hxp
2025-08-19 14b330f7dd90ab09f2a7a00c2bcf3a8008e0abd3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
    ## 是否无视防御
    return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
    '''使用技能通用入口
    @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
    @param enhanceBySkill: 由哪个主技能额外触发的
    @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
    @return: 是否成功
    '''
    if not useSkill:
@@ -64,14 +65,19 @@
        tagAffect = useSkill.GetTagAffect()
        tagCount = useSkill.GetTagCount()
        tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
    enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
        rate = useSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue:
            for tagObj in tagObjList[::-1]:
                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                    tagObjList.remove(tagObj)
    if not tagObjList:
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        return
    
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
    # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
    
    poolMgr = ObjPool.GetPoolMgr()
@@ -83,7 +89,8 @@
        
    useSkill.SetTagObjList(tagObjList)
    useSkill.SetBatType(batType)
    useSkill.SetEnhanceBySkill(enhanceBySkill)
    useSkill.SetBySkill(bySkill)
    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
    useSkill.ClearHurtObj()
    
    curBatObj.ClearSkillTempAttr()
@@ -92,7 +99,7 @@
        
    objID = curBatObj.GetID()
    useTag = ""
    if not enhanceBySkill:
    if not isEnhanceSkill:
        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
@@ -114,10 +121,8 @@
        clientPack.Sign = 1
        turnFight.addBatPack(clientPack)
        
    # 最后重置、清空回收对象池
    useSkill.SetTagObjList([])
    useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
    useSkill.ClearHurtObj()
    # 最后重置、回收对象
    useSkill.ResetUseRec()
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
@@ -243,11 +248,13 @@
    # 血量最低
    if tagAffect == ChConfig.SkillTagAffect_HPLowest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
        #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        aimObjList = aimObjList[:tagCount]
    # 血量最高
    elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
        #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        aimObjList = aimObjList[:tagCount]
        
    else:
@@ -306,9 +313,19 @@
    if atkType == 5:
        return
    
    # 6 怒气增减偷
    # 怒气增
    if atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill)
        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
        return
    # 怒气减
    if atkType == 7:
        SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
        return
    # 怒气偷
    if atkType == 8:
        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
        return
    
    return
@@ -352,30 +369,30 @@
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
def SkillModule_6(turnFight, curBatObj, useSkill):
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
    ## 怒气增减偷
    
    curID = curBatObj.GetID()
    skillID = useSkill.GetSkillID()
    enhanceBySkill = useSkill.GetEnhanceBySkill()
    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
    bySkill = useSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    
    effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
    angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
    angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
    calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
    #cureType = useSkill.GetCalcType()
    skillPer = useSkill.GetSkillPer()
    skillValue = useSkill.GetSkillValue()
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
    calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
    calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
    attrID = ChConfig.AttrID_XP
    
    GameWorld.DebugLog("怒气增减偷: curID=%s,calcValue=%s,skillID=%s,angerPer=%s,angerValue=%s,calcType=%s,relatedSkillID=%s"
                       % (curID, calcValue, skillID, angerPer, angerValue, calcType, relatedSkillID))
    GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s"
                       % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
    curStealTotal = 0
    for tagBatObj in useSkill.GetTagObjList():
        
        tagID = tagBatObj.GetID()
        # 减
        if calcType == 2:
        if opType == "Reduce":
            diffType = 0
            tagXP = tagBatObj.GetXP()
            diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
@@ -385,7 +402,7 @@
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
        # ͵
        elif calcType == 3:
        elif opType == "Steal":
            diffType = 0
            tagXP = tagBatObj.GetXP()
            diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
@@ -412,14 +429,14 @@
        diffValue = curStealTotal
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    偷总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
def DoAttackResult(turnFight, curBatObj, useSkill):
    '''执行攻击结果,技能、buff通用
    '''执行攻击结果
    @param curBatObj: 施法方或buff归属方
    '''
    
@@ -430,38 +447,55 @@
            
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    # 需先通知伤血 - 前端按顺序优先表现主技能内容,
    enhanceBySkill = useSkill.GetEnhanceBySkill()
    if not enhanceBySkill:
    if useSkill.GetCoolDownTime():
        useSkill.SetCalcTime(turnFight.getTimeline())
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
    # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
    isEnhanceSkill = useSkill.GetIsEnhanceSkill()
    if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
    if not isEnhanceSkill:
        __doCostZhanchui(turnFight, curBatObj, useSkill)
        __doSkillUserAnger(turnFight, curBatObj, useSkill)
        
    DoBeAttackOver(turnFight, curBatObj, useSkill)
    # 最后处理反击 或 连击
    return
def DoBeAttackOver(turnFight, curBatObj, useSkill):
    '''被攻击结果
    @param curBatObj: 施法方或buff归属方
    '''
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
    isAngerSkill = SkillCommon.isAngerSkill(useSkill)
    # 统计死亡
    killObjIDList = [] # 击杀的目标ID列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        hurtObj = useSkill.GetHurtObj(tagID)
        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
        for hurtObj in useSkill.GetHurtObjList():
            if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill):
                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
            TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
    if curBatObj.GetHP() <= 0:
    if curBatObj and curBatObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curBatObj)
        
    # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
    curPlayer = turnFight.curPlayer
    if curPlayer and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
    if curPlayer and curBatObj and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # 额外触发技能
    __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
    
    # 循环触发被动,待扩展
    # 最后处理反击 或 连击
    
    return
@@ -481,12 +515,12 @@
    
    costZhanchui = 0
    batType = useSkill.GetBatType()
    if batType != ChConfig.TurnBattleType_Normal:
        # 暂定仅常规主动点击行为的需要扣除战锤(与前端手动战斗点击的触发点同步),被动触发的暂定不扣
        return
    if SkillCommon.isAngerSkill(useSkill):
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
    elif batType == ChConfig.TurnBattleType_Combo:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
    elif batType == ChConfig.TurnBattleType_AtkBack:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
    elif SkillCommon.isTurnNormalSkill(useSkill):
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
        
@@ -537,8 +571,10 @@
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
    if useSkill.GetEnhanceBySkill():
        GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
    if not curBatObj:
        return
    if useSkill.GetIsEnhanceSkill():
        #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
        return
    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
    if not enhanceSkillIDList:
@@ -555,19 +591,23 @@
        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
            GameWorld.DebugLog("    额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
            # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
            enhanceRate = enhanceSkillData.GetHappenRate()
            enhanceRate = enhanceSkillData.GetHappenRate()
            enchanceTagObjList = []
            for tagObj in tagObjList:
                tagID = tagObj.GetID()
                if tagObj.GetHP() <= 0:
                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                    continue
                hurtObj = useSkill.GetHurtObj(tagID)
                if not hurtObj:
                inHurt = False
                for hurtObj in useSkill.GetHurtObjList():
                    if hurtObj.GetObjID() != tagID:
                        continue
                    if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                        continue
                    inHurt = True
                    break
                if not inHurt:
                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
                    continue
                if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                    GameWorld.DebugLog("    闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
                    continue
                if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                    GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
@@ -576,12 +616,12 @@
                enchanceTagObjList.append(tagObj)
                
            if enchanceTagObjList:
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
                
            continue
        
        GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
        
    return
@@ -592,21 +632,11 @@
    atkObj = attacker
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    skillID = curSkill.GetSkillID()
    hurtObj = curSkill.AddHurtObj(defID)
    
    #检查是否几率触发
    if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
        rate = curSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
            #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
            #放这里,兼容群攻时如果该技能是有概率的,则每个目标单独判断
            hurtObj.AddHurtType(ChConfig.HurtType_Fail)
            hurtObj.SetCurHP(defObj.GetHP())
            return hurtObj
    atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
    atkSkillValue = 0
    atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
    atkSkillPer = curSkill.GetSkillPer()
    atkSkillValue = curSkill.GetSkillValue()
    
    dHP = defObj.GetHP()                # 防守方当前血量
    dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
@@ -640,11 +670,11 @@
    #吸血
    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
    
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
    return hurtObj
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
    return
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
    '''计算伤害
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
    '''计算伤害,默认按攻击计算
    '''
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
@@ -656,19 +686,20 @@
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False
    if isAngerSkill:
        mustHit = True
        GameWorld.DebugLog("        XP必命中")
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        
    #命中公式 攻击方类型不同,公式不同
    if not mustHit:
        aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
@@ -676,7 +707,11 @@
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
    
    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
    isSuperHit = False # 是否暴击
    if isDot:
        isSuperHit = False
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        
@@ -690,31 +725,31 @@
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    
    aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
    
    dHP = defObj.GetHP()
    dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
    
    aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
    
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
        aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
        dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
        dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
        
    aAngerSkillPer, dAngerSkillPerDef = 0, 0
    if isAngerSkill:
        aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
        
    # 物法增减伤
    if pmType == IPY_GameWorld.ghtMag: # 法伤
        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
    else: # 物伤
        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer)
        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -727,15 +762,13 @@
    aFinalDamPer /= 10000.0
    dFinalDamPerDef /= 10000.0
    
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s" 
                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
    
    if "hurtFormulaKey" in atkwargs:
        aBurnValue = atkwargs.get('burnValue', 0)
        aBurnPer = atkwargs.get('burnPer', 0)
        hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
    # 持续性伤害
    if isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
    elif isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
@@ -767,7 +800,7 @@
    remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
    hurtObj.SetBounceHP(bounceHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
    
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
    return
@@ -798,9 +831,9 @@
    ''' 计算治疗值
    '''
    cureBaseValue = 0     #治疗基础值
    effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
    skillPer = curSkill.GetEffectValue(effIDNum, 0)
    cureType = curSkill.GetEffectValue(effIDNum, 1)
    cureType = curSkill.GetCalcType()
    skillPer = curSkill.GetSkillPer()
    #skillValue = curSkill.GetSkillValue()
    
    #获得基础治疗值
    if cureType == ChConfig.Def_Cure_Attack:
@@ -824,7 +857,7 @@
        #curePer += GameObj.GetCurePer(userObj)
        #if enemyObj:
        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
    skillPer /= float(ChConfig.Def_MaxRateValue)
    curePer /= float(ChConfig.Def_MaxRateValue)
    cureDefPer /= float(ChConfig.Def_MaxRateValue)
@@ -840,6 +873,52 @@
    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
                       % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
    return cureHP
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
    ## 执行单次dot逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    buffID = curBuff.GetBuffID()
    ownerID = curBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
    atkObj = buffOwner
    defObj = batObj
    tagObjList = [defObj]
    dHP = defObj.GetHP()
    defID = defObj.GetID()
    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, defObj.GetMaxHP()))
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    remainHP = max(0, dHP - hurtValue) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    hurtObj = useSkill.AddHurtObj(defID)
    hurtObj.SetHurtTypes(hurtTypes)
    hurtObj.SetHurtHP(hurtValue)
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    # dot的反弹、吸血待定
    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
    DoBeAttackOver(turnFight, atkObj, useSkill)
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def Sync_UseSkill(turnFight, curBatObj, useSkill):
    ## 通知释放技能
@@ -867,13 +946,14 @@
    turnFight.addBatPack(clientPack)
    return
def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0):
def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0, hurtTypes=0):
    '''通知对象属性刷新展示B418
    @param attrID: 通知变化的属性ID
    @param diffValue: 变化值
    @param diffType: 变化类型,0-减少;1-增加
    @param skillID: 使用的技能表ID,即哪个技能的效果
    @param relatedSkillID: 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
    @param hurtTypes: 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
    '''
    if attrID not in ChConfig.CDBRefresh_AttrIDDict:
        return
@@ -882,6 +962,7 @@
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.RefreshType = refreshType
    clientPack.AttackTypes = hurtTypes
    if isBig:
        clientPack.Value = value % ShareDefine.Def_PerPointValue
        clientPack.ValueEx = value / ShareDefine.Def_PerPointValue