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 | 213 ++++++++++++++++++++++++++++++++++++++++-------------
1 files changed, 161 insertions(+), 52 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 38074fd..c41b9f9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -21,7 +21,6 @@
import IpyGameDataPY
import TurnBuffs
import BattleObj
-import ObjPool
import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
@@ -53,9 +52,9 @@
curBuff.SetValue2(tagBuff.GetValue2())
curBuff.SetValue3(tagBuff.GetValue3())
curBuff.SetIsCopy(1)
- 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()]))
+ 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
@@ -69,16 +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, setLayerCnt=setLayerCnt)
- poolMgr.release(useSkill)
return addBuff
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
+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
@@ -91,15 +88,14 @@
#无敌免疫持续减益buff、控制类buff
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 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
@@ -114,9 +110,10 @@
skillTypeID = buffSkill.GetSkillTypeID()
buffRepeat = buffSkill.GetBuffRepeat()
+ setLayerCnt = kwargs.get("setLayerCnt", 0)
if setLayerCnt > 0:
addLayerCnt = setLayerCnt
- GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % 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)
@@ -124,12 +121,13 @@
# 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
@@ -156,7 +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
@@ -177,20 +175,28 @@
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.SetAddTiming(batObj.GetTiming())
- buff.SetRemainTime(buffSkill.GetLastTime())
+ if resetAddTiming:
+ buff.SetAddTiming(batObj.GetTiming())
+ buff.SetRemainTime(remainTime)
buff.SetLayer(updLayerCnt)
buff.SetBuffValueList(buffValueList)
buff.ResetEffectValueEx()
@@ -212,15 +218,15 @@
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,timing=%s"
- % (buffID, skillID, ownerID, relatedSkillID, timing), 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.SetRemainTime(buffSkill.GetLastTime())
@@ -255,7 +261,7 @@
continue
if curEffect.GetTriggerWay():
- if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and refreshType == 1:
+ if refreshType == 1 and curEffect.GetTriggerBuffEnable():
passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
elif effectID in ChConfig.AttrIDList:
@@ -267,8 +273,37 @@
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:
@@ -307,7 +342,7 @@
if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
haloObjIDList = curBuff.GetHaloObjIDList()
- GameWorld.DebugLog("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))
+ 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:
@@ -334,15 +369,18 @@
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
@@ -369,7 +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()):
@@ -384,7 +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:
@@ -393,12 +431,12 @@
if haveBuffPassiveEff:
batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
- if isRefreshAttr:
+ if isRefreshAttr and not noRefreshAttr:
RefreshBuffAttr(batObj)
if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
haloObjIDList = curBuff.GetHaloObjIDList()
- GameWorld.DebugLog("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))
+ 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:
@@ -410,13 +448,12 @@
if not haloBuff:
continue
DoBuffDel(turnFight, haloObj, haloBuff, relatedSkill, afterLogic, tagObj)
- return
+ 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, **kwargs):
@@ -427,19 +464,85 @@
if callFunc:
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
+ 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 = {}
@@ -455,8 +558,8 @@
effID = effect.GetEffectID()
if effID not in ChConfig.AttrIDList:
continue
- if effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
- # 技能时仅技能有效
+ 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)
@@ -465,7 +568,7 @@
attrValue = -attrValue
skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
- skillAttrDict and GameWorld.DebugLog(" skillAttrDict=%s" % skillAttrDict)
+ skillAttrDict and GameWorld.DebugLogEx(" skillAttrDict=%s", skillAttrDict)
# buff
buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
@@ -476,11 +579,14 @@
skillData = buff.GetSkillData()
effExDict = buff.GetEffectExDict()
- for effID, effValueEx in effExDict.items():
+ 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
@@ -489,7 +595,7 @@
effID = effect.GetEffectID()
if effID not in ChConfig.AttrIDList:
continue
- if effect.GetTriggerSrc() and effect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_BuffSelf]:
+ if not (not effect.GetTriggerSrc() or effect.GetTriggerBuffEnable()):
# buff时,不配默认有效,或仅buff有效
continue
attrID = effID
@@ -500,8 +606,8 @@
buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
- buffsAttrDict and GameWorld.DebugLog(" buffsAttrDict=%s" % buffsAttrDict)
- GameWorld.DebugLog(" skbufAttrDict=%s" % skbufAttrDict)
+ 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
@@ -516,7 +622,7 @@
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 skbufAttrDict.items():
@@ -526,7 +632,7 @@
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()
@@ -536,13 +642,16 @@
if befHP and aftMaxHP > befMaxHP:
aftHP += (aftMaxHP - befMaxHP)
batObj.SetHP(aftHP, isNotify)
- 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()))
+ 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):
## @param curBatObj: 该buff的持有者,即在谁身上
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
+ clientPack = ChPyNetSendPack.tagSCBuffRefresh()
clientPack.ObjID = curBatObj.GetID()
clientPack.BuffID = curBuff.GetBuffID()
clientPack.SkillID = curBuff.GetSkillID()
@@ -558,7 +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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