From 3a62560ad1f29d87134e19675a8b1a8dba57ecdd Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 02 十一月 2018 22:08:17 +0800
Subject: [PATCH] 2683 子 天赋技能和新增双职业各两个技能 / 【后端】天赋技能 ----- 枪的攻和防

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py |   39 +++++++++++++++++++++++++--------------
 1 files changed, 25 insertions(+), 14 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 c826690..004abbd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -35,9 +35,8 @@
 #  @param tick 当前时间
 #  @param value Buff总值->用于持续类技能
 #  @param buffOwner Buff拥有者
-#  @return None
-#  @remarks 函数详细说明.
-def DoAddBuff( curObj, buffType, curSkill, tick, addBuffValueList = [], buffOwner = None ):
+#  @param addForce 代表是否一定添加buff,避免互相反弹buff
+def DoAddBuff( curObj, buffType, curSkill, tick, addBuffValueList = [], buffOwner = None, addForce = False ):
     if curObj == None:
         # 避免配表错误导致报错
         return False
@@ -46,7 +45,7 @@
         # 释放后 对指定BOSS无效的技能
         return True
     
-    result = AddBuffNoRefreshState(curObj, buffType, curSkill, tick, addBuffValueList, buffOwner)
+    result = AddBuffNoRefreshState(curObj, buffType, curSkill, tick, addBuffValueList, buffOwner, addForce)
     
     if result is not 0:
         # 被抵消的buff 不处理
@@ -69,8 +68,7 @@
         #异常
         else:
             GameWorld.Log("添加buff刷新失败 curObjType = %s"%(curObjType))
-
-            
+    
     return result
 
 
@@ -111,8 +109,9 @@
 ## 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)
 #  buff的effect在添加和删除的时候处理,buff共存由buff本身决定而不是effect互斥,不再统一调用RefreshPlayerBuffOnAttrAddEffect
 #  plusValueList 改为buff value列表 第一个为增加数值,其他自定义
+#  addForce 表示是否一定会增加buff,避免互相反弹buff
 #  返回值 返回真刷属性,返回0 代表被抵消buff
-def AddBuffNoRefreshState( curObj, buffType, curSkill, tick, plusValueList=[] , buffOwner = None ):
+def AddBuffNoRefreshState( curObj, buffType, curSkill, tick, plusValueList=[], buffOwner = None, addForce = False):
     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
@@ -122,11 +121,16 @@
     if buffTuple == ():
         return False
     
-    if curSkill.GetSkillType() in ChConfig.Def_Debuff_List:
+    if not addForce and curSkill.GetSkillType() in ChConfig.Def_Debuff_List:
         if PassiveBuffEffMng.OnPassiveSkillHappen(curObj, buffOwner, curSkill, ChConfig.TriggerType_DebuffOff, tick):
             # 此处必须返回0 用于外层判断被抵消
             return 0
         
+        if PassiveBuffEffMng.OnPassiveBuffHappen(curObj, buffOwner, curSkill, ChConfig.TriggerType_DebuffOff, tick):
+            # 被动类buff抵消
+            # 此处必须返回0 用于外层判断被抵消
+            return 0
+
     buffState = buffTuple[0]
     maxBuffCount = buffTuple[1]
     buffCount = buffState.GetBuffCount()
@@ -152,6 +156,7 @@
     if hasEffect:
         layerMaxCnt = hasEffect.GetEffectValue(0)   # 能叠加的最大上限
         layerCalc = hasEffect.GetEffectValue(1)     # 增加层级还是减少层级 Def_BuffLayer_Add
+
     
     #1 检查是否有相同的BUFF,如果有相同的就刷新时间
     for i in range( 0, buffCount ):
@@ -202,13 +207,15 @@
                 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("addBuffLayer", curBuff.GetLayer())
+                            PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
+                            PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
+                            curObj.SetDict("addBuffLayer", 0)
                     else:
                         curBuff.SetLayer(layerMaxCnt)
                     changeLayer = True
-                    #BUFF层级变化触发被动
-                    if buffOwner:
-                        PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
-                    
             __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)
@@ -360,7 +367,7 @@
 
         
     #添加BUFF后的特殊处理
-    DoAddBuffOver(curObj, curSkill, addBuff, tick)
+    DoAddBuffOver(curObj, curSkill, addBuff, buffOwner, tick)
         
     # 通知客户端
     buffState.Sync_AddBuffEx()
@@ -380,7 +387,11 @@
 # @param addBuff 玩家身上的BUFF实例
 # @param tick 时间戳
 # @return None 
-def DoAddBuffOver(curObj, curSkill, addBuff, tick):
+def DoAddBuffOver(curObj, curSkill, addBuff, buffOwner, tick):
+    #触发被动技能
+    if buffOwner:
+        PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddBuffOver, tick)
+    
     #是否是持续性技能
     isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
     

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