From c615417ddd01508caebc533b4fa21ed961d4bf06 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 20 十二月 2025 21:52:57 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(吕玲绮突破2潜能;张飞突破2、4潜能;刘备突破2潜能;黄月英突破2、6、7潜能;增加效果5508;优化效果5005;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |   59 ++++++++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 40 insertions(+), 19 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 f2a0f36..298d6dd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -32,6 +32,7 @@
     def __init__(self, batObj):
         self._batObj = batObj
         self._objID = batObj.GetID() if batObj else 0
+        self._skillIDList = [] # 已有技能ID列表,获取被动中快速判断已学技能用
         
         # 技能
         self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
@@ -56,9 +57,9 @@
         '''
         effList = []
         
-        # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+        # 触发自己未学习的技能,直接加载自身的被动效果,如额外子技能等
         if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
-            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+            and connSkill.GetSkillID() not in self._skillIDList:
             skillID = connSkill.GetSkillID()
             if skillID not in self._affectSkillEnhanceDict:
                 effDict = {}
@@ -81,15 +82,17 @@
                         
                     key = (tWay, tSrc)
                     if key not in effDict:
-                        effDict[key] = {}
-                    effList = effDict[key]
-                    if effectID not in effList:
-                        effList.append(effList)
+                        effDict[key] = []
+                    effIDList = effDict[key]
+                    if effectID not in effIDList:
+                        effIDList.append(effectID)
                 self._affectSkillEnhanceDict[skillID] = effDict
+                GameWorld.DebugLogEx("加载未学技能被动: objID=%s,skillID=%s,%s", self._objID, skillID, effDict)
                 
+            key = (triggerWay, ChConfig.TriggerSrc_SkillSelf)
             effDict = self._affectSkillEnhanceDict[skillID]
-            if triggerWay in effDict:
-                effList.append(["skill", skillID, 0, effDict[triggerWay]])
+            if key in effDict:
+                effList.append(["skill", skillID, 0, effDict[key]])
                 
         if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
             return effList
@@ -143,6 +146,10 @@
             curSkill = skillManager.GetSkillByIndex(index)
             if not curSkill:
                 continue
+            skillID = curSkill.GetSkillID()
+            # 附加添加已学技能,用于判断是否自身技能
+            if skillID not in self._skillIDList:
+                self._skillIDList.append(skillID)
             for index in xrange(curSkill.GetEffectCount()):
                 curEffect = curSkill.GetEffect(index)
                 effectID = curEffect.GetEffectID()
@@ -348,6 +355,7 @@
         self._ipyData = ipyData
         self._skillID = self._ipyData.GetSkillID()
         self._skillTypeID = self._ipyData.GetSkillTypeID()
+        self._cdTime = self._ipyData.GetCoolDownTime()
         self._effList = [] # [Effect, ...]
         self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
         for num in range(1, 1 + 3):
@@ -393,7 +401,7 @@
             return self._effDict[(effID, triggerWay)]
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
-    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
+    def GetCoolDownTime(self): return self._cdTime
     def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
     def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
     def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
@@ -579,16 +587,25 @@
             if buff.GetOwnerID() == ownerID:
                 return buff
         return
-    def FindBuffByState(self, state):
+    def FindBuffByState(self, state, ownerID=0):
         ## 查找某种buff状态的buff
+        # @param ownerID: 可指定获取归属于某个对象ID的buff
         if state not in self._buffStateDict:
             return
         buffIDList = self._buffStateDict[state]
         if not buffIDList:
             return
-        buffID = buffIDList[0]
-        if buffID in self._buffIDDict:
-            return self._buffIDDict[buffID]
+        if ownerID:
+            for buffID in buffIDList:
+                if buffID not in self._buffIDDict:
+                    continue
+                buff = self._buffIDDict[buffID]
+                if buff.GetOwnerID() == ownerID:
+                    return buff
+        else:
+            buffID = buffIDList[0]
+            if buffID in self._buffIDDict:
+                return self._buffIDDict[buffID]
     def FindBuffListByState(self, state):
         ## 查找某种buff状态的buff列表
         if state not in self._buffStateDict:
@@ -636,6 +653,7 @@
         self._skillData = SklllData(ipyData)
         self._skillID = self._skillData.GetSkillID()
         self._skillTypeID = self._skillData.GetSkillTypeID()
+        self._cdTime = self._skillData.GetCoolDownTime()
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -646,6 +664,7 @@
         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._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
         
@@ -671,6 +690,7 @@
         self._effIgnoreObjIDList = []
         self._bySkill = None
         self._byBuff = None
+        self._byTriggerWay = 0
         self._afterLogicList = []
         self.ClearHurtObj()
         return
@@ -701,7 +721,7 @@
     def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
     def GetConnSkill(self): return self._skillData.GetConnSkill()
     def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
-    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
+    def GetCoolDownTime(self): return self._cdTime
     def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
     def GetCurBuffState(self): return self._skillData.GetCurBuffState()
     def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
@@ -710,7 +730,7 @@
     def GetLayerMax(self): return self._skillData.GetLayerMax()
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
     def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
-    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
+    def GetBuffRetain(self): return self._skillData.GetBuffRetain()
     def GetFightPower(self): return self._skillData.GetFightPower()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
@@ -722,6 +742,8 @@
     def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetByBuff(self): return self._byBuff
     def SetByBuff(self, byBuff): self._byBuff = byBuff
+    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
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
     def GetTagObjListEx(self): return self._tagObjListEx # 技能额外目标列表
@@ -862,10 +884,10 @@
 class BatObj():
     ## 战斗实体对象数据,目前与某个NPCObj绑定
     
-    def __init__(self):
+    def __init__(self, objID):
         self.tfGUID = "" # 所属的某场回合战斗的guid
         self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
-        self.objID = 0
+        self.objID = objID
         self.objName = ""
         self.npcID = 0
         self.heroID = 0
@@ -1221,8 +1243,7 @@
         newObjID = self.__getNewObjID()
         if not newObjID:
             return newBatObj
-        newBatObj = BatObj()
-        newBatObj.objID = newObjID
+        newBatObj = BatObj(newObjID)
         self.batObjDict[newObjID] = newBatObj
         GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
         if False:

--
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