From 9b67e4335f655af8c8aef8aa1e7d41e509c50b76 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 12 九月 2025 17:38:35 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(反击改为使用普攻,去除通用反击技能设定;武将特长支持;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 79 +++++++++++++++++++++++++++------------ 1 files changed, 55 insertions(+), 24 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 68799eb..9b80ade 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py @@ -61,36 +61,66 @@ % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID)) skillTypeID = buffSkill.GetSkillTypeID() - # 先简单做下能加上即可 - buffMgr = batObj.GetBuffManager() - 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 + 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, bySkill, afterLogic) + 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, bySkill=None, afterLogic=False): - skillID = buffSkill.GetSkillID() - 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()) @@ -104,7 +134,7 @@ if afterLogic and bySkill: bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner]) else: - SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner) return @@ -287,7 +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() @@ -299,6 +329,7 @@ clientPack.Value1 = curBuff.GetValue1() clientPack.Value2 = curBuff.GetValue2() clientPack.Value3 = curBuff.GetValue3() + clientPack.IsAdd = 1 if isNewAdd else 0 turnFight.addBatPack(clientPack) return -- Gitblit v1.8.0