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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.TurnSkill
#
# @todo:»ØºÏÕ½¶·¼¼ÄÜ
# @author hxp
# @date 2025-08-06
# @version 1.0
#
# ÏêϸÃèÊö: »ØºÏÕ½¶·¼¼ÄÜ
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-06 18:30"""
#-------------------------------------------------------------------------------
 
import ChConfig
import GameWorld
import BattleObj
import SkillCommon
import IpyGameDataPY
import IPY_GameWorld
import ChPyNetSendPack
import PlayerControl
import ShareDefine
import TurnAttack
import TurnBuff
import ObjPool
import FBLogic
 
import random
 
def GetPMType(batObj, useSkill):
    ## »ñÈ¡Îï·¨É˺¦ÀàÐÍ
    # GetHurtType ¸öλÊýÓ÷¨¸Ä³É pvp pve±êʶ£¬Ê®Î»Êý-Îï¹¥·¨¹¥ IPY_GameWorld.ghtPhy = 1
    #---¼¼Äܹ¥»÷, ¶Á±í»ñÈ¡¹¥»÷ÀàÐÍ---
    ght = useSkill.GetHurtType() % 10
    if ght == IPY_GameWorld.ghtMag: # ×öÅäÖüæÈÝÓã¬ÓÅÏÈÑéÖ¤·¨ÉË£¬·ñÔòĬÈÏÎïÉË
        return IPY_GameWorld.ghtMag
    return IPY_GameWorld.ghtPhy
 
def IsIgnoreDef(useSkill):
    ## ÊÇ·ñÎÞÊÓ·ÀÓù
    return useSkill.GetHurtType() / 10 == 1 # 2ÎªÕæÉË£¬´ýÀ©Õ¹
 
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
    '''ʹÓü¼ÄÜͨÓÃÈë¿Ú
    @param useSkill: Ê¹Óõļ¼ÄÜ£¬×¢Òâ²¢²»Ò»¶¨ÊÇÉíÉϵļ¼ÄÜ£¬¿ÉÄÜÖ»ÊÇ SkillData ±íÊý¾Ý
    @param enhanceBySkill: ÓÉÄĸöÖ÷¼¼ÄܶîÍâ´¥·¢µÄ
    @return: ÊÇ·ñ³É¹¦
    '''
    if not useSkill:
        return
    
    skillID = useSkill.GetSkillID()
    if not skillID:
        return
    
    #ûÓÐÖ¸¶¨Ä¿±ê£¬Ôò°´¼¼ÄÜ×ÔÉíµÄÄ¿±êÂß¼­
    if not tagObjList:
        tagAim = useSkill.GetTagAim()
        tagFriendly = useSkill.GetTagFriendly()
        tagAffect = useSkill.GetTagAffect()
        tagCount = useSkill.GetTagCount()
        tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
        
    enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    GameWorld.DebugLog("ʹÓü¼ÄÜ: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s" 
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
    if not tagObjList:
        # ¿ÉÀ©Õ¹ÆäËûÄ¿±êÑ¡Ôñ£¬È縴»î¼¼ÄÜûÓÐËÀÍöµ¥Î»Ê±ÔòʹÓÃÁíÍâµÄЧ¹û
        return
    
    # ÒÔÏÂΪ¼¼ÄÜ¿ÉÒÔʹÓõĴ¦Àí£¬Ö®ºóµÄÂß¼­Ä¬Èϼ¼ÄÜʹÓóɹ¦
    
    poolMgr = ObjPool.GetPoolMgr()
    usePoolSkill = False
    if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
        usePoolSkill = True
        # Í³Ò»Ê¹ÓàBattleObj.PySkill
        useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
        
    useSkill.SetTagObjList(tagObjList)
    useSkill.SetBatType(batType)
    useSkill.SetEnhanceBySkill(enhanceBySkill)
    useSkill.ClearHurtObj()
    
    curBatObj.ClearSkillTempAttr()
    for tagObj in tagObjList:
        tagObj.ClearSkillTempAttr()
        
    objID = curBatObj.GetID()
    useTag = ""
    if not enhanceBySkill:
        # ÒòΪ¿ÉÄÜ´¥·¢Á¬»÷£¬ËùÒÔ±ê¼ÇÐè´øÉÏÀÛ¼ÆÊ¹Óü¼ÄÜ´ÎÊý£¬È·±£Î¨Ò»
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 0
        turnFight.addBatPack(clientPack)
        
    #Õâ¸ö¼¼ÄÜÊÇBuff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    if useTag:
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 1
        turnFight.addBatPack(clientPack)
        
    # ×îºóÖØÖá¢Çå¿Õ»ØÊÕ¶ÔÏó³Ø
    useSkill.SetTagObjList([])
    useSkill.SetEnhanceBySkill(None) # ÐèÖØÖ㬷ÀÖ¹Ö÷¼¼Äܱ»Îó»ØÊÕ
    useSkill.ClearHurtObj()
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
 
def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
    ## »ñÈ¡¼¼ÄÜÄ¿±ê    
    curFaction = curBatObj.GetFaction()
    
    # ×Ô¼º£¬Ö±½Ó·µ»Ø
    if tagAim == ChConfig.SkillTagAim_Self:
        return [curBatObj]
    
    if tagFriendly:
        tagFaction = curFaction
    else:
        tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
        
    batObjMgr = BattleObj.GetBatObjMgr()
    lineupNum = curBatObj.GetLineupNum()
    posNum = curBatObj.GetPosNum()
    
    batFaction = turnFight.getBatFaction(tagFaction)
    if tagFaction == curFaction:
        lineupNumList = [lineupNum] # ÓÑ·½ÔÝʱ½öÏÞÖÆ×Ô¼ºÕóÈÝ
    else:
        lineupNumList = [lineupNum] # µÐ·½ÓÅÏȶÔλÕóÈÝ£¬ÔÙÆäËûÕóÈÝ
        for tagNum in batFaction.lineupDict.keys():
            if tagNum not in lineupNumList:
                lineupNumList.append(tagNum)
                
    aimObjList = [] # ÏÈɸѡ³ö·¶Î§Ä¿±ê
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
        
        # ¶Ôλ
        if tagAim == ChConfig.SkillTagAim_Relative:
            posNumList = [posNum] # ÓÅÏȶÔλλÖã¬ÔÙÆäËûλÖð´Ë³Ðò±éÀú
            pNumList = batLineup.posObjIDDict.keys()
            pNumList.sort()
            for pNum in pNumList:
                if pNum > 0 and pNum not in posNumList:
                    posNumList.append(pNum)
            for pNum in posNumList:
                if pNum not in batLineup.posObjIDDict:
                    continue
                tagObjID = batLineup.posObjIDDict[pNum]
                tagBatObj = batObjMgr.getBatObj(tagObjID)
                if not __skillTagFilter(tagBatObj, tagAffect):
                    continue
                aimObjList.append(tagBatObj) # ¶ÔλµÄĬÈÏֻѡ1¸ö
                break
            
        # Ç°ÅÅ
        elif tagAim == ChConfig.SkillTagAim_FrontRow:
            # ÓÅÏÈǰÅÅ£¬Èç¹ûûÓÐÔòºóÅÅÒàÊÇǰÅÅ
            for pNumList in [[1, 2, 3], [4, 5, 6]]:
                hasObj = False
                for pNum in pNumList:
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    hasObj = True
                    aimObjList.append(tagBatObj)
                if hasObj:
                    break
                
        # ºóÅÅ
        elif tagAim == ChConfig.SkillTagAim_BackRow:
            # ÓÅÏȺóÅÅ£¬Èç¹ûûÓÐÔòǰÅÅÒàÊǺóÅÅ
            for pNumList in [[4, 5, 6], [1, 2, 3]]:
                hasObj = False
                for pNum in pNumList:
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    hasObj = True
                    aimObjList.append(tagBatObj)
                if hasObj:
                    break
                
        # ÊúÅÅ/×ÝÅÅ
        elif tagAim == ChConfig.SkillTagAim_Vertical:
            verticalNumList = [[1, 4], [2, 5], [3, 6]]
            for pNumList in verticalNumList:
                # ÓÅÏȶÔλÅÅ
                if posNum in pNumList:
                    verticalNumList.remove(pNumList)
                    verticalNumList.insert(0, pNumList)
                    break
            for pNumList in verticalNumList:
                hasObj = False
                for pNum in pNumList:
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    hasObj = True
                    aimObjList.append(tagBatObj)
                if hasObj:
                    break
                
        # ÆäËû£¬Ä¬ÈÏÈ«²¿
        else:
            pNumList = batLineup.posObjIDDict.keys()
            for pNum in pNumList:
                if pNum <= 0:
                    continue
                tagObjID = batLineup.posObjIDDict[pNum]
                tagBatObj = batObjMgr.getBatObj(tagObjID)
                if not __skillTagFilter(tagBatObj, tagAffect):
                    continue
                aimObjList.append(tagBatObj)
                
    # Ä¿±êϸ·Ö
    # ÑªÁ¿×îµÍ
    if tagAffect == ChConfig.SkillTagAffect_HPLowest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
        aimObjList = aimObjList[:tagCount]
    
    # ÑªÁ¿×î¸ß
    elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
        aimObjList = aimObjList[:tagCount]
        
    else:
        # ·¶Î§Ä¿±ê³¬¹ý¸öÊý£¬ÔòËæ»úÈ¡
        if tagCount and len(aimObjList) > tagCount:
            random.shuffle(aimObjList)
            aimObjList = aimObjList[:tagCount]
            
    return aimObjList
 
def __skillTagFilter(tagBatObj, tagAffect):
    ## ¼¼ÄÜÄ¿±ê¹ýÂËÆ÷
    # @return: ÊÇ·ñÔÊÐíÌí¼Ó¸Ãµ¥Î»
    if not tagBatObj:
        return False
    if tagAffect != ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() <= 0:
        return False
    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() > 0:
        return False
    if not tagBatObj.GetCanAttack():
        return False
    return True
 
def __doAddBuff(turnFight, curBatObj, useSkill):
    #Ö´ÐÐÌí¼Óbuff
    
    for tagBatObj in useSkill.GetTagObjList():
        TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
 
def __doUseSkill(turnFight, curBatObj, useSkill):
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
    # Í¨Óù¥»÷
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
        return
    
    # ÖÎÁÆ
    if atkType == 2:
        SkillModule_2(turnFight, curBatObj, useSkill)
        return
    
    # ¸´»î
    if atkType == 3:
        return
    
    # ¶à´Î¹¥»÷£¨ËøÄ¿±ê¶à´ÎÉ˺¦£¬·Çǰ¶ËµÄ¶à¶ÎƮѪ£©
    if atkType == 4:
        return
    
    # µ¯É䣨¶à´Î¹¥»÷£¬Çл»Ä¿±ê£©
    if atkType == 5:
        return
    
    # 6 Å­ÆøÔö¼õ͵
    if atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill)
        return
    
    return
 
def SkillModule_1(turnFight, curBatObj, useSkill):
    ## Í¨Óù¥»÷£¬µ¥¹¥¡¢Èº¹¥
    
    #Ö´Ðй¥»÷½á¹û
    for tagBatObj in useSkill.GetTagObjList():
        __doSkillHurtHP(curBatObj, tagBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
 
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## ÖÎÁÆ
    
    skillID = useSkill.GetSkillID()
    for tagBatObj in useSkill.GetTagObjList():
        cureHP = CalcCureHP(curBatObj, tagBatObj, useSkill, largeNum=True)
        if cureHP <= 0:
            continue
        
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        
        remainHP = min(dHP + cureHP, dMapHP)
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        
        dID = tagBatObj.GetID()
        hurtObj = useSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    ÖÎÁÆ: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
        
        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
 
def SkillModule_6(turnFight, curBatObj, useSkill):
    ## Å­ÆøÔö¼õ͵
    
    curID = curBatObj.GetID()
    skillID = useSkill.GetSkillID()
    enhanceBySkill = useSkill.GetEnhanceBySkill()
    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    
    effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
    angerPer = useSkill.GetEffectValue(effIDNum, 0) # ×î´óÖµµÄ°Ù·Ö±È£¬Íò·ÖÂÊ
    angerValue = useSkill.GetEffectValue(effIDNum, 1) # ¹Ì¶¨Öµ
    calcType = useSkill.GetEffectValue(effIDNum, 2) # ¼ÆË㷽ʽ£¨1Ôö 2¼õ 3͵£©
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
    calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
    attrID = ChConfig.AttrID_XP
    
    GameWorld.DebugLog("Å­ÆøÔö¼õ͵: curID=%s,calcValue=%s,skillID=%s,angerPer=%s,angerValue=%s,calcType=%s,relatedSkillID=%s" 
                       % (curID, calcValue, skillID, angerPer, angerValue, calcType, relatedSkillID))
    curStealTotal = 0
    for tagBatObj in useSkill.GetTagObjList():
        
        tagID = tagBatObj.GetID()
        # ¼õ
        if calcType == 2:
            diffType = 0
            tagXP = tagBatObj.GetXP()
            diffValue = min(tagXP, calcValue) # È¡½ÏСֵ£¬²»×ãʱʣ¶àÉÙ¼õ¶àÉÙ
            updValue = tagXP - diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    ¼õÅ­Æø: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
        # Íµ
        elif calcType == 3:
            diffType = 0
            tagXP = tagBatObj.GetXP()
            diffValue = min(tagXP, calcValue) # È¡½ÏСֵ£¬²»×ãʱʣ¶àÉÙ¼õ¶àÉÙ
            updValue = tagXP - diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    ÍµÅ­Æø: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
            curStealTotal += diffValue
            
        # ÆäËûĬÈϼÓ
        else:
            diffType = 1
            tagXP = tagBatObj.GetXP()
            diffValue = calcValue
            updValue = tagXP + diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    ¼ÓÅ­Æø: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
    if curStealTotal > 0:
        diffType = 1
        curXP = curBatObj.GetXP()
        diffValue = curStealTotal
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    Íµ×ÜÅ­Æø: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
 
def DoAttackResult(turnFight, curBatObj, useSkill):
    '''Ö´Ðй¥»÷½á¹û£¬¼¼ÄÜ¡¢buffͨÓÃ
    @param curBatObj: Ê©·¨·½»òbuff¹éÊô·½
    '''
    
    if curBatObj:
        # ·´µ¯¡¢ÎüѪ µÄÔ­Òò£¬ÐèҪͳһ´¦Àíºó½áË㣬¿ÉÄܵ¼ÖÂHPΪ¸ºÖµ£¬ÐÞÕýΪ0
        if curBatObj.GetHP() < 0:
            curBatObj.SetHP(0)
            
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    
    # ÐèÏÈ֪ͨÉËѪ - Ç°¶Ë°´Ë³ÐòÓÅÏȱíÏÖÖ÷¼¼ÄÜÄÚÈÝ£¬
    enhanceBySkill = useSkill.GetEnhanceBySkill()
    if not enhanceBySkill:
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        __doCostZhanchui(turnFight, curBatObj, useSkill)
        __doSkillUserAnger(turnFight, curBatObj, useSkill)
        
    # Í³¼ÆËÀÍö
    killObjIDList = [] # »÷ɱµÄÄ¿±êIDÁбí
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        hurtObj = useSkill.GetHurtObj(tagID)
        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
            TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
    if curBatObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curBatObj)
        
    # ½áË㸱±¾Ïà¹ØµÄ¹¥»÷½á¹û£¬½öÖ÷¶¯·¢ÆðÍæ¼ÒÕóÈÝÎ佫´¥·¢
    curPlayer = turnFight.curPlayer
    if curPlayer and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # ¶îÍâ´¥·¢¼¼ÄÜ
    __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
    
    # Ñ­»·´¥·¢±»¶¯£¬´ýÀ©Õ¹
    
    # ×îºó´¦Àí·´»÷ »ò Á¬»÷
    
    return
 
def __doCostZhanchui(turnFight, curBatObj, useSkill):
 
    turnFight.mapID
    if turnFight.mapID != ChConfig.Def_FBMapID_Main:
        ## ½öÖ÷ÏßÕ½¶·ÐèÒª
        return
    
    curPlayer = turnFight.curPlayer
    if not curPlayer:
        return
    # ½öÖ÷¶¯·¢ÆðÍæ¼ÒÕóÈÝÎ佫Êͷż¼ÄÜÐèÒªÏûºÄ
    if curBatObj.GetOwnerID() != curPlayer.GetPlayerID():
        return
    
    costZhanchui = 0
    batType = useSkill.GetBatType()
    if SkillCommon.isAngerSkill(useSkill):
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
    elif batType == ChConfig.TurnBattleType_Combo:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
    elif batType == ChConfig.TurnBattleType_AtkBack:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
    elif SkillCommon.isTurnNormalSkill(useSkill):
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
        
    if costZhanchui <= 0:
        return
    
    fightPoint = max(curPlayer.GetFightPoint(), 1) # Ö÷ÏßÕ½¶·ÏûºÄ±¶Öµ£¬Ä¬ÈÏ1
    costZhanchuiTotal = costZhanchui * fightPoint
    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, isNotify=False):
        # ²»×ãʱ£¬ÓжàÉÙ¿Û¶àÉÙ
        nowMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao)
        PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), isNotify=False)
        
    return
 
def __doSkillUserAnger(turnFight, curBatObj, useSkill):
    ## ¼¼ÄÜÊÍ·ÅÕßÅ­ÆøÏà¹Ø
    if SkillCommon.isAngerSkill(useSkill):
        curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill):
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
 
def __doSkillHurtAnger(batObj, lostHP, useSkill):
    ## ½áËãÊÜÉËÕßÅ­Æø
    if lostHP <= 0:
        return
    addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
    if addXP <= 0:
        return
    AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
 
def AddTurnFightXP(gameObj, addXP, reason=""):
    ## »ØºÏÕ½¶·Ôö¼ÓXP
    if addXP <= 0 or not addXP:
        #GameWorld.DebugLog("        Ã»ÓÐÔö¼ÓXP! curID=%s" % (gameObj.GetID()))
        return
    posNum = gameObj.GetPosNum()
    if posNum <= 0:
        #·ÇÖ÷Õ½µ¥Î»²»¼Ó
        return
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP)
    GameWorld.DebugLog("        ¸üÐÂXP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
 
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
    if useSkill.GetEnhanceBySkill():
        GameWorld.DebugLog("×ÔÉíΪ¶îÍâ´¥·¢µÄ¼¼Äܲ»ÔÙ´¥·¢¶îÍâ¼¼ÄÜ! skillID=%s" % useSkill.GetSkillID())
        return
    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
    if not enhanceSkillIDList:
        return
    GameWorld.DebugLog("¶îÍâ´¥·¢µÄ¼¼ÄÜ! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
    # ¸ù¾Ý´¥·¢¼¼ÄܵÄÌØµã¾ö¶¨ÊÇ´¥·¢Ò»´Î»¹ÊÇ ´¥·¢¶à´Î
    # ÈºÌåBUFFµÄÇë²Î¿¼ IsPlayerUseSkill ¿Í»§¶Ë¾ö¶¨¶ÔÏó£¬Ò»Ñù¿ÉÒÔʵÏÖͬÑùЧ¹û
    tagObjList = useSkill.GetTagObjList()
    for enhanceSkillID in enhanceSkillIDList:
        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
        if not enhanceSkillData:
            continue
        # ¼Ì³ÐÖ÷¼¼ÄÜÄ¿±ê
        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
            GameWorld.DebugLog("    ¶îÍâ´¥·¢¼¼ÄÜ£¬¼Ì³ÐÖ÷¼¼ÄÜÄ¿±ê! enhanceSkillID=%s" % enhanceSkillID)
            # ¶îÍâ´¥·¢µÄ¼¼ÄÜÖ±½ÓÔÚÍâ²ã¼ì²é¸ÅÂÊ£¬Èç¹û¶¼Ã»Óд¥·¢Ôò²»ÐèÒªÔÙ´¦Àí
            enhanceRate = enhanceSkillData.GetHappenRate()            
            enchanceTagObjList = []
            for tagObj in tagObjList:
                tagID = tagObj.GetID()
                if tagObj.GetHP() <= 0:
                    GameWorld.DebugLog("    Òѱ»»÷ɱ²»´¥·¢: tagID=%s" % (tagID))
                    continue
                hurtObj = useSkill.GetHurtObj(tagID)
                if not hurtObj:
                    GameWorld.DebugLog("    Ã»ÓÐÉËѪ²»´¥·¢: tagID=%s" % (tagID))
                    continue
                if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                    GameWorld.DebugLog("    ÉÁ±ÜµÄ¶ÔÏó²»ÔÙ´¥·¢¼¼ÄÜ: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
                    continue
                if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                    GameWorld.DebugLog("    ¸ÅÂʲ»´¥·¢: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                    continue
                
                enchanceTagObjList.append(tagObj)
                
            if enchanceTagObjList:
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
                
            continue
        
        GameWorld.DebugLog("    ¶îÍâ´¥·¢¼¼ÄÜ£¬ÖØÐÂËø¶¨Ä¿±ê! enhanceSkillID=%s" % enhanceSkillID)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
        
    return
 
def __doSkillHurtHP(attacker, defObj, curSkill):
    ## Ö´Ðм¼ÄÜÉËѪ£¬Ö»¼ÆËãÉËѪ£¬ÆäËûÂß¼­µÈ¼¼ÄÜͬ²½ºóÔÙ´¦Àí
    # @return: None - Ã»ÓÐÖ´Ðгɹ¦£¬¼´ºöÂÔ¸ÃÄ¿±ê
    
    atkObj = attacker
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    hurtObj = curSkill.AddHurtObj(defID)
    
    #¼ì²éÊÇ·ñ¼¸ÂÊ´¥·¢
    if not curSkill.GetEnhanceBySkill(): # ¶îÍâ´¥·¢µÄ¼¼ÄܸÅÂÊÔÚ´¥·¢Ê±ÅжÏ
        rate = curSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
            #GameWorld.Log('¼ì²éÊÇ·ñ¼¸ÂÊ´¥·¢ = %sʧ°Ü = %s'%(rate, useSkill.GetSkillName()))
            #·ÅÕâÀ¼æÈÝȺ¹¥Ê±Èç¹û¸Ã¼¼ÄÜÊÇÓиÅÂʵģ¬Ôòÿ¸öÄ¿±êµ¥¶ÀÅжÏ
            hurtObj.AddHurtType(ChConfig.HurtType_Fail)
            hurtObj.SetCurHP(defObj.GetHP())
            return hurtObj
        
    atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
    atkSkillValue = 0
    atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
    
    dHP = defObj.GetHP()                # ·ÀÊØ·½µ±Ç°ÑªÁ¿
    dMaxHP = defObj.GetMaxHP()          # ·ÀÊØ·½×î´óѪÁ¿
    
    zhansha = False # Õ¶É±ÌØÊâ´¦Àí
    # Õ¶É±
    if zhansha:
        pass
    
    else:
        hurtValue, hurtTypes = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
        
        # ¸÷ÖÖ¼õÉË ÎüÊÕ¶Ü´¦Àí
        #hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
        
        #É˺¦½á¹¹Ìå
        hurtObj.SetHurtTypes(hurtTypes)
        hurtObj.SetHurtHP(hurtValue)
        remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # Ê£ÓàѪÁ¿
        
    remainHP = int(remainHP)    #·À·¶
    lostHP = dHP - remainHP # Êµ¼ÊµôѪÁ¿
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    ÉËѪ: atkID=%s,defID=%s,hurtValue=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    
    #·´µ¯É˺¦
    CalcBounceHP(atkObj, defObj, hurtObj, curSkill)
    
    #ÎüѪ
    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
    
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
    return hurtObj
 
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
    '''¼ÆËãÉ˺¦
    '''
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
    
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    
    skillID = curSkill.GetSkillID()
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
    
    angerOverflow = 0 # Å­ÆøÒç³öÖµ
    
    mustHit = False
    if isAngerSkill:
        mustHit = True
        GameWorld.DebugLog("        XP±ØÃüÖÐ")
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        
    #ÃüÖй«Ê½ ¹¥»÷·½ÀàÐͲ»Í¬£¬¹«Ê½²»Í¬
    if not mustHit:
        aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # ¿¹ÉÁ±ÜÂÊ - ÃüÖÐ
        dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # ÉÁ±ÜÂÊ
        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
            return 0, pow(2, ChConfig.HurtType_Miss)
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
    
    isSuperHit = False # ÊÇ·ñ±©»÷
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        
    isParry = False # ÊÇ·ñ¸ñµ²
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
        
    if ignoreDef:
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
        
    #²ÎÓëÔËËãµÄÊýÖµ
    rand = random.random()                #ÖÖ×ÓÊý 0~1
    
    aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # ¹¥»÷·½×î´ó¹¥»÷
    
    dHP = defObj.GetHP()
    dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # ·ÀÊØ·½·ÀÓùÁ¦
    
    aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # ×îÖÕ¼Ó³É
    dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # ×îÖÕ¼õÉË
    
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
        aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # ÆÕ¼¼ÔöÉË
        dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # ÆÕ¼¼¼õÉË
        
    aAngerSkillPer, dAngerSkillPerDef = 0, 0
    if isAngerSkill:
        aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # ÆÕ¼¼ÔöÉË
        dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # ÆÕ¼¼¼õÉË
        
    # Îï·¨Ôö¼õÉË
    if pmType == IPY_GameWorld.ghtMag: # ·¨ÉË
        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
    else: # ÎïÉË
        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer) 
        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
        
    # ËùÓÐÍò·ÖÂʲÎÊýͳһ³ý10000.0
    atkSkillPer /= 10000.0
    aNormalSkillPer /= 10000.0
    dNormalSkillPerDef /= 10000.0
    aAngerSkillPer /= 10000.0
    dAngerSkillPerDef /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
    aFinalDamPer /= 10000.0
    dFinalDamPerDef /= 10000.0
    
    
    GameWorld.DebugLog("ÉËѪ¼ÆËã: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s" 
                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
    
    if "hurtFormulaKey" in atkwargs:
        aBurnValue = atkwargs.get('burnValue', 0)
        aBurnPer = atkwargs.get('burnPer', 0)
        hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
    elif isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    ÆÕ¹¥¼¼ÄÜÉ˺¦=%s" % (hurtValue))
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    Å­Æø¼¼ÄÜÉ˺¦=%s" % (hurtValue))
    elif isAtkbackSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    ·´»÷É˺¦=%s" % (hurtValue))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    ÆäËûÉ˺¦=%s" % (hurtValue))
        
    hurtValue = max(1, int(hurtValue)) # ¸ºÖµ¡¢±£µ×·À·¶
    
    return hurtValue, hurtTypes
 
def CalcBounceHP(atkObj, defObj, hurtObj, curSkill):
    '''¼ÆËã·´µ¯·´µ¯É˺¦
    '''
    if not atkObj.GetCanAttack():
        return
    
    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
    
    if bounceHP <= 0:
        return
    
    remainHP = atkObj.GetHP() - bounceHP # ·´µ¯ÔÊÐíµ¯µ½¸ºÖµ£¬Èç¹û×îÖÕÎüѪûÓÐÎüµ½ÕýÖµÔòËãËÀÍö
    hurtObj.SetBounceHP(bounceHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    ·´µ¯É˺¦=%s,remainHP=%s" % (bounceHP, remainHP))
    
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
    return
 
def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
    '''¼ÆËãÎüѪ
    '''
    
    suckHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
    
    if suckHP <= 0:
        return
    
    curHP = atkObj.GetHP()
    maxHP = atkObj.GetMaxHP()
    remainHP = min(curHP + suckHP, maxHP)
    cureHP = remainHP - curHP # Êµ¼ÊÖÎÁÆÁ¿
    
    hurtObj.SetSuckHP(suckHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    ÎüѪ=%s,remainHP=%s/%s" % (suckHP, remainHP, maxHP))
    
    # ÎüѪÔݶ¨ËãÖÎÁÆ
    TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
    return
 
def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
    ''' ¼ÆËãÖÎÁÆÖµ
    '''
    cureBaseValue = 0     #ÖÎÁÆ»ù´¡Öµ
    effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
    skillPer = curSkill.GetEffectValue(effIDNum, 0)
    cureType = curSkill.GetEffectValue(effIDNum, 1)
    
    #»ñµÃ»ù´¡ÖÎÁÆÖµ
    if cureType == ChConfig.Def_Cure_Attack:
        cureBaseValue = userObj.GetAtk()
    elif cureType == ChConfig.Def_Cure_MaxHP:
        cureBaseValue = userObj.GetMaxHP()
    #elif cureType == ChConfig.Def_Cure_HurtValue:
    #    cureBaseValue = GameObj.GetLastHurtValue(userObj)
    elif cureType == ChConfig.Def_Cure_TagMaxHP:
        cureBaseValue = 0 if not tagObj else tagObj.GetMaxHP()
        
    #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
    
    # »ØºÏÖÆ
    curePer = 0 # ÖÎÁƼӳÉ
    cureDefPer = 0 # µÐ·½µÄÈõ»¯ÖÎÁÆ
    angerOverflow = 0 # Å­ÆøÒç³öÖµ
    if SkillCommon.isAngerSkill(curSkill):
        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        #enemyObj = TurnAttack.GetEnemyObj(userObj)
        #curePer += GameObj.GetCurePer(userObj)
        #if enemyObj:
        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
                
    skillPer /= float(ChConfig.Def_MaxRateValue)
    curePer /= float(ChConfig.Def_MaxRateValue)
    cureDefPer /= float(ChConfig.Def_MaxRateValue)
    
    baseValue = max(0, cureBaseValue) # ·ÀÖ¹»ùÖµ±»Èõ»¯Îª¸ºÖµ£¬ÔÚ»Ö¸´±ÈÀýÒ²ÊǸºÖµµÄÇé¿öϸº¸ºµÃÕýµ¼Ö¿ÉÒÔ»Ö¸´ÑªÁ¿
    
    #¹«Ê½¼ÆËãÖÎÁÆÖµ 
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    if not largeNum:
        cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
    cureHP = max(1, int(cureHP)) # ±£µ×1µã
    
    GameWorld.DebugLog("¼ÆËãÖÎÁÆÖµ(%s)£ºskillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
                       % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
    return cureHP
 
def Sync_UseSkill(turnFight, curBatObj, useSkill):
    ## Í¨ÖªÊͷż¼ÄÜ
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.PMType = GetPMType(curBatObj, useSkill)
    clientPack.BattleType = useSkill.GetBatType()
    clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
    clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
    clientPack.SkillID = useSkill.GetSkillID()
    clientPack.HurtList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
        hurt.ObjID = hurtObj.GetObjID()
        hurt.AttackTypes = hurtObj.GetHurtTypes()
        hurt.HurtHP = hurtObj.GetHurtHP() % ChConfig.Def_PerPointValue
        hurt.HurtHPEx = hurtObj.GetHurtHP() / ChConfig.Def_PerPointValue
        hurt.CurHP = hurtObj.GetCurHP() % ChConfig.Def_PerPointValue
        hurt.CurHPEx = hurtObj.GetCurHP() / ChConfig.Def_PerPointValue
        hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
        hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
        clientPack.HurtList.append(hurt)
    clientPack.HurtCount = len(clientPack.HurtList)
    turnFight.addBatPack(clientPack)
    return
 
def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0):
    '''֪ͨ¶ÔÏóÊôÐÔË¢ÐÂչʾB418
    @param attrID: Í¨Öª±ä»¯µÄÊôÐÔID
    @param diffValue: ±ä»¯Öµ
    @param diffType: ±ä»¯ÀàÐÍ£¬0-¼õÉÙ£»1-Ôö¼Ó
    @param skillID: Ê¹Óõļ¼ÄܱíID£¬¼´Äĸö¼¼ÄܵÄЧ¹û
    @param relatedSkillID: ¹ØÁªµÄ¼¼ÄÜID£¬Ò»°ãÊÇÖ÷¼¼ÄÜID£¬·ÇÖ÷¼¼ÄܶîÍâ´¥·¢µÄΪ0
    '''
    if attrID not in ChConfig.CDBRefresh_AttrIDDict:
        return
    refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID]
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.RefreshType = refreshType
    if isBig:
        clientPack.Value = value % ShareDefine.Def_PerPointValue
        clientPack.ValueEx = value / ShareDefine.Def_PerPointValue
        clientPack.DiffValue = diffValue % ShareDefine.Def_PerPointValue
        clientPack.DiffValueEx = diffValue / ShareDefine.Def_PerPointValue
    else:
        clientPack.Value = value
        clientPack.ValueEx = 0
        clientPack.DiffValue = diffValue
        clientPack.DiffValueEx = 0
    clientPack.DiffType = diffType
    clientPack.SkillID = skillID
    clientPack.RelatedSkillID = relatedSkillID
    turnFight.addBatPack(clientPack)
    return