From 16abecd38712b22026a85e1119f2f4c38d89a00f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 17 一月 2020 14:45:18 +0800
Subject: [PATCH] 8364 【恺英】【后端】快速完成秘境探索增加完成提示

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py |  154 ++++++++++++++++++++++++++++++++------------------
 1 files changed, 98 insertions(+), 56 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
index af042e5..cf93871 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -25,6 +25,7 @@
 import OperControlManager
 import GameObj
 import CrossPlayerData
+import AttackCommon
 #---------------------------------------------------------------------
 
 #---------------------------------------------------------------------
@@ -51,6 +52,8 @@
     and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
         # 释放后 对指定BOSS无效的技能
         return True
+    
+    buffOwner = AttackCommon.ElfChangeAttacker(buffOwner)  # Elf灵为替身攻击,要取玩家的属性
     
     result = AddBuffNoRefreshState(curObj, buffType, curSkill, tick, addBuffValueList, buffOwner, addForce)
     
@@ -79,23 +82,7 @@
     return result
 
 
-#===============================================================================
-# # CanRepeatTime字段个位数
-# (
-# Def_BuffTime_Reset,     # 0    重置时间
-# Def_BuffTime_Add,   # 1    增加时间
-# Def_BuffTime_Keep,    # 2    时间不变
-# Def_BuffTime_Keep_AddValue, # 3    时间不变只增加值,默认为替换更强值
-# ) = range(4)
-# 
-# # CanRepeatTime字段十位数
-# (
-# Def_Buff_Replace_Better,    # 相同typeid取最高,如果新的是低级的则不处理
-# Def_Buff_Replace_New,       # 相同typeid替换最新,即使是低级的
-# Def_Buff_Coexist,           # 不同的释放者可共存
-# ) = range(3)
-#===============================================================================
-
+# 快捷搜索 CanRepeatTime字段
 # buff时间处理类型,个位数
 def GetBuffRepeatTimeType(curSkill):
     return curSkill.GetCanRepeatTime()%10
@@ -104,6 +91,10 @@
 def GetBuffReplaceType(curSkill):
     return curSkill.GetCanRepeatTime()/10
 
+# buff根据释放者不同判断是否共存buff,百位数 Def_Buff_NoCoexist 
+def GetBuffCoexistType(curSkill):
+    return curSkill.GetCanRepeatTime()/10%10
+
 def GetBuffMaxLayer(curSkill):
     layerMaxCnt = 0
     hasEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_LayerCnt)
@@ -111,6 +102,19 @@
         layerMaxCnt = hasEffect.GetEffectValue(0)   # 能叠加的最大上限
 
     return layerMaxCnt
+
+# 改变BUFF持续时间
+def ChangeLastTime(attacker, curSkill):
+    buffTime = curSkill.GetLastTime() 
+    if not attacker:
+        return buffTime 
+    if curSkill.GetEffect(0).GetEffectID() == ChConfig.Def_Skill_Effect_Burn:
+        # 灼烧的时间特殊处理
+        buffTime = buffTime*(ChConfig.Def_MaxRateValue + PlayerControl.GetBurnTimePer(attacker))/ChConfig.Def_MaxRateValue
+    
+    buffTime += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, None, curSkill, ChConfig.TriggerType_BuffTime)
+    return buffTime
+    
 
 #---------------------------------------------------------------------
 ## 增加BUFF 减少BUFF(参数 -> 当前对象,buff类型,当前技能,当前时间,Buff总值->用于持续类技能 , Buff拥有者)
@@ -122,7 +126,7 @@
     if not SkillCommon.IsBuff(curSkill):
         GameWorld.ErrLog("%s 不能加这个buff, 因为它是攻击技能! %s-->TypeID = %d"%(curObj.GetName(), curSkill.GetSkillName(), curSkill.GetSkillType()))
         return False
-    
+
     buffTuple = SkillCommon.GetBuffManagerByBuffType( curObj, buffType )
     #通过类型获取目标的buff管理器为空,则跳出
     if buffTuple == ():
@@ -146,11 +150,13 @@
     #技能类型ID
     curSkillTypeID = curSkill.GetSkillTypeID()
     #当前技能持续时间
-    curSkillLastTime = curSkill.GetLastTime()
+    curSkillLastTime = ChangeLastTime(buffOwner, curSkill)
     #当前技能等级
     curSkillLV = curSkill.GetSkillLV()
     #替换模式
     buffReplaceType = GetBuffReplaceType(curSkill)
+    #共存模式 
+    buffCoexistType = GetBuffCoexistType(curSkill)
     #时间处理类型
     buffRepeatTimeType = GetBuffRepeatTimeType(curSkill) 
     #用于BUFF满的时候处理刷新逻辑
@@ -179,9 +185,9 @@
         if buffSkill.GetSkillTypeID() != curSkillTypeID:
             continue
         
-        if buffReplaceType == ChConfig.Def_Buff_Coexist and buffOwner:
+        if buffCoexistType == ChConfig.Def_Buff_Coexist and buffOwner:
             #可同时存在的buff,判断释放者是否不一样
-            if buffSkill.GetOwnerID() != buffOwner.GetID() or buffSkill.GetOwnerType() != buffOwner.GetGameObjType():
+            if curBuff.GetOwnerID() != buffOwner.GetID() or curBuff.GetOwnerType() != buffOwner.GetGameObjType():
                 continue
         
         #--------------技能类型ID相同
@@ -193,8 +199,8 @@
         
         if buffReplaceType == ChConfig.Def_Buff_Replace_Better:
             if buffSkillLV > curSkillLV:
-                # 只取最好的
-                continue
+                # 只取最好的, 不可加直接退出
+                return False
         
         resultTime = -1 #不改变时间的情况
         if buffRepeatTimeType == ChConfig.Def_BuffTime_Reset:
@@ -212,31 +218,35 @@
                 
         if buffSkillLV == curSkillLV:
             changeLayer = False
-            if layerMaxCnt:
-                curLayerCnt = curBuff.GetLayer()
-                if curLayerCnt < layerMaxCnt:
-                    if layerCalc == ChConfig.Def_BuffLayer_Add:
-                        curBuff.SetLayer(curLayerCnt + 1)
-                        #BUFF层级变化触发被动
-                        if buffOwner:
-                            curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
-                            PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
-                            PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
-                            curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
-                    else:
-                        curBuff.SetLayer(layerMaxCnt)
-                    changeLayer = True
-            __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
-            # 此处考虑下plusValue变强是否刷属性
-            #DoAddBuffOver(curObj, curSkill, addBuff, tick)
+            if layerMaxCnt and curBuff.GetLayer() < layerMaxCnt:
+                if layerCalc == ChConfig.Def_BuffLayer_Add:
+                    curBuff.SetLayer(curBuff.GetLayer() + 1)
+                    #BUFF层级变化触发被动
+                    if buffOwner:
+                        curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
+                        PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
+                        PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
+                        curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
+                else:
+                    curBuff.SetLayer(layerMaxCnt)
+                changeLayer = True
+                    
+            # Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
+            __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
+
             return changeLayer
         else:
+            if buffReplaceType == ChConfig.Def_Buff_Recharge:
+                # 充能型
+                __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
+                return
+            
             processInterval = curBuff.GetProcessInterval()
             ownerID, ownerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
             buffState.DeleteBuffByIndex(i)
             SkillShell.ClearBuffEffectBySkillID(curObj, buffSkillID, ownerID, ownerType)
             return __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh, 
-                             tick, processInterval, layerMaxCnt, layerCalc)
+                             tick, curSkillLastTime, processInterval, layerMaxCnt, layerCalc)
         
         #已经找到同一类型的技能,立即退出不然会导致错乱
         return False
@@ -254,7 +264,7 @@
         isDelRefresh = True
     
     return __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh, 
-                     tick, 0, layerMaxCnt, layerCalc)
+                     tick, curSkillLastTime, 0, layerMaxCnt, layerCalc)
 
 
 ## 是否血包/蓝包buff
@@ -314,15 +324,15 @@
 # @param isDelRefresh 外界删除BUFF是否刷新
 # @param tick 时间戳
 # @return 是否刷新玩家属性
-def __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh, tick, 
-              updProcessInterval, layerMaxCnt, layerCalc):
+def __AddBuff(curObj, buffState, curSkill, plusValueList, buffOwner, isDelRefresh, tick,
+              curSkillLastTime, updProcessInterval, layerMaxCnt, layerCalc):
     skillID = curSkill.GetSkillID()
 
     #是否需要通知客户端
     isNotify = True if curSkill.GetClientEffectType() != 0 else False
     # 增加第四个参数是否立即广播
     addBuff = buffState.AddBuff(skillID, tick, isNotify, False)
-    buffIndex = buffState.GetBuffCount()    # buff在管理器中的索引
+    
     if updProcessInterval > 0:
         # 继承上一个buff的循环记录
         addBuff.SetProcessInterval(updProcessInterval)
@@ -337,11 +347,7 @@
         else:
             addBuff.SetLayer(layerMaxCnt)
 
-    if buffOwner:
-        addTime = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(buffOwner, None, curSkill, ChConfig.TriggerType_BuffTime)
-        if addTime:
-            #有改变持续时间的技能
-            addBuff.SetRemainTime(curSkill.GetLastTime() + addTime)
+    addBuff.SetRemainTime(curSkillLastTime)
     
     # 同步主从技能时间
     SyncMasterBuffTime(curObj, addBuff, curSkill)
@@ -374,7 +380,7 @@
         if triggerType == -1:
             continue
         passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curObj)
-        passiveEff.AddBuffInfoByEffect(curEffect, skillID)
+        passiveEff.AddBuffInfoByEffect(curEffect, skillID, onwerID, onwerType)
 
         
     #添加BUFF后的特殊处理
@@ -404,7 +410,11 @@
     #触发被动技能
     if buffOwner:
         PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddBuffOver, tick)
-    
+        # 此处不能传技能curSkill 屏蔽被动触发被动限制
+        # 暂且特殊处理控制类buff才触发
+        if SkillCommon.GetBuffType(curSkill) == IPY_GameWorld.bfActionBuff:
+            PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curObj, buffOwner, curSkill, ChConfig.TriggerType_AddBuffOver, False)
+        
     #是否是持续性技能
     isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
     
@@ -426,7 +436,7 @@
         if not callFunc:
             continue
         
-        callFunc(curObj, addBuff, curEffect, tick)
+        callFunc(curObj, addBuff, curEffect, tick, buffOwner)
     
     return
 
@@ -534,14 +544,15 @@
 #  @param tick 当前时间
 #  @return None
 #  @remarks 函数详细说明.
-def __BuffCanRemain(buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
+def __BuffCanRemain(curObj, buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
     if resultTime != -1:
         curBuff.SetRemainTime(resultTime)
     #重置buff总值
     __SetBuffValue(curBuff , plusValueList , buffOwner)
 
     buffState.Sync_RefreshBuff(buffIndex, curBuff.GetRemainTime())
-        
+    
+    DoAddBuffOver(curObj, curBuff.GetSkill(), curBuff, buffOwner, GameWorld.GetGameWorld().GetTick())  
     return
 
 #---------------------------------------------------------------------
@@ -564,6 +575,8 @@
         return curBuff, i
     
     return None, 0
+
+
 #---------------------------------------------------------------------
 ## 刷新BUFF的时间
 #  @param curBuff 当前BUFF
@@ -629,6 +642,9 @@
     
     index = 0
     isPlayerTJG = (curObj.GetGameObjType() == IPY_GameWorld.gotPlayer and PlayerTJG.GetIsTJG(curObj))
+    
+    skillIDListInDelBuff = []   # buff消失中需要处理添加buff,外层处理避免错乱
+    
     while index < buffState.GetBuffCount():
         curBuff = buffState.GetBuff( index )
         if not curBuff:
@@ -677,11 +693,34 @@
         buffState.DeleteBuffByIndex( index )
         SkillShell.ClearBuffEffectBySkillID(curObj, curSkill.GetSkillID(), ownerID, ownerType)
         
+        addSkillID = curObj.GetDictByKey(ChConfig.Def_PlayerKey_SkillInDelBuff) 
+        if addSkillID:
+            skillInfo = [addSkillID, ownerID, ownerType]
+            if skillInfo not in skillIDListInDelBuff:
+                skillIDListInDelBuff.append(skillInfo)
+            curObj.SetDict(ChConfig.Def_PlayerKey_SkillInDelBuff, 0) 
+            
+    OnSkillAfterBuffDisappear(curObj, skillIDListInDelBuff, tick)
+    
     #执行DoBuffDisApper中,标记的玩家处理要求
     __DoBuffDisApperByKey( curObj , tick )
         
     return isRefresh, delResult
 
+
+# DoBuffDisApper不能做Buff添加和删除逻辑!!!!!不然指针会错乱, 故在外层处理
+def OnSkillAfterBuffDisappear(curObj, skillIDListInDelBuff, tick):
+    posX, posY = curObj.GetPosX(), curObj.GetPosY()
+    for skillInfo in skillIDListInDelBuff:
+        attacker = GameWorld.GetObj(skillInfo[1], skillInfo[2])
+        if not attacker:
+            attacker = curObj
+        skillData = GameWorld.GetGameData().GetSkillBySkillID(skillInfo[0])
+        if not skillData:
+            continue
+        
+        SkillShell.Trigger_UseSkill(attacker, curObj, skillData, tick, posX, posY)
+    return
 
 #---------------------------------------------------------------------
 ## 执行buff消失触发逻辑
@@ -963,7 +1002,10 @@
 
 def PYSync_RefreshBuff(gameObj, curBuff, buffType, notifyAll=True, owner = None):
     sendPack = ChNetSendPack.tagObjAddBuff()
-
+    if not curBuff:
+        return
+    if not curBuff.GetSkill():
+        return
     sendPack.ObjType = gameObj.GetGameObjType()
     sendPack.ObjID = gameObj.GetID();
     sendPack.SkillID = curBuff.GetSkill().GetSkillID();

--
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