From c38249a63a1406262475f2af6cbb01139e891936 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 30 十月 2025 09:48:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(祝融技能;增加效果6005 6017 6018 7006 7007;优化技能CD、buff回合计算逻辑;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |   77 ++++++++++++++++++++++++--------------
 1 files changed, 48 insertions(+), 29 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 7c32629..ad21950 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -344,22 +344,23 @@
     def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
     def GetLayerMax(self): return self._ipyData.GetLayerMax()
     def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
-    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
+    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
     def GetFightPower(self): return self._ipyData.GetFightPower()
-    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
 class PyBuff():
     
     def __init__(self, ipyData):
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
+        self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
         self._buffID = 0
         self._ownerID = 0
         self._layer = 0
-        self._calcTime = 0
         self._remainTime = 0
         self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
         self._value2 = 0
         self._value3 = 0
+        self._isCopy = 0 # 是否复制的buff
         return
     
     def onRelease(self):
@@ -368,14 +369,18 @@
     
     def GetSkillData(self): return self._skillData
     def GetSkillID(self): return self._skillData.GetSkillID()
+    def GetAddTiming(self): return self._addTiming
+    def SetAddTiming(self, addTiming):
+        self._addTiming = addTiming
+        self._refreshState = 0 # 更新添加时机时需标记为未刷新
+    def GetRefreshState(self): return self._refreshState
+    def SetRefreshState(self, refreshState): self._refreshState = refreshState
     def GetBuffID(self): return self._buffID
     def SetBuffID(self, buffID): self._buffID = buffID
     def GetOwnerID(self): return self._ownerID
     def SetOwnerID(self, ownerID): self._ownerID = ownerID
     def GetLayer(self): return self._layer
     def SetLayer(self, layer): self._layer = layer
-    def GetCalcTime(self): return self._calcTime
-    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def SetBuffValueList(self, valueList):
@@ -392,6 +397,8 @@
     def SetValue2(self, value): self._value2 = value
     def GetValue3(self): return self._value3
     def SetValue3(self, value): self._value3 = value
+    def GetIsCopy(self): return self._isCopy
+    def SetIsCopy(self, isCopy): self._isCopy = isCopy
     
 class BuffManager():
     ## 战斗对象buff管理器
@@ -538,11 +545,11 @@
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
-        self._calcTime = 0
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
         self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
+        self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
         self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
         self._byBuff = None # 由哪个buff触发的
@@ -566,6 +573,7 @@
         self._batType = 0
         self._tagObjList = []
         self._killObjList = []
+        self._effIgnoreObjIDList = []
         self._bySkill = None
         self._byBuff = None
         self._afterLogicList = []
@@ -604,13 +612,10 @@
     def GetLayerCnt(self): return self._skillData.GetLayerCnt()
     def GetLayerMax(self): return self._skillData.GetLayerMax()
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
-    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
+    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
     def GetFightPower(self): return self._skillData.GetFightPower()
-    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
-    def GetCalcTime(self): return self._calcTime
-    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def GetBatType(self): return self._batType
@@ -623,6 +628,8 @@
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
     def GetKillObjList(self): return self._killObjList # 击杀目标列表
     def SetKillObjList(self, killObjList): self._killObjList = killObjList
+    def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
+    def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
     def GetAfterLogicList(self): return self._afterLogicList
     def AddAfterLogic(self, logicType, logicData):
         '''添加技能释放后需要处理额外逻辑
@@ -703,7 +710,7 @@
     
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
-    def GetSkillIDList(self): return self._skillDict.keys()
+    def GetSkillIDList(self): return sorted(self._skillDict.keys())
     def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
@@ -775,6 +782,7 @@
         self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
         self._lastHurtValue = 0
         self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
+        self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -802,17 +810,14 @@
         TurnPassive.RefreshPassive(self)
         return
     
-    def TurnReset(self):
-        ## 回合重置
-        self._skillTurnUseCntDict = {}
-        
-    def UpdInitBatAttr(self, initAttrDict, skillIDList):
+    def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
         ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
         self._initAttrDict = initAttrDict
         learnNewSkill = False
-        for skillID in skillIDList:
-            if self._skillMgr.LearnSkillByID(skillID):
-                learnNewSkill = True
+        if skillIDList:
+            for skillID in skillIDList:
+                if self._skillMgr.LearnSkillByID(skillID):
+                    learnNewSkill = True
         TurnBuff.RefreshBuffAttr(self)
         if learnNewSkill: # 有学新技能时重刷技能被动
             self._passiveEffMgr.RefreshSkillPassiveEffect()
@@ -841,6 +846,10 @@
     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 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
@@ -904,18 +913,19 @@
                 return True
         return False
     
-    def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
-    def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
-    def IsInBuffStateGroup(self, buffStateGroup):
+    def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
+    def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
+    def IsInBuffStateGroup(self, buffStateGroups):
         '''是否在某个状态组中
                         已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
         '''
         buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
-        if buffStateGroup not in buffStateGroupDict:
-            return
-        for state in buffStateGroupDict[buffStateGroup]:
-            if self._buffMgr.IsInBuffState(state):
-                return state
+        for stateGroup in buffStateGroups:
+            if str(stateGroup) not in buffStateGroupDict:
+                continue
+            for state in buffStateGroupDict[str(stateGroup)]:
+                if self._buffMgr.IsInBuffState(state):
+                    return state
         return
     
     def CanAction(self):
@@ -993,8 +1003,13 @@
         self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
     def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
     
-    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
-    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
+    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
+    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
+    def ResetSkillTurnUseCnt(self):
+        self._skillTurnUseCntDict = {}
+    def ResetSkillUseCnt(self):
+        self._skillUseCntDict = {}
+        self._skillTurnUseCntDict = {}
     def AddSkillUseCnt(self, skillID):
         self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
         self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1005,6 +1020,9 @@
     def GetMainTagIDList(self): return self._mainTagIDList
     def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
     
+    def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
+    def SetTiming(self, timing): self._timing = timing
+    
     def StatHurtValue(self, hurtValue):
         ## 统计输出
         self.hurtStat += hurtValue
@@ -1014,6 +1032,7 @@
         ## 统计承伤
         self.defStat += lostHP
         return self.defStat
+    def GetStatDefValue(self): return self.defStat # 获取累计总承伤
     
     def StatCureValue(self, cureValue):
         ## 统计治疗

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