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#!/usr/bin/python
# -*- coding: GBK -*-
#---------------------------------------------------------------------
#
#---------------------------------------------------------------------
##@package BaseAttack
# @todo: ¹¥»÷Âß¼­µ÷¶ÈÆ÷
#
# @author: eggxp
# @date 2011-10-09
# @version 1.0
#
# @note: ´¦ÀíËùÓеĹ¥»÷Âß¼­
#---------------------------------------------------------------------
#
#---------------------------------------------------------------------
#"""Version = 2016-12-30 20:00"""
#---------------------------------------------------------------------
import AttackCommon
import GameWorld
import IPY_GameWorld
import PlayerControl
import NPCCommon
import ChConfig
import SkillCommon
import AttackLogic
import ItemControler
import ItemCommon
import BuffSkill
import FBLogic
import SkillShell
import EventShell
import PetControl
import random
import OperControlManager
import DataRecordPack
import ChItem
import GameObj
import ChPyNetSendPack
import ChNetSendPack
import NetPackCommon
import PassiveBuffEffMng
import PlayerGeTui
import IpyGameDataPY
#---------------------------------------------------------------------
g_skillHurtList = IPY_GameWorld.IPY_HurtList()
 
 
# ÌØÊâ´¦ÀíËÑË÷·¶Î§£¬Ò»°ãÓÃÓÚ¸±±¾
Def_SearchMap_NPC = 200 # ±¾ÏßȫͼËÑË÷NPC
Def_SearchMap_Player = 201 # ±¾ÏßȫͼËÑË÷Íæ¼Ò
 
#É˺¦½á¹¹Ìå
#hurtTypeIndance = None
#---------------------------------------------------------------------
#µ¼ÈëËùÓеĹ¥»÷Ä£¿é
GameWorld.ImportAll("Script\\Attack\\", "AttackLogic")
GameWorld.ImportAll("Script\\Attack\\", "")
#---------------------------------------------------------------------
## ÖØÐ¶ÁÈ¡ËùÓй¥»÷Âß¼­
#  @param tick µ±Ç°tick
#  @return ·µ»ØNone
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def ReloadAttack(tick):
    scriptPath = ChConfig.GetAppPath() + "Script\\Attack\\AttackLogic"
    GameWorld.ReloadScript(scriptPath, "AttackLogic")
    
    scriptPath = ChConfig.GetAppPath() + "Script\\Attack"
    GameWorld.ReloadScript(scriptPath, "")
    return
 
#------------------------------------------------------------------
### ÉèÖÃÉ˺¦½á¹¹Ìå
##  @param indance É˺¦½á¹¹Ìå
##  @return ·µ»ØÖµËµÃ÷
##  @remarks º¯ÊýÏêϸ˵Ã÷.
#def __SetHurtIndance(indance):
#    global hurtTypeIndance
#    hurtTypeIndance = indance
#
### »ñµÃ±¾´Î¹¥»÷ÊÇ·ñÊDZ©»÷
##  @param ÎÞ²ÎÊý
##  @return True or False
##  @remarks º¯ÊýÏêϸ˵Ã÷.
#def GetIsSuperHit():
#    #Òì³£
#    if hurtTypeIndance == None:
#        #GameWorld.Log("»ñȡȫ¾Ö±äÁ¿hurttypeʧ°Ü")
#        return ChConfig.Def_HurtType_Normal
#    
#    return hurtTypeIndance.HurtType == ChConfig.Def_HurtType_SuperHit
#
### »ñµÃ±¾´Î¹¥»÷ÊÇ·ñÊÇMiss
##  @param ÎÞ²ÎÊý
##  @return True or False
##  @remarks º¯ÊýÏêϸ˵Ã÷.
#def GetIsMiss():
#    #Òì³£
#    if hurtTypeIndance == None:
#        #GameWorld.Log("»ñȡȫ¾Ö±äÁ¿hurttypeʧ°Ü")
#        return ChConfig.Def_HurtType_Normal
#    
#    return hurtTypeIndance.HurtType == ChConfig.Def_HurtType_Miss
#
### »ñµÃ±¾´Î¹¥»÷É˺¦µÄѪ
##  @param ÎÞ²ÎÊý
##  @return ÉËѪֵ
##  @remarks º¯ÊýÏêϸ˵Ã÷.
#def GetLostHP():
#    #Òì³£
#    if hurtTypeIndance == None:
#        #GameWorld.Log("»ñȡȫ¾Ö±äÁ¿hurttypeʧ°Ü")
#        return 0
#    
#    return hurtTypeIndance.HurtHP
 
#------------------------------------------------------------------
## »ñµÃ¹¥»÷·½Ãû×Ö(²ÎÊý -> µ±Ç°¶ÔÏó)            
#  @param obj IPY_GameObj
#  @return ObjÀàÐÍ strÐÍ
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def GetObjAttackName(obj):
    curObjType = obj.GetGameObjType()
    result = "Unknown"
    
    if curObjType == IPY_GameWorld.gotPlayer:
        result = "Player"
        
    elif curObjType == IPY_GameWorld.gotNPC:
        npcObjType = obj.GetGameNPCObjType()
        npcType = obj.GetType()
        
        if npcType == IPY_GameWorld.ntGuard:   #ÊØÎÀ, GetType()ÊÇÈ¡µÃ±íÖеÄtype
            result = "Guard"
            
        elif npcType == IPY_GameWorld.ntFunctionNPC: #¹¦ÄÜNPC
            result = "FuncNPC"
            
        elif npcType == IPY_GameWorld.ntDeer:         #¹
            result = "Deer"
        
        elif npcType == IPY_GameWorld.ntDefenceMax:   #ÎÞÏÞ·ÀÓùµÄ¹ÖÎï
            result = "DefenceMaxNPC"
        
        elif npcType == IPY_GameWorld.ntGoldenEgg:    #½ðµ°
            result = "GoldenEgg"
                               
        elif npcObjType == IPY_GameWorld.gnotNormal:  #ÆÕͨ¹Ö GetGameObjType() ÊÇÈ¡µÃ³ÌÐòÖÐÅж¨µÄtype
            result = "NormalNPC"
        
        elif npcObjType == IPY_GameWorld.gnotSummon:  #ÕÙ»½
            if hasattr(obj, "GetOwner") and obj.GetOwner() != None:
                result = "SummonNPC"
            else:
                result = "NormalNPC"
                
        elif npcObjType == IPY_GameWorld.gnotTruck:   #æô³µ
            result = "Truck"
            
        elif npcObjType == IPY_GameWorld.gnotPet:     #³èÎï
            result = "Pet"
    
    return result
#------------------------------------------------------------------
## »ñµÃÊÇ·ñ¿ÉÒÔ¹¥»÷(²ÎÊý -> ¹¥»÷·½,·ÀÊØ·½,¼¼ÄÜ(ÎÞ -> None),µ±Ç°Ê±¼ä)
#  @param attacker ¹¥»÷Obj
#  @param defender ·ÀÓùObj
#  @param skill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return Ture or Flase µ±Ç°Ê±¿ÌÄÜ·ñ¹¥»÷
#  @remarks Í¨¹ýµ÷ÓàObj_Attack_Obj.GetCanAttack »ñÈ¡·µ»ØÖµ
def GetCanAttack(attacker, defender, skill, tick):
    callFunc = GameWorld.GetExecFunc(
                                     AttackLogic, "%s_Attack_%s.%s" % (
                                     GetObjAttackName(attacker),
                                     GetObjAttackName(defender),
                                     "GetCanAttack")
                                     )
    
    if not callFunc:
        #GameWorld.Log( "%d GetCanAttack %d Error !"%( attacker.GetID(), defender.GetID() ) )
        return False
    
    return callFunc(attacker, defender, skill, tick)
 
#------------------------------------------------------------------
## »ñȡ˫·½¹ØÏµ
#  @param attacker ¹¥»÷Obj
#  @param defender ·ÀÓùObj
#  @param skill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return ChConfig.Type_Relation_Enemy µÐÓѹØÏµ , ChConfig.Def_PASysMessage_None ¹¥»÷ϵͳÌáʾ
#  @remarks Í¨¹ýµ÷ÓàObj_Attack_Obj.GetTagRelation »ñÈ¡·µ»ØÖµ
def GetTagRelation(attacker, defender, skill, tick):
    #GameWorld.Log("¹¥»÷·½ = %s,·ÀÊØ·½ = %s"%(GetObjAttackName(attacker),GetObjAttackName(defender)))
    callFunc = GameWorld.GetExecFunc(
                                     AttackLogic, "%s_Attack_%s.%s" % (
                                     GetObjAttackName(attacker),
                                     GetObjAttackName(defender),
                                     "GetTagRelation")
                                     )
    if not callFunc:
        #GameWorld.Log("%d GetTagRelation %d Error !"%( attacker.GetID(), defender.GetID() ) )
        return ChConfig.Type_Relation_None , ChConfig.Def_PASysMessage_None
        
    return callFunc(attacker, defender, skill, tick)
 
 
def GetSkillHurtList():
    global g_skillHurtList
    return g_skillHurtList
 
 
def GetFirstHurtObj():
    global g_skillHurtList
    if g_skillHurtList.GetHurtCount():
        return g_skillHurtList.GetHurtAt(0)
    
    return None
 
 
    
# ´¥·¢Ðͼ¼Äܸù¾ÝÉËѪÀàÐÍ´¥·¢±»¶¯¼¼ÄÜ£¬Èº¹¥Ö»´¥·¢Ò»´Î£¬·ÅÔÚÉËѪÁÐ±í±»Çå֮ǰ
# Ö»´¦Àí isEnhanceSkillµÄÇé¿ö£¬¶ÔÓ¦ OnHurtTypeTriggerSkill
def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
    AttackCommon.ClearFirstDefender(attacker)
    
    skillHurtLists = [] # ÄÚ²¿´¥·¢Çå³ýg_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    #Ö»¶ÔµÚһĿ±êÔì³ÉijÉ˺¦ÀàÐÍʱ´¥·¢¼¼ÄÜ£¬ ÐèÏÈ´æ´¢ skillHurtLists
    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    
    
    for hurtList in skillHurtLists:
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        if not defender:
            continue
        
        if GameObj.GetHP(defender) > 0:
            continue
        
        if hurtList[1] == IPY_GameWorld.gotPlayer:
            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                
            # ±ôËÀ״̬´¥·¢¼¼ÄÜ, ²»ÄÜÔÚGetHurtHPÄÚ²¿´¥·¢¼¼ÄÜ£¬·ñÔò»áµ¼ÖÂÔ­¼¼ÄܵÄÉËѪÁбíÒì³£
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
 
 
#---------------------------------------------------------------------
## ¹¥»÷ͨÓú¯Êý
#  @param attacker ¹¥»÷Obj
#  @param defender ·ÀÓùObj
#  @param skill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param skillEnhance ¼¼ÄÜÔöǿֵ
#  @param attackTime ¹¥»÷´ÎÊý
# @param isEnhanceSkill ÊÇ·ñΪ¸½¼Ó¼¼ÄÜ
#  @return True ¹¥»÷³É¹¦    None ²»¿É¹¥»÷
#  @remarks Í¨¹ýµ÷ÓàObj_Attack_Obj.GetTagRelation »ñÈ¡·µ»ØÖµ
def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
    global g_skillHurtList
    
    if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
        #NpcÔÚ·ÀÒ»´Î¹¥»÷ÏÞÖÆ, ·ÀֹѣÔÎʱÄܽøÐÐÆÕ¹¥
        if not OperControlManager.IsObjCanDoAction(attacker,
                                                   ChConfig.Def_Obj_ActState_ServerSkill,
                                                   ChConfig.Def_Action_Attack_Bit):
            return  False
 
    #ÅжϹ¥»÷¶ÔÏóÊÇ·ñΪµÐÈË
    if not GetCanAttack(attacker, defender, useSkill, tick):
        #GameWorld.Log("²»¿É¹¥»÷")
        return False
    
    #===========================================================================
    # #²»¿ÉÐнøÍ¨µÀ²»¹¥»÷
    # if not AttackCommon.CanAttackByPath(attacker, defender):
    #    return
    #===========================================================================
    
    #Íæ¼Ò¹ØÏµÂß¼­ÔÚÍâ²ãÂß¼­Åж¨,NPC¹¥»÷¹ØÏµÔÚÄÚ²ãÅж¨
    if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
        #ÅжÏÊÇ·ñµÐ¶Ô¹ØÏµ
        relation = GetTagRelation(attacker, defender, useSkill, tick)[0]
        
        if relation != ChConfig.Type_Relation_Enemy:
            #GameWorld.Log("curTagName = %s ²»ÊǵжԹØÏµ"%(curTag.GetName()))
            return
        
    callFunc = GameWorld.GetExecFunc(AttackLogic, "%s_Attack_%s.%s" % (
                                    GetObjAttackName(attacker),
                                    GetObjAttackName(defender), "DoAttack"))
    
    if callFunc == None:
        GameWorld.Log("%d Attack %d Error !" % (attacker.GetID(), defender.GetID()))
        return False
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    destX = defender.GetPosX()
    destY = defender.GetPosY()
    
    #¹¥»÷ǰÁ¬»÷¼ì²é
    SkillCommon.UpdateSkillCombo(attacker, useSkill, tick)
    
    # NPC±íÓÐÅäÖÃÆÕ¹¥µÄ¸½¼ÓÉ˺¦
    if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
        skillEnhance += NPCCommon.GetSkillEnhance(attacker)   # ¼¼Äܹ¥»÷Á¦¼Ó³É
        
    #GameWorld.Log("g_skillHurtList.Clear()")
    g_skillHurtList.Clear()
    #¸ù¾Ý¹¥»÷´ÎÊý,Ìí¼ÓÉËѪÁбí
    for i in range(0, attackTime):
        indance = callFunc(attacker, defender, useSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
    
    #¹¹½¨Áбí
#    __SetHurtIndance(indance)
    
    #¸½¼Ó¼¼Äܲ»Ôٴδ¥·¢
    if not isEnhanceSkill:
        #¹¥»÷½áÊø¶¯×÷
        __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
        #µ÷Óô¥·¢¸½¼Ó¼¼ÄÜ
        SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
        
    #Òò¹¥»÷½áÊø¶¯×÷ÖУ¬·¨±¦¹¥»÷½«µ¼ÖÂÄ¿±êËÀÍö¡£ÒªÅж¨ºóÔڴε÷Ó㬱ÜÃâ2´Î->AttackResult
    if AttackCommon.GetIsDead(defender):
        return False
        
    DoLogic_AttackResult(attacker, defender, useSkill, tick)
    return True
 
#---------------------------------------------------------------------
##Ö´Ðй¥»÷³É¹¦½áÊøÂß¼­
# @param index Íæ¼ÒË÷Òý
# @param tick Ê±¼ä´Á
# @return ·µ»ØÖµÎÞÒâÒå
# @remarks Ö´Ðй¥»÷³É¹¦½áÊøÂß¼­
def DoLogic_AttackResult(attacker, defender, useSkill, tick):
    resultFunc = GameWorld.GetExecFunc(AttackLogic, "%s_Attack_%s.%s" % (
                                        GetObjAttackName(attacker),
                                        GetObjAttackName(defender), "AttackResult"))
    
    if not resultFunc:
        GameWorld.Log("%d AttackResult %d Error !" % (attacker.GetID(), defender.GetID()))
        return False
    
    if GameObj.GetHP(defender) <= 0:
        defender.SetDict(ChConfig.Def_NPCDead_KillerType, attacker.GetGameObjType())
        defender.SetDict(ChConfig.Def_NPCDead_KillerID, attacker.GetID())
        #PlayerGeTui.TJGDead(defender, attacker.GetName())
        if defender.GetGameObjType() == IPY_GameWorld.gotNPC:
            skillID = 0 if not useSkill else useSkill.GetSkillID()
            # ¼Ç¼ËÀÍöÔ­Òò
            defender.SetDict(ChConfig.Def_NPCDead_Reason, skillID)
    
    resultFunc(attacker, defender, useSkill, tick)
    
    #Ö´Ðб»¹¥»÷Âß¼­
    DoBeAttackOver(attacker, defender, useSkill, tick)
    return True
    
#------------------------------------------------------------------
## Èº¹¥¶ªÆ¿×Ó
#  @param posX ¹¥»÷×ø±êX
#  @param posY ¹¥»÷×ø±êY
#  @return ·µ»ØNone
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def TestQun(posX, posY):
    curSingleItem = ItemCommon.CreateSingleItem(1)
    ChItem.AddMapDropItem(posX, posY, curSingleItem)
    return
 
#---------------------------------------------------------------------
## ¼ì²éÊÇ·ñ¿ÉÒÔ¹¥»÷
#  @param attacker ¹¥»÷Obj
#  @param curTag ·ÀÓùObj
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return True ¿ÉÒÔ¹¥»÷    None ²»¿É¹¥»÷
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __CheckCanAttack(attacker, curTag, curSkill, tick):
    #¶ÔÏó´æÔÚ
    if not curTag:
        return False
    
    if GameObj.GetHP(curTag) <=0 :
        return False
    
    #Èç¹û¹¥»÷³ÇÃÅ,³ÇÃÅÈç¹ûÔڹرÕ״̬,²»¿É¹¥»÷
    if GameWorld.GetNPC_Is_Gate(curTag): #and GameWorld.GetGameFB().GetGameFBDictByKey("gate_is_close"):
        return False
    
    #GameWorld.Log("¹¥»÷ -> curTagName = %s"%(curTag.GetName()))
    
    #ÅжÏÊÇ·ñ¿ÉÒÔ¹¥»÷Õâ¸ö¶ÔÏó
    if not AttackCommon.CheckCanAttackTag(attacker, curTag):
        #GameWorld.Log("curTagName = %s ²»¿É¹¥»÷"%(curTag.GetName()))
        return False
    
    #ÅжÏÊÇ·ñµÐ¶Ô¹ØÏµ
    relation = GetTagRelation(attacker, curTag, curSkill, tick)[0]
    
    if relation != ChConfig.Type_Relation_Enemy:
        #GameWorld.Log("curTagName = %s ²»ÊǵжԹØÏµ"%(curTag.GetName()))
        return False
    
    #¿É¹¥»÷µÄÒ°ÍâС¹Ö£¨º¬¾«Ó¢£©¹ÖÎï 
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)       
    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackBaseNPC:   
        if curTag.GetGameObjType() != IPY_GameWorld.gotNPC:
            return False
        if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
            return False
        if curTag.GetIsBoss() > ChConfig.Def_NPCType_Ogre_Super:
            return False 
    elif curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackPlayer:
        if curTag.GetGameObjType() != IPY_GameWorld.gotPlayer:
            return False
    return True
 
#---------------------------------------------------------------------
## Ç¿ÖÆÌí¼ÓÄ¿±ê
#  @param resultList ¹¥»÷Áбí
#  @param attacker ¹¥»÷Obj
#  @param defender ·ÀÓùObj
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return resultList ¹¥»÷Áбí
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick):
    if not defender:
        return resultList
    
    # Ö÷Ä¿±ê¶ÔÏóÅж¨
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
    if not hurtTypeList:
        return resultList
    if defender.GetGameObjType() not in hurtTypeList:
        return resultList
    
    #²»¿É¹¥»÷
    if not __CheckCanAttack(attacker, defender, curSkill, tick):
        return resultList
    
    #²éÕÒÄ¿±êÊÇ·ñÔÚ¹¥»÷ÁбíÖÐ
    for curObj in resultList:
        if curObj.GetID() == defender.GetID():
            #ÒѾ­´æÔÚÁË
            return resultList
            
    #ÊÖ¶¯Ìí¼Ó   
    resultList.append(defender)
            
    return resultList
 
#---------------------------------------------------------------------
## ¼¼ÄÜÇøÓò¼ÓBuff
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param srcPosX Êͷż¼ÄÜÆðµã×ø±êX
#  @param srcPosY Êͷż¼ÄÜÆðµã×ø±êY
#  @param tick µ±Ç°Ê±¼ä
#  @param buffValue buffÖµ
#  @param isTeamBuff ÊÇ·ñ¶ÓÎé¼¼ÄÜ
#  @return True
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def SkillAddAreaBuff(attacker, defender, curSkill, srcPosX, srcPosY, tick, 
                     isTeamBuff=False, skillMatrix=None):
    #¹¥»÷·½¶ÔÏóÀàÐÍ
    attackObjType = attacker.GetGameObjType()
    curSkillTypeID = curSkill.GetSkillTypeID()
    curSkillLV = curSkill.GetSkillLV()
    buffType = SkillCommon.GetBuffType(curSkill)
    
    resultList = []
    if isTeamBuff:
        #Íæ¼Ò¶ÓÎé
        resultList = PlayerControl.GetAreaTeamMember(attacker.GetTeam(), srcPosX, srcPosY)
        #Ìí¼Ó×Ô¼º
        resultList.append(attacker)
    else:
        #È¡µÃÊÜЧ¹ûÄ¿±ê¶ÓÁÐ
        resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, CheckTagIsBeInfection, skillMatrix)
    
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
    
    for curTag in resultList:
        #ÓиüÇ¿´óµÄЧ¹û
        if not SkillCommon.CheckCanAddBuff(curTag, buffType, curSkillTypeID, curSkillLV):
            continue
        
        #Èç¹û¹¥»÷·½ÊÇÕÙ»½ÊÞ,Ìí¼ÓbuffÓµÓÐÕßÒªÊÇÕâ¸öÕÙ»½ÊÞµÄÖ÷ÈË
        addAngryObj = attacker
        if attackObjType == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker):
            useSkillOwner = NPCCommon.GetSummonOwnerDetel(attacker)
            #ÕÒ²»µ½Ö÷È˾ÍÊÇ×Ô¼º
            if useSkillOwner != None:
                addAngryObj = useSkillOwner
                
            #addAngryObj = useSkillOwner
            
        addBuffValueList = SkillShell.GetAddBuffValue(attacker, curSkill, curTag)
        BuffSkill.DoAddBuff(curTag, buffType, curSkill, tick, addBuffValueList, addAngryObj)
        
        #Ìí¼ÓBUFFºó£º´¦Àí¼¼ÄÜЧ¹û£¬´¥·¢¸½¼Ó¼¼ÄÜ£¬¼ÓBUFFºó²úÉúµÄЧ¹û£¬³Í·£ºÍ³ðºÞ
        SkillShell.AddBuffOver(attacker, defender, curSkill, tick, False)
        
    #GameWorld.Log("%sʹÓÃÇøÓòBuff¼¼ÄÜ = %s,³É¹¦,buff×ÜÖµ = %s"%(useSkillobj.GetName(),
                                                #curSkill.GetSkillName(),buffValue))
    return True
 
def SkillAddAuraBuff(curObjDetel, curSkill, tick):
    '''¹â»·buff¹âÔ´¶Ô¸½½üµ¥Î»Ó°ÏìÌí¼Óbuff'''
    attackDis = curSkill.GetAtkRadius()
    # ÓÐÅäÖÃЧ¹û°ë¾¶µÄ×ß³£¹æÂß¼­
    if attackDis:
        return SkillAddAreaBuff(curObjDetel, None, curSkill, curObjDetel.GetPosX(), curObjDetel.GetPosY(), tick)
    
    # Ã»ÓÐÅäÖÃЧ¹û°ë¾¶µÄ´ú±íȫͼÓÐЧ, ÔÝʱֻ×öÖ§³ÖNPC
    if curObjDetel.GetGameObjType() != IPY_GameWorld.gotNPC:
        return False
    
    resultList = []
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    # ¶ÔNPCµÄ
    if curSkillUseTag in [ChConfig.Def_UseSkillTag_FriendNPC, ChConfig.Def_UseSkillTag_CanAttackNPC]:
        isFriendObj = curSkillUseTag == ChConfig.Def_UseSkillTag_FriendNPC
        gameNPCManager = GameWorld.GetNPCManager()
        for index in xrange(gameNPCManager.GetNPCCount()):
            curNPC = gameNPCManager.GetNPCByIndex(index)
            
            if curNPC.GetID() == 0:
                continue
            
            if curNPC.GetGameNPCObjType() not in [IPY_GameWorld.gnotNormal, IPY_GameWorld.gnotSummon]:
                continue
                
            if isFriendObj != (curNPC.GetCountry() == curObjDetel.GetCountry()):
                continue
            
            resultList.append(curNPC)
            
    # ¶ÔÍæ¼ÒµÄ£¬´ýÀ©Õ¹
    elif curSkillUseTag in [ChConfig.Def_UseSkillTag_PlayerHasHP, ChConfig.Def_UseSkillTag_CanAttackPlayer]:
        pass
    
    else:
        return False
    
    curSkillTypeID = curSkill.GetSkillTypeID()
    curSkillLV = curSkill.GetSkillLV()
    buffType = SkillCommon.GetBuffType(curSkill)
    
    for curTag in resultList:
        if not SkillCommon.CheckCanAddBuff(curTag, buffType, curSkillTypeID, curSkillLV):
            continue
        
        #GameWorld.DebugLog("¹âÔ´Ó°ÏìÌí¼ÓÖÜΧ¶ÔÏóbuff: curID=%s,tagID=%s,curSkillTypeID=%s" % (curObjDetel.GetID(), curTag.GetID(), curSkillTypeID))
        addBuffValueList = SkillShell.GetAddBuffValue(curObjDetel, curSkill, curTag)
        BuffSkill.DoAddBuff(curTag, buffType, curSkill, tick, addBuffValueList, curObjDetel)
        SkillShell.AddBuffOver(curObjDetel, curTag, curSkill, tick, False)
        
    return True
 
## ¼ì²éÊDz»ÊDZ»Ó°ÏìµÄÄ¿±ê
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return ²¼¶ûÖµ
#  @remarks ¼ì²éÊDz»ÊDZ»Ó°ÏìµÄÄ¿±ê
def CheckTagIsBeInfection(attacker, defender, curSkill, tick):
    if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
        return CheckNPCSkillTagIsBeInfection(attacker, curSkill, defender, tick)
    
    #¼ì²éÄ¿±ê
    return SkillShell.CheckTag_DoPlayerUseSkillTag(attacker, curSkill, defender, tick)
 
def CheckNPCSkillTagIsBeInfection(attacker, curSkill, defender, tick):
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    if curSkillUseTag == ChConfig.Def_UseSkillTag_FriendNPC:
        if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
            return False
        #¹ØÏµ
        relation = GetTagRelation(attacker, defender, curSkill, tick)
        return relation[0] == ChConfig.Type_Relation_Friend
    elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
        if defender and GameObj.GetHP(defender) > 0 :
            return True
        return False
    
    return __CheckCanAttack(attacker , defender , curSkill , tick)
 
## Èº¹¥µô¹Ì¶¨ÑªÁ¿
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param curSkill ¼¼ÄÜʵÀý
#  @param lostHP ¹Ì¶¨µôѪÁ¿
#  @param tick µ±Ç°Ê±¼ä
#  @param isExSkill ÊÇ·ñÊǸ½¼Ó¼¼ÄÜ, ¸½¼Ó¼¼Äܲ»Í¨Öª¹¥»÷³É¹¦, Ò²²»Ôٴδ¥·¢ÆäËû¸½¼Ó¼¼ÄÜ
#  @param skillMatrix ¹¥»÷¾ØÕó
#  @return True
def AreaSkillAttackLostHP(attacker, defender, srcPosX, srcPosY, curSkill, lostHP, tick, isExSkill=False, skillMatrix=None):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack, skillMatrix)
            
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
 
    #Ö´Ðй¥»÷½á¹û
    for obj in resultList:
        SkillCommon.SkillLostHP(obj, curSkill.GetSkillTypeID(), attacker, lostHP, tick, isDoAttackResult=False)
    
    __DoAreaAttackResult(attacker, defender, curSkill, resultList, attackerHP, tick, isExSkill)  
    return
 
 
# Ë«·½ÔÚͬһÕŵØÍ¼£¬Õý³£Èº¹¥£¬µ«Í¨ÖªÒÔ±»¹¥»÷¶ÔÏóΪÊÍ·ÅÕߣ¬ÈçÖж¾ºó±¬Õ¨Á½Õß¾àÀë¹ýÔ¶
def AttackAreaDefenderNotify(attacker, defender, srcPosX, srcPosY, curSkill,
                            skillPercent, skillEnhance, tick):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
 
    #resultList = CheckAreaObjServer(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack, None)
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    #resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
    #GameWorld.Log("ʹÓÃÎÞÖ¸¶¨´ÎÊýȺ¹¥¼¼ÄÜ = %s ³É¹¦,¸½¼Ó¼¼ÄÜЧ¹û = %s,¸½¼Ó¼¼ÄÜÔöÇ¿ = %s"%\
    #(curSkill.GetSkillName(),skillValue,skillPer))
        
    resultList = [defender]
    __DoAreaAttack(attacker, curSkill, skillEnhance, skillPercent, resultList,
                                 [], g_skillHurtList, tick)
    
    # ·ÀÊØÕß×Ô¼ºÍ¨Öª
    __Sync_AttackResult(defender, defender, curSkill)
    
    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    DoLogic_AttackResult(attacker, defender, curSkill, tick)
    
    return True
 
 
# °Ù·Ö±ÈµôѪ
def AttackAreaByHPPer(attacker, defender, srcPosX, srcPosY, curSkill, skillPercent, skillEnhance, 
                      tick, isExSkill = False, skillMatrix = None):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack, skillMatrix)
            
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
    #GameWorld.Log("ʹÓÃÎÞÖ¸¶¨´ÎÊýȺ¹¥¼¼ÄÜ = %s ³É¹¦,¸½¼Ó¼¼ÄÜЧ¹û = %s,¸½¼Ó¼¼ÄÜÔöÇ¿ = %s"%\
    #(curSkill.GetSkillName(),skillValue,skillPer))
 
        
    attackList = __DoAreaAttackByHPPer(attacker, curSkill, skillEnhance, skillPercent, resultList,
                                       g_skillHurtList, tick)
 
    
    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
    
    return True
 
## Ö´ÐÐȺ¹¥¹¥»÷, ÑªÁ¿°Ù·Ö±ÈÖ¸¶¨µôѪ£¬²»×ß¹«Ê½
def __DoAreaAttackByHPPer(attacker, curSkill, skillEnhance, skillPercent, resultList, g_skillHurtList, tick):
    attackList = []   #±»¹¥»÷¶ÔÏóÁбí
 
    #Ö´Ðй¥»÷½á¹û
    for obj in resultList:
        callName = "%s_Attack_%s.%s" % (GetObjAttackName(attacker),
                                       GetObjAttackName(obj), "DoAttack")
        
        callFunc = GameWorld.GetExecFunc(AttackLogic, callName)
        
        if not callFunc:
            continue
        
        # Ã¿¸ö¶ÔÏóµÄ°Ù·Ö±ÈµôѪ
        skillEnhance = int(skillPercent*GameObj.GetMaxHP(obj) + skillEnhance)
        callFunc(attacker, obj, curSkill, skillEnhance, 0, g_skillHurtList, tick)
        
        attackList.append(obj)
    
    return attackList
 
 
 
 
#defender : ¹¥»÷Æðµã
## ÇøÓò¹¥»÷ͨÓú¯Êý
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param curSkill ¼¼ÄÜʵÀý
#  @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param skillEnhance ¼¼ÄÜÔöǿֵ
#  @param tick µ±Ç°Ê±¼ä
#  @param powerList Ë¥¼õ»òÔöÇ¿Áбí[ [skillPercent,skillEnhance],...... ]
#  @param isExSkill ÊÇ·ñÊǸ½¼Ó¼¼ÄÜ, ¸½¼Ó¼¼Äܲ»Í¨Öª¹¥»÷³É¹¦, Ò²²»Ôٴδ¥·¢ÆäËû¸½¼Ó¼¼ÄÜ
#  @param skillMatrix ¹¥»÷¾ØÕó
#  @param isAverageHurt ÊÇ·ñ¾ù·ÖÉ˺¦
#  @return True
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def AttackerSkillAttackArea(attacker, defender, srcPosX, srcPosY, curSkill,
                            skillPercent, skillEnhance, tick,
                            powerList=[], isExSkill = False, skillMatrix = None,
                            isAverageHurt = False):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack, skillMatrix)
            
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
    #GameWorld.Log("ʹÓÃÎÞÖ¸¶¨´ÎÊýȺ¹¥¼¼ÄÜ = %s ³É¹¦,¸½¼Ó¼¼ÄÜЧ¹û = %s,¸½¼Ó¼¼ÄÜÔöÇ¿ = %s"%\
    #(curSkill.GetSkillName(),skillValue,skillPer))
 
    # ¾ù·ÖÉ˺¦
    if isAverageHurt:
        resultCnt = len(resultList)
        if resultCnt > 0:
            skillPercent /= resultCnt
            skillEnhance /= resultCnt
        
    attackList = __DoAreaAttack(attacker, curSkill, skillEnhance, skillPercent, resultList,
                                 powerList, g_skillHurtList, tick)
 
    
    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
    
    return True
 
 
# °´ÏÉÃ˳ÉÔ±¾ù̯É˺¦
def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
                            skillPercent, skillEnhance, tick, isExSkill = False):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
            
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
 
    # ¼ÆËãÏÉÃ˳ÉÔ±ÊýÁ¿, °´ÈËÍ·¾ù̯É˺¦
    resultDict = {}
    for obj in resultList:
        if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
            continue
        
        familyID = obj.GetFamilyID()
        if familyID not in resultDict:
            resultDict[familyID] = []
 
        resultDict[familyID].append(obj)
        
    skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
    minSkillPer = 0.01   # Èç¹ûδÅäÖÃĬÈÏ×îµÍÖµ
    if skillEffect:
        minSkillPer = skillEffect.GetEffectValue(0)
        
    attackList = []
    for familyID in resultDict:
        cnt = len(resultDict[familyID]) if familyID != 0 else 1 # ÎÞÏÉÃ˳ÐÊÜ100%É˺¦
        
        skillPercent = max(skillPercent/cnt, minSkillPer)
        attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
                                     [], g_skillHurtList, tick))
 
    
    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
    
    return True
 
 
 
# ´¥·¢¼¼ÄܵÄÀàÐÍΪ µ¥Ìå¹¥»÷£¬»òÕßµ¥Ìåbuff²¢ÇҷǶÔ×Ô¼ºÊͷŵļ¼ÄÜ£¬¿ÉÒÔ¶ÔÉ˺¦Ä¿±êÒ»Ò»Ö´Ðд¥·¢¼¼ÄÜÂß¼­
# ·ñÔòÖ»´¥·¢Ò»´Î¼¼ÄÜ # ÈºÌåBUFFµÄÇë²Î¿¼IsPlayerUseSkill ¿Í»§¶Ë¾ö¶¨¶ÔÏó£¬Ò»Ñù¿ÉÒÔʵÏÖͬÑùЧ¹û
# ·µ»ØÕæ±íʾ¿ÉÒÔ¶Ôÿ¸öÉ˺¦Ä¿±ê´¥·¢£¬·µ»Ø¼ÙÔòΪµ¥Ìå
def GetIsEnhanceSkillGroup(curSkill, enhanceSkillID):
    if not enhanceSkillID:
        return False
    
    enhanceSkill = GameWorld.GetGameData().FindSkillByType(enhanceSkillID, curSkill.GetSkillLV())
    if not enhanceSkill:
        return False
    
    if enhanceSkill.GetAtkType() == 1:
        return True
    
    if SkillCommon.IsBuff(enhanceSkill) and enhanceSkill.GetAtkType() == 0 and \
    SkillShell.GetSkillAffectTag(enhanceSkill) not in [ChConfig.Def_UseSkillTag_Self, ChConfig.Def_UseSkillTag_SelfAndFriend]:
        return True
 
    return False
    
## Ö´ÐÐȺ¹¥»÷½á¹û
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param attackList ¹¥»÷¶ÔÏóÁбí
#  @param attackerHP ¹¥»÷·½HP ÓÃÓÚ֪ͨÉËѪ·´µ¯
#  @param tick µ±Ç°Ê±¼ä
#  @param isEnhanceSkill ÊÇ·ñÊǸ½¼Ó¼¼ÄÜ, ¸½¼Ó¼¼Äܲ»Í¨Öª¹¥»÷³É¹¦, Ò²²»Ôٴδ¥·¢ÆäËû¸½¼Ó¼¼ÄÜ
#  @return ÎÞ
#  @remarks º¯ÊýÏêϸ˵Ã÷.Ö´ÐÐȺ¹¥»÷½á¹û
def __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isEnhanceSkill):
    #·Ç¸½¼Ó¼¼ÄÜ´¦Àí
    if not isEnhanceSkill:
        
        # Ç¿ÖÆÉèÖÃÉËѪÁбíÀïijһ¶ÔÏóΪdefender, ¹¥»÷½áÊø´¦ÀíÐèÒªÓõ½
        if not defender and attackList and attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
            defender = attackList[0]
            
        #¹¥»÷½áÊø¶¯×÷³É¹¦
        __AttackSuccess(attacker, attackerHP, defender, curSkill, tick)      
 
        # ¸ù¾Ý´¥·¢¼¼ÄܵÄÌØµã¾ö¶¨ÊÇ´¥·¢Ò»´Î»¹ÊÇ ´¥·¢¶à´Î
        # ÈºÌåBUFFµÄÇë²Î¿¼IsPlayerUseSkill ¿Í»§¶Ë¾ö¶¨¶ÔÏó£¬Ò»Ñù¿ÉÒÔʵÏÖͬÑùЧ¹û
        if curSkill:
            for enhanceSkillID in [curSkill.GetSkillEnhance1(), curSkill.GetSkillEnhance2()]:
                if GetIsEnhanceSkillGroup(curSkill, enhanceSkillID):
                    for defObj in attackList:
                        SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
                else:
                    SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
        
    for defObj in attackList:
            
        #Òò¹¥»÷½áÊø¶¯×÷ÖУ¬·¨±¦¹¥»÷½«µ¼ÖÂÄ¿±êËÀÍö¡£ÒªÅж¨ºóÔڴε÷Ó㬱ÜÃâ2´Î->AttackResult
        if AttackCommon.GetIsDead(defObj):
            continue
 
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
 
 
 
## Ö´ÐÐȺ¹¥¹¥»÷
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param skillEnhance ¼¼ÄÜÔöǿֵ
#  @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param resultList ¹¥»÷¶ÔÏóÁбí
#  @param powerList Ë¥¼õ»òÔöÇ¿Áбí[ [skillPercent,skillEnhance],...... ]
#  @param g_skillHurtList ÉËѪÁбí
#  @param tick µ±Ç°Ê±¼ä
#  @return ÎÞ
#  @remarks º¯ÊýÏêϸ˵Ã÷.Ö´ÐÐȺ¹¥¹¥»÷
def __DoAreaAttack(attacker, curSkill, skillEnhance, skillPercent, resultList,
                   powerList, g_skillHurtList, tick):
    attackList = []   #±»¹¥»÷¶ÔÏóÁбí
 
    #checkComboOK = False
 
    #Ö´Ðй¥»÷½á¹û
    for obj in resultList:
        callName = "%s_Attack_%s.%s" % (GetObjAttackName(attacker),
                                       GetObjAttackName(obj), "DoAttack")
        
        callFunc = GameWorld.GetExecFunc(AttackLogic, callName)
        
        if not callFunc:
            continue
        
        #Èç¹ûÓÐË¥ÈõºÍÔöÇ¿µÄµÄЧ¹û£¬²»Ê¹ÓòÎÊý´«ÈëµÄ skillEnhance, skillPercent
        if powerList != []:
            skillPercent, skillEnhance = powerList.pop(0)
 
        #if not checkComboOK:
            #¹¥»÷ǰÁ¬»÷¼ì²é
        #    SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
        #    checkComboOK = True
            
        callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
        
        attackList.append(obj)
    
    return attackList
 
#Ⱥ¹¥Ö÷Ä¿±ê
def GetAreaAttackAim(attacker, curSkill, CheckFunc, tick):
    # Èº¹¥Ôö¼Ó¶ÔÏóÖ÷ÒªÊÇΪÁËÈÃÑ¡ÖÐÄ¿±ê¸üÈÝÒ×±»»÷ÖÐ
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return None
    
    curTag = None
    if attacker.GetAttackMode() == IPY_GameWorld.amContest:
        # µ¥Ò»Ä¿±êËø¶¨Ä£Ê½
        curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID), 
                                  attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType))
        
    if not curTag:
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        
        curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
        if not curTag:
            return None
    
    if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
            #npcÖ÷ÈËÊÇÍæ¼Ò²»Äܹ¥»÷
            return None
 
    if CheckFunc != None:
        #¼ì²éÊÇ·ñÊÜÓ°Ïì
        if not CheckFunc(attacker, curTag, curSkill, tick):
            return None
    
    return curTag
 
# ¿Í»§¶ËËÑË÷Ä¿±ê
def CheckAreaObjClient(attacker, curSkill, tick, CheckFunc=None):
    resultList = list()        #¹¥»÷½á¹ûÁбí
    
    #---¼ì²é¹¥»÷Ä¿±êÀàÐÍ---
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
 
    #ÕÒ²»µ½¹¥»÷¶ÔÏóÀàÐÍÔòÍ˳ö
    if hurtTypeList == None:
        GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType Ã»ÓжÔÓ¦Ïî %s" % curSkillUseTag)
        return resultList
    
    #¼¼Äܹ¥»÷×î´óÊýÁ¿
    #hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
    hurtDict = SkillShell.GetClientHurtDict()
    for objInfo in hurtDict:
        
        curObjType = objInfo[1]
        
        #²»ÔÚÓ°Ïì¶ÔÏóÁбíÖÐ
        if curObjType not in hurtTypeList:
            continue
                   
        #¹¥»÷¶ÔÏó
        curTag = GameWorld.GetObj(objInfo[0], curObjType)
        if not curTag:
            continue
        
        #·Ç×Ô¶¨Ò峡¾°²ÅÐèÒªÅжÏ
        if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                    #npcÖ÷ÈËÊÇÍæ¼Ò²»Äܹ¥»÷
                    continue
            
            if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
                # ×îÔ¶¾àÀë·À·¶
                GameWorld.DebugLog("#--- ×îÔ¶¾àÀë·À·¶[%s-%s]"%(attacker.GetID(), curTag.GetID()))
                continue
            
            if CheckFunc != None:
                #¼ì²éÊÇ·ñÊÜÓ°Ïì
                if not CheckFunc(attacker, curTag, curSkill, tick):
                    continue
        
        resultList.append(curTag)
            
    return resultList
 
# ·þÎñÆ÷ËÑË÷Ä¿±ê
def CheckAreaObjServer(attacker, curSkill, srcPosX, srcPosY, tick, CheckFunc=None, skillMatrix=None):
    resultList = list()        #¹¥»÷½á¹ûÁбí
    
    #---¼ì²é¹¥»÷Ä¿±êÀàÐÍ---
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
 
    #ÕÒ²»µ½¹¥»÷¶ÔÏóÀàÐÍÔòÍ˳ö
    if hurtTypeList == None:
        GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType Ã»ÓжÔÓ¦Ïî %s" % curSkillUseTag)
        return resultList
    
    if skillMatrix == None:
        #×÷Ó÷¶Î§ ×÷ÓþØÕó
        attackDis = curSkill.GetAtkRadius()
        skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
        if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
            GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" 
                             % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
            return resultList
 
    #¼¼Äܹ¥»÷×î´óÊýÁ¿
    hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
    
    ownerPlayerID = 0
    isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
    if isSummonNPCAtker:
        ownerPlayer =  NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
        if ownerPlayer:
            ownerPlayerID = ownerPlayer.GetPlayerID()
    
    # Èº¹¥Ôö¼Ó¶ÔÏóÖ÷ÒªÊÇΪÁËÈÃÑ¡ÖÐÄ¿±ê¸üÈÝÒ×±»»÷ÖÐ
    attackAim = GetAreaAttackAim(attacker, curSkill, CheckFunc, tick)
    if attackAim:
        hurtCount -= 1
        resultList.append(attackAim)
        
    if skillMatrix:
        # °´·¶Î§ËÑË÷
        resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList)
    elif attackDis == Def_SearchMap_Player:
        # ËÑË÷±¾µØÍ¼µ±Ç°ÏßÂ·Íæ¼Ò
        ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
    elif attackDis == Def_SearchMap_NPC:
        # ËÑË÷±¾µØÍ¼µ±Ç°Ïß·NPC
        ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
    return resultList
 
 
# °´·¶Î§ËÑË÷Ä¿±ê¶ÔÏó
def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList):
    ownerTag = None
    gameMap = GameWorld.GetMap()
    for curPos in skillMatrix:
        #É˺¦´ÎÊýµ½ÁË
        if hurtCount <= 0:
            break
        
        #¼ì²éÓÐûÓжÔÏóÔÚÕâÒ»µãÉÏ
        mapObj = gameMap.GetPosObj(srcPosX + curPos[0], srcPosY + curPos[1])
        
        if not mapObj:
            continue
        
        #TestQun(srcPosX + curPos[0],srcPosY + curPos[1])
        #±éÀúµ±Ç°µã¶ÔÏó
        for i in range(0, mapObj.GetObjCount()):
            #É˺¦´ÎÊýµ½ÁË
            if hurtCount <= 0:
                break
        
            curObj = mapObj.GetObjByIndex(i)
            curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, 
                                             CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
            if not curTag:
                if ownerTag:
                    hurtCount -= 1
                continue
            
            hurtCount -= 1
            resultList.append(curTag)
            
    if ownerTag:
        resultList.append(ownerTag)
    return resultList
 
 
def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
    curObjType = curObj.GetGameObjType()
    
    #²»ÔÚÓ°Ïì¶ÔÏóÁбíÖÐ
    if curObjType not in hurtTypeList:
        return None, None
    
    if not AttackCommon.CheckSightLevel(attacker, curObj):
        return None, None
    
    #¹¥»÷¶ÔÏó
    if not curTag:
        curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
    if not curTag:
        return None, None
    
    if attackAim and attackAim.GetID() == curTag.GetID():
        # ²»ÔÚ¹¥»÷Ö÷Ä¿±ê
        return None, None
    
    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
            #npcÖ÷ÈËÊÇÍæ¼Ò²»Äܹ¥»÷
            return None, None
    
    if CheckFunc != None:
        #¼ì²éÊÇ·ñÊÜÓ°Ïì
        if not CheckFunc(attacker, curTag, curSkill, tick):
            return None, None
    
    # Èç¹û¹¥»÷ÕßÊÇÕÙ»½ÊÞ ÇÒ ¹¥»÷µÄÊÇÖ÷ÈËÍæ¼Ò£¬Ôò°ÑÖ÷ÈË·ÅÔÚ×îºóÃæÒ»¸ö´¦ÀíÉ˺¦Ä¿±ê£¬·ÀÖ¹ÏÈ´¦ÀíºóÈç¹ûÖ÷ÈËËÀÍö½«µ¼ÖºóÐøµÄÂß¼­Òì³£
    if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
        ownerTag = curTag
        return None, ownerTag
    return curTag, None
 
 
# ËÑË÷±¾µØÍ¼µ±Ç°Ïß·NPC
def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
    gameNPCManager = GameWorld.GetNPCManager()
    for index in xrange(gameNPCManager.GetNPCCount()):
        curNPC = gameNPCManager.GetNPCByIndex(index)
        if curNPC == None or curNPC.GetID() == 0:
            continue
        
        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
        if not curTag:
            if ownerTag:
                hurtCount -= 1
            continue
        
        hurtCount -= 1
        resultList.append(curTag)
            
    if ownerTag:
        resultList.append(ownerTag)
        
    return resultList
 
 
# ËÑË÷±¾µØÍ¼µ±Ç°ÏßÂ·Íæ¼Ò
def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
    for i in range(copyMapPlayerManager.GetPlayerCount()):
        curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
        
        if curPlayer == None or curPlayer.IsEmpty():
            continue
        
        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
        if not curTag:
            if ownerTag:
                hurtCount -= 1
            continue
        
        hurtCount -= 1
        resultList.append(curTag)
            
    if ownerTag:
        resultList.append(ownerTag)
        
    return resultList
 
 
## »ñµÃ¿É¹¥»÷¶ÔÏóÁÐ±í£¬¸ù¾ÝÊýÁ¿È¡
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param tick µ±Ç°Ê±¼ä
#  @param skillMatrix ¹¥»÷¾ØÕó
#  @return ¹¥»÷Áбí¶ÔÏó
#  @remarks º¯ÊýÏêϸ˵Ã÷.»ñµÃ¿É¹¥»÷¶ÔÏóÁÐ±í£¬¸ù¾ÝÊýÁ¿È¡
def __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, CheckFunc=None, skillMatrix=None):
    if SkillShell.IsPlayerUseSkill(attacker, curSkill):
        return CheckAreaObjClient(attacker, curSkill, tick, CheckFunc)
    else:
        return CheckAreaObjServer(attacker, curSkill, srcPosX, srcPosY, tick, CheckFunc, skillMatrix)
#------------------------------------------------------------------
 
## warning: ¹¥»÷½áÊø¹«¹²Âß¼­, ´ËÂß¼­ÐèÖØÐ¿¼ÂÇ£¬´æÔÚÒþ²Øbug
#  @param attacker ¹¥»÷Õß
#  @param defender ·ÀÓùÕß
#  @param useSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoAttackResultCommon(attacker, defender, useSkill, tick):
    
    #¼¼Äܹ¥»÷¶ÔÏóËÀÍö´¥·¢¼¼ÄÜÅжÏ
    #SkillShell.DoLogic_SkillAttackDie(attacker, defender, useSkill, tick)
    
    #Íæ¼ÒËÀÍöÁ÷Ïò¼Ç¼
    __DR_PlayerDead(attacker, defender)
    return
 
 
## Íæ¼ÒËÀÍöÁ÷Ïò¼Ç¼
#  @param attacker: ¹¥»÷Õß
#  @param defender ·ÀÓùÕß
#  @return None
def __DR_PlayerDead(attacker, defender):
    
    #Íæ¼ÒËÀÍöÁ÷Ïò¼Ç¼
    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        #FBÖÐËÀÍö²»¼Ç¼
        return
    
    defenderType = defender.GetGameObjType()
    if defenderType != IPY_GameWorld.gotPlayer:
        #·ÀÊØ·½²»ÊÇÍæ¼Ò
        return
 
    if GameObj.GetHP(defender) > 0:
        #»¹»î×Å
        return
    
    atkObjType = attacker.GetGameObjType()
    atkObjID = attacker.GetID()  # ¹¥»÷·½ID    
    mapID = GameWorld.GetMap().GetMapID()
    DataRecordPack.DR_PlayerDead(atkObjType, atkObjID, defender, mapID)
        
    return
 
 
#------------------------------------------------------------------
## ±»¹¥»÷½áÊø
#  @param defender ·ÀÓùÕß
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoBeAttackOver(attacker, defender, curSkill, tick):
    if defender == None:
        #GameWorld.Log("----------ȺÌå¹¥»÷´íÎó,ÎÞ¶ÔÏó")
        return
    
    #·ÀÊØÕßÀàÐÍ
    defenderType = defender.GetGameObjType()
    
    if defenderType == IPY_GameWorld.gotPlayer:
        __DoPlayerBeAttacked(attacker, defender, curSkill, tick)
        
    elif defenderType == IPY_GameWorld.gotNPC:
        __DoNPCBeAttacked(defender, curSkill, tick)
        
    else:
        GameWorld.Log("±»¹¥»÷´íÎó : %d " % defender.GetGameObjType())
        
    FBLogic.DoBeAttackOver(attacker, defender, curSkill, tick)
    return
#---------------------------------------------------------------------
## ¹¥»÷³É¹¦
#  @param attacker ¹¥»÷Obj
#  @param attackerHP ¹¥»÷·½¹¥»÷ǰѪÁ¿
#  @param target ·ÀÊØObj
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return True or False    
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __AttackSuccess(attacker, attackerHP, target, curSkill, tick):
    #¹¥»÷ÕßÀàÐÍ
    attackerType = attacker.GetGameObjType()
    if attackerType == IPY_GameWorld.gotPlayer:
        return __DoPlayerAttackSuccess(attacker, attackerHP, target, curSkill, tick)
    elif attackerType == IPY_GameWorld.gotNPC:
        return __DoNPCAttackSuccess(attacker, attackerHP, target, curSkill, tick)
    else:
        GameWorld.Log("¹¥»÷´íÎó : %d " % attacker.GetGameObjType())
        
    return False
 
## Ö´Ðй¥»÷³É¹¦
#  @param attacker ¹¥»÷Obj
#  @param attackerHP ¹¥»÷·½¹¥»÷ǰѪÁ¿
#  @param target ·ÀÊØObj
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @param value Ìí¼ÓÖµ
#  @return True or False    __AttackSuccessµÄ·µ»ØÖµ
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoAttackSuccess(attacker, attackerBeHP, target, curSkill, tick, value=0, hurtType=ChConfig.Def_HurtType_Normal):
    global g_skillHurtList
    g_skillHurtList.Clear()
    if target != None and value != 0:
        AttackCommon.AddHurt(target, g_skillHurtList, hurtType, value)
    return __AttackSuccess(attacker, attackerBeHP , target, curSkill, tick)
 
# BUFFרÓÃ
def DoAttackSuccessEx(attacker, attackerBeHP, target, curSkill, tick):
    # ½«É˺¦ÁбíÌáǰ´¦Àí£¬Õâ±ß»áÇå³ýÔì³ÉºóÐø±»¶¯¼¼ÄÜÎÞ·¨Õý³£Ê¹Óã¬ÈçXP´óÕкͽ£Èз籩Àà³ÖÐøÐÔ
    return __AttackSuccess(attacker, attackerBeHP , target, curSkill, tick)
 
## ´¦Àí´¥·¢¼¼Äܺ͹¥»÷³É¹¦Âß¼­
#  @param attacker ¹¥»÷Obj
#  @param defender ·ÀÊØ·½
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @param isEnhanceSkill ÊÇ·ñ¸½¼Ó¼¼ÄÜ
#  @return True or False
#  @remarks ´¦Àí´¥·¢¼¼Äܺ͹¥»÷³É¹¦Âß¼­
def DoSkillEx_AttackSucess(attacker, defender, curSkill, tick, isEnhanceSkill=False):
    if isEnhanceSkill:
        return True
    
    result = DoAttackSuccess(attacker, GameObj.GetHP(attacker), defender, curSkill, tick)
    
    #µ÷Óô¥·¢¸½¼Ó¼¼ÄÜ
    SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, curSkill, tick)
    
    #·Ç¹¥»÷Ðͼ¼ÄÜ(Ò²²»ÊÇBuff)ÐèÒªµ÷ÓÃÊ©·¨³É¹¦
    return result
 
 
## Ö´ÐÐȺ¹¥³É¹¦(²ÎÊý -> ¹¥»÷·½,¹¥»÷·½¹¥»÷ǰѪÁ¿,·ÀÊØ·½,¼¼ÄÜ,µ±Ç°Ê±¼ä)
#  @param attacker ¹¥»÷Obj
#  @param attackerHP ¹¥»÷·½¹¥»÷ǰѪÁ¿
#  @param targetList ·ÀÊØObjList
#  @param valueList Ìí¼ÓÖµList
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return True or False    __AttackSuccessµÄ·µ»ØÖµ
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoAreaAttackSuccess(attacker, attackerBeHP, targetList, valueList, curSkill, tick, hurtType=ChConfig.Def_HurtType_Normal):
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    target = None
    for index in range(len(targetList)):
        target = targetList[index]
        value = valueList[index]
        AttackCommon.AddHurt(target, g_skillHurtList, hurtType, value)
        
    return __AttackSuccess(attacker, attackerBeHP , target, curSkill, tick)
 
## Í¨Öª¿Í»§¶Ë¹¥»÷½á¹û
#  @param attacker ¹¥»÷Obj
#  @param defender ·ÀÊØObj
#  @param curSkill ¼¼ÄÜʵÀý
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __Sync_AttackResult(attacker, defender, curSkill):
    #ÆÕͨ¹¥»÷
    if not curSkill:
        #GameWorld.Log("Íæ¼ÒÆÕͨ¹¥»÷³É¹¦")
        if g_skillHurtList.GetHurtCount() != 1:
            GameWorld.ErrLog(' __Sync_AttackResult attackErr, attackerName = %s, \
                                ID = %s, hurtCount = %s ' % (attacker.GetName(), attacker.GetID(),
                                                           g_skillHurtList.GetHurtCount()))
        else:
            curHurt = g_skillHurtList.GetHurtAt(0)
            attacker.BaseAttack(curHurt.GetObjID(), curHurt.GetObjType(),
                                AttackCommon.GetBattleType(attacker, curSkill),
                                curHurt.GetAttackType(), curHurt.GetHurtHP(), curHurt.GetHurtHPEx(), curHurt.GetCurHP(), curHurt.GetCurHPEx())
        
        #//·µ»ØÖµÎÞÒâÒå
        return
    
    #¼¼Äܹ¥»÷
    skillID = curSkill.GetSkillID()
    changeSkillID = PassiveBuffEffMng.GetPassiveSkillValueByTriggerTypeEx(attacker, None, curSkill, ChConfig.TriggerType_ChangeSkillEff)
    if changeSkillID:
        skillID = changeSkillID
    battleType = AttackCommon.GetBattleType(attacker, curSkill)
    #ÎÞÄ¿±êÀ༼ÄÜ
    if not defender:
        #Íæ¼Ò´¦Àí
        if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
        
            useSkillPosX = attacker.GetUseSkillPosX()
            useSkillPosY = attacker.GetUseSkillPosY()
            
            if useSkillPosX and useSkillPosY:
                #¶ÔµØÃæÀ༼ÄÜ -> Í¨Öª¿Í»§¶Ë
                if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
                    PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
                    PYView_UseSkillPos_NotifySelf(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList)
                else:
                    if attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosX):
                        useSkillPosX = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosX)
                        useSkillPosY = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosY)
                    
                    PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
                #//·µ»ØÖµÎÞÒâÒå
                return
        
        #NPCÎÞÄ¿±êµÄÉ˺¦¹ã²¥
        #attacker.View_UseSkill(skillID)
        if attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosX):
            # Î»ÒÆÀà
            useSkillPosX = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosX)
            useSkillPosY = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosY)
        elif attacker.GetDictByKey(ChConfig.Def_NPC_Dict_SkillWarnPosX % 0):
            # Ô¤¾¯Àà
            useSkillPosX = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_SkillWarnPosX % 0)
            useSkillPosY = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_SkillWarnPosY % 0)
        else:
            useSkillPosX = attacker.GetPosX()
            useSkillPosY = attacker.GetPosY()
        # NPCûÓÐC++View_UseSkillPos½Ó¿Ú
        PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
    
        
        #//·µ»ØÖµÎÞÒâÒå
        return
    
    # Ä¿±êÀ༼ÄÜÒ²¸Ä³É¶ÔµØ¼¼Äܰü, 2017-12-17
    useSkillPosX, useSkillPosY = defender.GetPosX(), defender.GetPosY()
    if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
        # ÎªÁ˿ͻ§¶Ë±íÏÖÌØÊâ´¦Àí£¬³å·æÍ¨ÖªµØ°å×ø±ê¶ø²»Êǵз½×ø±ê
        if curSkill.GetAtkType() == 9:
            useSkillPosX, useSkillPosY = attacker.GetUseSkillPosX(), attacker.GetUseSkillPosY()
        PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
        PYView_UseSkillPos_NotifySelf(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList)
    else:
        if attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosX):
            useSkillPosX = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosX)
            useSkillPosY = attacker.GetDictByKey(ChConfig.Def_NPC_Dict_AtkMovePosY)
 
        # NPCûÓÐC++View_UseSkillPos½Ó¿Ú
        PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
    
    return
 
# Í¨Öª¿Í»§¶Ë±íÏÖ·â°ü ÎÞÆäËû×÷ÓÃ
def Sync_AttackResult(attacker, curSkill):
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    defender = None
    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
    
    __Sync_AttackResult(attacker, defender, curSkill)
 
 
##############################Ö÷¶¯¹¥»÷³É¹¦#############################
## Íæ¼Ò¹¥»÷³É¹¦
#  @param curPlayer ¹¥»÷Obj
#  @param curPlayerBeHP µ±Ç°Íæ¼Ò±»¹¥»÷ǰѪÁ¿
#  @param target ·ÀÊØObj
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return True
#  @remarks ÕâÀïÔÚ¹¥»÷½áÊøºó,Ö»»áµ÷ÓÃÒ»´Î,¶ø¹¥»÷·½·¨ÖÐAttackResult½«¶à´Î±»µ÷ÓÃ(Ⱥ¹¥) 
#            ÕâÀïÖ»´¦Àí¹¥»÷·½Âß¼­,,ËùÓÐÄ¿±ê·½Âß¼­ÔÚAttackResultÖд¦Àí
def __DoPlayerAttackSuccess(curPlayer, curPlayerBeHP, target, curSkill, tick):
    #--------------
    #ÕâÀïÔÚ¹¥»÷½áÊøºó,Ö»»áµ÷ÓÃÒ»´Î,¶ø¹¥»÷·½·¨ÖÐAttackResult½«¶à´Î±»µ÷ÓÃ(Ⱥ¹¥)
    #ÕâÀïÖ»´¦Àí¹¥»÷·½Âß¼­,,ËùÓÐÄ¿±ê·½Âß¼­ÔÚAttackResultÖд¦Àí
    #--------------
    
    #±»¶¯¼¼ÄÜ´¥·Å²»ÔÙ´¦Àí£¬±ÜÃâËÀÑ­»·
    if SkillCommon.GetUsingPassiveSkill(curPlayer):
        skillTypeID = curSkill.GetSkillTypeID()
        curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        #֪ͨ¿Í»§¶Ë¹¥»÷½á¹û
        __Sync_AttackResult(curPlayer, target, curSkill)
 
        if curPlayerSkill:
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
        
        if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill,
                                      ChConfig.Def_SkillFuncType_PassiveSkillWithSP]:
            UseSkillOver(curPlayer, target, curSkill, tick)
        else:
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
        return True
    
    AttackCommon.ClearFirstDefender(curPlayer)
    
    #Íæ¼Ò½øÈëÕ½¶·×´Ì¬
    #¼¼ÄÜÊǹ⻷, ²»½øÈëÕ½¶·×´Ì¬ ,ÎÞ¶ÔÏó,²»½øÈëÕ½¶·×´Ì¬
    if (curSkill == None \
        or curSkill.GetSkillType() not in ChConfig.Def_NoBattleState_List):
        #and target != None:
        AttackCommon.SetPlayerBattleState(curPlayer, tick)
 
    
    #֪ͨ¿Í»§¶Ë¹¥»÷½á¹û
    __Sync_AttackResult(curPlayer, target, curSkill)
    
    #BaseAttack»áÉèÖù¥»÷¼ä¸ôÆðʼʱ¼ä£¬Ë²ÒÆÈ¡Ïû
    #===========================================================================
    # if curSkill and curSkill.GetSkillTypeID() in ReadChConfig.GetEvalChConfig("SkillTypeIDNoInterval"):
    #    #GameWorld.DebugLog("#Ë²ÒÆ¼¼Äܲ»Ó°Ïì¹¥»÷¼ä¸ô£¬Ö»Ó°Ï칫¹²CD")
    #    curPlayer.SetAttackTick(0)
    #===========================================================================
    
    #Èç¹ûÊǼ¼Äܹ¥»÷
    if curSkill:
        
        skillTypeID = curSkill.GetSkillTypeID()
        
        #¿ÛÊôÐÔ,Èçħ·¨,XPµã
        SetSkillLostAttr(curPlayer, curSkill, tick)
        
        #¿Û²ÄÁÏ
        SetSkillLostItem(curPlayer, curSkill)
       
        #¼¼ÄÜʹÓóɹ¦
        curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        
        if curPlayerSkill:
            
            if not IsSkipSkillCD(curPlayer, target, curSkill, tick):
                #ÉèÖÃÍæ¼ÒËùѧ¼¼ÄÜÀäÈ´CD
                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
            #µ÷ÓÃÈÎÎñ´¥·¢Æ÷
            #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
            #Ö´ÐÐÁ¬»·±»¶¯¼¼ÄÜ´¦Àí
            #__DealWithPassivitySkill( curPlayer, target, curPlayerSkill, tick )
            #Ö´Ðб»¶¯buff
            #__DealWithPassivityBuff( curPlayer, tick )
        
    
    #¹¥»÷½áÊøºó£¬¸±±¾´¥·¢
    FBLogic.DoFBAttackedOver(curPlayer, target, curSkill, tick)
    
    # ÆÕ¹¥ºÍ¶ÔµÐ¼¼ÄÜ
    UseSkillOver(curPlayer, target, curSkill, tick)
    return True
 
# ÎÞÀäȴ״̬
def IsSkipSkillCD(curPlayer, target, curSkill, tick):
    # ±©»÷Çé¿öÏÂ
    isSuperHit = False
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        
        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
            isSuperHit = True
            break
    
    if isSuperHit:
        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
            return True
        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
            return True
    return False
    
### ²»¹Üʲô¼¼Äܶ¼»áµ½´Ë´¦
#Ö»¶ÔµÚһĿ±êÔì³ÉijÉ˺¦ÀàÐÍʱ´¥·¢¼¼ÄÜ
def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
    if g_skillHurtList.GetHurtCount() == 0:
        return
    
    hurtObj = g_skillHurtList.GetHurtAt(0)
    if not hurtObj:
        return
    
    objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()   
    
    defender = GameWorld.GetObj(objID, objType)
    if not defender:
        return
    if hurtType == ChConfig.Def_HurtType_SuperHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
    return
 
 
# ¸ù¾ÝÉËѪÀàÐÍ´¥·¢¼¼ÄÜ£¬Èº¹¥Ö»´¥·¢Ò»´Î£¬·ÅÔÚÉËѪÁÐ±í±»Çå֮ǰ
def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
    usePassiveSkillResult = True    # µÚÒ»´ÎÅжϲ»Äܵ÷Ó㬼´´ú±í¶¼²»¿ÉÓÃÎÞÐèÑ­»·
    usePassiveSkillResultOnSuperHit = True    # ±©»÷¶ÔÏó1V1´¥·¢£¬µÚÒ»´ÎÅжϲ»Äܵ÷Ó㬼´´ú±í¶¼²»¿ÉÓÃÎÞÐèÑ­»·
    
    skillHurtLists = [] # ÄÚ²¿´¥·¢Çå³ýg_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    #ÃüÖиöÊý¼ÇÂ¼ÌØÊâ´¦Àí
    PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, target, curSkill, ChConfig.TriggerType_HitValue)
    
    # #³ÖÐø¹¥»÷ÀàBUFF ÀལÈз籩ÊÇÏȸø×ÔÉíÒ»¸ö³ÖÐøÐÔbuff£¬ÕâÒ»´Î²»ËãÉ˺¦²»¿É´¥·¢
    if curSkill and ChConfig.Def_SkillType_LstPlsBuffAtk != curSkill.GetSkillType():
        #Ö»¶ÔµÚһĿ±êÔì³ÉijÉ˺¦ÀàÐÍʱ´¥·¢¼¼ÄÜ£¬ ÐèÏÈ´æ´¢ skillHurtLists
        OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    
    skillIDSet = set()
    for hurtList in skillHurtLists:
        objID, objType, hurtType = hurtList
        defender = GameWorld.GetObj(objID, objType)
        if not defender:
            continue
        
        if GameObj.GetHP(defender) <= 0:
            if objType == IPY_GameWorld.gotPlayer:
                if hurtType == ChConfig.Def_HurtType_Zhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
                elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                # ±ôËÀ״̬´¥·¢¼¼ÄÜ, ²»ÄÜÔÚGetHurtHPÄÚ²¿´¥·¢¼¼ÄÜ£¬·ñÔò»áµ¼ÖÂÔ­¼¼ÄܵÄÉËѪÁбíÒì³£
                PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
            continue
        
        if usePassiveSkillResult:
            usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
        
        if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
            # ±©»÷¶ÔÄ¿±êÒ»Ò»´¥·¢±»¶¯
            usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                        ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
        if hurtType == ChConfig.Def_HurtType_SuperHit:
            #±»±©»÷´¥·¢¼¼ÄÜ
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
        elif hurtType == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
            
        if hurtType in ChConfig.Def_RealAttack_Type:
            # ±»¹¥»÷´¦Àí²ã¼¶
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
        
 
    # Ò»Ò»´¥·¢¼¼ÄÜÐèÒªÔÚ×îºóÉèÖÃCD
    for skillTypeID in skillIDSet:
        passiveSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not passiveSkill:
            continue
        SkillCommon.SetSkillRemainTime(passiveSkill, 0, tick, attacker)
        
# ÁéÎªÍæ¼ÒµÄÌæÉíÐèÒª×ß´ËÂß¼­
# ¼¼ÄÜʹÓýáÊø£¬ÔÚ´¦Àí¼¼ÄÜÂß¼­ºÍ֪ͨ·â°üÖ®ºóµ÷ÓÃ
def UseSkillOver(attacker, defender, curSkill, tick):
    
    # ¸ù¾ÝÉËѪÀàÐÍ´¥·¢¼¼ÄÜ£¬Èº¹¥Ö»´¥·¢Ò»´Î£¬·ÅÔÚÉËѪÁÐ±í±»Çå֮ǰ
    OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
    
    # ÆÕͨ»òÕß¿ÉÒÔÖ÷¶¯ÊͷŵĹ¥»÷ÐÔ¼¼ÄÜ
    if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\
                         curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill,
                                                    ChConfig.Def_SkillFuncType_PetSkill,
                                                    ChConfig.Def_SkillFuncType_NormalAttack]):
        # ¹¥»÷¼õ²ã¼¶ ÓÅÏÈ´¦Àí£¬ÒòΪͬ¸ö¼¼ÄÜ´¥·¢buffºó£¬»áÔÙ´¦Àí²ã¼¶£¬µ¼ÖÂÁ¢¼´¼õ²ã¼¶
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
    
    # ÆÕ¹¥ºÍ¶ÔµÐ¼¼ÄÜ, ´Ë´¦ÔÝÇÒÌØÊâ´¦ÀíDef_SkillFuncType_PassiveSkillWithSP£¬´ýÓÅ»¯
    if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PassiveSkillWithSP:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
 
        # TriggerType_AttackOver ºÍ TriggerType_AttackOverPassive ¸ù¾Ý´¥·¢µÄ±»¶¯buffЧ¹û˳Ðò¶ø¶¨
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOverPassive, tick)
        
        AttackFaintRate(attacker, defender, curSkill, tick)
    else:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick)
    
    #Êͷż¼Äܼ´¿É´¦ÀíµÄ ²»Çø·Ö¹¥»÷ºÍ·Ç¹¥»÷
    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick)
    
    return
 
 
# ÊôÐÔ»÷ÔÎ
def AttackFaintRate(attacker, defender, curSkill, tick):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    
    faintRate = PlayerControl.GetFaintRate(attacker)
    if not faintRate:
        #GameWorld.DebugLog("ûÓл÷ÔθÅÂÊ!", attacker.GetID())
        return
    
    if curSkill:
        useSkillData = attacker.GetUseSkill()
        # ·ÇÖ÷¶¯ÐÔ¼¼Äܲ»´¥·¢
        if not useSkillData:
            return
        if useSkillData.GetSkillID() != curSkill.GetSkillID():
            return
        
    if not defender:
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
        if not defender:
            return
    
    if attacker.GetID() == defender.GetID():
        return
 
    if GameObj.GetHP(defender) <= 0:
        return
 
    tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
 
    # Ìí¼Ó×î¸ß60%»÷ÔÎЧ¹û
    maxRate = IpyGameDataPY.GetFuncCfg("PassiveSkillFaint", 1)
    rate = min(max(faintRate - tagFaintRate, 0), maxRate)
    if not GameWorld.CanHappen(rate):
        return
    
    faintCD = IpyGameDataPY.GetFuncCfg("PassiveSkillFaint", 2) * 1000
    if faintCD:
        lastTick = attacker.GetDictByKey(ChConfig.Def_PlayerKey_AttrFaintCD)
        remainTick = faintCD - (tick - lastTick)
        if remainTick > 0:
            GameWorld.DebugLog("»÷ÔÎCDÖÐ! rate=%s,Ê£Óàtick=%s" % (rate, remainTick), attacker.GetID())
            return
        attacker.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, tick)
        GameWorld.DebugLog("´¥·¢»÷ÔÎ! rate=%s" % rate, attacker.GetID())
        
    SkillCommon.AddBuffBySkillType(defender, ChConfig.Def_SkillID_AtkerFaint, tick)
    return
 
 
#---------------------------------------------------------------------
## ÉèÖü¼ÄÜÏûºÄÎïÆ·
#  @param curPlayer Ê¹Óü¼ÄÜÕß
#  @param curSkill ¼¼ÄÜʵÀý
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def SetSkillLostItem(curPlayer, curSkill):
    useItemID = curSkill.GetUseItemID() 
    useItemCount = curSkill.GetUseItemCount()
    
    if not useItemID or not useItemCount:
        return
    
    item = ItemCommon.FindItemInPackByItemID(curPlayer, useItemID, IPY_GameWorld.rptItem)
    
    if not item:
        GameWorld.ErrLog('###Êͷż¼ÄÜ = %s¿Û³ý²ÄÁÏ = %sÒì³£' % (
                            curSkill.GetSkillTypeID(), useItemID), curPlayer.GetID())
        return
    
    #PlayerControl.NotifyCode(curPlayer, "LostRes", [useItemID, useItemCount])
    
    itemCount = item.GetCount()
    
    DataRecordPack.DR_UseSkilLostItem(curPlayer, useItemID, useItemCount, item.GetGUID(), curSkill.GetSkillTypeID())
    
    if itemCount < useItemCount:
        GameWorld.ErrLog('###Êͷż¼ÄÜ  = %s¿Û³ý²ÄÁÏ = %sÒì³£, ÊýÁ¿²»×ã' % (
                            curSkill.GetSkillTypeID(), useItemID), curPlayer.GetID())
        item.Clear()
        return
    
    ItemControler.SetItemCount(item, itemCount - useItemCount, curPlayer.GetID(), curPlayer.GetAccID(),
                               curPlayer.GetPlayerName())
    return
#---------------------------------------------------------------------
## Ö´Ðй¥»÷³É¹¦ºóµÄ±»¶¯buffЧ¹û
#  @param curPlayer Ê¹Óü¼ÄÜÕß
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __DealWithPassivityBuff(curPlayer, tick):
    return
 
## ÉèÖÃÍæ¼ÒÊôÐÔÏûºÄ,Èçħ·¨,XPµã£¬HP
#  @param curPlayer Ê¹Óü¼ÄÜÕß
#  @param curSkill Ê¹Óü¼ÄÜ
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks ÉèÖÃÍæ¼ÒÊôÐÔÏûºÄ,Èçħ·¨,XPµã£¬HP
def SetSkillLostAttr(curPlayer, curSkill, tick):
    #===========================================================================
    # #-----------¿Ûħ·¨
    # lostMPValue = curSkill.GetMP()
    # curPlayerMP = curPlayer.GetMP()
    # 
    # if curPlayerMP < lostMPValue:
    #    GameWorld.ErrLog('Êͷż¼ÄÜ = %sÒì³£, Ä§·¨ = %s²»×ã = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
    # 
    # if lostMPValue > 0:
    #    curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
    #    #×Ô¶¯»ØÄ§
    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
    # 
    # #----------¿ÛXPµã
    # lostXPValue = curSkill.GetXP()
    # curPlayerXP = curPlayer.GetXP()
    # 
    # if curPlayerXP < lostXPValue:
    #    GameWorld.ErrLog('Êͷż¼ÄÜ = %sÒì³£, XPµã = %s²»×ã = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
    # 
    # if lostXPValue > 0:
    #    remain = curPlayer.GetXP() - lostXPValue
    #    remain = max(0, remain)
    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
    #    curPlayer.SetXP(remain)
    #===========================================================================
 
    #----------¿ÛHPµã
    lostHPValue = curSkill.GetHP()
    curPlayerHP = GameObj.GetHP(curPlayer)
    
    if curPlayerHP < lostHPValue:
        GameWorld.ErrLog('Êͷż¼ÄÜ = %sÒì³£, HPµã = %s²»×ã = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
    
    if lostHPValue > 0:
        GameObj.SetHP(curPlayer, GameObj.GetHP(curPlayer) - lostHPValue)
        
    return
 
## Ö´Ðб»¶¯¼¼ÄÜ´¦Àí
#  @param curPlayer Ê¹Óü¼ÄÜÕß
#  @param target ·ÀÓùÕß
#  @param curPlayerSkill Ê¹Óü¼ÄÜ
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __DealWithPassivitySkill(curPlayer, target, curPlayerSkill, tick):
#===============================================================================
#    isSuperHit = GetIsSuperHit()
#    isMiss = GetIsMiss()
#    lostHP = GetLostHP()
#    skillManager = curPlayer.GetSkillManager()
#    #È«¾Ö±»¶¯¼¼ÄÜÊÇ·ñ¿ÉÒÔ´¥·¢
#    #×¢:Ìí¼ÓÕâ¸öÅж¨,ÐèҪͬʱÐÞ¸ÄChConfig.Def_SkillID_TrigÅä¶ÔʹÓÃ
#    canDealWithTrigSkill = ( (tick - skillManager.GetTrigBuffSkillTick()) \
#                                > ChConfig.Def_Skill_PassivityTick )
#    curPlayerJob = curPlayer.GetJob()
#    skillTypeID = curPlayerSkill.GetSkillTypeID()
#===============================================================================
    return
#------------------------------------------------------------------
## NPC¹¥»÷³É¹¦(²ÎÊý -> µ±Ç°NPC,µ±Ç°NPC±»»÷ǰѪÁ¿,¹¥»÷¶ÔÏó,¼¼ÄÜ,µ±Ç°Ê±¼ä)
#  @param curNPC µ±Ç°NPC
#  @param curNPCBeHP µ±Ç°NPC±»»÷ǰѪÁ¿
#  @param target ¹¥»÷¶ÔÏó
#  @param curSkill ¼¼ÄÜ
#  @param tick µ±Ç°Ê±¼ä
#  @return True
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __DoNPCAttackSuccess(curNPC, curNPCBeHP, target, curSkill, tick):
    #--------------
    #ÕâÀïÔÚ¹¥»÷½áÊøºó,Ö»»áµ÷ÓÃÒ»´Î,¶ø¹¥»÷·½·¨ÖÐAttackResult½«¶à´Î±»µ÷ÓÃ(Ⱥ¹¥)
    #ÕâÀïÖ»´¦Àí¹¥»÷·½Âß¼­,,ËùÓÐÄ¿±ê·½Âß¼­ÔÚAttackResultÖд¦Àí
    #--------------
    #ÉèÖù¥»÷¼ä¸ô
    curNPC.SetAttackTick(tick)
    #֪ͨÉËѪ·´µ¯
    #hurtHPValueSelf = curNPCBeHP - GameObj.GetHP(curNPC)
    
    #֪ͨ¿Í»§¶Ë¹¥»÷½á¹û
    __Sync_AttackResult(curNPC, target, curSkill)
    
    #¼¼ÄÜʹÓóɹ¦
    if curSkill:
        skillTypeID = curSkill.GetSkillTypeID()
        
        #¼¼ÄÜʹÓóɹ¦
        curNPCSkill = curNPC.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        
        if not curNPCSkill:
            pass
            #GameWorld.ErrLog('NPC = %s, useSkillErr skillTypeID = %s' % (curNPC.GetNPCID(), skillTypeID))
        else:
            #ÉèÖü¼Äܹ«¹²CD
            curNPC.SetUseSkillTick(tick)
            #ÉèÖõ¥¸ö¼¼ÄÜÀäȱCD
            SkillCommon.SetSkillRemainTime(curNPCSkill, 0, tick, curNPC)
            #__DealWithNPCPassSkill(curNPC,curSkill)
            
        #Ôö¼ÓNPC¼¼ÄÜʹÓôÎÊý
        useCnt = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillTypeID)
        curNPC.SetDict(ChConfig.Def_NPC_Dict_SkillUseCnt % skillTypeID, min(useCnt + 1, ChConfig.Def_UpperLimit_DWord))
    
#===============================================================================
#    #¼¼ÄÜÀàÐÍ :¹â»·¡¡²»ÈÃÖ÷È˽øÈëÕ½¶·×´Ì¬
#    if curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon :
#        #»ñÈ¡µÄÖ÷ÈË
#        curPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer,curNPC)
#        #Èç¹ûÖ÷ÈËÊÇÍæ¼Ò
#        if curPlayer != None and GameObj.GetHP(curPlayer) > 0:
#            if curSkill == None or curSkill.GetSkillType() != ChConfig.Def_SkillType_Aura: 
#                #½øÈëÕ½¶·×´Ì¬
#                AttackCommon.SetPlayerBattleState(curPlayer,tick)
#===============================================================================
    
    #³èÎïÕÒµ½Ö÷È˽øÈëÕ½¶·×´Ì¬£¬¹â»·¼¼Äܲ»½øÈë
    if curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
        curPlayer = PetControl.GetPetOwner(curNPC)
        
        if curPlayer != None and GameObj.GetHP(curPlayer) > 0:
            if curSkill == None or curSkill.GetSkillType() not in ChConfig.Def_NoBattleState_List: 
                AttackCommon.SetPlayerBattleState(curPlayer, tick)
    
    FBLogic.DoOverNPCAttackSuccess(curNPC, target, tick)
    
    # ÁéÎªÍæ¼ÒµÄÌæÉíÐèÒª×ß´ËÂß¼­
    UseSkillOver(curNPC, target, curSkill, tick)
    return True
 
## ´¦ÀíNPC¸½¼Ó±»¶¯¼¼ÄÜ
#  @param curNPC µ±Ç°NPC
#  @param curSkill Ê¹Óü¼ÄÜ
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __DealWithNPCPassSkill(curNPC, curSkill):
    return
    
##############################±»¹¥»÷³É¹¦#############################
 
## Íæ¼Ò±»¹¥»÷(µ±Ç°Íæ¼Ò,¼¼ÄÜ,µ±Ç°Ê±¼ä)
#  @param curNPC µ±Ç°NPC
#  @param curSkill Ê¹Óü¼ÄÜ
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __DoPlayerBeAttacked(attacker, curPlayer, curSkill, tick):
    #Íæ¼ÒÒѾ­ËÀÍö
    if GameObj.GetHP(curPlayer) <= 0:
        return
     
    #Æï³Ë״̬±»¹¥»÷£¬Ôò×Ô¶¯ÏÂÂí
    #===========================================================================
    # if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
    #    if curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse:
    #        PlayerHorse.PlayerRideHorseDown(curPlayer)   
    #===========================================================================
        
    #BeHitWarn ×¢Ò⣺ÄúÕýÔÚÔâÊܹ¥»÷
    #PlayerControl.NotifyCode(curPlayer, "BeHitWarn")
    #²É¼¯ÖжÏ
    PlayerControl.BreakPlayerCollect(curPlayer)
    #´ò×øÖжÏ
    #PlayerControl.DoPlayerStand(curPlayer)
    #¼¤»îÍæ¼Ò
    PlayerControl.SetIsNeedProcess(curPlayer, True)
 
    # ÔÝÇÒÖ»ÓÐÍæ¼Ò±»¹¥»÷´¥·¢
    if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
        # ÓÅÏÈ´¥·¢£¬ÈçÎ޵пÉÒÔµÖµ²ºóÐøµÄ±»¶¯É˺¦¼¼ÄÜ
        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
        
        PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
        # ÓÉÖ÷ÈËÌõ¼þ´¥·¢³èÎï±»¶¯¼¼ÄÜ
        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
    return
 
## NPC±»¹¥»÷(µ±Ç°NPC,¼¼ÄÜ,µ±Ç°Ê±¼ä)
#  @param curNPC µ±Ç°NPC
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __DoNPCBeAttacked(curNPC, curSkill, tick):
    #NPCÒѾ­ËÀÍö
    if GameObj.GetHP(curNPC) <= 0:
        return
    
    #ÅųýïÚ³µ
    if curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
        return
    
    #Åųý¹
    if curNPC.GetType() == IPY_GameWorld.ntDeer:
        return
    
    #ÉèÖýøÈëÕ½¶·×´Ì¬
    NPCCommon.SetNPCInBattleState(curNPC)
    
    # ±»»÷Ìí¼Ó²»ÈÃÖ÷¶¯Òƶ¯£¬Ó¦ÓÃAI1
    if curNPC.GetIsBoss() == 0:
        curNPC.SetDict("NPCBeAttackedAI1", tick)
    return
 
# ¿Í»§¶ËËÑË÷¶ÔÏóµÄÁ´Ê½¹¥»÷
def ChainAttackAreaEx(attacker, defender, curSkill, srcPosX, srcPosY,
                          skillValue, skillPerList, tick,
                          powerList = [], isExSkill = False):
    
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    attackObjName = GetObjAttackName(attacker)
    
    resultList = list()     #¹¥»÷½á¹ûÁбí
    
    #ÎÞ·¨ÕÒµ½ÏÂÒ»¸ö¶ÔÏóÔòÍ˳ö¹¥»÷
    resultList = __DoNextDefenderEx(attacker, curSkill, skillValue, skillPerList,
                               attackObjName, resultList, tick)
            
    #Ö´ÐÐȺ¹¥½á¹û
    __DoAreaAttackResult(attacker, defender, curSkill, resultList, attackerHP, tick, isExSkill)
    
    return True
 
# Á´Ê½¹¥»÷ÖðÒ»¶ÔÓ¦É˺¦
def __DoNextDefenderEx(attacker, curSkill, skillValue, skillPerList,
                       attackObjName, resultList, tick):
    
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
    
    #ÕÒ²»µ½¹¥»÷¶ÔÏóÀàÐÍÔòÍ˳ö
    if hurtTypeList == None:
        GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType Ã»ÓжÔÓ¦Ïî %s" % curSkillUseTag)
        return resultList
 
    hurtDict = SkillShell.GetClientHurtDict()
    
    for i in range(len(skillPerList)):
        objID, curObjType = hurtDict.keys()[i]
        #²»Ôڿɹ¥»÷¶ÔÏóÁбíÖÐ
        if curObjType not in hurtTypeList:
            continue
        
        #¹¥»÷¶ÔÏó
        curTag = GameWorld.GetObj(objID, curObjType)
        if not curTag:
            continue
    
        #Á´Ê½¹¥»÷²»ÄܶÔïÚ³µÊÍ·Å
        if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
            continue
       
        #¾ßÌåÅж¨¶ÔÏóÊÇ·ñ¿É¹¥»÷
        if not __DoAttack(attacker, curTag, curSkill, attackObjName,
                            skillValue, skillPerList[i], g_skillHurtList, tick):
            continue
       
        resultList.append(curTag)
       
    return resultList
#------------------------------------------------------------------
## ÇøÓòÌØÊâ¹¥»÷ͨÓú¯Êý,ÓÃÓÚ¸ü¸ÄÆðµã,Óй¥»÷´ÎÊý,¹¥»÷Ë¥¼õµÈ(ÈçÂÒ½£á÷»ê)
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param skillValue ¼¼ÄÜÔöǿֵ
#  @param skillPerList ¼¼ÄÜÔöÇ¿°Ù·Ö±ÈÁбí
#  @param tick µ±Ç°Ê±¼ä
#  @param powerList Ë¥¼õ»òÔöÇ¿Áбí[ [skillPercent,skillEnhance],...... ]
#  @param isExSkill ÊÇ·ñÊǸ½¼Ó¼¼ÄÜ, ¸½¼Ó¼¼Äܲ»Í¨Öª¹¥»÷³É¹¦, Ò²²»Ôٴδ¥·¢ÆäËû¸½¼Ó¼¼ÄÜ
#  @return Õæ/¼Ù ÊÇ·ñ¹¥»÷³É¹¦
#  @remarks ÇøÓòÌØÊâ¹¥»÷ͨÓú¯Êý,ÓÃÓÚ¸ü¸ÄÆðµã,Óй¥»÷´ÎÊý,¹¥»÷Ë¥¼õµÈ(ÈçÂÒ½£á÷»ê)
def ChainAttackArea(attacker, defender, curSkill, srcPosX, srcPosY,
                          skillValue, skillPerList, tick,
                          powerList = [], isExSkill = False):
    
    #×÷Ó÷¶Î§ ×÷ÓþØÕó
    attackDis = curSkill.GetAtkRadius()
    skillMatrix = ChConfig.MatrixDict.get(attackDis)
    if skillMatrix == None:
        GameWorld.ErrLog("ChainAttackArea skillId=%s, attakDis=%s not in matrixDict=%s" 
                         % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
        return False
    
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #ÏÈ»ñµÃ¹¥»÷µÄ´ÎÊý
    attackTimeSum = len(skillPerList)
 
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    attackObjName = GetObjAttackName(attacker)
    
    #µÚÒ»´Î¹¥»÷Ñ¡ÖÐÄ¿±ê
    if not __DoAttack(attacker, defender, curSkill, attackObjName, skillValue,
                      skillPerList[0], g_skillHurtList, tick):
        return False
    
    #GameWorld.Log("¹¥»÷Ä¿±ê: curTagID = %s,curTagName = %s "%(
    #                    defender.GetID(),defender.GetName()))
    gameMap = GameWorld.GetMap()
    
    resultList = list()     #¹¥»÷½á¹ûÁбí
    resultList.append(defender)
    
    srcPos = [srcPosX, srcPosY]
    
    #---Á´Ê½¹¥»÷ÏÂÒ»¸öÄ¿±ê---
    for index in range(1, attackTimeSum):
        #ÎÞ·¨ÕÒµ½ÏÂÒ»¸ö¶ÔÏóÔòÍ˳ö¹¥»÷
        if not __DoNextDefender(attacker, curSkill, skillValue, skillPerList,
                               attackObjName, srcPos, index,
                               resultList, skillMatrix, gameMap, tick):
            #GameWorld.Log("3ÎÞ·¨ÕÒµ½ÏÂÒ»¸ö¶ÔÏóÔòÍ˳ö¹¥»÷")
            break
            
    #Ö´ÐÐȺ¹¥½á¹û
    __DoAreaAttackResult(attacker, defender, curSkill, resultList, attackerHP, tick, isExSkill)
    
    return True
 
## Á´Ê½¹¥»÷Ö´Ðе¥´ÎDoAttackÂß¼­
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param attackObjName ¹¥»÷ÕßÀàÐÍÖ¸¶¨Ãû³Æ
#  @param skillValue ¼¼ÄÜÔöǿֵ
#  @param skillPer ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param tick µ±Ç°Ê±¼ä
#  @return Õæ/¼Ù ÊÇ·ñ¹¥»÷³É¹¦
#  @remarks Á´Ê½¹¥»÷Ö´Ðе¥´ÎDoAttackÂß¼­
def __DoAttack(attacker, defender, curSkill, attackObjName, skillValue, skillPer,
               g_skillHurtList, tick):
    #²»¿É¹¥»÷Ñ¡ÖÐÄ¿±ê
    if not __CheckCanAttack(attacker, defender, curSkill, tick):
        return
    
    callName = "%s_Attack_%s.%s" % (attackObjName, GetObjAttackName(defender), "DoAttack")
    
    callFunc = GameWorld.GetExecFunc(AttackLogic, callName)
    
    if not callFunc:
        return
    
    #¹¥»÷ǰÁ¬»÷¼ì²é
    SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
    #GameWorld.Log("1skillPer: %s"%skillPer)
    callFunc(attacker, defender, curSkill, skillValue, skillPer, g_skillHurtList, tick)
    
    return True
 
 
## ÅжÏÔÚÁ´Ê½¹¥»÷ÖÐÊÇ·ñ±»¹¥»÷¹ý
#  @param curTag ±»¹¥»÷Ä¿±ê
#  @param resultList Òѱ»¹¥»÷Áбí
#  @return Õæ/¼Ù ÊÇ·ñÒѱ»¹¥»÷
#  @remarks ÅжÏÔÚÁ´Ê½¹¥»÷ÖÐÊÇ·ñ±»¹¥»÷¹ý
def __IsAlreadyAttack(curTag, resultList):
    #¶ÔÏó²»´æÔÚ
    if curTag == None:
        return True
    
    #¸ÃλÖÃÒÑÓÐNPC±»´Ë´ÎÁ´Ê½¹¥»÷
    for tag in resultList:
        if not tag:
            continue
        
        if GameWorld.IsSameObj(curTag, tag):
            return True
    
    return False
 
## ¹¥»÷ÏÂÒ»¸öÁ´Ê½Ä¿±ê(ÈçÂÒ½£á÷»ê)
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param skillValue ¼¼ÄÜÔöǿֵ
#  @param skillPerList ¼¼ÄÜÔöÇ¿°Ù·Ö±ÈÁбí
#  @param attackObjName ¹¥»÷ÕßÀàÐÍÖ¸¶¨Ãû³Æ
#  @param srcPos ¹¥»÷ÆðµãX/Y
#  @param index ¹¥»÷Ë÷Òý
#  @param resultList Òѱ»¹¥»÷Áбí
#  @param skillMatrix ¼¼ÄÜ·¶Î§¾ØÕó
#  @param gameMap µØÍ¼¹ÜÀíÆ÷
#  @param tick µ±Ç°Ê±¼ä
#  @return Õæ/¼Ù ÊÇ·ñ¹¥»÷³É¹¦
#  @remarks ¹¥»÷ÏÂÒ»¸öÁ´Ê½Ä¿±ê(ÈçÂÒ½£á÷»ê)
def __DoNextDefender(attacker, curSkill, skillValue, skillPerList,
                       attackObjName, srcPos, index,
                       resultList, skillMatrix, gameMap, tick):
    
    isSucceed = False
 
    curSkillUseTag = SkillShell.GetSkillAffectTag(curSkill)
    
    hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
    
    #ÕÒ²»µ½¹¥»÷¶ÔÏóÀàÐÍÔòÍ˳ö
    if hurtTypeList == None:
        GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType Ã»ÓжÔÓ¦Ïî %s" % curSkillUseTag)
        return isSucceed
 
    for curPos in skillMatrix:
        #¹¥»÷³É¹¦
        if isSucceed:
            #GameWorld.Log("2srcPos: %s"%srcPos)
            break
        
        #¼ì²éÓÐûÓжÔÏóÔÚÕâÒ»µãÉÏ
        mapObj = gameMap.GetPosObj(srcPos[0] + curPos[0], srcPos[1] + curPos[1])
        
        if not mapObj:
            continue
 
        #±éÀúµ±Ç°µã¶ÔÏó
        for i in range(0, mapObj.GetObjCount()):
            curObj = mapObj.GetObjByIndex(i)
            curObjType = curObj.GetGameObjType()
            
            #²»Ôڿɹ¥»÷¶ÔÏóÁбíÖÐ
            if curObjType not in hurtTypeList:
                continue
             
            #¹¥»÷¶ÔÏó
            curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
            if not curTag:
                continue
 
            #Á´Ê½¹¥»÷²»ÄܶÔïÚ³µÊÍ·Å
            if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
                continue
            
            if __IsAlreadyAttack(curTag, resultList):
                continue
            
            #¾ßÌåÅж¨¶ÔÏóÊÇ·ñ¿É¹¥»÷
            if not __DoAttack(attacker, curTag, curSkill, attackObjName,
                                 skillValue, skillPerList[index], g_skillHurtList, tick):
                continue
            
            resultList.append(curTag)
            
            #´Ó±»¹¥»÷Õß¿ªÊ¼ÖØÐ¼ÆËã×ø±ê
            srcPos[0] = curTag.GetPosX()
            srcPos[1] = curTag.GetPosY()
            
            isSucceed = True
            break
 
    return isSucceed
 
## ±¬ÁÑʽȺ¹¥ (½£Èë»ÆÈª)
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param curSkill ¼¼ÄÜʵÀý
#  @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param skillEnhance ¼¼ÄÜÔöǿֵ
#  @param changePer ½¥±äÖµ
#  @param tick µ±Ç°Ê±¼ä
#  @param powerList Ë¥¼õ»òÔöÇ¿Áбí[ [skillPercent,skillEnhance],...... ]
#  @param isEnhanceSkill ÊÇ·ñÊǸ½¼Ó¼¼ÄÜ, ¸½¼Ó¼¼Äܲ»Í¨Öª¹¥»÷³É¹¦, Ò²²»Ôٴδ¥·¢ÆäËû¸½¼Ó¼¼ÄÜ
#  @return True
#  @remarks ±¬ÁÑʽȺ¹¥ (½£Èë»ÆÈª)
def CrackAttackArea(attacker, defender, srcPosX, srcPosY, curSkill,
                    skillPercent, skillEnhance, changePer, tick,
                    powerList = [], isEnhanceSkill = False):    
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    attackList = []
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    #È¡µÃ¿É¹¥»÷¶ÔÏóÁбí
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
    
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
    
    for tagObj in resultList:
        dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(),
                         defender.GetPosX(), defender.GetPosY())
        
        skillPer = (skillPercent - dist * changePer)
        
        #GameWorld.Log("skillPer :%s"%skillPer)
        #Ö´ÐÐȺ¹¥ ²¢È¡µÃ±»¹¥»÷¶ÔÏóÁбí
        tmpList = __DoAreaAttack(attacker, curSkill, skillEnhance, skillPer,
                                 [tagObj], powerList, g_skillHurtList, tick)
        attackList.extend(tmpList)
 
    #Ö´ÐÐȺ¹¥½á¹û
    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isEnhanceSkill)
   
    return True
 
## ÎÞµÐÕ¶Ëæ»ú¹¥»÷·¶Î§ÄÚÄ¿±ê
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param curSkill ¼¼ÄÜ
#  @param tick µ±Ç°Ê±¼ä
#  @return ÊÇ·ñ¹¥»÷³É¹¦
#  @remarks ÎÞµÐÕ¶Ëæ»ú¹¥»÷·¶Î§ÄÚÄ¿±ê
def SuperLinkRandomAttack(attacker, curSkill, tick):
    #·µ»ØÊÇ·ñ¹¥»÷³É¹¦£¬ÅжÏÒª²»ÒªÏÂÒ»´Î¹¥»÷
    result = False
    
    defender = attacker.GetActionObj()
    
    if defender != None:
        defender = GameWorld.GetObjDetail(defender)
        
        attacker.SetActionObj(None)
#        #Í˳ö¶ÔÖÅ
#        attacker.SetIsConfronting(False)
#        #֪ͨ¿Í»§¶Ë //0½øÈë;ÆäËûÍ˳ö
#        attacker.View_PlayerBattle(0, 0, 1)
        #Ìí¼Ó²âÊÔÐÅÏ¢
        GameWorld.GodLog(attacker, 'ÎÞµÐÕ¶£¬Í˳öÕ½¶·¶ÔÖųɹ¦')
    else:
        resultList = __GetAreaAtackObj(attacker, curSkill, attacker.GetPosX(),
                                       attacker.GetPosY(), tick, __CheckCanAttack)
        
        if resultList == []:
            return result
    
        defender = random.choice(resultList)
    
    #¹¥»÷Ä¿±ê
    result = SuperLinkAttackObj(attacker, defender, curSkill, tick)
 
    return result
 
## ÎÞµÐÕ¶¹¥»÷Ä¿±ê
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓù×ÅʵÀý
#  @param curSkill ¼¼ÄÜ
#  @param tick µ±Ç°Ê±¼ä
#  @return ÊÇ·ñ¹¥»÷³É¹¦
#  @remarks ÎÞµÐÕ¶¹¥»÷Ä¿±ê
def SuperLinkAttackObj(attacker, defender, curSkill, tick):
    #·µ»ØÊÇ·ñ¹¥»÷³É¹¦£¬ÅжÏÒª²»ÒªÏÂÒ»´Î¹¥»÷
    result = False
    #---Ч¹û2 AֵΪ¹¥»÷¼¼ÄÜID---
    attackSkillEff = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_SuperLinkAtk)
    
    curSkillLV = curSkill.GetSkillLV()
    curSkillID = curSkill.GetSkillID()
    
    #ûÓй¥»÷¼¼ÄÜ
    if attackSkillEff == None:
        GameWorld.ErrLog("ûÓÐÎ޵й¥»÷¼¼ÄÜЧ¹ûÏî%s ID=%s, Lv=%s" % (ChConfig.Def_Skill_Effect_SuperLinkAtk,
                                                       curSkillID, curSkillLV))
        return result
 
    attackSkillID = attackSkillEff.GetEffectValue(0)
 
    #Ïȼì²éÊý¾Ý¿âÓÐû¸ÃÀ༼ÄÜ£¬Èç¹û×î¸ßµÈ¼¶²»Ò»Ñù»áÕÒ²»µ½
    attackSkill = GameWorld.GetGameData().FindSkillByType(attackSkillID, curSkillLV)
    #Òì³£
    if not attackSkill:
        GameWorld.ErrLog("Êý¾Ý¿âûÓÐÎ޵й¥»÷¼¼ÄÜ ID = %s, skillLv = %s" % (attackSkillID, curSkillLV))
        return result
    
    
    #ÕÒµ½±»¶¯¼¼ÄÜ£¬Ìí¼Ó±©»÷ÂÊ
    #---Ч¹û4 AֵΪ±»¶¯¼¼ÄÜID, ±»¶¯¼¼ÄܵÄЧ¹û2Ôö¼Ó±©»÷---
    passiveSkill = SkillCommon.GetSkillFromOtherSkillByEffectID(attacker, curSkill,
                                                                ChConfig.Def_Skill_Effect_PassiveSkillID)
    
    beforeSuperHitRate = attacker.GetSuperHitRate()
    #¸Ã±»¶¯¼¼ÄÜÒÑѧ
    if passiveSkill != None and SkillCommon.isPassiveSkill(passiveSkill):
        superHitEff = SkillCommon.GetSkillEffectByEffectID(passiveSkill, ChConfig.Def_Skill_Effect_SuperAtkSHit)
        if superHitEff != None:
            superHitRate = superHitEff.GetEffectValue(0)
            superHitPer = (ChConfig.Def_MaxRateValue + superHitEff.GetEffectValue(1)) / float(ChConfig.Def_MaxRateValue)
            
            #ÉèÖÃеı©»÷ÂÊ
            attacker.SetSuperHitRate(int(max(beforeSuperHitRate, superHitRate) * superHitPer))
        else:
            GameWorld.ErrLog("ûÓб©»÷Ч¹ûÏî%s ID=%s, Lv=%s" % (ChConfig.Def_Skill_Effect_SuperAtkSHit,
                                                     passiveSkill.GetSkillID(), passiveSkill.GetSkillLV()))
 
    #ÉèÖù¥»÷ÆðµãÎªÍæ¼Ò×ÔÉí×ø±ê
    attacker.SetAttackTargetPos(attacker.GetPosX(), attacker.GetPosY())
    result = SkillShell.DoLogic_UseSkill(attacker, defender, attackSkill, tick)
    
    attacker.SetSuperHitRate(beforeSuperHitRate)
    
    return result
 
 
## ½£Èз籩¹¥»÷
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param curSkill ¼¼ÄÜʵÀý
#  @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param skillEnhance ¼¼ÄÜÔöǿֵ
#  @param skillMatrix Ö¸¶¨¹¥»÷¾ØÕó 
#  @param tick µ±Ç°Ê±¼ä
#  @return ÎÞ
#  @remarks ½£Èз籩¹¥»÷
def SwordStormAttack(attacker, srcPosX, srcPosY, curSkill, skillPercent,
                     skillEnhance, skillMatrix, tick):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack, skillMatrix)
          
    attackList = __DoAreaAttack(attacker, curSkill, skillEnhance, skillPercent,
                                resultList, [], g_skillHurtList, tick)
    
    #²»Í¨Öª¹¥»÷³É¹¦°ü Ö»¹ã²¥µôѪ
    #===========================================================================
    # for index in range(g_skillHurtList.GetHurtCount()):
    #    hurtObj = g_skillHurtList.GetHurtAt(index)
    #    
    #    curObj = GameWorld.GetObj(hurtObj.GetObjID(), hurtObj.GetObjType())
    #    
    #    if curObj == None:
    #        continue
    #    
    #    curObj.ChangeHPView(curSkill.GetSkillTypeID(), hurtObj.GetHurtHP(), hurtObj.GetHurtHPEx(), hurtObj.GetAttackType())
    #    
    #    SkillCommon.NotifyNPCHP(curObj)
    #===========================================================================
    Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
        
    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
    skillIDSet = set()
    #¹¥»÷½á¹û ²»´¦Àí´¥·¢Âß¼­
    for defObj in attackList:
        
        #Òò¹¥»÷½áÊø¶¯×÷ÖУ¬·¨±¦¹¥»÷½«µ¼ÖÂÄ¿±êËÀÍö¡£ÒªÅж¨ºóÔڴε÷Ó㬱ÜÃâ2´Î->AttackResult
        if AttackCommon.GetIsDead(defObj):
            continue
        
        #·ÅÔÚº¯ÊýÖпɶà´Î´¥·¢ ÈçSP ´¥·¢¼õËÙ»òÕßÉ˺¦£¬µ«²»ÄÜ·ÅÔÚ¹¥»÷¼ÆËãÖУ¬ÒòΪÉ˺¦Ðͼ¼ÄÜ»áÓ°ÏìÉËѪÁбí
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
                                                isEnhanceSkill=False, skillIDSet=skillIDSet)
        
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
        #=======================================================================
        # #Êܹ¥»÷¶ÔÏó1V1´¥·¢¼¼ÄÜ,±¾¼¼ÄÜЧ¹û×ÔÉí¸½´ø£¬·Ç±»¶¯£¬·Ç´¥·¢¼¼ÄÜ
        # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        # if skillEffect:
        #    skillID = skillEffect.GetEffectValue(2)
        #    if skillID != 0:
        #        triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        #        if not triggerSkill:
        #            continue
        #        SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
 
    # Ò»Ò»´¥·¢¼¼ÄÜÐèÒªÔÚ×îºóÉèÖÃCD
    for skillTypeID in skillIDSet:
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
    
    if attackList:
        PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
 
 
## Çå¿ÕÉËѪÁбí
#  @param ÎÞ
#  @return ÎÞ
#  @remarks Çå¿ÕÉËѪÁбí ÓÃÓÚÊͷż¼ÄÜ´¦ÀíÂß¼­Ç°Çå
def ClearSkillHurtList():
    global g_skillHurtList
    
    g_skillHurtList.Clear()
    
 
## »ñÈ¡·ÀÊØÕߵı»¹¥»÷ÀàÐÍ
#  @param defender ·ÀÊØÕß
#  @return ¹¥»÷ÀàÐÍ
#  @remarks »ñÈ¡·ÀÊØÕߵı»¹¥»÷ÀàÐÍ
def GetHurtType(defender):
    if defender == None:
        return ChConfig.Def_HurtType_Normal
    
    #ÔÚÉËѪÁбíÖÐÕÒ³ö·ÀÊØ·½µÄÉËѪ½á¹¹
    for index in range(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(index)
        
        curObj = GameWorld.GetObj(hurtObj.GetObjID(), hurtObj.GetObjType())
        
        if curObj == None:
            continue
        
        if not GameWorld.IsSameObj(curObj, defender):
            continue
 
        return hurtObj.GetAttackType()
 
    return ChConfig.Def_HurtType_Normal
 
 
## °´°Ù·Ö±ÈȺÌå¿ÛѪ
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param defender ·ÀÓùÕßʵÀý
#  @param srcPosX ¹¥»÷Æðµã×ø±êX
#  @param srcPosX ¹¥»÷Æðµã×ø±êY
#  @param curSkill ¼¼ÄÜʵÀý
#  @param tick µ±Ç°Ê±¼ä
#  @param isExSkill ÊÇ·ñÊǸ½¼Ó¼¼ÄÜ, ¸½¼Ó¼¼Äܲ»Í¨Öª¹¥»÷³É¹¦, Ò²²»Ôٴδ¥·¢ÆäËû¸½¼Ó¼¼ÄÜ
#  @param skillMatrix ¹¥»÷¾ØÕó
#  @return True
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def AttackerSkillAttackAreaLostHP(attacker, defender, srcPosX, srcPosY, curSkill, tick,
                            isExSkill = False, skillMatrix = None):
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    
    #¹¥»÷·½Ô­ÓÐѪÁ¿,ÓÃÀ´Í¨Öª·´µ¯
    attackerHP = GameObj.GetHP(attacker)
    
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack, skillMatrix)
            
    #ÓÐÄ¿±êÀ༼ÄÜ,²éÕÒÖ¸¶¨µÄ¹¥»÷Ä¿±êÊÇ·ñÔÚÁбíÖÐ,²»ÔÚÌí¼Ó
    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
    #GameWorld.Log("ʹÓÃÎÞÖ¸¶¨´ÎÊýȺ¹¥¼¼ÄÜ = %s ³É¹¦,¸½¼Ó¼¼ÄÜЧ¹û = %s,¸½¼Ó¼¼ÄÜÔöÇ¿ = %s"%\
    #(curSkill.GetSkillName(),skillValue,skillPer))
        
    attackList = __DoAreaAttackLostHP(attacker, curSkill, resultList, g_skillHurtList, tick)
 
    
    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
    
    return True
 
## Ö´Ðа´°Ù·Ö±ÈȺÌå¿ÛѪ
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param resultList ¹¥»÷¶ÔÏóÁбí
#  @param skillHurtList ÉËѪÁбí
#  @param tick µ±Ç°Ê±¼ä
#  @return ÎÞ
#  @remarks
def __DoAreaAttackLostHP(attacker, curSkill, resultList, skillHurtList, tick):
    attackList = []   #±»¹¥»÷¶ÔÏóÁбí
    
    checkComboOK = False
    
    #Ö´Ðй¥»÷½á¹û
    for obj in resultList:
        callName = "%s_Attack_%s.%s" % (GetObjAttackName(attacker),
                                       GetObjAttackName(obj), "DoAttack")
        
        callFunc = GameWorld.GetExecFunc(AttackLogic, callName)
        
        if not callFunc:
            continue
        
        if not checkComboOK:
            #¹¥»÷ǰÁ¬»÷¼ì²é
            SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
            checkComboOK = True
            
        curObjMaxHp = GameObj.GetMaxHP(obj)
        rate = curSkill.GetEffect(0).GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)  # ¿ÛѪµÄ°Ù·Ö±È
        lostHP = int(curObjMaxHp * rate)
        
        callFunc(attacker, obj, curSkill, lostHP, 0, skillHurtList, tick)
        
        attackList.append(obj)
    
    return attackList
    
    
# Òý±¬ÊÓÒ°ÄÚµÄÖÖ×Ó
def AttackDetonateSeed(attacker, curSkill, seedTypeID, tick, owner=None):
    if not seedTypeID:
        return
    buffSkill = GameWorld.GetGameData().GetSkillBySkillID(seedTypeID)
    if not buffSkill:
        return
    
    buffType = SkillCommon.GetBuffType(buffSkill)
    
    if owner:
        ownerID, ownerType = owner.GetID(), owner.GetGameObjType()
    else:
        ownerID, ownerType = attacker.GetID(), attacker.GetGameObjType()
        
    GameWorld.DebugLog("ownerID---%s-%s"%(ownerID, ownerType))
    #Çå¿ÕÉËѪÁбí
    global g_skillHurtList
    g_skillHurtList.Clear()
    hurtPer = 0
    
    attackerHP = GameObj.GetHP(attacker)
    attackList = []
    seeObjCount = attacker.GetInSightObjCount()
    for i in range(0, seeObjCount):
        seeObj = attacker.GetInSightObjByIndex(i)
        
        #ÓпÉÄÜΪ¿Õ
        if seeObj == None :
            continue
 
        seeObjType = seeObj.GetGameObjType()
        
        #²»ÊÇÍæ¼Ò
        if seeObjType not in [IPY_GameWorld.gotPlayer, IPY_GameWorld.gotNPC] :
            continue
        
        if seeObj.IsEmpty():
            continue
        
        #ÒѾ­ËÀÍö
        if GameObj.GetHP(seeObj) <= 0 :
            continue
        
        #ÒþÉí
        if seeObj.GetVisible() == False:
            continue
        
        tagObj = GameWorld.GetObj(seeObj.GetID(), seeObjType)
        if not tagObj:
            continue
        
        buffTuple = SkillCommon.GetBuffManagerByBuffType(tagObj, buffType)
        #ͨ¹ýÀàÐÍ»ñȡĿ±êµÄbuff¹ÜÀíÆ÷Ϊ¿Õ£¬ÔòÌø³ö
        if buffTuple == ():
            continue
 
        buffManager = buffTuple[0]
        buff = buffManager.FindBuff(seedTypeID)
        if not buff:
            continue
 
        if buff.GetOwnerID() != ownerID or buff.GetOwnerType() != ownerType:
            # ·ÇËùÊôBUFF
            continue
        
        if not hurtPer:
            curBuffSkill = buff.GetSkill()
    
            hurtEffect = SkillCommon.GetSkillEffectByEffectID(curBuffSkill, ChConfig.Def_Skill_Effect_BoomSeedHurt)
            if not hurtEffect:
                
                continue
            hurtPer = hurtEffect.GetEffectValue(0)  # µ¥²ãÉ˺¦
        
        # É˺¦³ËÒÔ²ã
        skillPercent = hurtPer * max(buff.GetLayer(), 1)
        DoAttackSingle(attacker, tagObj, curSkill, 0, skillPercent, tick)
        
        attackList.append(tagObj)
        
    # ½áÊø´¦Àí
    DoAttackSuccessEx(attacker, attackerHP, None, curSkill, tick)
 
    for defObj in attackList:
                        
        if AttackCommon.GetIsDead(defObj):
            continue
 
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
 
    return True
    
    
    
#µ¥Ò»¶ÔÏó¼ÆËã¹¥»÷É˺¦£¬ÈçÓÃÓÚÖÖ×Ó±¬Õ¨
def DoAttackSingle(attacker, obj, curSkill, skillEnhance, skillPercent, tick):
    callName = "%s_Attack_%s.%s" % (GetObjAttackName(attacker),
                                   GetObjAttackName(obj), "DoAttack")
    
    callFunc = GameWorld.GetExecFunc(AttackLogic, callName)
    
    if not callFunc:
        return
    
    callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
    
    return obj
 
 
 
## È¡Ïû±»ÇøÓòÄÚ¶ÔÏó¶ÔÖÅÑ¡ÖÐ
#  @param attacker ¹¥»÷ÕßʵÀý
#  @param curSkill ¼¼ÄÜʵÀý
#  @param srcPosX Êͷż¼ÄÜÆðµã×ø±êX
#  @param srcPosY Êͷż¼ÄÜÆðµã×ø±êY
#  @param tick µ±Ç°Ê±¼ä
#  @return ÎÞ
def CancelAreaActioned(attacker, curSkill, srcPosX, srcPosY, tick):
 
    #È¡µÃÊÜЧ¹ûÄ¿±ê¶ÓÁÐ
    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, CheckTagIsBeInfection)
 
    # Í¨ÖªÈ¡ÏûÑ¡ÖÐÍæ¼ÒÁбí
    #GameWorld.DebugLog("resultList=%s" % resultList)
    
    for curTag in resultList:
        
        # ²»ÊÇÍæ¼Ò²»´¦Àí
        if curTag.GetGameObjType() != IPY_GameWorld.gotPlayer:
            continue
        
        curTagID = curTag.GetPlayerID()
        curActionObj = curTag.GetActionObj()
        if not curActionObj:
            #GameWorld.DebugLog("curTagID=%s, not actionObj" % curTagID)
            continue
        
        # ¶ÔÖÅÄ¿±ê²»ÊÇÍæ¼Ò²»´¦Àí
        if curActionObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
            #GameWorld.DebugLog("curTagID=%s, actionObj not gotPlayer" % curTagID)
            continue
        
        actionPlayer = GameWorld.GetObjDetail(curActionObj)
        
        # Èç¹ûÑ¡ÖÐÕßÊÇÊͷż¼ÄÜÍæ¼Ò£¬ÔòÈ¡Ïû¶ÔÆäÑ¡ÖÐ
        if actionPlayer.GetPlayerID() == attacker.GetPlayerID():
            curTag.SetActionObj(None)
            # ·â°ü֪ͨ¶Ô·½£¬È¡ÏûÑ¡ÖÐ
            PlayerControl.Sync_SelectObj(curTag, IPY_GameWorld.gotPlayer, actionPlayer.GetPlayerID(), 0)
    return
 
# Íæ¼Ò·ÇÖ±½ÓÊͷŵļ¼Äܳɹ¦°üÓÉ´Ë·â°ü´¦Àí£¬Âß¼­Àà0614 0604
# attacker.View_UseSkillPos(skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList)
def Sync_SkillHurtList(curPlayer, skillID, posX, posY, skillHurtList):
    if curPlayer.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    sendPack = ChPyNetSendPack.tagMCSkillHurtList()
    sendPack.Clear()
    sendPack.ObjID = curPlayer.GetID()
    sendPack.ObjType = IPY_GameWorld.gotPlayer
    sendPack.SkillID = skillID
    sendPack.PosX = posX
    sendPack.PosY = posY
    
    for i in range(skillHurtList.GetHurtCount()):
        hurtObj = skillHurtList.GetHurtAt(i)
        hurtList = ChPyNetSendPack.tagSkillPosHurtObj()
        hurtList.ObjType = hurtObj.GetObjType()
        hurtList.ObjID = hurtObj.GetObjID()
        hurtList.AttackType = hurtObj.GetAttackType()
        hurtList.HurtHP = hurtObj.GetHurtHP()
        hurtList.HurtHPEx = hurtObj.GetHurtHPEx()
        hurtList.CurHP = hurtObj.GetCurHP()
        hurtList.CurHPEx = hurtObj.GetCurHPEx()
        
        sendPack.HurtList.append(hurtList)
        
    sendPack.HurtCount = len(sendPack.HurtList)
    sendPack.SkillElementID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
    return
 
 
# pyÖØÏÖView_UseSkillPosЧ¹û£¬¶ÔµØÍ¨Öª£¬Ö»ÓÃÓÚÍæ¼Ò
def PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, skillHurtList, notifySelf):
    #===========================================================================
    # C++ ´Ë´¦´úÂëPYÒÑ´¦Àí£¬Ôݲ»¼ÓÈë
    # SetAttackTick(GetGameWorldManager()->GetTick());
    # ChangeAction(paAttack);
    # m_LastBattleTick = GetGameWorldManager()->GetTick();
    #===========================================================================
    
    sendPack = ChNetSendPack.tagUseSkillPos()
    sendPack.Clear()
    sendPack.ObjID = attacker.GetID()
    sendPack.ObjType = attacker.GetGameObjType()
    sendPack.BattleType = battleType
    sendPack.SkillID = skillID
    sendPack.PosX = useSkillPosX
    sendPack.PosY = useSkillPosY
    
    for i in range(skillHurtList.GetHurtCount()):
        hurtObj = skillHurtList.GetHurtAt(i)
        hurtList = ChNetSendPack.tagSkillPosHurtObj()
        hurtList.ObjType = hurtObj.GetObjType()
        hurtList.ObjID = hurtObj.GetObjID()
        hurtList.AttackType = hurtObj.GetAttackType()
        hurtList.HurtHP = hurtObj.GetHurtHP()
        hurtList.HurtHPEx = hurtObj.GetHurtHPEx()
        hurtList.CurHP = hurtObj.GetCurHP()
        hurtList.CurHPEx = hurtObj.GetCurHPEx()
        
        sendPack.HurtList.append(hurtList)
        
    sendPack.HurtCount = len(sendPack.HurtList)
    if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
        sendPack.SkillElementID = attacker.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
        PlayerControl.PyNotifyAll(attacker, sendPack, notifySelf, -1)
    else:
        attacker.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
    return
 
# Íæ¼Ò×ÔÉíÒªÌØÊâ¹ýÂË֪ͨ
def PYView_UseSkillPos_NotifySelf(curPlayer, skillID, battleType, useSkillPosX, useSkillPosY, skillHurtList):
    #===========================================================================
    # C++ ´Ë´¦´úÂëPYÒÑ´¦Àí£¬Ôݲ»¼ÓÈë
    # SetAttackTick(GetGameWorldManager()->GetTick());
    # ChangeAction(paAttack);
    # m_LastBattleTick = GetGameWorldManager()->GetTick();
    #===========================================================================
    useSkillData = curPlayer.GetUseSkill()
    useSkillID = useSkillData.GetSkillID() if useSkillData else 0
    
    sendPack = ChNetSendPack.tagUseSkillPos()
    sendPack.Clear()
    sendPack.ObjID = curPlayer.GetID()
    sendPack.ObjType = IPY_GameWorld.gotPlayer
    sendPack.BattleType = battleType
    sendPack.SkillID = skillID
    sendPack.PosX = useSkillPosX
    sendPack.PosY = useSkillPosY
    
    for i in range(skillHurtList.GetHurtCount()):
        hurtObj = skillHurtList.GetHurtAt(i)
        # ¿Í»§¶Ë¼ÆËãÉ˺¦²»Í¨Öª×Ô¼º
        if useSkillID == skillID and SkillShell.isClientHurtValue(hurtObj.GetObjID(), hurtObj.GetObjType()):
            continue
        hurtList = ChNetSendPack.tagSkillPosHurtObj()
        hurtList.ObjType = hurtObj.GetObjType()
        hurtList.ObjID = hurtObj.GetObjID()
        hurtList.AttackType = hurtObj.GetAttackType()
        hurtList.HurtHP = hurtObj.GetHurtHP()
        hurtList.HurtHPEx = hurtObj.GetHurtHPEx()
        hurtList.CurHP = hurtObj.GetCurHP()
        hurtList.CurHPEx = hurtObj.GetCurHPEx()
        
        sendPack.HurtList.append(hurtList)
        
    sendPack.HurtCount = len(sendPack.HurtList)
    sendPack.SkillElementID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return