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/Skill/TurnBuff.py |  409 +++++++++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 334 insertions(+), 75 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 ad83602..c41b9f9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -21,35 +21,45 @@
 import IpyGameDataPY
 import TurnBuffs
 import BattleObj
-import ObjPool
 import TurnPassive
 
 GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
 
 def GetAddBuffValue(turnFight, attacker, defender, curSkill):
+    if not curSkill.GetAtkType():
+        return []
     callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
     if not callFunc:
         return []
-    return callFunc(turnFight, attacker, defender, curSkill)
+    ret = callFunc(turnFight, attacker, defender, curSkill)
+    if ret == None:
+        return []
+    return ret
 
-def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False):
+def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False, refreshTimeLayer=True):
     '''拷贝buff数据,不含目标buffID、归属,并刷新时间
+    @param refreshTimeLayer: 刷新剩余时间、层级
     '''
     skillData = curBuff.GetSkillData()
-    curBuff.SetCalcTime(turnFight.getTimeline())
-    curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
-    curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
+    curBuff.SetAddTiming(curBatObj.GetTiming())
+    if refreshTimeLayer:
+        curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
+        curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
+    else:
+        curBuff.SetRemainTime(tagBuff.GetRemainTime())
+        curBuff.SetLayer(tagBuff.GetLayer())
     curBuff.SetValue1(tagBuff.GetValue1())
     curBuff.SetValue2(tagBuff.GetValue2())
     curBuff.SetValue3(tagBuff.GetValue3())
-    GameWorld.DebugLog("    拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s" 
-                       % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), 
-                          [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
+    curBuff.SetIsCopy(1)
+    GameWorld.DebugLogEx("    拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s", 
+                         curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), 
+                          [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()])
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
     return
     
-def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True):
+def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
     ## 根据技能ID添加buff
     if not skillID:
         return
@@ -58,16 +68,14 @@
         return
     ownerID = buffOwner.GetID() if buffOwner else 0
     tagObjList = [batObj]
-    poolMgr = ObjPool.GetPoolMgr()
-    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
+    useSkill = BattleObj.PySkill(skillIpyData, ownerID)
     useSkill.SetTagObjList(tagObjList)
     
-    addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync)
+    addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
     
-    poolMgr.release(useSkill)
     return addBuff
 
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True):
+def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, **kwargs):
     skillID = buffSkill.GetSkillID()
     bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
@@ -76,36 +84,50 @@
         buffOwner = batObj
     ownerID = buffOwner.GetID()
     
+    skillType = buffSkill.GetSkillType()
     #无敌免疫持续减益buff、控制类buff
-    if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
+    if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
         and batObj.CheckInState(ChConfig.BatObjState_Wudi):
-        GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" 
-                           % (curID, skillID, ownerID, relatedSkillID))
+        GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
         return
     
     #被动触发免疫控制buff
-    if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
+    if skillType == ChConfig.Def_SkillType_Action:
         if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
-            GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s" 
-                               % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
+            GameWorld.DebugLogEx("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s", 
+                                 curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP())
+            return
+        
+    #光环技能,默认施法者身上也必须有,时长与施法者身上的同步
+    haloSrcBuff = None # 光源buff
+    if skillType == ChConfig.Def_SkillType_Halo and ownerID != curID:
+        haloSrcBuff = buffOwner.GetBuffManager().FindBuffBySkillID(skillID, ownerID)
+        if not haloSrcBuff:
+            GameWorld.ErrLog("添加光环技能时找不到光源! skillID=%s,ownerID=%s" % (skillID, ownerID))
             return
         
     buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
     
     skillTypeID = buffSkill.GetSkillTypeID()
     buffRepeat = buffSkill.GetBuffRepeat()
-    addLayerCnt = buffSkill.GetLayerCnt()
-    addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
-    if addLayerEff:
-        # 可指定来源技能技能才生效,不指定的话默认生效
-        if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID:
-            addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+    setLayerCnt = kwargs.get("setLayerCnt", 0)
+    if setLayerCnt > 0:
+        addLayerCnt = setLayerCnt
+        GameWorld.DebugLogEx("外部直接指定添加的buff层级: setLayerCnt=%s", setLayerCnt)
+    else:
+        addLayerCnt = buffSkill.GetLayerCnt()
+        addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
+        if addLayerEff:
+            # 可指定来源技能技能才生效,不指定的话默认生效
+            if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID:
+                addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+        addLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayer, buffSkill)
     maxLayerCnt = buffSkill.GetLayerMax()
     if maxLayerCnt:
         maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
         
-    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s" 
-                       % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
+    GameWorld.DebugLogEx("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s", 
+                         curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID)
     #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
@@ -132,7 +154,7 @@
                     if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
                         delBuff = buff
                 if delBuff:
-                    GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
+                    GameWorld.DebugLogEx("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s", delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime())
                     DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
                     
     elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
@@ -153,48 +175,60 @@
                 continue
             buffID = buff.GetBuffID()
             nowLayerCnt = buff.GetLayer()
-            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
+            GameWorld.DebugLogEx("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
             
+            resetAddTiming = False # 一般只有覆盖的才重新计算回合,视为重新添加
+            remainTime = buffSkill.GetLastTime()
             updLayerCnt = addLayerCnt
             if buffRepeat == 3: # 叠加层级
                 updLayerCnt = nowLayerCnt + addLayerCnt
                 if maxLayerCnt and updLayerCnt > maxLayerCnt:
                     updLayerCnt = maxLayerCnt
-                GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
+                GameWorld.DebugLogEx("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
+            elif buffRepeat == 1: # 延长回合
+                addTime = buffSkill.GetLastTime()
+                remainTime = buff.GetRemainTime() + addTime
+                GameWorld.DebugLogEx("        延长回合: addTime=%s,updRemainTime=%s", addTime, remainTime)
             else:
-                GameWorld.DebugLog("        默认覆盖")
+                GameWorld.DebugLogEx("        默认覆盖")
+                resetAddTiming = True
                 
             # 重置回合、CD、值等
-            buff.SetCalcTime(turnFight.getTimeline())
-            buff.SetRemainTime(buffSkill.GetLastTime())
+            if resetAddTiming:
+                buff.SetAddTiming(batObj.GetTiming())
+            buff.SetRemainTime(remainTime)
             buff.SetLayer(updLayerCnt)
             buff.SetBuffValueList(buffValueList)
+            buff.ResetEffectValueEx()
             if afterLogic and bySkill:
                 bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
             elif isSync:
                 SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
                 
-            if nowLayerCnt != updLayerCnt:
-                RefreshBuffEffect(turnFight, batObj, buff, False)
+            RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
             return buff
         
-    return __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
+    newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
+    if skillType == ChConfig.Def_SkillType_Halo and newBuff:
+        __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff)
+    return newBuff
 
 def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
     curID = batObj.GetID()
     skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
     if not buff:
-        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
+        GameWorld.DebugLogEx("    添加buff失败! skillID=%s", skillID, curID)
         return
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
+    timing = batObj.GetTiming()
     
-    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
-                       % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
+    GameWorld.DebugLogEx("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s", 
+                         buffID, skillID, ownerID, relatedSkillID, timing, curID)
+    buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
     buff.SetOwnerID(ownerID)
-    buff.SetCalcTime(turnFight.getTimeline())
     buff.SetRemainTime(buffSkill.GetLastTime())
     buff.SetLayer(setLayerCnt)
     buff.SetBuffValueList(buffValueList)
@@ -207,11 +241,13 @@
     elif isSync:
         SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
         
-    RefreshBuffEffect(turnFight, batObj, buff, True)
+    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
     return buff
 
-def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
+def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
     ## 刷新buff效果
+    # @param buffSkill: 添加该buff时对应的buff技能ID,可能为None,如非添加时的刷新
+    # @param refreshType: 0-普通刷新;1-新添加刷新;2-覆盖刷新
     
     isRefreshAttr = False # 是否刷属性
     
@@ -225,15 +261,101 @@
             continue
         
         if curEffect.GetTriggerWay():
-            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff:
+            if refreshType == 1 and curEffect.GetTriggerBuffEnable():
                 passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
                 
         elif effectID in ChConfig.AttrIDList:
             isRefreshAttr = True
             
+    if refreshType and buffSkill and buffOwner:
+        TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
+        
     if isRefreshAttr:
         RefreshBuffAttr(batObj)
         
+    if refreshType in [1, 2] and skillData.GetCurBuffState() == ChConfig.BatObjState_Frozen:
+        __smyRecordEnemyFrozen(turnFight, batObj, curBuff)
+    return
+
+def __smyRecordEnemyFrozen(turnFight, batObj, curBuff):
+    '''特殊处理司马懿记录敌方冰冻,比较特殊,使用场景比较专用,直接写,减少每次buff的触发被动遍历次数
+    潜能ID 1012050
+    司马懿存活时,记录敌方被冰冻次数,司马懿死亡后,对敌方返还攻击力100%的伤害,敌方每被冰冻一次,伤害提升100%,最多提升至1000%,本次伤害由敌方所有人均摊。(两个一起死算我方胜利)
+    '''
+    faction = batObj.GetFaction()
+    smyFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
+    batFaction = turnFight.getBatFaction(smyFaction)
+    if not batFaction:
+        return
+    batLineup = batFaction.getBatlineup(1)
+    if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
+        return
+    smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
+    smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
+    if not smyObj or not smyObj.IsAlive():
+        return
+    smySkillID = ChConfig.SkillID_SmyFanzhao
+    smySkill = smyObj.GetSkillManager().FindSkillByID(smySkillID)
+    if not smySkill:
+        GameWorld.DebugLogEx("司马懿还没有记录敌方被冰冻次数的潜能: %s" % smySkillID)
+        return
+    frozenCnt = smyObj.GetDictByKey("EnemyFrozen") + 1
+    smyObj.SetDict("EnemyFrozen", frozenCnt)
+    GameWorld.DebugLogEx("司马懿记录敌方被冰冻次数: %s" % frozenCnt)
+    return
+ 
+def __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff):
+    ## 添加光环buff有效的目标ID,添加光环buff时添加,不移除,由光源管理移除(光源武将死亡时删除)
+    if curID == ownerID:
+        newBuff.AddHaloObjID(curID) # 光源直接添加目标
+        return
+    haloSrcBuff.AddHaloObjID(curID) # 光源先添加新目标
+    haloObjIDList = haloSrcBuff.GetHaloObjIDList()
+    newBuff.SetHaloObjIDList(haloObjIDList) # 新buff直接同步设置为光源有效目标
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for haloObjID in haloObjIDList:
+        if haloObjID in [ownerID, curID]:
+            continue
+        haloObj = batObjMgr.getBatObj(haloObjID)
+        if not haloObj:
+            continue
+        haloBuff = haloObj.GetBuffManager().FindBuffBySkillID(skillID, ownerID)
+        if not haloBuff:
+            continue
+        haloBuff.SetHaloObjIDList(haloObjIDList) # 除光源及新加入的直接同步最新的有效目标
+    return
+
+def SetBuffRemainTime(turnFight, batObj, curBuff, remainTime):
+    if remainTime <= 0:
+        DoBuffDel(turnFight, batObj, curBuff)
+        return
+    
+    buffObjID = batObj.GetID()
+    ownerID = curBuff.GetOwnerID()
+    skillData = curBuff.GetSkillData()
+    skillID = skillData.GetSkillID()
+    skillType = skillData.GetSkillType()
+    
+    curBuff.SetRemainTime(remainTime)
+    SyncBuffRefresh(turnFight, batObj, curBuff)
+    
+    if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
+        haloObjIDList = curBuff.GetHaloObjIDList()
+        GameWorld.DebugLogEx("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for haloObjID in haloObjIDList:
+            if haloObjID == buffObjID:
+                continue
+            haloObj = batObjMgr.getBatObj(haloObjID)
+            if not haloObj:
+                continue
+            haloBuff = haloObj.GetBuffManager().FindBuffBySkillID(skillID, ownerID)
+            if not haloBuff:
+                continue
+            haloBuff.SetRemainTime(remainTime)
+            SyncBuffRefresh(turnFight, haloObj, haloBuff)
+            
     return
 
 def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
@@ -242,20 +364,23 @@
         curBuff.SetLayer(updLayer)
         relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
         SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
-        RefreshBuffEffect(turnFight, batObj, curBuff, False)
+        RefreshBuffEffect(turnFight, batObj, curBuff)
         return
     DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
     return
 
-def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
+def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None, noRefreshAttr=False, isSync=True, afterTriggerData=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
+    @param noRefreshAttr: 不刷新属性
+    @return: isRefreshAttr 是否需要刷属性,如果设置了 noRefreshAttr,则要在外层刷属性
+    @return: afterTriggerData afterLogic为True时,附带的被动触发数据,因为buff被删除后该buff自带的被动效果也会被删除,所以先缓存供后续处理
     '''
     
-    release = True
-    isSync = True
+    release = True # 释放buff实例
+    #isSync = True
     relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
     if afterLogic and relatedSkill:
         release = False
@@ -267,7 +392,10 @@
     buffObjID = batObj.GetID()
     buffMgr = batObj.GetBuffManager()
     buffID = curBuff.GetBuffID()
+    ownerID = curBuff.GetOwnerID()
     skillData = curBuff.GetSkillData()
+    skillID = skillData.GetSkillID()
+    skillType = skillData.GetSkillType()
     
     # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
     curBuffState = skillData.GetCurBuffState()
@@ -279,7 +407,7 @@
         SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
     if afterLogic and relatedSkill:
         tagObjID = tagObj.GetID() if tagObj else buffObjID
-        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
+        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID, afterTriggerData])
         
     #buff消失的触发
     for effectIndex in range(0, skillData.GetEffectCount()):
@@ -294,7 +422,7 @@
             if triggerWay == ChConfig.TriggerWay_BuffDel:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
                 
-            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
+            if curEffect.GetTriggerBuffEnable():
                 haveBuffPassiveEff = True
                 
         elif effectID in ChConfig.AttrIDList:
@@ -303,96 +431,227 @@
     if haveBuffPassiveEff:
         batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
         
-    if isRefreshAttr:
+    if isRefreshAttr and not noRefreshAttr:
         RefreshBuffAttr(batObj)
-    return
+        
+    if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
+        haloObjIDList = curBuff.GetHaloObjIDList()
+        GameWorld.DebugLogEx("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for haloObjID in haloObjIDList:
+            if haloObjID == buffObjID:
+                continue
+            haloObj = batObjMgr.getBatObj(haloObjID)
+            if not haloObj:
+                continue
+            haloBuff = haloObj.GetBuffManager().FindBuffBySkillID(skillID, ownerID)
+            if not haloBuff:
+                continue
+            DoBuffDel(turnFight, haloObj, haloBuff, relatedSkill, afterLogic, tagObj)
+    return isRefreshAttr
 
 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):
+def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
     skillData = curBuff.GetSkillData()
+    if not skillData.GetAtkType():
+        return
     callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
     if callFunc:
-        callFunc(turnFight, batObj, curBuff)
+        callFunc(turnFight, batObj, curBuff, **kwargs)
     return
+
+def DoBuffByDead(turnFight, batObj):
+    ## 死亡处理buff
+    isRefreshAttr = False
+    objID = batObj.GetID()
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount())[::-1]:
+        buff = buffMgr.GetBuffByIndex(index)
+        buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
+        if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Dead):
+            GameWorld.DebugLogEx("死亡不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
+            continue
+        if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 可不通知,前端默认都清除,复活后重新同步
+            isRefreshAttr = True
+            
+    if isRefreshAttr:
+        RefreshBuffAttr(batObj)
+        
+    return
+
+def DoBuffByRevive(turnFight, batObj):
+    ## 复活处理buff
     
-def RefreshBuffAttr(batObj):
+    isRefreshAttr = False
+    objID = batObj.GetID()
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount()):
+        buff = buffMgr.GetBuffByIndex(index)
+        buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
+        if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Revive):
+            GameWorld.DebugLogEx("复活不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
+            SyncBuffRefresh(turnFight, batObj, buff, isNewAdd=True) # 复活时还存在的buff通知前端视为新添加的
+            continue
+        if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 复活可不通知删除的buff
+            isRefreshAttr = True
+            
+    if isRefreshAttr:
+        RefreshBuffAttr(batObj)
+        
+    # 重新添加本阵营有效光环
+    batObjMgr = BattleObj.GetBatObjMgr()
+    batLineup = batObj.GetBatLineup()
+    for tagObjID in batLineup.posObjIDDict.values():
+        tagObj = batObjMgr.getBatObj(tagObjID)
+        if not tagObj.IsAlive():
+            continue
+        tagBuffMgr = tagObj.GetBuffManager()
+        for index in range(tagBuffMgr.GetBuffCount()):
+            buff = tagBuffMgr.GetBuffByIndex(index)
+            haloObjIDList = buff.GetHaloObjIDList()
+            if not haloObjIDList or objID not in haloObjIDList:
+                continue
+            if buff.GetOwnerID() != tagObjID:
+                # 非光源
+                continue
+            haloSkillID = buff.GetSkillID()
+            GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
+            haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
+            if not haloSkill:
+                continue
+            OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
+            
+    # 光源重新添加有效光环,根据光源是否还有效规则优化,待处理
+    return
+
+def RefreshBuffAttr(batObj, isInit=False):
     ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷
     '''
     
     objID = batObj.GetID()
-    befHP = batObj.GetHP()
-    befMaxHP = batObj.GetMaxHP()
     
     batAttrDict = batObj.ResetBattleEffect()
     
-    GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s" 
-                       % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
+    befHP = batObj.GetHP()
+    befMaxHP = batObj.GetMaxHP()
+    GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s", 
+                         objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
+    
+    skbufAttrDict = {}
+    
+    # 属性技能
+    skillAttrDict = {}
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        for eIndex in range(curSkill.GetEffectCount()):
+            effect = curSkill.GetEffect(eIndex)
+            effID = effect.GetEffectID()
+            if effID not in ChConfig.AttrIDList:
+                continue
+            if effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill]:
+                # 技能属性仅技能时有效
+                continue
+            attrID = effID
+            attrValue = effect.GetEffectValue(0)
+            calcType = effect.GetEffectValue(1)
+            if calcType == 2: # 减少,其他默认增加
+                attrValue = -attrValue
+            skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
+            skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
+    skillAttrDict and GameWorld.DebugLogEx("    skillAttrDict=%s", skillAttrDict)
     
     # buff
-    buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
+    buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
     buffMgr = batObj.GetBuffManager()
     for index in range(buffMgr.GetBuffCount()):
         buff = buffMgr.GetBuffByIndex(index)
         layer = max(1, buff.GetLayer())
         skillData = buff.GetSkillData()
+        
+        effExDict = buff.GetEffectExDict()
+        for effCalcInfo, effValueEx in effExDict.items():
+            effID, calcType = effCalcInfo
+            if effID not in ChConfig.AttrIDList:
+                continue
+            attrID = effID
+            attrValue = effValueEx * layer
+            if calcType == 2: # 减少,其他默认增加
+                attrValue = -attrValue
+            buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
+            skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
+            
         for eIndex in range(skillData.GetEffectCount()):
             effect = skillData.GetEffect(eIndex)
             effID = effect.GetEffectID()
             if effID not in ChConfig.AttrIDList:
+                continue
+            if not (not effect.GetTriggerSrc() or effect.GetTriggerBuffEnable()):
+                # buff时,不配默认有效,或仅buff有效
                 continue
             attrID = effID
             attrValue = effect.GetEffectValue(0) * layer
             calcType = effect.GetEffectValue(1)
             if calcType == 2: # 减少,其他默认增加
                 attrValue = -attrValue
-            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
+            buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
+            skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
             
-    GameWorld.DebugLog("    buffAttrDict=%s" % buffAttrDict)
+    buffsAttrDict and GameWorld.DebugLogEx("    buffsAttrDict=%s", buffsAttrDict)
+    GameWorld.DebugLogEx("    skbufAttrDict=%s", skbufAttrDict)
     
     objID = batObj.GetID()
     # 先计算百分比加成或降低的
     perIDList = ChConfig.AttrPerDict.values()
     for attrID, attrPerID in ChConfig.AttrPerDict.items():
-        if attrPerID not in buffAttrDict:
+        if attrPerID not in skbufAttrDict:
             continue
-        attrPerValue = buffAttrDict[attrPerID] # 可能是负值
+        attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
         attrValue = batObj.GetBatAttrValue(attrID, False)
         if attrValue <= 0:
             continue
         updValue = attrValue * (10000 + attrPerValue) / 10000.0
         #updValue = max(0, updValue) # 最多减到0,最大无上限
         batObj.SetBatAttrValue(attrID, updValue)
-        GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
+        GameWorld.DebugLogEx("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s", attrID, attrPerID, attrValue, attrPerValue, updValue)
         
     # 再累加非百分比的固定值
-    for attrID, addValue in buffAttrDict.items():
+    for attrID, addValue in skbufAttrDict.items():
         if attrID in perIDList:
             continue
         attrValue = batObj.GetBatAttrValue(attrID, False)
         updValue = attrValue + addValue
         #updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
         batObj.SetBatAttrValue(attrID, updValue)
-        GameWorld.DebugLog("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
+        GameWorld.DebugLogEx("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s", attrID, attrValue, addValue, updValue)
         
     aftHP = batObj.GetHP()
     aftMaxHP = batObj.GetMaxHP()
     if aftMaxHP != befMaxHP:
-        batObj.SetMaxHP(aftMaxHP, True)
+        isNotify = not isInit
+        batObj.SetMaxHP(aftMaxHP, isNotify)
         if befHP and aftMaxHP > befMaxHP:
             aftHP += (aftMaxHP - befMaxHP)
-            batObj.SetHP(aftHP, True)
-    GameWorld.DebugLog("    befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
-    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
+            batObj.SetHP(aftHP, isNotify)
+        elif aftHP > aftMaxHP:
+            aftHP = aftMaxHP
+            batObj.SetHP(aftHP, isNotify)
+    GameWorld.DebugLogEx("    befHP=%s/%s, aftHP=%s/%s", befHP, befMaxHP, aftHP, aftMaxHP)
+    GameWorld.DebugLogEx("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s", objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict())
     return
 
 def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
-    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
+    ## @param curBatObj: 该buff的持有者,即在谁身上
+    clientPack = ChPyNetSendPack.tagSCBuffRefresh()
     clientPack.ObjID = curBatObj.GetID()
     clientPack.BuffID = curBuff.GetBuffID()
     clientPack.SkillID = curBuff.GetSkillID()
@@ -408,7 +667,7 @@
     return
 
 def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0):
-    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel)
+    clientPack = ChPyNetSendPack.tagSCBuffDel()
     clientPack.ObjID = objID
     clientPack.BuffID = buffID
     clientPack.RelatedSkillID = relatedSkillID

--
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