From bd9dce2d66b5086712596b8dac6d9116be65bafd Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 16:53:47 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(去除常规功能封包对象池使用;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 496 ++++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 396 insertions(+), 100 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 e8240c1..1d43d18 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,16 +22,45 @@
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 DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=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.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())
+ 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, setLayerCnt=0):
## 根据技能ID添加buff
if not skillID:
return
@@ -44,12 +73,12 @@
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
useSkill.SetTagObjList(tagObjList)
- OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+ addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
poolMgr.release(useSkill)
- return
+ return addBuff
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
+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
@@ -57,17 +86,51 @@
if not buffOwner:
buffOwner = batObj
ownerID = buffOwner.GetID()
+
+ skillType = buffSkill.GetSkillType()
+ #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.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.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)
- GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s"
- % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
skillTypeID = buffSkill.GetSkillTypeID()
buffRepeat = buffSkill.GetBuffRepeat()
- addLayerCnt = buffSkill.GetLayerCnt()
- addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
- if addLayerEff:
- 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.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
@@ -81,7 +144,22 @@
buffMgr = batObj.GetBuffManager()
if buffRepeat == 4: # 4 独立:回合、效果独立计算
- pass # 不处理,直接跳过添加新buff
+ # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
+ if maxLayerCnt:
+ buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
+ if len(buffList) >= maxLayerCnt:
+ delBuff = None
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
+ delBuff = buff
+ if delBuff:
+ 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
buffState = buffSkill.GetCurBuffState()
for index in range(buffMgr.GetBuffCount())[::-1]:
@@ -93,60 +171,59 @@
DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
else:
buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
- if buffList:
- for buff in buffList:
- if not buff:
- continue
- if buff.GetOwnerID() != ownerID:
- 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))
-
- updLayerCnt = addLayerCnt
- if buffRepeat == 3: # 叠加层级
- maxLayerCnt = buffSkill.GetLayerMax()
- updLayerCnt = nowLayerCnt + addLayerCnt
- if maxLayerCnt and updLayerCnt > maxLayerCnt:
- updLayerCnt = maxLayerCnt
- GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
- else:
- GameWorld.DebugLog(" 默认覆盖")
-
- # 重置回合、CD、值等
- buff.SetCalcTime(turnFight.getTimeline())
- buff.SetRemainTime(buffSkill.GetLastTime())
- buff.SetLayer(updLayerCnt)
- buff.SetBuffValueList(buffValueList)
- if afterLogic and bySkill:
- bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
-
- if nowLayerCnt != updLayerCnt:
- RefreshBuffEffect(turnFight, batObj, buff, False)
- break
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ buffID = buff.GetBuffID()
+ nowLayerCnt = buff.GetLayer()
+ GameWorld.DebugLogEx(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
- return True
+ updLayerCnt = addLayerCnt
+ if buffRepeat == 3: # 叠加层级
+ updLayerCnt = nowLayerCnt + addLayerCnt
+ if maxLayerCnt and updLayerCnt > maxLayerCnt:
+ updLayerCnt = maxLayerCnt
+ GameWorld.DebugLogEx(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
+ else:
+ GameWorld.DebugLogEx(" 默认覆盖")
+
+ # 重置回合、CD、值等
+ buff.SetAddTiming(batObj.GetTiming())
+ buff.SetRemainTime(buffSkill.GetLastTime())
+ 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)
+
+ RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
+ return buff
- __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
- return True
+ 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):
+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)
@@ -156,14 +233,16 @@
if afterLogic and bySkill:
bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
+ elif isSync:
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
- RefreshBuffEffect(turnFight, batObj, buff, True)
- return
+ 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
@@ -177,15 +256,101 @@
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):
@@ -194,20 +359,22 @@
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):
'''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
'''
- 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
@@ -219,7 +386,23 @@
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()
+ if curBuffState:
+ buffMgr.DelBuffState(curBuffState, buffID)
+
+ buffMgr.DelBuff(buffID, release)
+ if isSync:
+ SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
+ if afterLogic and relatedSkill:
+ tagObjID = tagObj.GetID() if tagObj else buffObjID
+ relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
+
#buff消失的触发
for effectIndex in range(0, skillData.GetEffectCount()):
curEffect = skillData.GetEffect(effectIndex)
@@ -228,36 +411,38 @@
if not effectID:
continue
- if curEffect.GetTriggerWay():
- if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
+ triggerWay = curEffect.GetTriggerWay()
+ if triggerWay:
+ if triggerWay == ChConfig.TriggerWay_BuffDel:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
+
+ if curEffect.GetTriggerBuffEnable():
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)
- curBuffState = skillData.GetCurBuffState()
- if curBuffState:
- buffMgr.DelBuffState(curBuffState, buffID)
-
- # 最后删除buff、通知
- buffMgr.DelBuff(buffID, release)
- if isSync:
- SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
- if afterLogic and relatedSkill:
- tagObjID = tagObj.GetID() if tagObj else buffObjID
- relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
-
- 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
@@ -266,14 +451,82 @@
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
'''
@@ -283,67 +536,110 @@
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))
+ 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 effID, effValueEx in effExDict.items():
+ if effID not in ChConfig.AttrIDList:
+ continue
+ attrID = effID
+ attrValue = effValueEx * layer
+ 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)
+ 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.ObjID = curBatObj.GetID()
clientPack.BuffID = curBuff.GetBuffID()
--
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