From fbf3fe5655d97c67db3bf07706ab5af232dcc9a5 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 18 九月 2025 19:17:48 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘夫人技能;增加连击、追击增伤减伤属性;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py |  212 +++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 167 insertions(+), 45 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..b75f844 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,65 +18,144 @@
 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()
+                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
+                    nowLayerCnt = buff.GetLayer()
+                    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)
+                    
+                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)
+        
+    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
@@ -101,7 +180,7 @@
             continue
         
         if curEffect.GetTriggerWay():
-            if curEffect.GetTriggerSrc() == 2:
+            if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
                 passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
                 
         elif effectID in ChConfig.AttrIDList:
@@ -117,12 +196,39 @@
         
     return
 
-def DoBuffDel(turnFight, batObj, curBuff):
-    ## 删除buff
+def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
+    ## 减少buff层级
+    curLayer = curBuff.GetLayer()
+    if not curLayer:
+        return
+    updLayer = max(0, curLayer - decLayer)
+    curBuff.SetLayer(updLayer)
+    if updLayer > 0:
+        SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
+        return
+    objID = batObj.GetID()
+    buffID = curBuff.GetBuffID()
+    SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
+    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 +241,7 @@
             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 +255,27 @@
     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):
@@ -211,8 +328,8 @@
         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 +338,8 @@
         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 +351,10 @@
             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 +363,16 @@
     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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