From d57475ffe460133d146d377e66ed19ccb77b11a7 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 20 十月 2025 17:22:00 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(寻宝支持定制第x次x抽必出)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 188 ++++++++++++++++++++++++++++++-----------------
1 files changed, 120 insertions(+), 68 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..f96f0fa 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,6 +22,7 @@
import TurnBuffs
import BattleObj
import ObjPool
+import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
@@ -31,7 +32,24 @@
return []
return callFunc(turnFight, attacker, defender, curSkill)
-def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False):
+def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False):
+ '''拷贝buff数据,不含目标buffID、归属,并刷新时间
+ '''
+ skillData = curBuff.GetSkillData()
+ curBuff.SetCalcTime(turnFight.getTimeline())
+ curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
+ curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
+ curBuff.SetValue1(tagBuff.GetValue1())
+ curBuff.SetValue2(tagBuff.GetValue2())
+ curBuff.SetValue3(tagBuff.GetValue3())
+ GameWorld.DebugLog(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s"
+ % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(),
+ [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+ SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
+ return
+
+def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
## 根据技能ID添加buff
if not skillID:
return
@@ -44,12 +62,12 @@
useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
useSkill.SetTagObjList(tagObjList)
- OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+ addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
poolMgr.release(useSkill)
- return
+ return addBuff
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
+def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
skillID = buffSkill.GetSkillID()
bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
@@ -57,17 +75,41 @@
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
+
+ #被动触发免疫控制buff
+ if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
+ if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
+ GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s"
+ % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
+ return
+
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)
+ if setLayerCnt > 0:
+ addLayerCnt = setLayerCnt
+ GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
+ else:
+ addLayerCnt = buffSkill.GetLayerCnt()
+ addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
+ if addLayerEff:
+ # 可指定来源技能技能才生效,不指定的话默认生效
+ if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID:
+ addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+ maxLayerCnt = buffSkill.GetLayerMax()
+ if maxLayerCnt:
+ maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
+ GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s"
+ % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
#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
@@ -81,7 +123,22 @@
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
+ # 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]:
@@ -93,46 +150,41 @@
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))
- return True
+ updLayerCnt = addLayerCnt
+ if buffRepeat == 3: # 叠加层级
+ updLayerCnt = nowLayerCnt + addLayerCnt
+ if maxLayerCnt and updLayerCnt > maxLayerCnt:
+ updLayerCnt = maxLayerCnt
+ GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
+ 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])
+ elif isSync:
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+
+ if nowLayerCnt != updLayerCnt:
+ RefreshBuffEffect(turnFight, batObj, buff, False)
+ return buff
- __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
- return True
+ return __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
-def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
curID = batObj.GetID()
skillID = buffSkill.GetSkillID()
buff = buffMgr.AddBuff(skillID)
@@ -156,11 +208,11 @@
if afterLogic and bySkill:
bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
+ elif isSync:
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
RefreshBuffEffect(turnFight, batObj, buff, True)
- return
+ return buff
def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
## 刷新buff效果
@@ -220,6 +272,19 @@
buffMgr = batObj.GetBuffManager()
buffID = curBuff.GetBuffID()
skillData = curBuff.GetSkillData()
+
+ # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
+ curBuffState = skillData.GetCurBuffState()
+ if curBuffState:
+ buffMgr.DelBuffState(curBuffState, buffID)
+
+ 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])
+
#buff消失的触发
for effectIndex in range(0, skillData.GetEffectCount()):
curEffect = skillData.GetEffect(effectIndex)
@@ -228,32 +293,19 @@
if not effectID:
continue
- if curEffect.GetTriggerWay():
+ triggerWay = curEffect.GetTriggerWay()
+ if triggerWay:
+ if triggerWay == ChConfig.TriggerWay_BuffDel:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
+
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)
--
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