From a65d363c813b7d554de1ce2edad271162ad86d55 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 八月 2025 17:33:53 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(计算战力支持属性系数参数,技能战力参数支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 223 ++++++++++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 203 insertions(+), 20 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 7d4a172..27ddea2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,40 +18,223 @@
import ChConfig
import GameWorld
import ChPyNetSendPack
+import TurnBuffs
import ObjPool
-def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None):
- skillID = curSkill.GetSkillID()
- enhanceBySkill = curSkill.GetEnhanceBySkill()
- relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
+
+def GetAddBuffValue(attacker, defender, curSkill):
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
+ if not callFunc:
+ return []
+ return callFunc(attacker, defender, curSkill)
+
+def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None):
+ skillID = buffSkill.GetSkillID()
+ bySkill = buffSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
curID = batObj.GetID()
- ownerID = buffOwner.GetID() if buffOwner else curID
- GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID))
- #检查是否几率触发
- if not enhanceBySkill:
- rate = curSkill.GetHappenRate()
- if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
- GameWorld.DebugLog(" 概率不触发buff!")
- return
-
- skillTypeID = curSkill.GetSkillTypeID()
+ if not buffOwner:
+ buffOwner = batObj
+ ownerID = buffOwner.GetID()
+ buffValueList = GetAddBuffValue(buffOwner, batObj, buffSkill)
+ GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,buffValueList=%s" % (curID, skillID, ownerID, relatedSkillID, buffValueList))
+
+ skillTypeID = buffSkill.GetSkillTypeID()
# 先简单做下能加上即可
buffMgr = batObj.GetBuffManager()
buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID)
if buffIDList:
GameWorld.DebugLog(" 已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList))
+ # buff堆叠逻辑
+
return True
+ __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner)
+ return True
+
+def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner):
+ skillID = buffSkill.GetSkillID()
+ bySkill = buffSkill.GetBySkill()
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+ curID = batObj.GetID()
+ ownerID = buffOwner.GetID()
buff = buffMgr.AddBuff(skillID)
if not buff:
- GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID)
+ GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID)
return False
- GameWorld.DebugLog(" AddBuffOK. buffID=%s" % buff.GetBuffID())
+ buffID = buff.GetBuffID()
+ GameWorld.DebugLog(" AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
+ % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
buff.SetOwnerID(ownerID)
- buff.SetRemainTime(curSkill.GetLastTime())
- #buff.SetLayer()
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
- return True
+ buff.SetCalcTime(turnFight.getTimeline())
+ buff.SetRemainTime(buffSkill.GetLastTime())
+ buff.SetLayer(buffSkill.GetLayerCnt())
+ buff.SetBuffValueList(buffValueList)
+ buffStates = buffSkill.GetBuffStates()
+ for buffState in buffStates:
+ buffMgr.AddBuffState(buffState, buffID)
+ isNotify = True
+ if isNotify:
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+
+ DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
+ return
+
+def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
+ ## buff添加成功后处理
+
+ isRefreshAttr = False # 是否刷属性
+
+ #atkType = buffSkill.GetAtkType()
+ #if atkType:
+ # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
+ # if callFunc:
+ # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
+
+ passiveEffMgr = batObj.GetPassiveEffManager()
+ # buff效果加入
+ for effectIndex in range(0, buffSkill.GetEffectCount()):
+ curEffect = buffSkill.GetEffect(effectIndex)
+ effectID = curEffect.GetEffectID()
+ if effectID == 0:
+ continue
+
+ if curEffect.GetTriggerWay():
+ if curEffect.GetTriggerSrc() == 2:
+ passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
+
+ elif effectID in ChConfig.AttrIDList:
+ isRefreshAttr = True
+
+ else:
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
+ if callFunc:
+ callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
+
+ if isRefreshAttr:
+ RefreshBuffAttr(batObj)
+
+ return
+
+def DoBuffDel(turnFight, batObj, curBuff):
+ ## 删除buff
+
+ isRefreshAttr = False # 是否刷属性
+ haveBuffPassiveEff = False
+
+ buffMgr = batObj.GetBuffManager()
+ buffID = curBuff.GetBuffID()
+ skillData = curBuff.GetSkillData()
+ #buff消失的触发
+ for effectIndex in range(0, skillData.GetEffectCount()):
+ curEffect = skillData.GetEffect(effectIndex)
+ effectID = curEffect.GetEffectID()
+
+ if not effectID:
+ continue
+
+ if curEffect.GetTriggerWay():
+ if curEffect.GetTriggerSrc() == 2:
+ haveBuffPassiveEff = True
+
+ elif effectID in ChConfig.AttrIDList:
+ isRefreshAttr = True
+
+ else:
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
+ if callFunc:
+ callFunc(turnFight, batObj, curBuff, curEffect)
+
+ if haveBuffPassiveEff:
+ batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
+
+ buffStates = skillData.GetBuffStates()
+ for buffState in buffStates:
+ buffMgr.DelBuffState(buffState, buffID)
+
+ # 最后删除buff、通知
+ buffMgr.DelBuff(buffID)
+ SyncBuffDel(turnFight, batObj, buffID)
+
+ if isRefreshAttr:
+ RefreshBuffAttr(batObj)
+ return
+
+def DoBuffProcess(turnFight, batObj, curBuff):
+ skillData = curBuff.GetSkillData()
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
+ if callFunc:
+ callFunc(turnFight, batObj, curBuff)
+ return
+
+def RefreshBuffAttr(batObj):
+ ''' 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))
+
+ # buff
+ buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
+ buffMgr = batObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount()):
+ buff = buffMgr.GetBuffByIndex(index)
+ skillData = buff.GetSkillData()
+ for eIndex in range(skillData.GetEffectCount()):
+ effect = skillData.GetEffect(eIndex)
+ effID = effect.GetEffectID()
+ if effID not in ChConfig.AttrIDList:
+ continue
+ attrID = effID
+ attrValue = effect.GetEffectValue(0)
+ calcType = effect.GetEffectValue(1)
+ if calcType == 2: # 减少,其他默认增加
+ attrValue = -attrValue
+ buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
+
+ GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict)
+
+ 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:
+ continue
+ attrPerValue = buffAttrDict[attrPerID] # 可能是负值
+ attrValue = batObj.GetBatAttrValue(attrID, False)
+ if attrValue <= 0:
+ continue
+ updValue = int(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))
+
+ # 再累加非百分比的固定值
+ for attrID, addValue in buffAttrDict.items():
+ if attrID in perIDList:
+ continue
+ attrValue = batObj.GetBatAttrValue(attrID, False)
+ 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))
+
+ aftHP = batObj.GetHP()
+ aftMaxHP = batObj.GetMaxHP()
+ if aftMaxHP != befMaxHP:
+ batObj.SetMaxHP(aftMaxHP, True)
+ 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" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
+ return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
--
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