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
 

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