ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,14 +59,16 @@
    if not skillID:
        return
    
    objID = curBatObj.GetID()
    if not curBatObj.CanAction():
        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
        return
    
    buffStateLimit = useSkill.GetBuffStateLimit()
    if buffStateLimit:
        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
    buffStateGroups = useSkill.GetBuffStateLimit()
    if buffStateGroups:
        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
        if limitState:
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
            return
        
    #没有指定目标,则按技能自身的目标逻辑
@@ -81,9 +83,9 @@
                    
    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
        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        return
    
    objID = curBatObj.GetID()
    oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
    if oneActionUseCnt >= 20:
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
@@ -530,9 +532,9 @@
    # 多次攻击(锁目标多次伤害,非前端的多段飘血)
    elif atkType == 4:
        pass
    # 弹射(多次攻击,切换目标)
    # 弹射攻击
    elif atkType == 5:
        pass
        SkillModule_5(turnFight, curBatObj, useSkill)
    # 怒气增
    elif atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -542,6 +544,9 @@
    # 怒气偷
    elif atkType == 8:
        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
    # 弹射治疗
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    return
@@ -553,35 +558,146 @@
        
    return
def SkillModule_5(turnFight, curBatObj, useSkill):
    ## 弹射(多次攻击,切换目标,单目标可多次)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
    return
def GetRicochetObjList(turnFight, curBatObj, useSkill):
    ## 获取弹射目标队列
    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
    if randEffect:
        valueA = randEffect.GetEffectValue(0)
        valueB = max(randEffect.GetEffectValue(1), valueA)
        ricochetCnt = random.randint(valueA, valueB)
        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
    GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
    tagObjList = useSkill.GetTagObjList()
    random.shuffle(tagObjList)
    objCnt = len(tagObjList)
    ricochetObjList = []
    for index in range(ricochetCnt):
        tagObj = tagObjList[index % objCnt]
        ricochetObjList.append(tagObj)
    return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## 治疗
    
    skillID = useSkill.GetSkillID()
    for tagBatObj in useSkill.GetTagObjList():
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
        if cureHP <= 0:
            continue
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        
        dID = tagBatObj.GetID()
        hurtObj = useSkill.AddHurtObj(dID)
        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
            continue
    return
def SkillModule_9(turnFight, curBatObj, useSkill):
    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        remainHP = min(dHP + cureHP, dMapHP)
    return
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
    if cureHP <= 0:
        return
    dID = tagBatObj.GetID()
    hurtObj = useSkill.AddHurtObj(dID)
    if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
        return
    skillID = useSkill.GetSkillID()
    dHP = tagBatObj.GetHP()
    dMapHP = tagBatObj.GetMaxHP()
    remainHP = min(dHP + cureHP, dMapHP)
    realCureHP = max(remainHP - dHP, 0)
    tagBatObj.SetHP(remainHP)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    hurtObj.SetHurtHP(cureHP)
    hurtObj.SetLostHP(realCureHP)
    hurtObj.SetCurHP(tagBatObj.GetHP())
    GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
    TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
    return
def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
    ## 执行持续治疗单次逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    buffID = curBuff.GetBuffID()
    ownerID = curBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
    if not buffOwner:
        return
    atkObj = buffOwner
    defObj = batObj
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    dHP = defObj.GetHP()
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
    layer = curBuff.GetLayer()
    if layer > 0:
        cureHP *= layer
        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
    #if "FinalDamPer" in kwargs:
    #    FinalDamPer = kwargs["FinalDamPer"]
    #    hurtValue *= (10000 + FinalDamPer) / 10000.0
    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
        remainHP = defObj.GetHP()
        diffType = 0
        diffValue = hurtObj.GetHurtHP()
    else:
        remainHP = min(dHP + cureHP, dMaxHP)
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        defObj.SetHP(remainHP)
        
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
        hurtObj.SetCurHP(defObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
        
        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
        
        diffType = 1
        diffValue = cureHP
    hurtTypes = hurtObj.GetHurtTypes()
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -666,7 +782,7 @@
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -693,7 +809,13 @@
                纵排: 优先前面的单位
    '''
    
    if turnFight.winFaction:
        return
    if not useSkill.ComboEnable():
        return
    if not atkObj.IsAlive():
        return
    
    tagFriendly = useSkill.GetTagFriendly()
@@ -740,10 +862,11 @@
    if not tagObj:
        return
    
    if not tagObj.IsAlive():
    tagID = tagObj.GetID()
    if not tagObj.CanAction():
        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
        return
    
    tagID = tagObj.GetID()
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
@@ -872,6 +995,7 @@
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    effIgnoreObjIDList = missObjIDList + immuneObjIDList
    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    
@@ -920,6 +1044,10 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
            
        triggerOne = True # 设置已经触发过一次
    # 有击杀时验证是否结算,最后处理
    if killObjList:
        turnFight.checkOverByKilled()
        
    return
@@ -1221,14 +1349,16 @@
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False # 是否必命中
    if isAngerSkill:
    if not isTurnNormalSkill: # 仅普攻判断是否闪避
        mustHit = True
    if isAngerSkill:
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        
    #命中公式 攻击方类型不同,公式不同
    if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = curSkill.GetTagMissNum(defID)
@@ -1446,6 +1576,7 @@
    if hurtValue <= 0:
        return 0, 0, hurtTypes
    
    hurtValue = int(hurtValue)
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
@@ -1463,7 +1594,7 @@
    
    # 减伤盾减伤, 会改变 hurtValue
    hurtValue = max(0, hurtValue)
    # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
    realHurtHP = hurtValue
    shieldBuffList = []
@@ -1476,27 +1607,35 @@
        shieldBuffList.append([remainTime, buffValue, buff])
        
    if shieldBuffList:
        #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
        shieldHurtPer = 10000 # 对护盾伤害比
        shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
        shieldHurtPer /= 10000.0
        shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
        shieldBuffList.sort()
        for _, buffValue, buff in shieldBuffList:
            if realHurtHP <= 0:
            if shieldHurtValue <= 0:
                break
            buffID = buff.GetBuffID()
            if realHurtHP < buffValue:
                damageShieldValue = realHurtHP
            if shieldHurtValue < buffValue:
                decShieldValue = shieldHurtValue
            else:
                damageShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
            realHurtHP -= damageShieldValue # 承伤值
            if damageShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
                decShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
            shieldHurtValue -= decShieldValue # 承伤值
            if decShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
            else:
                updShieldValue = buffValue - damageShieldValue
                GameWorld.DebugLog("        更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
                updShieldValue = buffValue - decShieldValue
                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
                buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                
        realHurtHP = int(shieldHurtValue / shieldHurtPer)
        GameWorld.DebugLog("        承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
    return hurtValue, max(0, realHurtHP), hurtTypes
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -1673,7 +1812,7 @@
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
    return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
    ## 执行单次dot逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1705,6 +1844,10 @@
    if layer > 0:
        hurtValue *= layer
        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    if "FinalDamPer" in kwargs:
        FinalDamPer = kwargs["FinalDamPer"]
        hurtValue *= (10000 + FinalDamPer) / 10000.0
        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
    
    remainHP = max(0, dHP - realHurtHP) # 剩余血量