From d5e9bbcf96cf98d767ba073774b1ee287569659d Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 24 十一月 2018 18:20:13 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py | 54 ++++++++++++++++++++++++++++++++++++++++--------------
1 files changed, 40 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 818c75f..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 ):
@@ -202,10 +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
-
__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)
@@ -357,7 +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()
@@ -377,7 +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
@@ -815,12 +829,24 @@
# 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
--
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