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/TurnAttack.py |  362 +++++++++++++++++++++++++--------------------------
 1 files changed, 180 insertions(+), 182 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 786b64f..487394d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -46,7 +46,6 @@
 import time
 import json
 
-TimelineSet = 10000 # 单回合最大时间轴
 PosNumMax = 7 # 最大站位编号
 ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
 
@@ -108,6 +107,19 @@
         self.totalHurt = 0
         return
     
+    def getDeadObjCnt(self):
+        ## 获取本阵容目前死亡队员数
+        deadCnt = 0
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for objID in self.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if batObj.IsAlive():
+                continue
+            deadCnt += 1
+        return deadCnt
+    
 class BatFaction():
     ## 战斗阵营
     
@@ -156,6 +168,7 @@
         self.state = -1 # -1 代表未战斗
         self.turnNum = 1 # 当前第x回合,默认第1回合开始
         self.turnMax = 15 # 最大回合数
+        self.turnNumStart = 0 # 已处理第x回合开始
         self.enterLogic = False # 是否已执行进场逻辑
         self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
         self.isWin = False
@@ -166,8 +179,7 @@
         
         self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
         self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
-        self.actionIndex = 0 # 行动顺序索引        
-        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
+        self.actionIndex = 0 # 行动顺序索引
         self.startTime = 0 # 开始时间戳,支持毫秒小数
         self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
         self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
@@ -221,11 +233,11 @@
     def nextTurnFight(self, msgDict={}):
         ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
         self.turnNum = 1
+        self.turnNumStart = 0
         self.enterLogic = False
         self.winFaction = 0
         self.isWin = False
         self.msgDict.update(msgDict)
-        self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
         ResetByNextTeam(self)
@@ -273,21 +285,6 @@
         GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
         GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
         return
-    
-    def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
-    def getTimeline(self): return self.timeline
-    def setTimeline(self, timeline, isEmpty=False):
-        '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
-        @param turnNum: 第x回合
-        '''
-        self.timeline = timeline
-        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
-        if isEmpty:
-            # 空位置的节点可直接跳过
-            return timeline
-        
-        OnTimelineChange(self)
-        return timeline
     
     def getBatFaction(self, faction=ChConfig.Def_FactionA):
         ## 默认阵营1
@@ -342,7 +339,7 @@
         ## 准备就绪,开始战斗
         self.state = FightState_Start
         self.turnNum = 1
-        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+        self.turnNumStart = 0
         self.syncInit()
         return
     
@@ -849,15 +846,15 @@
         if not batObj.IsAlive():
             GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
             continue
-        GameWorld.DebugLog("    重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
-        
-        batObj.TurnReset()
+        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
         
         # 清除buff
         buffMgr = batObj.GetBuffManager()
         buffMgr.ClearBuff()
         
-        # 重置CD
+        # 重置技能
+        batObj.ResetSkillUseCnt()
+        ResetObjSkillCD(batObj)
         
         # 重刷属性、被动
         TurnBuff.RefreshBuffAttr(batObj)
@@ -1230,30 +1227,20 @@
     batObjMgr = BattleObj.GetBatObjMgr()
     turnNum = turnFight.turnNum
     turnMax = turnFight.turnMax
+    turnNumStart = turnFight.turnNumStart
     for turnNum in range(turnNum, turnMax + 1):
         if turnFight.winFaction:
             break
-        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.getTimeline()
         
         # 回合开始
-        turnTimeline += 1 # 每回合开始算一个时间节点
-        if curTimeline < turnTimeline:
-            curTimeline = turnFight.setTimeline(turnTimeline)
-            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
+        if turnNumStart < turnNum:
+            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
             turnFight.turnNum = turnNum
+            turnFight.turnNumStart = turnNum
             if curPlayer:
                 turnFight.syncState(FightState_Fighting)
-                
-            for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-                batFaction = turnFight.getBatFaction(faction)
-                batLineup = batFaction.getBatlineup(num)
-                batLineup.actionNum = 1
-                for objID in batLineup.posObjIDDict.values():
-                    batObj = batObjMgr.getBatObj(objID)
-                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                    
+            TurnFightPerTurnBigStart(turnFight, turnNum)
+            
         # 红颜
         # 灵兽
         
@@ -1269,12 +1256,10 @@
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
-                # 每个武将位算一个时间节点
-                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                 if posNum not in batLineup.posObjIDDict:
                     batLineup.actionNum = posNum + 1
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
-                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                     continue
                 
                 objID = batLineup.posObjIDDict[posNum]
@@ -1283,13 +1268,16 @@
                 # 玩家自己阵营,预判可否行动
                 if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                     if batObj.CanAction():
-                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
+                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
                         return
                     
                 batLineup.actionNum = posNum + 1
-                curTimeline = turnFight.setTimeline(curTimeline + 1)
+                
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                
+                if not isAction:
                     continue
                 
                 if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1306,15 +1294,8 @@
             break
         
         # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
+        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
         
@@ -1332,22 +1313,12 @@
             break
         turnFight.turnNum = turnNum
         GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
-        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.setTimeline(curTimeline + 1)
         if curPlayer:
             turnFight.syncState(FightState_Fighting)
             
         # 回合开始
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            batLineup.actionNum = 1
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                
-                    
+        TurnFightPerTurnBigStart(turnFight, turnNum)
+                 
         # 红颜
         # 灵兽
             
@@ -1365,15 +1336,14 @@
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
                 batLineup.actionNum = posNum + 1
                 if posNum not in batLineup.posObjIDDict:
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                     continue
-                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                 objID = batLineup.posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                if not isAction:
                     continue
-                
                 break
             
             if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1385,15 +1355,8 @@
             break
         
         # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
+        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
     return
@@ -1430,110 +1393,49 @@
     turnFight.enterLogic = True
     return True
 
-def OnTimelineChange(turnFight):
-    ## 每个时间节点变化时处理
+def TurnFightPerTurnBigStart(turnFight, turnNum):
+    ## 大回合开始时
     
-    nowTimeline = turnFight.getTimeline()
     
     batObjMgr = BattleObj.GetBatObjMgr()
-    for batFaction in turnFight.factionDict.values():
-        for batLineup in batFaction.lineupDict.values():
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
-                if not batObj or not batObj.IsAlive():
-                    continue
-                
-                curID = batObj.GetID()
-                skillManager = batObj.GetSkillManager()
-                for index in range(0, skillManager.GetSkillCount()):
-                    curSkill = skillManager.GetSkillByIndex(index)
-                    if not curSkill:
-                        continue
-                    remainTime = curSkill.GetRemainTime()
-                    if not remainTime:
-                        continue
-                    calcTimeline = curSkill.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
-                    if passTurn <= 0:
-                        continue
-                    skillID = curSkill.GetSkillID()
-                    updRemainTime = max(0, remainTime - passTurn)
-                    curSkill.SetRemainTime(updRemainTime)
-                    curSkill.SetCalcTime(nowTimeline)
-                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
-                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
-                    
-                buffMgr = batObj.GetBuffManager()
-                for index in range(buffMgr.GetBuffCount())[::-1]:
-                    buff = buffMgr.GetBuffByIndex(index)
-                    buffID = buff.GetBuffID()
-                    skillID = buff.GetSkillID()
-                    skillData = buff.GetSkillData()
-                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
-                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
-                        continue
-                    remainTime = buff.GetRemainTime()
-                    if not remainTime:
-                        # 永久buff不处理
-                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
-                        continue
-                    calcTimeline = buff.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
-                    if passTurn <= 0:
-                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
-                        continue
-                    
-                    updRemainTime = max(0, remainTime - passTurn)
-                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
-                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
-                    if updRemainTime > 0:
-                        buff.SetRemainTime(updRemainTime)
-                        buff.SetCalcTime(nowTimeline)
-                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
-                    else:
-                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
-                        
+    for faction, num in turnFight.actionSortList:
+        GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        batFaction = turnFight.getBatFaction(faction)
+        batLineup = batFaction.getBatlineup(num)
+        batLineup.actionNum = 1
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
+            RefreshObjSkillByTurn(batObj) # 优先刷技能CD
+            
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+            
     return
 
-def __calcPassturn(calcTimeline, nowTimeline, equalOK):
-    ## 计算已经过了的回合数
-    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
-    calcTurnNum = calcTimeline / TimelineSet
-    calcTimeNode = calcTimeline % TimelineSet
-    nowTurnNum = nowTimeline / TimelineSet
-    nowTimeNode = nowTimeline % TimelineSet
-    if equalOK:
-        if nowTimeNode >= calcTimeNode:
-            return max(0, nowTurnNum - calcTurnNum)
-        return max(0, nowTurnNum - calcTurnNum - 1)
-    else:
-        if nowTimeNode > calcTimeNode:
-            return max(0, nowTurnNum - calcTurnNum)
-        return max(0, nowTurnNum - calcTurnNum - 1)
-    return 0
-
-def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
-    ## 大回合开始时
-    if not batObj:
-        return
-    
-    if batObj.GetHP() <= 0:
-        return
-    
-    turnFight.ResetOneActionUseSkillCnt()
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
-    return
-
-def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
     ## 大回合结束时
-    if not batObj:
-        return
     
-    if batObj.GetHP() <= 0:
-        return
-    
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for faction, num in turnFight.actionSortList:
+        GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        batFaction = turnFight.getBatFaction(faction)
+        batLineup = batFaction.getBatlineup(num)
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+            
     return
 
 def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1541,14 +1443,105 @@
     if not batObj:
         return
     
-    if batObj.GetHP() <= 0:
+    if not batObj.IsAlive():
         return
     
-    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
     turnFight.ResetOneActionUseSkillCnt()
+    RefreshObjBuffTime(turnFight, batObj)
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+    
+    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+    batObj.SetTiming(ChConfig.TurnTiming_After)
     return
 
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+    ## 武将回合结束时,不能行动也要触发
+    if not batObj:
+        return
+    
+    if not batObj.IsAlive():
+        return
+    
+    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    turnFight.ResetOneActionUseSkillCnt()
+    RefreshObjBuffTime(turnFight, batObj)
+    return
+
+def ResetObjSkillCD(batObj):
+    ## 重置所有技能CD
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        remainTime = curSkill.GetRemainTime()
+        if remainTime <= 0:
+            continue
+        curSkill.SetRemainTime(0)
+    return
+
+def RefreshObjSkillByTurn(batObj):
+    '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
+    '''
+    curID = batObj.GetID()
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        skillID = curSkill.GetSkillID()
+        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+        batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
+        remainTime = curSkill.GetRemainTime()
+        if remainTime <= 0:
+            continue
+        if preTurnUseCnt > 0:
+            GameWorld.DebugLog("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+            continue
+        remainTime -= 1
+        curSkill.SetRemainTime(remainTime)
+        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+        
+    return
+
+def RefreshObjBuffTime(turnFight, batObj):
+    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+    '''
+    curID = batObj.GetID()
+    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount())[::-1]:
+        buff = buffMgr.GetBuffByIndex(index)
+        buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
+        skillData = buff.GetSkillData()
+        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            continue
+        remainTime = buff.GetRemainTime()
+        if remainTime <= 0:
+            # 永久buff不处理
+            #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+            continue
+        addTiming = buff.GetAddTiming()
+        if not buff.GetRefreshState():
+            GameWorld.DebugLog("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            buff.SetRefreshState(1)
+            continue
+        if addTiming != curTiming:
+            GameWorld.DebugLog("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            continue
+        remainTime -= 1
+        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+        if remainTime > 0:
+            buff.SetRemainTime(remainTime)
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+        else:
+            TurnBuff.DoBuffDel(turnFight, batObj, buff)
+    return
+                        
 def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
     ## 回合对象添加治疗值
     # @param curObj: 获得治疗的对象
@@ -1590,6 +1583,7 @@
 
 def OnObjAction(turnFight, curBatObj, isExtra=False):
     ## 战斗单位行动
+    # @param isExtra: 是否额外行动的
     if not curBatObj:
         return
     
@@ -1610,6 +1604,7 @@
     atk = curBatObj.GetAtk()
     curXP = curBatObj.GetXP()
     GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+    turnFight.ResetOneActionUseSkillCnt()
     turnFight.syncObjAction(turnNum, objID)
     
     TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1634,13 +1629,16 @@
         skillID = useSkill.GetSkillID()
         # 常规攻击优先xp
         if SkillCommon.isAngerSkill(useSkill):
-            if curXP < xpMax:
+            if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                 continue
             if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
-                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
+                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
                 continue
             useCnt = -1 # xp技能优先释放
         else:
+            if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
+                GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+                continue
             useCnt = curBatObj.GetSkillUseCnt(skillID)
         useSkillList.append([useCnt, skillID, useSkill])
         

--
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