From 545986a8fdde345b28cf3004be84c6cfe79a3dc1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 四月 2019 11:29:12 +0800
Subject: [PATCH] 6459 【后端】【2.0】缥缈仙域开发单(跨服分区逻辑优化,支持跨服妖王分区状态同步)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py |   65 ++++++++++++++++++++++++++++----
 1 files changed, 56 insertions(+), 9 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 b88c8d9..493b90b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -18,13 +18,13 @@
 import GameBuffs
 import ChConfig
 import FBLogic
-import ReadChConfig
 import SkillShell
 import PassiveBuffEffMng
 import ChNetSendPack
 import PlayerTJG
 import OperControlManager
 import GameObj
+import CrossPlayerData
 #---------------------------------------------------------------------
 
 #---------------------------------------------------------------------
@@ -41,8 +41,8 @@
         # 避免配表错误导致报错
         return False
 
-    if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul and buffOwner and curObj.GetGameObjType() == IPY_GameWorld.gotNPC:
-        if buffOwner.GetGameObjType() == IPY_GameWorld.gotPlayer or (buffOwner.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.GetNpcObjOwnerIsPlayer(buffOwner)):
+    if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul and curObj.GetGameObjType() == IPY_GameWorld.gotNPC:
+        if curSkill.GetSkillTypeID() != 23052:
             #GameWorld.DebugLog('聚魂副本玩家不能对怪物上buff curSkill=%s,buffOwner=%s'%(curSkill.GetSkillTypeID(),buffOwner.GetID()))
             return True
         #GameWorld.DebugLog('聚魂副本对怪物上buff curSkill=%s,buffOwner=%s'%(curSkill.GetSkillTypeID(),buffOwner.GetID()))
@@ -156,6 +156,9 @@
     #用于BUFF满的时候处理刷新逻辑
     isDelRefresh = False
     
+    # 向跨服发送数据
+    CrossPlayerData.SendMergeData_Buff(curObj, curSkillID, plusValueList)
+    
     # buff层级
     layerMaxCnt = 0
     layerCalc = 0
@@ -190,8 +193,8 @@
         
         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:
@@ -216,10 +219,10 @@
                         curBuff.SetLayer(curLayerCnt + 1)
                         #BUFF层级变化触发被动
                         if buffOwner:
-                            curObj.SetDict("addBuffLayer", curBuff.GetLayer())
+                            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("addBuffLayer", 0)
+                            curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
                     else:
                         curBuff.SetLayer(layerMaxCnt)
                     changeLayer = True
@@ -380,7 +383,7 @@
     # 通知客户端
     #buffState.Sync_AddBuffEx()
     if isNotify:
-        PYSync_RefreshBuff(curObj, addBuff, SkillCommon.GetBuffType(curSkill), notifyAll=False)
+        PYSync_RefreshBuff(curObj, addBuff, SkillCommon.GetBuffType(curSkill), notifyAll=False, owner = buffOwner)
 
     #检查是否属于刷新BUFF
     #===========================================================================
@@ -729,6 +732,47 @@
     if passiveEff:
         passiveEff.DelBuffInfo(skillData)
     return
+
+
+#---------------------------------------------------------------------
+## 执行buff消失触发逻辑,不处理buff的功能逻辑,只处理需要的必须状态逻辑
+#  如不处理buff的 伤害,爆炸等,但必须处理恢复眩晕状态等
+def DoBuffDisApperEx( curObj, curBuff, tick ):
+    #这个函数里面不能做Buff添加和删除逻辑!!!!!不然指针会错乱
+    curSkill = curBuff.GetSkill()
+
+    skillData = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillID())
+    
+    #是否是持续性技能
+    isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
+    
+    PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, curSkill, ChConfig.TriggerType_BuffDisappear, tick)
+    
+    #buff消失的触发
+    for effectIndex in range( 0, curSkill.GetEffectCount() ):
+        curEffect = curSkill.GetEffect( effectIndex )
+        effectID = curEffect.GetEffectID()
+        
+        if not effectID:
+            continue
+        
+        if isLstSkill:
+            callFunc = GameWorld.GetExecFunc( GameBuffs, "BuffProcess_%d.%s"%( effectID, "OnBuffDisappearEx") )
+            if not callFunc:
+                callFunc = GameWorld.GetExecFunc( GameBuffs, "Buff_%d.%s"%( effectID, "OnBuffDisappearEx") )
+        else:        
+            callFunc = GameWorld.GetExecFunc( GameBuffs, "Buff_%d.%s"%( effectID, "OnBuffDisappearEx") )
+        
+        if not callFunc:
+            continue
+        
+        callFunc( curObj, curSkill, curBuff, curEffect, tick )
+            
+    passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj)
+    if passiveEff:
+        passiveEff.DelBuffInfo(skillData)
+    return
+
 #---------------------------------------------------------------------
 ## buff消失
 #  @param curObj 当前目标
@@ -917,7 +961,7 @@
     
     return DelBuffBySkillID(curObj, skillID, tick)
 
-def PYSync_RefreshBuff(gameObj, curBuff, buffType, notifyAll=True):
+def PYSync_RefreshBuff(gameObj, curBuff, buffType, notifyAll=True, owner = None):
     sendPack = ChNetSendPack.tagObjAddBuff()
 
     sendPack.ObjType = gameObj.GetGameObjType()
@@ -929,6 +973,9 @@
     sendPack.Value1 = curBuff.GetValue1();
     sendPack.Value2 = curBuff.GetValue2();
     sendPack.Layer = curBuff.GetLayer();
+    if owner:
+        sendPack.OwnerID = owner.GetID()
+        sendPack.OwnerType = owner.GetGameObjType()
     if notifyAll or gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
         gameObj.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength());
     else:

--
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