From c3bbd3b0263fc6c2127cd9f072f497f46f98758b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 07 二月 2026 21:43:20 +0800
Subject: [PATCH] 389 流向记录(简化战斗流向记录,只统计出场的武将ID;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 96 ++++++++++++++++++++++++++++++++++++------------
1 files changed, 72 insertions(+), 24 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 517f921..46afd48 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -92,6 +92,8 @@
return
if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlDepBuff, buffSkill):
return
+ if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneBadBuff, buffSkill):
+ return
#被动触发免疫控制buff
if skillType == ChConfig.Def_SkillType_Action:
@@ -177,12 +179,15 @@
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)
+ GameWorld.DebugLogEx(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s,nowLayerCnt=%s/%s", buffID, skillTypeID, ownerID, buffRepeat, nowLayerCnt, maxLayerCnt)
resetAddTiming = False # 一般只有覆盖的才重新计算回合,视为重新添加
remainTime = buffSkill.GetLastTime()
updLayerCnt = addLayerCnt
if buffRepeat == 3: # 叠加层级
+ if maxLayerCnt and nowLayerCnt >= maxLayerCnt:
+ GameWorld.DebugLogEx(" 已达最大层数: nowLayerCnt=%s/%s", nowLayerCnt, maxLayerCnt)
+ return
updLayerCnt = nowLayerCnt + addLayerCnt
if maxLayerCnt and updLayerCnt > maxLayerCnt:
updLayerCnt = maxLayerCnt
@@ -202,20 +207,18 @@
buff.SetLayer(updLayerCnt)
buff.SetBuffValueList(buffValueList)
buff.ResetEffectValueEx()
- if afterLogic and bySkill:
- bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ if afterLogic and buffSkill:
+ buffSkill.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
- 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)
+ newBuff = __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync, haloSrcBuff=haloSrcBuff)
return newBuff
-def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True, haloSrcBuff=None):
curID = batObj.GetID()
skillID = buffSkill.GetSkillID()
buff = buffMgr.AddBuff(skillID)
@@ -226,28 +229,40 @@
ownerID = buffOwner.GetID()
buffID = buff.GetBuffID()
timing = batObj.GetTiming()
+ skillType = buffSkill.GetSkillType()
+ remainTime = buffSkill.GetLastTime()
+ remainTime += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffTime, buffSkill)
- GameWorld.DebugLogEx(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s",
- buffID, skillID, ownerID, relatedSkillID, timing, curID)
+ GameWorld.DebugLogEx(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s,remainTime=%s,setLayerCnt=%s,afterLogic=%s",
+ buffID, skillID, ownerID, relatedSkillID, timing, remainTime, setLayerCnt, afterLogic, 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.SetRemainTime(buffSkill.GetLastTime())
+ buff.SetRemainTime(remainTime)
buff.SetLayer(setLayerCnt)
buff.SetBuffValueList(buffValueList)
curBuffState = buffSkill.GetCurBuffState()
if curBuffState:
buffMgr.AddBuffState(curBuffState, buffID)
- if afterLogic and bySkill:
- bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ if skillType == ChConfig.Def_SkillType_Halo:
+ __addHaloBuffEffObjID(curID, buff, skillID, ownerID, haloSrcBuff)
+
+ if afterLogic and buffSkill:
+ buffSkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ if 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=1)
- #受控时
+ #添加buff时有需要后置处理触发被动的,如受控
if curBuffState and IsControlledHardState(curBuffState):
- TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
+ buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_BeControlledHard, batObj, buff, buffOwner])
+
+ #添加持续减益buff
+ if skillType == ChConfig.Def_SkillType_LstDepBuff:
+ buffSkill.AddAfterLogic(ChConfig.AfterLogic_TriggerAddBuff, [ChConfig.TriggerWay_AddDOTBuff, batObj, buff, buffOwner])
return buff
@@ -312,10 +327,7 @@
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)
+ smyObj = batLineup.getHeroObj(ChConfig.HeroID_Simayi)
if not smyObj or not smyObj.IsAlive():
return
smySkillID = ChConfig.SkillID_SmyFanzhao
@@ -336,6 +348,7 @@
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
+ newBuff.SetLayer(haloSrcBuff.GetLayer()) # 同步为光源的层级
batObjMgr = BattleObj.GetBatObjMgr()
for haloObjID in haloObjIDList:
@@ -540,8 +553,8 @@
# 重新添加本阵营有效光环
batObjMgr = BattleObj.GetBatObjMgr()
- batLineup = batObj.GetBatLineup()
- for tagObjID in batLineup.posObjIDDict.values():
+ batLineup = batObj.GetTFBatLineup()
+ for tagObjID in batLineup.getAllPosObjIDList():
tagObj = batObjMgr.getBatObj(tagObjID)
if not tagObj.IsAlive():
continue
@@ -558,6 +571,7 @@
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:
+ DoAddBuffBySkillID(turnFight, batObj, haloSkillID, buffOwner=tagObj)
continue
OnAddBuff(turnFight, batObj, haloSkill, buffOwner=tagObj)
@@ -573,9 +587,14 @@
befHP = batObj.GetHP()
befMaxHP = batObj.GetMaxHP()
+ isMingge = batObj.GetPosNum() == ChConfig.TFPosNum_Mingge
+ mgObj = None
+ if not isMingge:
+ mgObj = batObj.GetTFBatLineup().getMinggeObj()
+ mgObjID = mgObj.GetID() if mgObj else 0
batAttrDict = batObj.ResetBattleEffect()
- GameWorld.DebugLogEx("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,isMingge=%s(%s),batAttrDict=%s",
+ objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, isMingge, mgObjID, batAttrDict)
skbufAttrDict = {}
@@ -631,6 +650,9 @@
effID = effect.GetEffectID()
if effID not in ChConfig.AttrIDList:
continue
+ if effect.GetTriggerWay():
+ # 有需要触发才生效的属性在buff中不生效,由触发规则决定
+ continue
if not (not effect.GetTriggerSrc() or effect.GetTriggerBuffEnable()):
# buff时,不配默认有效,或仅buff有效
continue
@@ -647,11 +669,22 @@
objID = batObj.GetID()
# 先计算百分比加成或降低的
+ mgHaveAttrPer = False # 命格加成对友军有效
perIDList = ChConfig.AttrPerDict.values()
for attrID, attrPerID in ChConfig.AttrPerDict.items():
- if attrPerID not in skbufAttrDict:
+ attrPerValue = 0
+ if attrPerID in skbufAttrDict:
+ attrPerValue += skbufAttrDict[attrPerID] # 可能是负值
+ if mgObj:
+ attrPerValue += mgObj.GetBatAttrValue(attrPerID)
+ if attrPerValue:
+ GameWorld.DebugLogEx(" 命格额外加成: attrID=%s,attrPerID=%s,attrPerValue=%s", attrID, attrPerID, attrPerValue)
+ elif isMingge and attrPerValue:
+ mgHaveAttrPer = True
+ batObj.SetBatAttrValue(attrPerID, attrPerValue)
+ GameWorld.DebugLogEx(" 命格保存加成: attrID=%s,attrPerID=%s,attrPerValue=%s", attrID, attrPerID, attrPerValue)
+ if not attrPerValue:
continue
- attrPerValue = skbufAttrDict[attrPerID] # 可能是负值
attrValue = batObj.GetBatAttrValue(attrID, False)
if attrValue <= 0:
continue
@@ -683,6 +716,21 @@
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())
+
+ # 命格刷属性
+ if mgHaveAttrPer and isMingge and not isInit:
+ batLineup = batObj.GetTFBatLineup()
+ batObjMgr = BattleObj.GetBatObjMgr()
+ heroObjIDList = batLineup.getBatHeroObjIDList()
+ GameWorld.DebugLogEx("命格有加成属性同步刷新本阵容武将属性: heroObjIDList=%s", heroObjIDList)
+ for heroObjID in heroObjIDList:
+ heroObj = batObjMgr.getBatObj(heroObjID)
+ if not heroObj:
+ continue
+ if not heroObj.IsAlive():
+ continue
+ RefreshBuffAttr(heroObj)
+
return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
--
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