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/Skill/TurnBuff.py |  167 ++++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 126 insertions(+), 41 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 27ddea2..9b80ade 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,65 +18,123 @@
 import ChConfig
 import GameWorld
 import ChPyNetSendPack
+import IpyGameDataPY
 import TurnBuffs
+import BattleObj
 import ObjPool
 
 GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
 
-def GetAddBuffValue(attacker, defender, curSkill):
+def GetAddBuffValue(turnFight, attacker, defender, curSkill):
     callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
     if not callFunc:
         return []
-    return callFunc(attacker, defender, curSkill)
+    return callFunc(turnFight, attacker, defender, curSkill)
 
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None):
+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()
+    bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     curID = batObj.GetID()
     if not buffOwner:
         buffOwner = batObj
     ownerID = buffOwner.GetID()
-    buffValueList = GetAddBuffValue(buffOwner, batObj, buffSkill)
-    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,buffValueList=%s" % (curID, skillID, ownerID, relatedSkillID, buffValueList))
+    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))
-        # buff堆叠逻辑
-        
-        return True
+    buffRepeat = buffSkill.GetBuffRepeat()
+    #buff重复获得时的叠加规则
+    #以下规则默认针对的是相同施法者,即相同来源的处理
+    #如果有针对不同施法者的规则会说明
+    #0 覆盖:重置剩余回合,效果覆盖
+    #1 延长回合
+    #2 
+    #3 叠加层级
+    #4 独立:回合、效果独立计算
+    #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
     
-    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner)
+    buffMgr = batObj.GetBuffManager()
+    
+    if buffRepeat == 4: # 4 独立:回合、效果独立计算
+        pass # 不处理,直接跳过添加新buff
+    elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
+        buffState = buffSkill.GetCurBuffState()
+        for index in range(buffMgr.GetBuffCount())[::-1]:
+            buff = buffMgr.GetBuffByIndex(index)
+            skillData = buff.GetSkillData()
+            if buffState and skillData.GetCurBuffState() != buffState:
+                continue
+            # 删除相同状态的buff
+            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
+    else:
+        buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
+        if buffList:
+            for buff in buffList:
+                if not buff:
+                    continue
+                if buff.GetOwnerID() != ownerID:
+                    continue
+                GameWorld.DebugLog("    已经存在该buff,默认覆盖: buffID=%s,skillTypeID=%s,ownerID=%s" % (buff.GetBuffID(), skillTypeID, ownerID))
+                # 重置回合、CD、值等
+                buff.SetCalcTime(turnFight.getTimeline())
+                buff.SetRemainTime(buffSkill.GetLastTime())
+                buff.SetLayer(buffSkill.GetLayerCnt())
+                buff.SetBuffValueList(buffValueList)
+                if afterLogic and bySkill:
+                    bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+                else:
+                    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+                    
+            return True
+        
+    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
     return True
 
-def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner):
-    skillID = buffSkill.GetSkillID()
-    bySkill = buffSkill.GetBySkill()
-    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
     curID = batObj.GetID()
-    ownerID = buffOwner.GetID()
+    skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
     if not buff:
         GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
-        return False
+        return
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+    ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
-    GameWorld.DebugLog("    AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
+    
+    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
                        % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
     buff.SetOwnerID(ownerID)
     buff.SetCalcTime(turnFight.getTimeline())
     buff.SetRemainTime(buffSkill.GetLastTime())
     buff.SetLayer(buffSkill.GetLayerCnt())
     buff.SetBuffValueList(buffValueList)
-    buffStates = buffSkill.GetBuffStates()
-    for buffState in buffStates:
-        buffMgr.AddBuffState(buffState, buffID)
-    isNotify = True
-    if isNotify:
-        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+    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, isNewAdd=True)
         
     DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
     return
@@ -101,7 +159,7 @@
             continue
         
         if curEffect.GetTriggerWay():
-            if curEffect.GetTriggerSrc() == 2:
+            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
                 passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
                 
         elif effectID in ChConfig.AttrIDList:
@@ -117,12 +175,24 @@
         
     return
 
-def DoBuffDel(turnFight, batObj, curBuff):
-    ## 删除buff
+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()
@@ -135,7 +205,7 @@
             continue
         
         if curEffect.GetTriggerWay():
-            if curEffect.GetTriggerSrc() == 2:
+            if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
                 haveBuffPassiveEff = True
                 
         elif effectID in ChConfig.AttrIDList:
@@ -149,16 +219,27 @@
     if haveBuffPassiveEff:
         batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
         
-    buffStates = skillData.GetBuffStates()
-    for buffState in buffStates:
-        buffMgr.DelBuffState(buffState, buffID)
+    curBuffState = skillData.GetCurBuffState()
+    if curBuffState:
+        buffMgr.DelBuffState(curBuffState, buffID)
         
     # 最后删除buff、通知
-    buffMgr.DelBuff(buffID)
-    SyncBuffDel(turnFight, batObj, buffID)
-    
+    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):
@@ -236,7 +317,7 @@
     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):
+def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
     clientPack.ObjID = curBatObj.GetID()
     clientPack.BuffID = curBuff.GetBuffID()
@@ -245,12 +326,16 @@
     clientPack.LastTime = curBuff.GetRemainTime()
     clientPack.Layer = curBuff.GetLayer()
     clientPack.OwnerID = curBuff.GetOwnerID()
+    clientPack.Value1 = curBuff.GetValue1()
+    clientPack.Value2 = curBuff.GetValue2()
+    clientPack.Value3 = curBuff.GetValue3()
+    clientPack.IsAdd = 1 if isNewAdd else 0
     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)

--
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