From f6e55772b80bf536223e6e949e28fb7b1812a54d Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 19 九月 2025 12:02:36 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘夫人潜能1、3;增加使用技能后触发方式9;层级buff属性支持;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 239 +++++++++++++++++++++++++++++++++++++++++++---------------- 1 files changed, 175 insertions(+), 64 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 27ddea2..e8240c1 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py @@ -18,111 +18,205 @@ import ChConfig import GameWorld import ChPyNetSendPack +import IpyGameDataPY import TurnBuffs +import BattleObj import ObjPool GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs") -def GetAddBuffValue(attacker, defender, curSkill): +def GetAddBuffValue(turnFight, attacker, defender, curSkill): callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue")) if not callFunc: return [] - return callFunc(attacker, defender, curSkill) + return callFunc(turnFight, attacker, defender, curSkill) -def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None): +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) + + 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() + 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(buffOwner, batObj, buffSkill) - GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,buffValueList=%s" % (curID, skillID, ownerID, relatedSkillID, buffValueList)) + 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() - # 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)) - # buff堆叠逻辑 + buffRepeat = buffSkill.GetBuffRepeat() + addLayerCnt = buffSkill.GetLayerCnt() + addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight) + if addLayerEff: + addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt) - return True + #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 - __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner) + 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) + 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) + 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 + + return True + + __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt) return True -def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner): - skillID = buffSkill.GetSkillID() - bySkill = buffSkill.GetBySkill() - relatedSkillID = bySkill.GetSkillID() if bySkill else 0 +def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0): curID = batObj.GetID() - ownerID = buffOwner.GetID() + skillID = buffSkill.GetSkillID() buff = buffMgr.AddBuff(skillID) if not buff: GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID) - return False + return + relatedSkillID = bySkill.GetSkillID() if bySkill else 0 + ownerID = buffOwner.GetID() buffID = buff.GetBuffID() - GameWorld.DebugLog(" AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" + + 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.SetLayer(setLayerCnt) buff.SetBuffValueList(buffValueList) - buffStates = buffSkill.GetBuffStates() - for buffState in buffStates: - buffMgr.AddBuffState(buffState, buffID) - isNotify = True - if isNotify: - SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + curBuffState = buffSkill.GetCurBuffState() + if curBuffState: + buffMgr.AddBuffState(curBuffState, buffID) - DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner) + 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 DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner): - ## buff添加成功后处理 +def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False): + ## 刷新buff效果 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) - + skillData = curBuff.GetSkillData() passiveEffMgr = batObj.GetPassiveEffManager() # buff效果加入 - for effectIndex in range(0, buffSkill.GetEffectCount()): - curEffect = buffSkill.GetEffect(effectIndex) + for effectIndex in range(0, skillData.GetEffectCount()): + curEffect = skillData.GetEffect(effectIndex) effectID = curEffect.GetEffectID() if effectID == 0: continue if curEffect.GetTriggerWay(): - if curEffect.GetTriggerSrc() == 2: - passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect) + 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 - 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): - ## 删除buff +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() @@ -135,7 +229,7 @@ continue if curEffect.GetTriggerWay(): - if curEffect.GetTriggerSrc() == 2: + if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]: haveBuffPassiveEff = True elif effectID in ChConfig.AttrIDList: @@ -149,16 +243,27 @@ if haveBuffPassiveEff: batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID) - buffStates = skillData.GetBuffStates() - for buffState in buffStates: - buffMgr.DelBuffState(buffState, buffID) + curBuffState = skillData.GetCurBuffState() + if curBuffState: + buffMgr.DelBuffState(curBuffState, buffID) # 最后删除buff、通知 - buffMgr.DelBuff(buffID) - SyncBuffDel(turnFight, batObj, 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]) + 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): @@ -186,6 +291,7 @@ 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) @@ -193,13 +299,13 @@ if effID not in ChConfig.AttrIDList: continue attrID = effID - attrValue = effect.GetEffectValue(0) + 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(" __addBuffAttr buffAttrDict=%s" % buffAttrDict) + GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict) objID = batObj.GetID() # 先计算百分比加成或降低的 @@ -211,8 +317,8 @@ 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 + 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)) @@ -221,7 +327,8 @@ 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 + 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)) @@ -233,10 +340,10 @@ 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)) + 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): +def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False): clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh) clientPack.ObjID = curBatObj.GetID() clientPack.BuffID = curBuff.GetBuffID() @@ -245,12 +352,16 @@ 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) -- Gitblit v1.8.0