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 |  379 +++++++++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 347 insertions(+), 32 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 7d4a172..b77b72f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,42 +18,353 @@
 import ChConfig
 import GameWorld
 import ChPyNetSendPack
+import IpyGameDataPY
+import TurnBuffs
+import BattleObj
 import ObjPool
 
-def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None):
-    skillID = curSkill.GetSkillID()
-    enhanceBySkill = curSkill.GetEnhanceBySkill()
-    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
-    curID = batObj.GetID()
-    ownerID = buffOwner.GetID() if buffOwner else curID
-    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID))
-    #检查是否几率触发
-    if not enhanceBySkill:
-        rate = curSkill.GetHappenRate()
-        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
-            GameWorld.DebugLog("    概率不触发buff!")
-            return
-        
-    skillTypeID = curSkill.GetSkillTypeID()
-    # 先简单做下能加上即可
-    buffMgr = batObj.GetBuffManager()
-    buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID)
-    if buffIDList:
-        GameWorld.DebugLog("    已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList))
-        return True
+GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
+
+def GetAddBuffValue(turnFight, attacker, defender, curSkill):
+    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
+    if not callFunc:
+        return []
+    return callFunc(turnFight, attacker, defender, curSkill)
+
+def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False):
+    ## 根据技能ID添加buff
+    if not skillID:
+        return
+    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not skillIpyData:
+        return
+    ownerID = buffOwner.GetID() if buffOwner else 0
+    tagObjList = [batObj]
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
+    useSkill.SetTagObjList(tagObjList)
     
-    buff = buffMgr.AddBuff(skillID)
-    if not buff:
-        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID)
+    isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+    
+    poolMgr.release(useSkill)
+    return isOK
+
+def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
+    skillID = buffSkill.GetSkillID()
+    bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+    curID = batObj.GetID()
+    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
-    GameWorld.DebugLog("    AddBuffOK. buffID=%s" % buff.GetBuffID())
-    buff.SetOwnerID(ownerID)
-    buff.SetRemainTime(curSkill.GetLastTime())
-    #buff.SetLayer()
-    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+    
+    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))
+    
+    skillTypeID = buffSkill.GetSkillTypeID()
+    buffRepeat = buffSkill.GetBuffRepeat()
+    addLayerCnt = buffSkill.GetLayerCnt()
+    addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
+    if addLayerEff:
+        addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+        
+    #buff重复获得时的叠加规则
+    #以下规则默认针对的是相同施法者,即相同来源的处理
+    #如果有针对不同施法者的规则会说明
+    #0 覆盖:重置剩余回合,效果覆盖
+    #1 延长回合
+    #2 
+    #3 叠加层级
+    #4 独立:回合、效果独立计算
+    #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
+    
+    buffMgr = batObj.GetBuffManager()
+    
+    if buffRepeat == 4: # 4 独立:回合、效果独立计算
+        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]:
+            buff = buffMgr.GetBuffByIndex(index)
+            skillData = buff.GetSkillData()
+            if buffState and skillData.GetCurBuffState() != buffState:
+                continue
+            # 删除相同状态的buff
+            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
+    else:
+        buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
+        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)
     return True
 
-def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
+    curID = batObj.GetID()
+    skillID = buffSkill.GetSkillID()
+    buff = buffMgr.AddBuff(skillID)
+    if not buff:
+        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
+        return
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+    ownerID = buffOwner.GetID()
+    buffID = buff.GetBuffID()
+    
+    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
+                       % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
+    buff.SetOwnerID(ownerID)
+    buff.SetCalcTime(turnFight.getTimeline())
+    buff.SetRemainTime(buffSkill.GetLastTime())
+    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])
+    else:
+        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+        
+    RefreshBuffEffect(turnFight, batObj, buff, True)
+    return
+
+def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
+    ## 刷新buff效果
+    
+    isRefreshAttr = False # 是否刷属性
+    
+    skillData = curBuff.GetSkillData()
+    passiveEffMgr = batObj.GetPassiveEffManager()
+    # buff效果加入
+    for effectIndex in range(0, skillData.GetEffectCount()):
+        curEffect = skillData.GetEffect(effectIndex)
+        effectID = curEffect.GetEffectID()
+        if effectID == 0:
+            continue
+        
+        if curEffect.GetTriggerWay():
+            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff:
+                passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
+                
+        elif effectID in ChConfig.AttrIDList:
+            isRefreshAttr = True
+            
+    if isRefreshAttr:
+        RefreshBuffAttr(batObj)
+        
+    return
+
+def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
+    ## buff层级变更
+    if updLayer > 0:
+        curBuff.SetLayer(updLayer)
+        relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
+        SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
+        RefreshBuffEffect(turnFight, batObj, curBuff, False)
+        return
+    DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
+    return
+
+def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
+    '''删除buff
+    @param relatedSkill: 关联的技能
+    @param afterLogic: 是否需要在关联技能处理完毕后才处理删除后续逻辑,如通知,触发被动等
+    @param tagObj: 由谁引起的buff删除
+    '''
+    
+    release = True
+    isSync = True
+    relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
+    if afterLogic and relatedSkill:
+        release = False
+        isSync = False
+        
+    isRefreshAttr = False # 是否刷属性
+    haveBuffPassiveEff = False
+    
+    buffObjID = batObj.GetID()
+    buffMgr = batObj.GetBuffManager()
+    buffID = curBuff.GetBuffID()
+    skillData = curBuff.GetSkillData()
+    #buff消失的触发
+    for effectIndex in range(0, skillData.GetEffectCount()):
+        curEffect = skillData.GetEffect(effectIndex)
+        effectID = curEffect.GetEffectID()
+        
+        if not effectID:
+            continue
+        
+        if curEffect.GetTriggerWay():
+            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
+                haveBuffPassiveEff = True
+                
+        elif effectID in ChConfig.AttrIDList:
+            isRefreshAttr = True
+            
+        else:
+            callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
+            if callFunc:
+                callFunc(turnFight, batObj, curBuff, curEffect)
+                
+    if haveBuffPassiveEff:
+        batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
+        
+    curBuffState = skillData.GetCurBuffState()
+    if curBuffState:
+        buffMgr.DelBuffState(curBuffState, buffID)
+        
+    # 最后删除buff、通知
+    buffMgr.DelBuff(buffID, release)
+    if isSync:
+        SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
+    if afterLogic and relatedSkill:
+        tagObjID = tagObj.GetID() if tagObj else buffObjID
+        relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
+        
+    if isRefreshAttr:
+        RefreshBuffAttr(batObj)
+    return
+
+def DoBuffDelAfterLogicOver(turnFight, buffObjID, curBuff, relatedSkill):
+    ## buff删除后续处理逻辑处理完毕
+    relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
+    SyncBuffDel(turnFight, buffObjID, curBuff.GetBuffID(), relatedSkillID)
+    ObjPool.GetPoolMgr().release(curBuff)
+    return
+
+def DoBuffProcess(turnFight, batObj, curBuff):
+    skillData = curBuff.GetSkillData()
+    callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
+    if callFunc:
+        callFunc(turnFight, batObj, curBuff)
+    return
+    
+def RefreshBuffAttr(batObj):
+    ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷
+    '''
+    
+    objID = batObj.GetID()
+    befHP = batObj.GetHP()
+    befMaxHP = batObj.GetMaxHP()
+    
+    batAttrDict = batObj.ResetBattleEffect()
+    
+    GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s" 
+                       % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
+    
+    # buff
+    buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount()):
+        buff = buffMgr.GetBuffByIndex(index)
+        layer = max(1, buff.GetLayer())
+        skillData = buff.GetSkillData()
+        for eIndex in range(skillData.GetEffectCount()):
+            effect = skillData.GetEffect(eIndex)
+            effID = effect.GetEffectID()
+            if effID not in ChConfig.AttrIDList:
+                continue
+            attrID = effID
+            attrValue = effect.GetEffectValue(0) * layer
+            calcType = effect.GetEffectValue(1)
+            if calcType == 2: # 减少,其他默认增加
+                attrValue = -attrValue
+            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
+            
+    GameWorld.DebugLog("    buffAttrDict=%s" % buffAttrDict)
+    
+    objID = batObj.GetID()
+    # 先计算百分比加成或降低的
+    perIDList = ChConfig.AttrPerDict.values()
+    for attrID, attrPerID in ChConfig.AttrPerDict.items():
+        if attrPerID not in buffAttrDict:
+            continue
+        attrPerValue = buffAttrDict[attrPerID] # 可能是负值
+        attrValue = batObj.GetBatAttrValue(attrID, False)
+        if attrValue <= 0:
+            continue
+        updValue = attrValue * (10000 + attrPerValue) / 10000.0
+        #updValue = max(0, updValue) # 最多减到0,最大无上限
+        batObj.SetBatAttrValue(attrID, updValue)
+        GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
+        
+    # 再累加非百分比的固定值
+    for attrID, addValue in buffAttrDict.items():
+        if attrID in perIDList:
+            continue
+        attrValue = batObj.GetBatAttrValue(attrID, False)
+        updValue = attrValue + addValue
+        #updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
+        batObj.SetBatAttrValue(attrID, updValue)
+        GameWorld.DebugLog("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
+        
+    aftHP = batObj.GetHP()
+    aftMaxHP = batObj.GetMaxHP()
+    if aftMaxHP != befMaxHP:
+        batObj.SetMaxHP(aftMaxHP, True)
+        if befHP and aftMaxHP > befMaxHP:
+            aftHP += (aftMaxHP - befMaxHP)
+            batObj.SetHP(aftHP, True)
+    GameWorld.DebugLog("    befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
+    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
+    return
+
+def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
     clientPack.ObjID = curBatObj.GetID()
     clientPack.BuffID = curBuff.GetBuffID()
@@ -62,12 +373,16 @@
     clientPack.LastTime = curBuff.GetRemainTime()
     clientPack.Layer = curBuff.GetLayer()
     clientPack.OwnerID = curBuff.GetOwnerID()
+    clientPack.Value1 = curBuff.GetValue1()
+    clientPack.Value2 = curBuff.GetValue2()
+    clientPack.Value3 = curBuff.GetValue3()
+    clientPack.IsAdd = 1 if isNewAdd else 0
     turnFight.addBatPack(clientPack)
     return
 
-def SyncBuffDel(turnFight, curBatObj, buffID, relatedSkillID=0):
+def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0):
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel)
-    clientPack.ObjID = curBatObj.GetID()
+    clientPack.ObjID = objID
     clientPack.BuffID = buffID
     clientPack.RelatedSkillID = relatedSkillID
     turnFight.addBatPack(clientPack)

--
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