From cc207773cbedb51c20300a87c62529ace416b086 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 九月 2025 19:23:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(无敌支持,免疫伤害、dot、控制;小怪技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py |   93 ++++++++++++++++++++++++++++------------------
 1 files changed, 57 insertions(+), 36 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..b77b72f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -44,10 +44,10 @@
     useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
     useSkill.SetTagObjList(tagObjList)
     
-    OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+    isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
     
     poolMgr.release(useSkill)
-    return
+    return isOK
 
 def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
     skillID = buffSkill.GetSkillID()
@@ -57,6 +57,14 @@
     if not buffOwner:
         buffOwner = batObj
     ownerID = buffOwner.GetID()
+    
+    #无敌免疫持续减益buff、控制类buff
+    if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
+        and batObj.CheckInState(ChConfig.BatObjState_Wudi):
+        GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" 
+                           % (curID, skillID, ownerID, relatedSkillID))
+        return False
+    
     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))
@@ -81,7 +89,23 @@
     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
+        maxLayerCnt = buffSkill.GetLayerMax()
+        # 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.DebugLog("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]:
@@ -93,40 +117,37 @@
             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.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)
             return True
         
     __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)

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