From a075f7841fb2d0a3b32bf10c8bc2df5bf02d6acb Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期日, 14 十二月 2025 14:24:28 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(贾诩所有技能;5022效果支持配置buff额外属性计算方式;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  272 +++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 177 insertions(+), 95 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 ae5284a..f2a0f36 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -23,7 +23,6 @@
 import ChNetSendPack
 import ShareDefine
 import ChConfig
-import ObjPool
 import TurnPassive
 import TurnBuff
 
@@ -32,9 +31,17 @@
     
     def __init__(self, batObj):
         self._batObj = batObj
-        # 被影响的技能ID: 0为所有技能
+        self._objID = batObj.GetID() if batObj else 0
+        
+        # 技能
         self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+        self._affectSkillEnhanceDict = {} # 未学习的额外子技能被动效果 {skillID:{(触发方式, 有效来源):[effID, ...], ...}, ...}
+        self._skillTriggerWayList = [] # 技能有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
+        
+        # buff
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
+        self._buffSkillIDDict = {} # {buffID:skillID, ...}
+        self._buffTriggerWayList = [] # buff有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
         return
     
     def onRelease(self):
@@ -45,24 +52,16 @@
     def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
         '''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], ...]
+        @return: [["skill/buff", skillID, buffID, effIDList], ...]
         '''
         effList = []
         
-        if not connSkillTypeID:
-            if connSkill:
-                connSkillTypeID = connSkill.GetSkillTypeID()
-            elif connBuff:
-                skillData = connBuff.GetSkillData()
-                connSkillTypeID = skillData.GetSkillTypeID()
-                
-        # SkillData 对象暂时没有 GetObjID
-        if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
+        # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+        if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
+            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
             skillID = connSkill.GetSkillID()
-            skillManager = self._batObj.GetSkillManager()
-            # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
-            if not skillManager.FindSkillByID(skillID):
-                effIDList = []
+            if skillID not in self._affectSkillEnhanceDict:
+                effDict = {}
                 for index in xrange(connSkill.GetEffectCount()):
                     effect = connSkill.GetEffect(index)
                     effectID = effect.GetEffectID()
@@ -75,16 +74,32 @@
                     if tWay in ChConfig.TriggerWayNoLoadList:
                         continue
                     if tSrc != ChConfig.TriggerSrc_SkillSelf:
-                        # 仅添加本技能的
+                        # 非对象身上已学的技能时,仅添加本技能有效的
                         continue
                     if tWay == ChConfig.TriggerWay_CalcEffValue:
                         tWay = "%s_%s" % (tWay, effectID)
-                    if tWay != triggerWay:
-                        continue
-                    effIDList.append(effectID)
-                if effIDList:
-                    effList.append(["skill", skillID, effIDList])
-                    
+                        
+                    key = (tWay, tSrc)
+                    if key not in effDict:
+                        effDict[key] = {}
+                    effList = effDict[key]
+                    if effectID not in effList:
+                        effList.append(effList)
+                self._affectSkillEnhanceDict[skillID] = effDict
+                
+            effDict = self._affectSkillEnhanceDict[skillID]
+            if triggerWay in effDict:
+                effList.append(["skill", skillID, 0, effDict[triggerWay]])
+                
+        if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
+            return effList
+        
+        if not connSkillTypeID:
+            if connSkill:
+                connSkillTypeID = connSkill.GetSkillTypeID()
+            elif connBuff:
+                connSkillTypeID = connBuff.GetSkillTypeID()
+                
         # 优先取关联技能的
         if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
             # 技能
@@ -92,31 +107,36 @@
             if key in self._AffectSkillDict:
                 effDict = self._AffectSkillDict[key]
                 for skillID, effIDList in effDict.items():
-                    effList.append(["skill", skillID, effIDList])
+                    effList.append(["skill", skillID, 0, 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])
+                    skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+                    effList.append(["buff", skillID, 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])
+        if key in self._AffectSkillDict:
+            effDict = self._AffectSkillDict[key]
+            for skillID, effIDList in effDict.items():
+                effList.append(["skill", skillID, 0, 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])
+        if key in self._AffectBuffDict:
+            effDict = self._AffectBuffDict[key]
+            for buffID, effIDList in effDict.items():
+                skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+                effList.append(["buff", skillID, buffID, effIDList])
             
         return effList
     
     def RefreshSkillPassiveEffect(self):
         self._AffectSkillDict = {}
+        self._skillTriggerWayList = []
         
         skillManager = self._batObj.GetSkillManager()
         for index in range(0, skillManager.GetSkillCount()):
@@ -140,7 +160,7 @@
             return
         if triggerWay in ChConfig.TriggerWayNoLoadList:
             return
-        if triggerSrc in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
+        if effect.GetTriggerBuffEnable():
             # buff有效的不加进来
             return
         
@@ -160,10 +180,14 @@
         if skillID not in effDict:
             effDict[skillID] = []
         effDict[skillID].append(effectID)
+        if triggerWay not in self._skillTriggerWayList:
+            self._skillTriggerWayList.append(triggerWay)
         return
         
     def RefreshBuffPassiveEffect(self):
         self._AffectBuffDict = {}
+        self._buffTriggerWayList = []
+        
         buffMgr = self._batObj.GetBuffManager()
         for index in range(buffMgr.GetBuffCount()):
             buff = buffMgr.GetBuffByIndex(index)
@@ -190,8 +214,8 @@
             return
         if triggerWay in ChConfig.TriggerWayNoLoadList:
             return
-        if triggerSrc in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
-            # 技能有效的不加进来
+        if not effect.GetTriggerBuffEnable():
+            # 非buff有效的不加进来
             return
         
         buffID = buff.GetBuffID()
@@ -212,6 +236,9 @@
         effIDList = effDict[buffID]
         if effectID not in effIDList:
             effIDList.append(effectID)
+        self._buffSkillIDDict[buffID] = skillData.GetSkillID()
+        if triggerWay not in self._buffTriggerWayList:
+            self._buffTriggerWayList.append(triggerWay)
         return
     
     def DelBuffPassiveEffect(self, buffID):
@@ -219,9 +246,19 @@
         for key, effDict in self._AffectBuffDict.items():
             if buffID not in effDict:
                 continue
+            self._buffSkillIDDict.pop(buffID, 0)
             effDict.pop(buffID)
             if not effDict:
                 self._AffectBuffDict.pop(key)
+                # 检查移除存在的触发方式
+                triggerWay = key[0]
+                hasTrigger = False
+                for k in self._AffectBuffDict.keys():
+                    if triggerWay == k[0]:
+                        hasTrigger = True
+                        break
+                if not hasTrigger and triggerWay in self._buffTriggerWayList:
+                    self._buffTriggerWayList.remove(triggerWay)
         return
     
 class HurtObj():
@@ -268,13 +305,10 @@
     def GetBounceHP(self): return self._bounceHP
     def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
     def ClearHurtObjEx(self):
-        poolMgr = ObjPool.GetPoolMgr()
-        for hurtObjEx in self._hurtListEx:
-            poolMgr.release(hurtObjEx)
         self._hurtListEx = []
         return
     def AddHurtObjEx(self, tagID):
-        hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
+        hurtObj = HurtObj()
         hurtObj.SetObjID(tagID)
         self._hurtListEx.append(hurtObj)
         return hurtObj
@@ -282,12 +316,13 @@
     
 class SkillEffect():
     
-    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
+    def __init__(self, effID, values, triggerWay=0, triggerSrcs=[]):
+        # @param triggerSrcs: 触发参数 [触发来源, buff时是否有效默认无效]
         self._effID = effID
         self._values = values
         self._triggerWay = triggerWay
-        self._triggerSrc = triggerSrc
-        #self._triggerParams = triggerParams if triggerParams else []
+        self._triggerSrc = triggerSrcs[0] if len(triggerSrcs) > 0 else 0
+        self._triggerBuffEnable = triggerSrcs[1] if len(triggerSrcs) > 1 else 0
         return
     
     def onRelease(self):
@@ -300,12 +335,19 @@
     def GetEffectValues(self): return self._values # 直接返回整个效果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 GetTriggerBuffEnable(self):
+        if self.GetTriggerSrc() in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
+            return True
+        if self._triggerBuffEnable:
+            return True
+        return False
+    
 class SklllData():
     
     def __init__(self, ipyData):
         self._ipyData = ipyData
+        self._skillID = self._ipyData.GetSkillID()
+        self._skillTypeID = self._ipyData.GetSkillTypeID()
         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):
@@ -313,8 +355,7 @@
             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)
+            effect = SkillEffect(effID, values, triggerWay, triggerSrc)
             self._effList.append(effect)
             self._effDict[(effID, triggerWay)] = effect
         return
@@ -323,9 +364,11 @@
         ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
+    def GetObjID(self): return 0 # 减少判断 hasattr 用
+    def GetBatType(self): return -1 # 减少判断 hasattr 用
     def GetIpyData(self): return self._ipyData
-    def GetSkillID(self): return self._ipyData.GetSkillID()
-    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return  self._skillTypeID
     def GetSkillLV(self): return self._ipyData.GetSkillLV()
     def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
     def GetSkillName(self): return self._ipyData.GetSkillName()
@@ -343,9 +386,11 @@
     def GetSkillValue(self): return self._ipyData.GetSkillValue()
     def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
     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 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, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
+    def GetEffectByID(self, effID, triggerWay=0):
+        if (effID, triggerWay) in self._effDict:
+            return self._effDict[(effID, triggerWay)]
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
     def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
@@ -357,12 +402,15 @@
     def GetLayerMax(self): return self._ipyData.GetLayerMax()
     def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
     def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
+    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
     def GetFightPower(self): return self._ipyData.GetFightPower()
     
 class PyBuff():
     
     def __init__(self, ipyData):
-        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillData = SklllData(ipyData)
+        self._skillID = self._skillData.GetSkillID()
+        self._skillTypeID = self._skillData.GetSkillTypeID()
         self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
         self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
         self._buffID = 0
@@ -373,7 +421,7 @@
         self._value2 = 0
         self._value3 = 0
         self._isCopy = 0 # 是否复制的buff
-        self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
+        self._effExDict = {} # 效果ID额外数值 {(effID, calcType):value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
         self._haloObjIDList = [] # 光环有效目标ID列表 [objID, ...],ownerID为自己时即为光源,包含光源
         return
     
@@ -382,7 +430,11 @@
         return
     
     def GetSkillData(self): return self._skillData
-    def GetSkillID(self): return self._skillData.GetSkillID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return self._skillTypeID
+    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
+    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
+    def GetBuffRetain(self): return self._skillData.GetBuffRetain()
     def GetAddTiming(self): return self._addTiming
     def SetAddTiming(self, addTiming):
         self._addTiming = addTiming
@@ -413,9 +465,9 @@
     def SetValue3(self, value): self._value3 = value
     def GetIsCopy(self): return self._isCopy
     def SetIsCopy(self, isCopy): self._isCopy = isCopy
-    def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
     def ResetEffectValueEx(self): self._effExDict = {}
-    def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
+    def AddEffectValueEx(self, effID, valueEx, calcType=1): self._effExDict[(effID, calcType)] = self._effExDict.get((effID, calcType), 0) + valueEx
+    def GetEffectExDict(self): return self._effExDict
     def GetHaloObjIDList(self): return self._haloObjIDList
     def SetHaloObjIDList(self, haloObjIDList): self._haloObjIDList = haloObjIDList
     def AddHaloObjID(self, objID):
@@ -441,9 +493,6 @@
         return
     
     def ClearBuff(self):
-        poolMgr = ObjPool.GetPoolMgr()
-        for buff in self._buffList:
-            poolMgr.release(buff)
         self._buffList = []
         self._buffIDDict = {}
         self._skillTypeIDBuffIDs = {}
@@ -463,12 +512,12 @@
         self._buffID += 1
         
         buffID = self._buffID
-        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
+        buff = PyBuff(ipyData)
         buff.SetBuffID(buffID)
         
         self._buffList.append(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))
+        #GameWorld.DebugLogEx("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]
@@ -479,9 +528,9 @@
     
     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()))
+            #GameWorld.DebugLogEx("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))
+        #GameWorld.DebugLogEx("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)
@@ -491,7 +540,7 @@
                 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))
+        #GameWorld.DebugLogEx("    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
@@ -499,11 +548,11 @@
             if not buffIDList:
                 self._skillTypeIDBuffIDs.pop(skillTypeID)
             break
-        if release:
-            ObjPool.GetPoolMgr().release(buff)
         return
     
-    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
+    def GetBuff(self, buffID):
+        if buffID in self._buffIDDict:
+            return self._buffIDDict[buffID]
     def FindBuffListBySkillID(self, skillID):
         ## 返回该技能ID的所有buff列表
         skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -532,14 +581,19 @@
         return
     def FindBuffByState(self, state):
         ## 查找某种buff状态的buff
-        buffIDList = self._buffStateDict.get(state, [])
+        if state not in self._buffStateDict:
+            return
+        buffIDList = self._buffStateDict[state]
         if not buffIDList:
             return
         buffID = buffIDList[0]
-        return self._buffIDDict.get(buffID, None)
+        if buffID in self._buffIDDict:
+            return self._buffIDDict[buffID]
     def FindBuffListByState(self, state):
         ## 查找某种buff状态的buff列表
-        buffIDList = self._buffStateDict.get(state, [])
+        if state not in self._buffStateDict:
+            return []
+        buffIDList = self._buffStateDict[state]
         buffs = []
         for buffID in buffIDList:
             if buffID not in self._buffIDDict:
@@ -554,7 +608,7 @@
         buffIDList = self._buffStateDict[state]
         if buffID not in buffIDList:
             buffIDList.append(buffID)
-        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        GameWorld.DebugLogEx("    AddBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
         return
     
     def DelBuffState(self, state, buffID):
@@ -566,17 +620,22 @@
         buffIDList.remove(buffID)
         if not buffIDList:
             self._buffStateDict.pop(state)
-        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        GameWorld.DebugLogEx("    DelBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
         return
     
     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
+    def GetStateBuffIDList(self, state): # 获取某种状态的所有buffID列表
+        if state in self._buffStateDict:
+            return self._buffStateDict[state]
+        return []
     
 class PySkill():
     
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
-        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillData = SklllData(ipyData)
+        self._skillID = self._skillData.GetSkillID()
+        self._skillTypeID = self._skillData.GetSkillTypeID()
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -618,8 +677,8 @@
     
     def GetObjID(self): return self._objID
     def GetSkillData(self): return self._skillData
-    def GetSkillID(self): return self._skillData.GetSkillID()
-    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return self._skillTypeID
     def GetSkillLV(self): return self._skillData.GetSkillLV()
     def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
     def GetSkillName(self): return self._skillData.GetSkillName()
@@ -651,6 +710,7 @@
     def GetLayerMax(self): return self._skillData.GetLayerMax()
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
     def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
+    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
     def GetFightPower(self): return self._skillData.GetFightPower()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
@@ -682,21 +742,18 @@
         return
     def ClearHurtObj(self):
         ## 清空伤血统计
-        poolMgr = ObjPool.GetPoolMgr()
         for hurtObj in self._hurtList:
             hurtObj.ClearHurtObjEx()
-            poolMgr.release(hurtObj)
         self._hurtList = []
         
         for hurtObjEx in self._hurtListEx:
             hurtObjEx.ClearHurtObjEx()
-            poolMgr.release(hurtObjEx)
         self._hurtListEx = []
         return
     def AddHurtObj(self, tagID, isEx=False):
         ## 添加某个伤血
         # @param isEx: 是否额外伤血
-        hurtObj = ObjPool.GetPoolMgr().acquire(HurtObj)
+        hurtObj = HurtObj()
         hurtObj.SetObjID(tagID)
         if isEx:
             self._hurtListEx.append(hurtObj)
@@ -719,11 +776,11 @@
         ## 检查并设置开始连击相关,一般是开始使用技能时调用
         if not force:
             if self._comboState == 1:
-                #GameWorld.DebugLog("连击进行中,不重置")
+                #GameWorld.DebugLogEx("连击进行中,不重置")
                 return
         self.__commboClear()
         self._comboState = 1 # 设置已初始化连击相关
-        #GameWorld.DebugLog("连击重置")
+        #GameWorld.DebugLogEx("连击重置")
         return
     
     def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
@@ -758,9 +815,6 @@
         return
     
     def SkillReset(self):
-        poolMgr = ObjPool.GetPoolMgr()
-        for skill in self._skillList:
-            poolMgr.release(skill)
         self._skillList = []
         self._skillDict = {}
         return
@@ -768,7 +822,9 @@
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
     def GetSkillIDList(self): return sorted(self._skillDict.keys())
-    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
+    def FindSkillByID(self, skillID):
+        if skillID in self._skillDict:
+            return self._skillDict[skillID]
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
         for s in self._skillList:
@@ -791,7 +847,7 @@
             self.__deleteSkill(curSkill)
             
         # 学新技能
-        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData, self._batObj.GetID())
+        curSkill = PySkill(ipyData, self._batObj.GetID())
         self._skillDict[skillID] = curSkill
         self._skillList.append(curSkill)
         return curSkill
@@ -801,7 +857,6 @@
         self._skillDict.pop(skillID, None)
         if curSkill in self._skillList:
             self._skillList.remove(curSkill)
-        ObjPool.GetPoolMgr().release(curSkill)
         return
     
 class BatObj():
@@ -821,6 +876,7 @@
         self.sex = 0
         self.job = 0
         self.lv = 1
+        self._star = 0
         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
         self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
@@ -833,15 +889,18 @@
         self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
         self._kvDict = {} # 自定义kv字典
         self._bigTurnAtkbackCnt = 0 # 大回合累计反击次数
+        self._incrementValue = 0 # 自增值,每场战斗重置,用于确保唯一的场景,如 Skill tag 标签
+        self._skillHappenFailCntDict = {} # 技能累计概率触发次数,使用成功后重置 {skillID:failCnt, ...}
         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)
-        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
-        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
+        self._skillMgr = SkillManager(self)
+        self._buffMgr = BuffManager(self)
+        self._passiveEffMgr = PassiveEffManager(self)
         self._lastHurtValue = 0
         self._harmSelfHP = 0 # 自残值
         self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
         self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
+        self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -897,6 +956,7 @@
         return
     
     def ResetBattleEffect(self):
+        ## 重置战斗属性,一般刷属性前调用
         self._batAttrDict = {}
         self._batAttrDict.update(self._initAttrDict)
         self.__onUpdBatAttr()
@@ -945,6 +1005,8 @@
     def SetFightPower(self, fightPower): self.fightPower = fightPower
     def GetLV(self): return self.lv
     def SetLV(self, lv): self.lv = lv
+    def GetStar(self): return self._star
+    def SetStar(self, star): self._star = star
     def GetDictByKey(self, key): return self._kvDict.get(key, 0)
     def SetDict(self, key, value): self._kvDict[key] = value
     
@@ -1015,6 +1077,9 @@
     def SetDead(self):
         self._isAlive = False
         self._hp = 0
+    def SetRevive(self, hp):
+        self._isAlive = True
+        self._hp = hp
     def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
     def SetMaxHP(self, maxHP, isNotify=False):
         maxHP = int(maxHP)
@@ -1062,11 +1127,22 @@
         self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
     def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
     
+    def GetSkillHappenFailCnt(self, skillID): return self._skillHappenFailCntDict.get(skillID, 0) # 技能概率触发失败累计次数
+    def IsSkillCanHappen(self, skillID, happenRate):
+        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+            self._skillHappenFailCntDict[skillID] = self._skillHappenFailCntDict.get(skillID, 0) + 1
+            return False
+        self._skillHappenFailCntDict.pop(skillID, 0)
+        return True
+    
     def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
     def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
     def ResetSkillUseCnt(self):
+        ## 每场战斗开始时重置
+        self._skillHappenFailCntDict = {}
         self._skillUseCntDict = {}
         self._skillTurnUseCntDict = {}
+        self._incrementValue = 0
     def AddSkillUseCnt(self, skillID):
         self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
         self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1079,11 +1155,18 @@
         self._bigTurnAtkbackCnt = 0
         self._skillTurnUseCntDict = {}
     
+    def GetIncrementValue(self):
+        self._incrementValue += 1
+        return self._incrementValue
+    
     def GetLastHurtValue(self): return self._lastHurtValue
     def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
     
     def GetHarmSelfHP(self): return self._harmSelfHP
     def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
+    
+    def GetAngerOverflow(self): return self._angerOverflow
+    def SetAngerOverflow(self, angerOverflow): self._angerOverflow = angerOverflow
     
     def GetMainTagIDList(self): return self._mainTagIDList
     def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
@@ -1138,10 +1221,10 @@
         newObjID = self.__getNewObjID()
         if not newObjID:
             return newBatObj
-        newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
+        newBatObj = BatObj()
         newBatObj.objID = newObjID
         self.batObjDict[newObjID] = newBatObj
-        GameWorld.DebugLog("添加战斗单位: objID=%s" % (newObjID))
+        GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
         if False:
             newBatObj = BatObj(None, 0)
         return newBatObj
@@ -1161,7 +1244,7 @@
         if not batObj:
             return
         objID = batObj.objID
-        GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
+        GameWorld.DebugLogEx("回收战斗单位: objID=%s", objID)
         #前端确认不需要通知消失
         #turnFight = batObj.GetTurnFight()
         #if turnFight:
@@ -1172,7 +1255,6 @@
         #    turnFight.addBatPack(clientPack)
         
         # 最后回收对象
-        ObjPool.GetPoolMgr().release(batObj)
         if objID not in self._freeIDList: # 回收ID,重复利用
             self._freeIDList.append(objID)
         return
@@ -1185,7 +1267,7 @@
     return batObjMgr
 
 def OnMinute():
-    GameWorld.Log("战斗单位数量: %s" % len(GetBatObjMgr().batObjDict))
+    #GameWorld.Log("战斗单位数量: %s" % len(GetBatObjMgr().batObjDict))
     return
 
 def NotifyObjInfoRefresh(batObj, attrID, value):
@@ -1196,7 +1278,7 @@
     turnFight = TurnAttack.GetTurnFightMgr().getTurnFight(batObj.GetTFGUID())
     if not turnFight:
         return
-    clientPack = ObjPool.GetPoolMgr().acquire(ChNetSendPack.tagObjInfoRefresh)
+    clientPack = ChNetSendPack.tagObjInfoRefresh()
     clientPack.ObjID = batObj.GetID()
     clientPack.RefreshType = refreshType
     if isBig:

--
Gitblit v1.8.0