From b100e60651bd69472519d964f2e225148cfe7774 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 20 一月 2026 18:27:05 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(命格青龙、白虎调整为光环技能;优化光环技能支持层级;增加出发方式60-冰冻目标时;优化触发方式受控时、敌方受控时触发时机,解决受控触发被动导致的技能标签嵌套顺序问题;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |   24 ++++++++++++++++++++----
 1 files changed, 20 insertions(+), 4 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 d7b8c8e..c5b6b38 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -670,6 +670,7 @@
         self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
         self._byBuff = None # 由哪个buff触发的
+        self._byBatObj = None # 由哪个战斗对象触发的
         self._byTriggerWay = 0 # 由哪个被动方式触发的
         self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
         self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
@@ -696,6 +697,7 @@
         self._effIgnoreObjIDList = []
         self._bySkill = None
         self._byBuff = None
+        self._byBatObj = None
         self._byTriggerWay = 0
         self._afterLogicList = []
         self.ClearHurtObj()
@@ -748,6 +750,8 @@
     def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetByBuff(self): return self._byBuff
     def SetByBuff(self, byBuff): self._byBuff = byBuff
+    def GetByBatObj(self): return self._byBatObj
+    def SetByBatObj(self, byBatObj): self._byBatObj = byBatObj
     def GetByTriggerWay(self): return self._byTriggerWay
     def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
     def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
@@ -909,6 +913,7 @@
         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
         self.posNum = 0 # 所在阵容站位
+        self._batLineup = None # 所属战斗阵容对象
         self._hp = 0 # 当前生命值
         self._xp = 0 # 当前怒气值
         self._isAlive = True # 是否活着
@@ -994,10 +999,12 @@
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
-    def GetBatLineup(self):
-        turnFight = self.GetTurnFight()
-        batFaction = turnFight.getBatFaction(self.faction)
-        return batFaction.getBatlineup(self.lineupNum)
+    def GetTFBatLineup(self):
+        if not self._batLineup:
+            turnFight = self.GetTurnFight()
+            batFaction = turnFight.getBatFaction(self.faction)
+            self._batLineup = batFaction.getBatlineup(self.lineupNum)
+        return self._batLineup
     def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
     def SetOwnerID(self, ownerID): self.ownerID = ownerID
     def GetID(self): return self.objID
@@ -1030,6 +1037,15 @@
     def GetPosNum(self): return self.posNum
     def GetFaction(self): return self.faction
     def SetFaction(self, faction): self.faction = faction
+    def GetBatObjType(self):
+        ## 战斗对象实例类型
+        if 1 <= self.posNum <= ShareDefine.LineupObjMax:
+            return ChConfig.BatObjType_BatHero
+        if self.posNum == ChConfig.TFPosNum_Mingge:
+            return ChConfig.BatObjType_Mingge
+        if ChConfig.TFPosNum_Lingshou <= self.posNum:
+            return ChConfig.BatObjType_Lingshou
+        return 0
     def GetFightPower(self): return self.fightPower
     def SetFightPower(self, fightPower): self.fightPower = fightPower
     def GetLV(self): return self.lv

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