From ccdb6b538549bf7f9c6d0186686914b495739458 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 15 一月 2019 19:56:11 +0800
Subject: [PATCH] 5722 【后端】【1.5】跨服BOSS开发(删除异兽之地副本脚本逻辑,宝箱刷新改为配置到 RandomRefreshNPC 中)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py |  121 +++++++++++++++++++++++++++++++++------
 1 files changed, 101 insertions(+), 20 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 818c75f..61b0f3b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -35,18 +35,24 @@
 #  @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
+
+    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()))
+        
     if curObj.GetGameObjType() == IPY_GameWorld.gotNPC and curObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
     and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
         # 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 +75,7 @@
         #异常
         else:
             GameWorld.Log("添加buff刷新失败 curObjType = %s"%(curObjType))
-
-            
+    
     return result
 
 
@@ -111,8 +116,9 @@
 ## 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 +128,16 @@
     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 +163,7 @@
     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 ):
@@ -202,10 +214,15 @@
                 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
-            
             __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)
@@ -300,7 +317,8 @@
 
     #是否需要通知客户端
     isNotify = True if curSkill.GetClientEffectType() != 0 else False
-    addBuff = buffState.AddBuffEx(skillID, tick, isNotify)
+    # 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
@@ -357,10 +375,12 @@
 
         
     #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()
+    #buffState.Sync_AddBuffEx()
+    if isNotify:
+        PYSync_RefreshBuff(curObj, addBuff, SkillCommon.GetBuffType(curSkill), notifyAll=False, owner = buffOwner)
 
     #检查是否属于刷新BUFF
     #===========================================================================
@@ -377,7 +397,11 @@
 # @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
     
@@ -705,6 +729,47 @@
     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
@@ -815,12 +880,24 @@
 
 
 # 当层级为0的时候删除此buff
-def SetBuffLayer(curPlayer, buff, layer, delBuff=True, skillTypeID=0, disappearTrigger=True):
+def SetBuffLayer(gameObj, buff, layer, delBuff=True, skillTypeID=0, disappearTrigger=True):
     buff.SetLayer(layer)
     if layer == 0 and delBuff:
         tick = GameWorld.GetGameWorld().GetTick()
-        DelBuffBySkillTypeID(curPlayer, skillTypeID, tick, disappearTrigger)
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
+        DelBuffBySkillTypeID(gameObj, skillTypeID, tick, disappearTrigger)
+        
+        curObjType = gameObj.GetGameObjType()
+        #玩家
+        if curObjType == IPY_GameWorld.gotPlayer:
+            #刷新玩家属性
+            playerControl = PlayerControl.PlayerControl(gameObj)
+            #playerControl.CalcPassiveBuffAttr()
+            playerControl.RefreshPlayerAttrByBuff()
+        #NPC
+        elif curObjType == IPY_GameWorld.gotNPC:
+            npcControl = NPCCommon.NPCControl(gameObj)
+            npcControl.RefreshNPCAttrState()
+        
     return
 
 
@@ -881,9 +958,8 @@
     
     return DelBuffBySkillID(curObj, skillID, tick)
 
-def PYSync_RefreshBuff(gameObj, curBuff, buffType):
+def PYSync_RefreshBuff(gameObj, curBuff, buffType, notifyAll=True, owner = None):
     sendPack = ChNetSendPack.tagObjAddBuff()
-    sendPack
 
     sendPack.ObjType = gameObj.GetGameObjType()
     sendPack.ObjID = gameObj.GetID();
@@ -894,7 +970,12 @@
     sendPack.Value1 = curBuff.GetValue1();
     sendPack.Value2 = curBuff.GetValue2();
     sendPack.Layer = curBuff.GetLayer();
-    gameObj.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength());
-    
+    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:
+        PlayerControl.PyNotifyAll(gameObj, sendPack, notifySelf=True, notifyCnt=-1)
     
     
\ No newline at end of file

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