From e5353bd8a09e4a134ad18f0a8855770669cf43bb Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 03 九月 2025 15:22:55 +0800
Subject: [PATCH] 198 【内政】淘金系统-服务端
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 333 ++++++++++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 300 insertions(+), 33 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..90f92e9 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 +18,305 @@
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
+ tagObjList = [batObj]
+ poolMgr = ObjPool.GetPoolMgr()
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+ useSkill.SetTagObjList(tagObjList)
- buff = buffMgr.AddBuff(skillID)
- if not buff:
- GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID)
- return False
- GameWorld.DebugLog(" AddBuffOK. buffID=%s" % buff.GetBuffID())
- buff.SetOwnerID(ownerID)
- buff.SetRemainTime(curSkill.GetLastTime())
- #buff.SetLayer()
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+ OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+
+ poolMgr.release(useSkill)
+ return
+
+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()
+ 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()
+ #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
+ pass # 不处理,直接跳过添加新buff
+ 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)
+ if buffState and buff.GetCurBuffState() != buffState:
+ continue
+ # 删除相同状态的buff
+ DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
+ else:
+ buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
+ if buffList:
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ GameWorld.DebugLog(" 已经存在该buff,默认覆盖: buffID=%s,skillTypeID=%s,ownerID=%s" % (buff.GetBuffID(), skillTypeID, ownerID))
+ # 重置回合、CD、值等
+ buff.SetCalcTime(turnFight.getTimeline())
+ buff.SetRemainTime(buffSkill.GetLastTime())
+ buff.SetLayer(buffSkill.GetLayerCnt())
+ buff.SetBuffValueList(buffValueList)
+ if afterLogic and bySkill:
+ bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ else:
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+
+ return True
+
+ __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
return True
-def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
+ 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(buffSkill.GetLayerCnt())
+ 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)
+
+ DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
+ return
+
+def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
+ ## buff添加成功后处理
+
+ isRefreshAttr = False # 是否刷属性
+
+ #atkType = buffSkill.GetAtkType()
+ #if atkType:
+ # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
+ # if callFunc:
+ # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
+
+ passiveEffMgr = batObj.GetPassiveEffManager()
+ # buff效果加入
+ for effectIndex in range(0, buffSkill.GetEffectCount()):
+ curEffect = buffSkill.GetEffect(effectIndex)
+ effectID = curEffect.GetEffectID()
+ if effectID == 0:
+ continue
+
+ if curEffect.GetTriggerWay():
+ if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
+ passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
+
+ elif effectID in ChConfig.AttrIDList:
+ isRefreshAttr = True
+
+ else:
+ callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
+ if callFunc:
+ callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
+
+ if isRefreshAttr:
+ RefreshBuffAttr(batObj)
+
+ 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() != ChConfig.TriggerSrc_Skill:
+ 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)
+ 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)
+ 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(" __addBuffAttr 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 = int(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 = 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" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
+ 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 +325,16 @@
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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