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 |   59 +++++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 41 insertions(+), 18 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 89f6bc2..1e9e876 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -97,6 +97,8 @@
         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
@@ -139,6 +141,8 @@
         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
@@ -152,7 +156,9 @@
         effDict = self._AffectBuffDict[key]
         if buffID not in effDict:
             effDict[buffID] = []
-        effDict[buffID].append(effectID)
+        effIDList = effDict[buffID]
+        if effectID not in effIDList:
+            effIDList.append(effectID)
         return
     
     def DelBuffPassiveEffect(self, buffID):
@@ -209,12 +215,12 @@
     
 class SkillEffect():
     
-    def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
+    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 []
+        #self._triggerParams = triggerParams if triggerParams else []
         return
     
     def GetEffectID(self): return self._effID
@@ -222,7 +228,7 @@
     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
+    #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
     
 EmptyEffect = SkillEffect(0, [])
 
@@ -231,16 +237,16 @@
     def __init__(self, ipyData):
         self._ipyData = ipyData
         self._effList = [] # [Effect, ...]
-        self._effDict = {} # {effID: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)()
             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, triggerParams)
+            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
+            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
             self._effList.append(effect)
-            self._effDict[effID] = effect
+            self._effDict[(effID, triggerWay)] = effect
         return
     
     def GetIpyData(self): return self._ipyData
@@ -264,7 +270,7 @@
     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 GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
+    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
@@ -274,7 +280,6 @@
     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 GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._ipyData.GetFightPower()
     def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
@@ -376,6 +381,12 @@
         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:
@@ -472,7 +483,7 @@
     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 GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
+    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
@@ -482,7 +493,6 @@
     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 GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._skillData.GetFightPower()
     def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
@@ -538,6 +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
@@ -579,13 +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
@@ -625,10 +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):
@@ -639,18 +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):

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