From f611ba2ca93e527c98b2d05ffefdcc21a6ed0bd1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 30 十月 2025 15:42:49 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(何太后技能;优化孙坚技能buff额外属性逻辑;增加技能计算伤害类型6-按自残血量值;增加效果7008 5021 5022;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py |  169 +++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 135 insertions(+), 34 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 8af1cb2..efea606 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,6 +37,11 @@
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self._batObj = None
+        return
+    
     def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0, connBuff=None):
         '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                         优先级之后有需要再扩展
@@ -63,14 +68,18 @@
                     effectID = effect.GetEffectID()
                     if effectID == 0:
                         continue
-                    triggerWay = effect.GetTriggerWay()
-                    triggerSrc = effect.GetTriggerSrc()
-                    if not triggerWay:
+                    tWay = effect.GetTriggerWay()
+                    tSrc = effect.GetTriggerSrc()
+                    if not tWay:
                         continue
-                    if triggerWay in ChConfig.TriggerWayNoLoadList:
+                    if tWay in ChConfig.TriggerWayNoLoadList:
                         continue
-                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
+                    if tSrc != ChConfig.TriggerSrc_SkillSelf:
                         # 仅添加本技能的
+                        continue
+                    if tWay == ChConfig.TriggerWay_CalcEffValue:
+                        tWay = "%s_%s" % (tWay, effectID)
+                    if tWay != triggerWay:
                         continue
                     effIDList.append(effectID)
                 if effIDList:
@@ -222,6 +231,10 @@
         self.Clear()
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        return
+    
     def Clear(self):
         self._objID = 0
         self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
@@ -267,6 +280,10 @@
         #self._triggerParams = triggerParams if triggerParams else []
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        return
+    
     def GetEffectID(self): return self._effID
     def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
     def GetEffectValueCount(self): return len(self._values)
@@ -290,6 +307,10 @@
             effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
             self._effList.append(effect)
             self._effDict[(effID, triggerWay)] = effect
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
     def GetIpyData(self): return self._ipyData
@@ -323,34 +344,44 @@
     def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
     def GetLayerMax(self): return self._ipyData.GetLayerMax()
     def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
-    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
+    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
     def GetFightPower(self): return self._ipyData.GetFightPower()
-    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
 class PyBuff():
     
     def __init__(self, ipyData):
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
+        self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
         self._buffID = 0
         self._ownerID = 0
         self._layer = 0
-        self._calcTime = 0
         self._remainTime = 0
         self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
         self._value2 = 0
         self._value3 = 0
+        self._isCopy = 0 # 是否复制的buff
+        self._effExDict = {} # 效果ID额外数值 {effID:value, ...} # 计算方式取决于本buff技能中属性效果ID的配置
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
     def GetSkillData(self): return self._skillData
     def GetSkillID(self): return self._skillData.GetSkillID()
+    def GetAddTiming(self): return self._addTiming
+    def SetAddTiming(self, addTiming):
+        self._addTiming = addTiming
+        self._refreshState = 0 # 更新添加时机时需标记为未刷新
+    def GetRefreshState(self): return self._refreshState
+    def SetRefreshState(self, refreshState): self._refreshState = refreshState
     def GetBuffID(self): return self._buffID
     def SetBuffID(self, buffID): self._buffID = buffID
     def GetOwnerID(self): return self._ownerID
     def SetOwnerID(self, ownerID): self._ownerID = ownerID
     def GetLayer(self): return self._layer
     def SetLayer(self, layer): self._layer = layer
-    def GetCalcTime(self): return self._calcTime
-    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def SetBuffValueList(self, valueList):
@@ -367,6 +398,11 @@
     def SetValue2(self, value): self._value2 = value
     def GetValue3(self): return self._value3
     def SetValue3(self, value): self._value3 = value
+    def GetIsCopy(self): return self._isCopy
+    def SetIsCopy(self, isCopy): self._isCopy = isCopy
+    def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+    def ResetEffectValueEx(self): self._effExDict = {}
+    def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
     
 class BuffManager():
     ## 战斗对象buff管理器
@@ -379,6 +415,11 @@
         self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
         self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
         # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self._batObj = None
         return
     
     def ClearBuff(self):
@@ -468,6 +509,15 @@
             return
         buffID = buffIDList[0]
         return self._buffIDDict.get(buffID, None)
+    def FindBuffListByState(self, state):
+        ## 查找某种buff状态的buff列表
+        buffIDList = self._buffStateDict.get(state, [])
+        buffs = []
+        for buffID in buffIDList:
+            if buffID not in self._buffIDDict:
+                continue
+            buffs.append(self._buffIDDict[buffID])
+        return buffs
     
     def AddBuffState(self, state, buffID):
         ## 添加buff影响的状态,ChConfig.BatObjStateList
@@ -499,10 +549,11 @@
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
-        self._calcTime = 0
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
+        self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
+        self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
         self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
         self._bySkill = None # 由哪个技能触发的
         self._byBuff = None # 由哪个buff触发的
@@ -515,9 +566,18 @@
         self._parryTagIDDict = {} # 单次连续连击中对方已格挡次数 {tagID:parryNum, ...}
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self.ResetUseRec()
+        return
+    
     def ResetUseRec(self):
+        ## 重置技能使用记录
+        ## 注:有用到对象池相关对象的一定要重置,不然再回收技能对象时会连同该技能下的所有用到的对象池对象一并回收,导致后续使用对象错误
         self._batType = 0
         self._tagObjList = []
+        self._killObjList = []
+        self._effIgnoreObjIDList = []
         self._bySkill = None
         self._byBuff = None
         self._afterLogicList = []
@@ -525,6 +585,7 @@
         return
     
     def GetObjID(self): return self._objID
+    def GetSkillData(self): return self._skillData
     def GetSkillID(self): return self._skillData.GetSkillID()
     def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
     def GetSkillLV(self): return self._skillData.GetSkillLV()
@@ -555,13 +616,10 @@
     def GetLayerCnt(self): return self._skillData.GetLayerCnt()
     def GetLayerMax(self): return self._skillData.GetLayerMax()
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
-    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
+    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
     def GetFightPower(self): return self._skillData.GetFightPower()
-    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
-    def GetCalcTime(self): return self._calcTime
-    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def GetBatType(self): return self._batType
@@ -572,6 +630,10 @@
     def SetByBuff(self, byBuff): self._byBuff = byBuff
     def GetTagObjList(self): return self._tagObjList # 技能目标列表
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
+    def GetKillObjList(self): return self._killObjList # 击杀目标列表
+    def SetKillObjList(self, killObjList): self._killObjList = killObjList
+    def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
+    def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
     def GetAfterLogicList(self): return self._afterLogicList
     def AddAfterLogic(self, logicType, logicData):
         '''添加技能释放后需要处理额外逻辑
@@ -637,6 +699,11 @@
         self._skillDict = {} # {skillID:PySkill, ...}
         return
     
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
+        self._batObj = None
+        return
+    
     def SkillReset(self):
         poolMgr = ObjPool.GetPoolMgr()
         for skill in self._skillList:
@@ -647,7 +714,7 @@
     
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
-    def GetSkillIDList(self): return self._skillDict.keys()
+    def GetSkillIDList(self): return sorted(self._skillDict.keys())
     def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
@@ -718,12 +785,18 @@
         self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
         self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
         self._lastHurtValue = 0
+        self._harmSelfHP = 0 # 自残值
         self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
+        self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
         
         # 统计
         self.hurtStat = 0 # 输出统计
         self.defStat = 0 # 承伤统计
         self.cureStat = 0 # 治疗统计
+        return
+    
+    def onRelease(self):
+        ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
     def InitBatAttr(self, initAttrDict, initXP=0):
@@ -742,20 +815,31 @@
         TurnPassive.RefreshPassive(self)
         return
     
-    def TurnReset(self):
-        ## 回合重置
-        self._skillTurnUseCntDict = {}
-        
-    def UpdInitBatAttr(self, initAttrDict, skillIDList):
+    def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
         ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
         self._initAttrDict = initAttrDict
         learnNewSkill = False
-        for skillID in skillIDList:
-            if self._skillMgr.LearnSkillByID(skillID):
-                learnNewSkill = True
+        if skillIDList:
+            for skillID in skillIDList:
+                if self._skillMgr.LearnSkillByID(skillID):
+                    learnNewSkill = True
         TurnBuff.RefreshBuffAttr(self)
         if learnNewSkill: # 有学新技能时重刷技能被动
             self._passiveEffMgr.RefreshSkillPassiveEffect()
+        return
+    
+    def GMSetBatAttr(self, attrID, attrValue):
+        ## GM设置战斗属性
+        self._initAttrDict[attrID] = attrValue # 需要同步设置初始化属性,防止刷属性后被重置
+        if attrID == ChConfig.AttrID_HP:
+            self.SetHP(attrValue, True)
+            if attrValue > self.GetMaxHP():
+                self._initAttrDict[ChConfig.AttrID_MaxHP] = attrValue
+                self.SetMaxHP(attrValue, True)
+        elif attrID == ChConfig.AttrID_XP:
+            self.SetXP(attrValue, True)
+        else:
+            self.SetBatAttrValue(attrID, attrValue)
         return
     
     def ResetBattleEffect(self):
@@ -767,6 +851,10 @@
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+    def GetBatLineup(self):
+        turnFight = self.GetTurnFight()
+        batFaction = turnFight.getBatFaction(self.faction)
+        return batFaction.getBatlineup(self.lineupNum)
     def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
     def SetOwnerID(self, ownerID): self.ownerID = ownerID
     def GetID(self): return self.objID
@@ -830,18 +918,19 @@
                 return True
         return False
     
-    def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
-    def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
-    def IsInBuffStateGroup(self, buffStateGroup):
+    def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
+    def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
+    def IsInBuffStateGroup(self, buffStateGroups):
         '''是否在某个状态组中
                         已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
         '''
         buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
-        if buffStateGroup not in buffStateGroupDict:
-            return
-        for state in buffStateGroupDict[buffStateGroup]:
-            if self._buffMgr.IsInBuffState(state):
-                return state
+        for stateGroup in buffStateGroups:
+            if str(stateGroup) not in buffStateGroupDict:
+                continue
+            for state in buffStateGroupDict[str(stateGroup)]:
+                if self._buffMgr.IsInBuffState(state):
+                    return state
         return
     
     def CanAction(self):
@@ -919,8 +1008,13 @@
         self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
     def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
     
-    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
-    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
+    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
+    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
+    def ResetSkillTurnUseCnt(self):
+        self._skillTurnUseCntDict = {}
+    def ResetSkillUseCnt(self):
+        self._skillUseCntDict = {}
+        self._skillTurnUseCntDict = {}
     def AddSkillUseCnt(self, skillID):
         self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
         self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -928,8 +1022,14 @@
     def GetLastHurtValue(self): return self._lastHurtValue
     def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
     
+    def GetHarmSelfHP(self): return self._harmSelfHP
+    def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
+    
     def GetMainTagIDList(self): return self._mainTagIDList
     def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
+    
+    def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
+    def SetTiming(self, timing): self._timing = timing
     
     def StatHurtValue(self, hurtValue):
         ## 统计输出
@@ -940,6 +1040,7 @@
         ## 统计承伤
         self.defStat += lostHP
         return self.defStat
+    def GetStatDefValue(self): return self.defStat # 获取累计总承伤
     
     def StatCureValue(self, cureValue):
         ## 统计治疗

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