSkillDict = {}
+        
+        skillManager = self._batObj.GetSkillManager()
+        for index in range(0, skillManager.GetSkillCount()):
+            curSkill = skillManager.GetSkillByIndex(index)
+            if not curSkill:
+                continue
+            for index in xrange(curSkill.GetEffectCount()):
+                curEffect = curSkill.GetEffect(index)
+                effectID = curEffect.GetEffectID()
+                if effectID == 0:
+                    continue
+                self.AddSkillPassiveEffect(curSkill, curEffect)
+                
+        return self._AffectSkillDict
+                
+    def AddSkillPassiveEffect(self, curSkill, effect):
+        ## 添加技能被动效果
+        triggerWay = effect.GetTriggerWay()
+        triggerSrc = effect.GetTriggerSrc()
+        if not triggerWay:
+            return
+        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+            return
+        if triggerSrc == ChConfig.TriggerSrc_Buff:
+            # buff有效的不加进来
+            return
+        
+        skillID = curSkill.GetSkillID()
+        effectID = effect.GetEffectID()
+        
+        key = (triggerWay, triggerSrc)
+        if key not in self._AffectSkillDict:
+            self._AffectSkillDict[key] = {}
+        effDict = self._AffectSkillDict[key]
+        if skillID not in effDict:
+            effDict[skillID] = []
+        effDict[skillID].append(effectID)
+        return
+        
+    def RefreshBuffPassiveEffect(self):
+        self._AffectBuffDict = {}
+        buffMgr = self._batObj.GetBuffManager()
+        for index in range(buffMgr.GetBuffCount()):
+            buff = buffMgr.GetBuffByIndex(index)
+            if not buff:
+                continue
+            skillData = buff.GetSkillData()
+            for index in xrange(skillData.GetEffectCount()):
+                curEffect = skillData.GetEffect(index)
+                effectID = curEffect.GetEffectID()
+                if effectID == 0:
+                    continue
+                self.AddBuffPassiveEffect(buff, skillData, curEffect)
+                
+        return self._AffectBuffDict
+    
+    def AddBuffPassiveEffect(self, buff, skillData, effect):
+        '''添加Buff被动效果
+                            同个buff的技能ID如果叠加规则是独立的,那么可能同时存在多个相同技能效果的buff
+                            如果触发效果,就要触发多次,所以buff的效果以buffID为key
+        '''
+        triggerWay = effect.GetTriggerWay()
+        triggerSrc = effect.GetTriggerSrc()
+        if not triggerWay:
+            return
+        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+            return
+        if triggerSrc == ChConfig.TriggerSrc_Skill:
+            # 技能有效的不加进来
+            return
+        
+        buffID = buff.GetBuffID()
+        effectID = effect.GetEffectID()
+        
+        key = (triggerWay, triggerSrc)
+        if key not in self._AffectBuffDict:
+            self._AffectBuffDict[key] = {}
+        effDict = self._AffectBuffDict[key]
+        if buffID not in effDict:
+            effDict[buffID] = []
+        effIDList = effDict[buffID]
+        if effectID not in effIDList:
+            effIDList.append(effectID)
+        return
+    
+    def DelBuffPassiveEffect(self, buffID):
+        ## 删除Buff被动效果
+        for key, effDict in self._AffectBuffDict.items():
+            if buffID not in effDict:
+                continue
+            effDict.pop(buffID)
+            if not effDict:
+                self._AffectBuffDict.pop(key)
+        return
+    
 class HurtObj():
     ## 伤血统计
     
@@ -37,7 +181,8 @@
     def Clear(self):
         self._objID = 0
         self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
-        self._hurtHP = 0 # 伤血值
+        self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
+        self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
         self._lostHP = 0 # 实际掉血值
         self._curHP = 0 # 更新血量
         self._suckHP = 0 # 吸血量
@@ -54,9 +199,11 @@
         return
     def HaveHurtType(self, hurtType):
         ## 判断是否存在某种伤血类型
-        return self._hurtTypes&pow(2, hurtType) 
+        return self._hurtTypes & pow(2, hurtType) 
     def GetHurtHP(self): return self._hurtHP
     def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
+    def GetRealHurtHP(self): return self._realHurtHP
+    def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
     def GetLostHP(self): return self._lostHP
     def SetLostHP(self, lostHP): self._lostHP = lostHP
     def GetCurHP(self): return self._curHP
@@ -66,30 +213,46 @@
     def GetBounceHP(self): return self._bounceHP
     def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
     
-class Effect():
+class SkillEffect():
     
-    def __init__(self, effID, values):
+    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
         self._effID = effID
         self._values = values
+        self._triggerWay = triggerWay
+        self._triggerSrc = triggerSrc
+        #self._triggerParams = triggerParams if triggerParams else []
         return
     
     def GetEffectID(self): return self._effID
     def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
     def GetEffectValueCount(self): return len(self._values)
+    def GetTriggerWay(self): return self._triggerWay
+    def GetTriggerSrc(self): return self._triggerSrc
+    #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
     
+EmptyEffect = SkillEffect(0, [])
+
 class SklllData():
     
     def __init__(self, ipyData):
         self._ipyData = ipyData
         self._effList = [] # [Effect, ...]
+        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
         for num in range(1, 1 + 3):
             effID = getattr(ipyData, "GetEffectID%s" % num)()
             values = getattr(ipyData, "GetEffectValues%s" % num)()
-            self._effList.append(ObjPool.GetPoolMgr().acquire(Effect, effID, values))
+            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
+            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
+            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
+            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
+            self._effList.append(effect)
+            self._effDict[(effID, triggerWay)] = effect
         return
     
+    def GetIpyData(self): return self._ipyData
     def GetSkillID(self): return self._ipyData.GetSkillID()
     def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+    def GetSkillLV(self): return self._ipyData.GetSkillLV()
     def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
     def GetSkillName(self): return self._ipyData.GetSkillName()
     def GetFuncType(self): return self._ipyData.GetFuncType()
@@ -101,14 +264,24 @@
     def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己
     def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分
     def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数
-    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 释放或添加几率
-    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
-    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
+    def GetCalcType(self): return self._ipyData.GetCalcType()
+    def GetSkillPer(self): return self._ipyData.GetSkillPer()
+    def GetSkillValue(self): return self._ipyData.GetSkillValue()
+    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
     def GetEffectCount(self): return len(self._effList)
-    def GetConnSkill(self): return self._ipyData.GetConnSkill() # 关联技能
-    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
+    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
+    def GetConnSkill(self): return self._ipyData.GetConnSkill()
+    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
+    def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
+    def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
+    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
+    def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
+    def GetLayerMax(self): return self._ipyData.GetLayerMax()
+    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
+    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
     def GetFightPower(self): return self._ipyData.GetFightPower()
+    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
 class PyBuff():
     
@@ -117,8 +290,11 @@
         self._buffID = 0
         self._ownerID = 0
         self._layer = 0
+        self._calcTime = 0
         self._remainTime = 0
-        self._valueList = []
+        self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
+        self._value2 = 0
+        self._value3 = 0
         return
     
     def GetSkillData(self): return self._skillData
@@ -129,16 +305,30 @@
     def SetOwnerID(self, ownerID): self._ownerID = ownerID
     def GetLayer(self): return self._layer
     def SetLayer(self, layer): self._layer = layer
+    def GetCalcTime(self): return self._calcTime
+    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
-    def SetValueList(self, valueList): self._valueList = valueList
-    def GetValue(self, index):
-        return self._valueList[index] if len(self._valueList) > index else 0
+    def SetBuffValueList(self, valueList):
+        for index, value in enumerate(valueList):
+            if index == 0:
+                self.SetValue1(value)
+            elif index == 1:
+                self.SetValue2(value)
+            elif index == 2:
+                self.SetValue3(value)
+    def GetValue1(self): return self._value1
+    def SetValue1(self, value): self._value1 = value
+    def GetValue2(self): return self._value2
+    def SetValue2(self, value): self._value2 = value
+    def GetValue3(self): return self._value3
+    def SetValue3(self, value): self._value3 = value
     
 class BuffManager():
     ## 战斗对象buff管理器
     
-    def __init__(self):
+    def __init__(self, batObj):
+        self._batObj = batObj
         self._buffList = [] # [PyBuff, ...]
         self._buffIDDict = {} # {buffID:PyBuff, ...}
         self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
@@ -158,12 +348,8 @@
         return
     
     def GetBuffCount(self): return len(self._buffList)
-    def GetBuffByIndex(self, index):
-        buff = self._buffList[index]
-        #if False:
-        #    buff = PyBuff()
-        return buff
-        
+    def GetBuffByIndex(self, index): return self._buffList[index]
+    
     def AddBuff(self, skillID):
         buff = None
         ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -172,27 +358,36 @@
         skillTypeID = ipyData.GetSkillTypeID()
         self._buffID += 1
         
+        buffID = self._buffID
         buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
-        buff.SetBuffID(self._buffID)
+        buff.SetBuffID(buffID)
         
         self._buffList.append(buff)
-        self._buffIDDict[self._buffID] = buff
+        self._buffIDDict[buffID] = buff
+        #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
         if skillTypeID not in self._skillTypeIDBuffIDs:
             self._skillTypeIDBuffIDs[skillTypeID] = []
         buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
-        if self._buffID not in buffIDs:
-            buffIDs.append(self._buffID)
+        if buffID not in buffIDs:
+            buffIDs.append(buffID)
             
-        #if False:
-        #    buff = PyBuff()
         return buff
     
-    def DelBuff(self, buffID):
+    def DelBuff(self, buffID, release=True):
         if buffID not in self._buffIDDict:
+            #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
             return
+        #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
         buff = self._buffIDDict.pop(buffID)
         if buff in self._buffList:
             self._buffList.remove(buff)
+        else:
+            # 防范下找不到的情况
+            for lBuff in self._buffList[::-1]:
+                if lBuff.GetBuffID() == buffID:
+                    self._buffList.remove(lBuff)
+                    GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
+        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
         for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
             if buffID not in buffIDList:
                 continue
@@ -200,24 +395,19 @@
             if not buffIDList:
                 self._skillTypeIDBuffIDs.pop(skillTypeID)
             break
+        if release:
+            ObjPool.GetPoolMgr().release(buff)
         return
     
-    def GetBuff(self, buffID):
-        buff = None
-        if buffID in self._buffIDDict:
-            buff = self._buffIDDict[buffID]
-        #if False:
-        #    buff = PyBuff()
-        return buff
-    
-    def FindBuffIDBySkillID(self, skillID):
-        ## 返回该技能ID的所有buffID列表
+    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
+    def FindBuffBySkillID(self, skillID):
+        ## 返回该技能ID的所有buff列表
         skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
         if not skillData:
             return []
-        return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID())
-    def FindBuffIDBySkillTypeID(self, skillTypeID):
-        ## 返回该技能TypeID的所有buffID列表
+        return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID())
+    def FindBuffBySkillTypeID(self, skillTypeID):
+        ## 返回该技能TypeID的所有buff列表
         if skillTypeID not in self._skillTypeIDBuffIDs:
             return []
         buffs = []
@@ -244,29 +434,38 @@
         if buffID not in buffIDList:
             return
         buffIDList.remove(buffID)
-        if not len(buffIDList):
+        if not buffIDList:
             self._buffStateDict.pop(state)
         GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
         return
     
-    def IsInBuffState(self, state):
-        ## 是否处于某种状态下
-        return state in self._buffStateDict and len(self._buffStateDict[state]) > 0
+    def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
+    def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
     
 class PySkill():
     
     def __init__(self, ipyData):
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._calcTime = 0
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
         self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
-        self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
+        self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
+        return
+    
+    def ResetUseRec(self):
+        self._batType = 0
+        self._tagObjList = []
+        self._bySkill = None
+        self._afterLogicList = []
+        self.ClearHurtObj()
         return
     
     def GetSkillID(self): return self._skillData.GetSkillID()
     def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
+    def GetSkillLV(self): return self._skillData.GetSkillLV()
     def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
     def GetSkillName(self): return self._skillData.GetSkillName()
     def GetFuncType(self): return self._skillData.GetFuncType()
@@ -278,26 +477,44 @@
     def GetTagSelf(self): return self._skillData.GetTagSelf() # 是否含自己
     def GetTagAffect(self): return self._skillData.GetTagAffect() # 目标细分
     def GetTagCount(self): return self._skillData.GetTagCount() # 目标个数
-    def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率
-    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
-    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
+    def GetCalcType(self): return self._skillData.GetCalcType()
+    def GetSkillPer(self): return self._skillData.GetSkillPer()
+    def GetSkillValue(self): return self._skillData.GetSkillValue()
+    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._skillData.GetEffect(index)
     def GetEffectCount(self): return self._skillData.GetEffectCount()
-    def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能
-    def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
+    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
+    def GetConnSkill(self): return self._skillData.GetConnSkill()
+    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
+    def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
+    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
+    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
+    def GetLayerCnt(self): return self._skillData.GetLayerCnt()
+    def GetLayerMax(self): return self._skillData.GetLayerMax()
+    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
+    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
     def GetFightPower(self): return self._skillData.GetFightPower()
+    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
+    def GetCalcTime(self): return self._calcTime
+    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def GetBatType(self): return self._batType
     def SetBatType(self, batType): self._batType = batType
-    def GetIsEnhanceSkill(self): return self._isEnhanceSkill
-    def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
     def GetBySkill(self): return self._bySkill
     def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetTagObjList(self): return self._tagObjList # 技能目标列表
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
+    def GetAfterLogicList(self): return self._afterLogicList
+    def AddAfterLogic(self, logicType, logicData):
+        '''添加技能释放后需要处理额外逻辑
+        @param logicType: 逻辑类型
+        @param logicData: 逻辑对应的数据
+        '''
+        self._afterLogicList.append([logicType, logicData])
+        return
     def ClearHurtObj(self):
         ## 清空伤血统计
         poolMgr = ObjPool.GetPoolMgr()
@@ -331,6 +548,7 @@
     
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
+    def GetSkillIDList(self): return self._skillDict.keys()
     def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
@@ -372,12 +590,15 @@
     
     def __init__(self):
         self.tfGUID = "" # 所属的某场回合战斗的guid
+        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
         self.objID = 0
         self.objName = ""
         self.npcID = 0
-        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
         self.heroID = 0
         self.skinID = 0
+        self.country = 0
+        self.atkDistType = 0
+        self.sex = 0
         self.lv = 1
         self.fightPower = 0
         self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -385,6 +606,7 @@
         self.posNum = 0 # 所在阵容站位
         self._hp = 0 # 当前生命值
         self._xp = 0 # 当前怒气值
+        self._isAlive = True # 是否活着
         self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
         self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
         self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -392,7 +614,8 @@
         self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
         self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
         self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
-        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager)
+        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
+        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -415,10 +638,16 @@
         TurnPassive.RefreshPassive(self)
         return
     
-    def UpdInitBatAttr(self, initAttrDict):
+    def UpdInitBatAttr(self, initAttrDict, skillIDList):
         ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
         self._initAttrDict = initAttrDict
+        learnNewSkill = False
+        for skillID in skillIDList:
+            if self._skillMgr.LearnSkillByID(skillID):
+                learnNewSkill = True
         TurnBuff.RefreshBuffAttr(self)
+        if learnNewSkill: # 有学新技能时重刷技能被动
+            self._passiveEffMgr.RefreshSkillPassiveEffect()
         return
     
     def ResetBattleEffect(self):
@@ -429,16 +658,22 @@
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
+    def SetOwnerID(self, ownerID): self.ownerID = ownerID
     def GetID(self): return self.objID
     def GetName(self): return self.objName
     def SetName(self, name): self.objName = name
+    def GetCountry(self): return self.country
+    def SetCountry(self, country): self.country = country
+    def GetAtkDistType(self): return self.atkDistType
+    def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
+    def GetSex(self): return self.sex
+    def SetSex(self, sex): self.sex = sex
     def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
     def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
-    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
-    def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
+    def GetHeroID(self): return self.heroID
     def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
-    def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
-        self.ownerID = ownerID
+    def SetHero(self, heroID, skinID=0): # 设置所属武将
         self.heroID = heroID
         self.skinID = skinID
     def SetLineupPos(self, posNum, lineupNum=1):
@@ -460,6 +695,7 @@
     
     def GetSkillManager(self): return self._skillMgr
     def GetBuffManager(self):return self._buffMgr
+    def GetPassiveEffManager(self):return self._passiveEffMgr
     
     def GetCanAttack(self):
         ## 可否被攻击
@@ -472,7 +708,41 @@
         ## 是否处于某种状态下
         return self._buffMgr.IsInBuffState(state)
     
+    def IsInControlled(self):
+        ## 是否被控制中
+        for state in ChConfig.InControlledStateList:
+            if self.IsInState(state):
+                return True
+        return False
+    
+    def CanAction(self):
+        ## 是否可以行动
+        if not self.IsAlive():
+            return False
+        if self.IsInControlled():
+            return False
+        return True
+    
+    def GetSneerTagObj(self):
+        ## 获取被嘲讽的目标,如果存在则一定是活着的目标
+        buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
+        if not buffIDList:
+            return
+        objMgr = GetBatObjMgr()
+        for buffID in buffIDList:
+            buff = self._buffMgr.GetBuff(buffID)
+            if not buff:
+                continue
+            tagObj = objMgr.getBatObj(buff.GetOwnerID())
+            if tagObj and tagObj.IsAlive(): # 活着才有效
+                return tagObj
+        return
+    
     # 战斗属性
+    def IsAlive(self): return self._isAlive # 是否活着
+    def SetDead(self):
+        self._isAlive = False
+        self._hp = 0
     def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
     def SetMaxHP(self, maxHP, isNotify=False):
         self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP

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