ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,8 +62,8 @@
    skillType = useSkill.GetSkillType()
    byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
    if not curBatObj.IsAlive():
        if skillType == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
        if skillType == ChConfig.Def_SkillType_Revive:
            GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
        else:
            if byTriggerWay in ChConfig.DeadCanTriggerWayList:
                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
@@ -138,7 +138,7 @@
        angerOverflow = max(curXP - maxXP, 0)
        curBatObj.SetAngerOverflow(angerOverflow)
        GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
    if batType == ChConfig.TurnBattleType_Enhance:
    elif batType == ChConfig.TurnBattleType_Enhance:
        pass
    else:
        curBatObj.SetAngerOverflow(0)        
@@ -203,7 +203,7 @@
def CheckSkillUseCntLimit(batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限
    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
    if not hasattr(useSkill, "GetEffectByID"):
        return
    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -225,7 +225,7 @@
            GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
            return True
        
    return
    return False
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
@@ -756,9 +756,13 @@
        return
    harmPer = harmEff.GetEffectValue(0) # 自残百分比
    noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
    calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
    curHP = curBatObj.GetHP()
    maxHP = curBatObj.GetMaxHP()
    harmHP = int(maxHP * harmPer / 100.0)
    if calcType == 1:
        harmHP = int(curHP * harmPer / 100.0)
    else:
        harmHP = int(maxHP * harmPer / 100.0)
    lostHP = harmHP
    if curHP <= harmHP:
        if noEnoughDo == 0:
@@ -768,8 +772,8 @@
            
    updHP = max(curHP - lostHP, 0)
    curBatObj.SetHP(updHP, False)
    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s",
                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s",
                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
    
    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
    
@@ -1355,11 +1359,7 @@
                killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        TurnAttack.SetObjKilled(turnFight, curObj)
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    totalHurtValue = 0
    isSuckHP = False
@@ -1367,11 +1367,19 @@
    stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
    beHurtObjIDList = [] # 受伤的对象ID列表
    reviveObjList = [] # 复活的对象列表
    bounceObjList = [] # 有反弹的对象列表
    caorenProtectList = [] # 有被曹仁防护的对象列表
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
        if not tagObj:
            continue
        bounceHP = hurtObj.GetBounceHP()
        if bounceHP:
            if tagObj not in bounceObjList:
                bounceObjList.append(tagObj)
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
            and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
@@ -1408,9 +1416,19 @@
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
                
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
            if tagObj not in caorenProtectList:
                caorenProtectList.append(tagObj)
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        killer = bounceObjList[0] if bounceObjList else None
        TurnAttack.SetObjKilled(turnFight, curObj, killer)
    # 记录最后一次总伤害,有伤害目标才记录
    if totalHurtValue:
        curObj.SetLastHurtValue(totalHurtValue)
@@ -1466,7 +1484,7 @@
                    for dieObj in dieObjList:
                        # 敌方单位死亡时
                        if lineupObj.GetFaction() != dieObj.GetFaction():
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
                        # 己方单位死亡时
                        else:
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
@@ -1479,6 +1497,20 @@
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
        
    # 曹仁防护触发,暂写死
    for tagObj in caorenProtectList:
        tagBatLineup = tagObj.GetBatLineup()
        caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
        if not caorenObj or not caorenObj.IsAlive():
            continue
        caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
        if not caoRenSkill:
            continue
        passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
        GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
        if passiveSkillID:
            OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
@@ -1509,6 +1541,7 @@
        if isExObj:
            continue
        
        isDotHurt = False
        # 直接攻击
        if isAttackDirect:
            if not triggerOne:
@@ -1519,6 +1552,7 @@
        elif not isAttackDirect:
            # 受到持续伤害
            if tagID in beHurtObjIDList:
                isDotHurt = True
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
                
@@ -1558,7 +1592,7 @@
            
            
        # 敌友方
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
            if not curBatLineup:
                curBatLineup = curObj.GetBatLineup()
            for lineupObjID in curBatLineup.posObjIDDict.values():
@@ -1572,7 +1606,11 @@
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
                        if curID != lineupObj.GetID():
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
                # 持续伤害
                elif isDotHurt:
                    if not triggerOne:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                # 连击
                if batType == ChConfig.TurnBattleType_Combo:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -2393,7 +2431,7 @@
    # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
    # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
    # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
    caorenSkillID = 1015070
    caorenSkillID = ChConfig.SkillID_CaorenProtect
    effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
    
    isAve = False
@@ -2655,12 +2693,12 @@
        return
    
    GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
    if bounceHP <= 0:
        GameWorld.DebugLogEx("        bounceHP=%s", bounceHP)
        return
    hurtObj.SetBounceHP(bounceHP)
    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
    DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
    return
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):