hxp
4 天以前 2b34924e06c0c36d77d9ccec4c4f10f1ebd16e84
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -24,6 +24,7 @@
import ChPyNetSendPack
import PlayerControl
import ShareDefine
import TurnPassive
import TurnAttack
import TurnBuff
import ObjPool
@@ -44,10 +45,11 @@
    ## 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):
    '''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,即主技能拆分成多个技能,额外释放的
    @return: 是否成功
    '''
    if not useSkill:
@@ -64,14 +66,19 @@
        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"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
    # 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()
@@ -81,10 +88,10 @@
        # 统一使用 BattleObj.PySkill
        useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
        
    useSkill.ResetUseRec()
    useSkill.SetTagObjList(tagObjList)
    useSkill.SetBatType(batType)
    useSkill.SetEnhanceBySkill(enhanceBySkill)
    useSkill.ClearHurtObj()
    useSkill.SetBySkill(bySkill)
    
    curBatObj.ClearSkillTempAttr()
    for tagObj in tagObjList:
@@ -92,21 +99,25 @@
        
    objID = curBatObj.GetID()
    useTag = ""
    if not enhanceBySkill:
        # 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)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 0
        turnFight.addBatPack(clientPack)
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
        if batType != ChConfig.TurnBattleType_Enhance:
            # 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)
            clientPack.Tag = useTag
            clientPack.Len = len(clientPack.Tag)
            clientPack.Sign = 0
            turnFight.addBatPack(clientPack)
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    if useTag:
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
@@ -114,27 +125,38 @@
        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()
    # 处理反击 或 连击
    DoCombo(turnFight, curBatObj, useSkill)
    # 最后重置、回收对象
    useSkill.ResetUseRec()
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
    ## 获取技能目标
    ## 获取技能目标
    # @return: [主目标, 目标2, ...]
    curFaction = curBatObj.GetFaction()
    
    # 自己,直接返回
    if tagAim == ChConfig.SkillTagAim_Self:
        return [curBatObj]
    
    sneerObj = None # 嘲讽目标
    sneerObjID, sneerObjPosNum = 0, 0
    if tagFriendly:
        tagFaction = curFaction
    else:
        tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
    sneerObjFirst = True # 嘲讽目标优先
    if sneerObj:
        sneerObjID = sneerObj.GetID()
        sneerObjPosNum = sneerObj.GetPosNum()
    batObjMgr = BattleObj.GetBatObjMgr()
    lineupNum = curBatObj.GetLineupNum()
    posNum = curBatObj.GetPosNum()
@@ -154,121 +176,224 @@
        
        # 对位
        if tagAim == ChConfig.SkillTagAim_Relative:
            posNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
            pNumList = batLineup.posObjIDDict.keys()
            pNumList.sort()
            for pNum in pNumList:
                if pNum > 0 and pNum not in posNumList:
                    posNumList.append(pNum)
            for pNum in posNumList:
                if pNum not in batLineup.posObjIDDict:
                    continue
                tagObjID = batLineup.posObjIDDict[pNum]
                tagBatObj = batObjMgr.getBatObj(tagObjID)
                if not __skillTagFilter(tagBatObj, tagAffect):
                    continue
                aimObjList.append(tagBatObj) # 对位的默认只选1个
                break
            if sneerObj:
                aimObjList.append(sneerObj)
            else:
                relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
                if relativeObj:
                    aimObjList.append(relativeObj)
        # 前排
        elif tagAim == ChConfig.SkillTagAim_FrontRow:
            # 优先前排,如果没有则后排亦是前排
            for pNumList in [[1, 2, 3], [4, 5, 6]]:
                hasObj = False
                for pNum in pNumList:
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    hasObj = True
                    aimObjList.append(tagBatObj)
                if hasObj:
                    break
            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
        # 后排
        elif tagAim == ChConfig.SkillTagAim_BackRow:
            # 优先后排,如果没有则前排亦是后排
            for pNumList in [[4, 5, 6], [1, 2, 3]]:
                hasObj = False
                for pNum in pNumList:
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    hasObj = True
                    aimObjList.append(tagBatObj)
                if hasObj:
                    break
            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
        # 竖排/纵排
        elif tagAim == ChConfig.SkillTagAim_Vertical:
            verticalNumList = [[1, 4], [2, 5], [3, 6]]
            for pNumList in verticalNumList:
                # 优先对位排
                if posNum in pNumList:
                    verticalNumList.remove(pNumList)
                    verticalNumList.insert(0, pNumList)
                    break
            for pNumList in verticalNumList:
                hasObj = False
                for pNum in pNumList:
            # 优先自己所在纵
            inColNum = ChConfig.GetInColNum(posNum)
            colNumList = range(1, 1 + ChConfig.TurnFightCols)
            if inColNum in colNumList:
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
            # 优先嘲讽所在纵
            if sneerObj:
                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
                if sneerInColNum in colNumList:
                    colNumList.remove(sneerInColNum)
                    colNumList.insert(0, sneerInColNum)
            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
            for col in colNumList:
                for row in range(1, 1 + ChConfig.TurnFightRows):
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    hasObj = True
                    aimObjList.append(tagBatObj)
                if hasObj:
                if aimObjList:
                    break
                
        # 其他,默认全部
        else:
            pNumList = batLineup.posObjIDDict.keys()
            for pNum in pNumList:
                if pNum <= 0:
                    continue
                tagObjID = batLineup.posObjIDDict[pNum]
                tagBatObj = batObjMgr.getBatObj(tagObjID)
                if not __skillTagFilter(tagBatObj, tagAffect):
                    continue
                aimObjList.append(tagBatObj)
            inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
            # 优先自己所在纵
            colNumList = range(1, 1 + ChConfig.TurnFightCols)
            if inColNum in colNumList:
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
                
            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
            # 按前排优先原则
            for row in range(1, 1 + ChConfig.TurnFightRows):
                for col in colNumList:
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                        continue
                    aimObjList.append(tagBatObj)
    # 目标细分
    # 血量最低
    if tagAffect == ChConfig.SkillTagAffect_HPLowest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
        aimObjList = aimObjList[:tagCount]
        #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
    # 血量最高
    elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
        aimObjList = aimObjList[:tagCount]
        #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
    # 未被控制优先
    elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
        sneerObjFirst = False
        aimObjList.sort(key=lambda o:(o.IsInControlled()))
        GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
        
    else:
        # 范围目标超过个数,则随机取
        if tagCount and len(aimObjList) > tagCount:
            random.shuffle(aimObjList)
            aimObjList = aimObjList[:tagCount]
            
    # 嘲讽优先
    if sneerObjFirst and sneerObj:
        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
            aimObjList.remove(sneerObj)
            aimObjList.insert(0, sneerObj)
    if tagCount and len(aimObjList) > tagCount:
        aimObjList = aimObjList[:tagCount]
    return aimObjList
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
    ## 获取行排目标对象列表
    # @param rowReverse: 是否后排优先原则
    # 前后排顺序
    if rowReverse:
        rowNumList = range(1, 1 + ChConfig.TurnFightRows)[::-1]
    else:
        rowNumList = range(1, 1 + ChConfig.TurnFightRows)
    # 优先嘲讽对象所在行
    sneerObjID, sneerObjPosNum = 0, 0
    if sneerObj:
        sneerObjID = sneerObj.GetID()
        sneerObjPosNum = sneerObj.GetPosNum()
        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
        if sneerInRowNum in rowNumList:
            rowNumList.remove(sneerInRowNum)
            rowNumList.insert(0, sneerInRowNum)
    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
    # 优先自己所在纵,为主目标
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
    aimObjList = []
    for row in rowNumList:
        for col in colNumList:
            pNum = (row - 1) * ChConfig.TurnFightCols + col
            #GameWorld.DebugLog("    row=%s,col=%s,pNum=%s" % (row, col, pNum))
            if pNum not in batLineup.posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(tagBatObj, tagAffect):
                continue
            aimObjList.append(tagBatObj)
        if aimObjList:
            break
    return aimObjList
def GetRelativeObj(turnFight, curBatObj):
    '''获取对位目标,嘲讽时优先对位嘲讽目标
    对位目标用途:
    1. 对位目标并不代表仅攻击该目标
    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
    3. 对位目标可用于判断连击、弱疗
    '''
    sneerObj = curBatObj.GetSneerTagObj()
    if sneerObj:
        # 有嘲讽目标优先直接对位
        return sneerObj
    curFaction = curBatObj.GetFaction()
    # 默认对位敌对阵营
    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
    batObjMgr = BattleObj.GetBatObjMgr()
    lineupNum = curBatObj.GetLineupNum()
    posNum = curBatObj.GetPosNum()
    batFaction = turnFight.getBatFaction(tagFaction)
    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容,支持多阵容对战
    for tagNum in batFaction.lineupDict.keys():
        if tagNum not in lineupNumList:
            lineupNumList.append(tagNum)
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
        if relativeObj:
            return relativeObj
    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
    return curBatObj
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
    ## 获取在某一阵营中的默认对位目标
    tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
    # 优先自己所在纵
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
    # 按前排优先原则
    for row in range(ChConfig.TurnFightRows):
        for col in colNumList:
            pNum = row * ChConfig.TurnFightCols + col
            if pNum not in batLineup.posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(tagBatObj, tagAffect):
                continue
            return tagBatObj
    return
def __skillTagFilter(tagBatObj, tagAffect):
    ## 技能目标过滤器
    # @return: 是否允许添加该单位
    if not tagBatObj:
        return False
    if tagAffect != ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() <= 0:
    if tagAffect != ChConfig.SkillTagAffect_Death and not tagBatObj.IsAlive():
        return False
    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() > 0:
    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
        return False
    if not tagBatObj.GetCanAttack():
        return False
    #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
    #    return False
    return True
def __doAddBuff(turnFight, curBatObj, useSkill):
@@ -277,7 +402,6 @@
    for tagBatObj in useSkill.GetTagObjList():
        TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
def __doUseSkill(turnFight, curBatObj, useSkill):
@@ -287,40 +411,36 @@
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
        return
    # 治疗
    if atkType == 2:
        SkillModule_2(turnFight, curBatObj, useSkill)
        return
    # 复活
    if atkType == 3:
        return
    elif atkType == 3:
        pass
    # 多次攻击(锁目标多次伤害,非前端的多段飘血)
    if atkType == 4:
        return
    elif atkType == 4:
        pass
    # 弹射(多次攻击,切换目标)
    if atkType == 5:
        return
    # 6 怒气增减偷
    if atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill)
        return
    elif atkType == 5:
        pass
    # 怒气增
    elif atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
    # 怒气减
    elif atkType == 7:
        SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
    # 怒气偷
    elif atkType == 8:
        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
    ## 通用攻击,单攻、群攻
    
    #执行攻击结果
    for tagBatObj in useSkill.GetTagObjList():
        __doSkillHurtHP(curBatObj, tagBatObj, useSkill)
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    return
def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -349,33 +469,32 @@
        
        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
        
    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 +504,7 @@
            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 +531,13 @@
        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
    '''
    
@@ -430,39 +548,216 @@
            
    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:
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        __doCostZhanchui(turnFight, curBatObj, useSkill)
        __doSkillUserAnger(turnFight, curBatObj, useSkill)
    if useSkill.GetCoolDownTime():
        useSkill.SetCalcTime(turnFight.getTimeline())
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    # 统计死亡
    killObjIDList = [] # 击杀的目标ID列表
    # 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()):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    return
def DoCombo(turnFight, atkObj, useSkill):
    '''
        格挡、反击、连击规则
        1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
        2. 仅普攻时可被反击,反判断本次技能目标中的主目标(即对位目标)是否产生格挡,且是近战武将,是的话可反击
        连击:
        1. 仅普攻可连击,反击打断连击
        2. 非对敌技能,如奶妈回血普攻,判断对位目标抗连属性是否可连击
        3. 对敌技能,判断本次技能目标中的主目标(即对位目标)抗连属性是否可连击
        对敌技能主目标:
                单体: 默认该目标
                嘲讽: 优先被嘲讽的目标
                横排: 优先该排中与自己同列的,否则按顺序
                纵排: 优先前面的单位
    '''
    if not SkillCommon.isTurnNormalSkill(useSkill):
        #GameWorld.DebugLog("非普攻不处理反击连击")
        return
    tagFriendly = useSkill.GetTagFriendly()
    if tagFriendly:
        tagObj = GetRelativeObj(turnFight, atkObj)
    else:
        tagObjList = useSkill.GetTagObjList()
        if not tagObjList:
            return
        tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
        if atkBackSkill:
            # 可以反击,打断连击
            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
            return
    if not tagObj:
        return
    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
    aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
    aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill)
    dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
    if not GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
        return
    GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
                       % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
    atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
    # 连击特长
    DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
    # 连击根据技能目标配置逻辑重新选择目标
    OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
    return
def __getCanAtkBackSkill(useSkill, tagObj):
    ## 获取是否可反击及反击技能
    if not tagObj:
        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))
        return
    canAtkBack = False
    for hurtObj in useSkill.GetHurtObjList():
        if hurtObj.GetObjID() != tagID:
            continue
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
            canAtkBack = True
            break
    if not canAtkBack:
        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
        return
    skillManager = tagObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
            continue
        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
            return useSkill
    return
def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
    '''被攻击结果
    @param curObj: 施法方或buff归属方
    @param isUseSkill: 是否是直接使用技能的攻击结果
    '''
    curID = curObj.GetID()
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
    isAngerSkill = SkillCommon.isAngerSkill(useSkill)
    batObjMgr = BattleObj.GetBatObjMgr()
    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
    relatedSkillID = useSkill.GetSkillID()
    shieldBrokenList = [] # 记录盾破
    afterLogicList = useSkill.GetAfterLogicList()
    for logicType, logicData in afterLogicList:
        if logicType == ChConfig.AfterLogic_DelBuff:
            buffObjID, buff, tagObjID = logicData
            buffSkillData = buff.GetSkillData()
            buffSkillTypeID = buffSkillData.GetSkillTypeID()
            TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
            if SkillCommon.isDamageShieldSkill(buffSkillData):
                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
        elif logicType == ChConfig.AfterLogic_AddBuff:
            batObj = logicData[0]
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        elif logicType == ChConfig.AfterLogic_SyncBuff:
            buffObj = logicData[0]
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        hurtObj = useSkill.GetHurtObj(tagID)
        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        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
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
        if not tagObj:
            continue
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
            TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
    if curBatObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curBatObj)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
    # 群攻只触发一次特长
    if isSuperHit:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
    if isStun:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
    if isSuckHP:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
        
    # 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():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # 额外触发技能
    __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
    # 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
    if isUseSkill:
        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    # ========== 以下触发被动 ==========
    
    # 循环触发被动,待扩展
    # 最后处理反击 或 连击
    # 破盾时
    for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
        buffObj = batObjMgr.getBatObj(buffObjID)
        tagObj = batObjMgr.getBatObj(tagObjID)
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagID == curID or tagID in missObjIDList:
            # 自己或对方闪避了不再触发被动
            continue
        # 直接攻击
        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
    return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -481,12 +776,12 @@
    
    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)
        
@@ -506,7 +801,7 @@
    ## 技能释放者怒气相关
    if SkillCommon.isAngerSkill(useSkill):
        curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill):
    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
@@ -536,77 +831,148 @@
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
    if useSkill.GetEnhanceBySkill():
        GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
    ## 执行武将特长
    if gameObj.GetSpecialty() != specialty:
        return
    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
    if not enhanceSkillIDList:
    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
    if str(specialty) not in specialtyAddXPDict:
        return
    GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
    # 根据触发技能的特点决定是触发一次还是 触发多次
    # 群体BUFF的请参考 IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
    tagObjList = useSkill.GetTagObjList()
    for enhanceSkillID in enhanceSkillIDList:
        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
        if not enhanceSkillData:
            continue
        # 继承主技能目标
        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()
            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:
                    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))
                    continue
                enchanceTagObjList.append(tagObj)
            if enchanceTagObjList:
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
            continue
        GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
    addXP = specialtyAddXPDict[str(specialty)]
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP, False)
    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def __doSkillHurtHP(attacker, defObj, curSkill):
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
    ## 执行本技能/buff释放后额外效果
    for index in xrange(useSkill.GetEffectCount()):
        curEffect = useSkill.GetEffect(index)
        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
            continue
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
            continue
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            GameWorld.DebugLog("    tagID=%s" % (tagID))
            if tagID in missObjIDList:
                # 闪避了不触发
                continue
            TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
    ## 执行主技能的额外技能效果
    #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
    #    #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
    enhanceSkillID = curEffect.GetEffectValue(0)
    checkInStateList = curEffect.GetEffectValue(1)
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
    tagObjList = useSkill.GetTagObjList()
    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
    if not enhanceSkillData:
        return
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLog("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()
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if not tagObj.IsAlive():
                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                continue
            if tagID in missObjIDList:
                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
                continue
            if checkInStateList:
                if not tagObj.CheckInState(checkInStateList):
                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
                    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))
                continue
            enchanceTagObjList.append(tagObj)
        if enchanceTagObjList:
            OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
        return
    # 只执行一次,防止群攻时额外触发多次
    GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
    if checkInStateList:
        inState = False
        for tagObj in tagObjList:
            if tagObj.CheckInState(checkInStateList):
                inState = True
                break
        if not inState:
            GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
            return
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
    '''被动触发使用技能
    @param passiveSkill: 释放的被动技能
    @param connSkill: 由什么技能引起的
    @param effSkillID: 被动效果所属的技能ID
    @param effectID: 被动效果ID
    注:可能由A引起触发B技能的效果释放技能C
    '''
    if not passiveSkill:
        return
    isOK = False
    passiveSkillID = passiveSkill.GetSkillID()
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        happenRate = passiveSkill.GetHappenRate()
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
        if not tagObj:
            return
        tagID = tagObj.GetID()
        if not tagObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
            return
        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
            return
        passiveTagObjList = [tagObj]
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
    else:
        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
    return isOK
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
    ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
    # @return: None - 没有执行成功,即忽略该目标
    
    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
@@ -617,104 +983,129 @@
        pass
    
    else:
        hurtValue, hurtTypes = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
        # 各种减伤 吸收盾处理
        #hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
        hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
        
        #伤害结构体
        hurtObj.SetHurtTypes(hurtTypes)
        hurtObj.SetHurtHP(hurtValue)
        remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
        hurtObj.SetRealHurtHP(realHurtHP)
        remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
        
    remainHP = int(remainHP)    #防范
    lostHP = dHP - remainHP # 实际掉血量
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
                       % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
    
    #反弹伤害
    CalcBounceHP(atkObj, defObj, hurtObj, curSkill)
    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
    
    #吸血
    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
    return hurtObj
    return
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
    '''计算伤害
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
    '''计算伤害,默认按攻击计算
    '''
    skillID = curSkill.GetSkillID()
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
    
    changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
    if changeHurtType == 1:
        ignoreDef = True
        GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    
    skillID = curSkill.GetSkillID()
    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))
    if isDot:
        mustHit = True
        
    #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):
            GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
            defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
            return 0, pow(2, ChConfig.HurtType_Miss)
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
    
    isSuperHit = False # 是否暴击
    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
    isSuperHit, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
    if not isDot:
        isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
        isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        
    isParry = False # 是否格挡
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
        
    if ignoreDef:
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
        
    if isStun:
        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    #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
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    # 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
@@ -722,62 +1113,173 @@
    dNormalSkillPerDef /= 10000.0
    aAngerSkillPer /= 10000.0
    dAngerSkillPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
    aSuperDamPer /= 10000.0
    dSuperDamPerDef /= 10000.0
    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,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
    
    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))
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
    elif isAtkbackSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    反击伤害=%s" % (hurtValue))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
        
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范
    if isParry:
        parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
        hurtValue = hurtValue * (1 - parryReduceRatio)
        GameWorld.DebugLog("    格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
    multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
    if multiValue and multiValue != 1:
        hurtValue = int(hurtValue * multiValue)
        GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
    return hurtValue, hurtTypes
def CalcBounceHP(atkObj, defObj, hurtObj, curSkill):
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
    aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
    aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
    dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
    if GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
        return True
    return False
def CanStun(turnFight, atkObj, defObj, curSkill):
    aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
    aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill)
    dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
    if not GameWorld.CanHappen(happenRate):
        return False
    GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
    stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
    TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
    return True
def CanParry(turnFight, atkObj, defObj, curSkill):
    if defObj.IsInControlled():
        #被控制无法格挡
        return False
    # 格挡印记
    buffMgr = defObj.GetBuffManager()
    parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
    if parryYJBuff and parryYJBuff.GetLayer():
        GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
        TurnBuff.DecBuffLayer(turnFight, defObj, parryYJBuff, 1, curSkill.GetSkillID())
        return True
    aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
    dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
    parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
    if GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
        defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
        return True
    return False
def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
    ## 计算伤害后,因各种buff和状态的影响处理
    # @return: hurtValue, realHurtHP
    if hurtValue <= 0:
        return 0, 0
    # 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 = []
    buffMgr = defObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        skillData = buff.GetSkillData()
        # 承伤盾
        if SkillCommon.isDamageShieldSkill(skillData):
            remainTime = buff.GetRemainTime() # 剩余回合
            if not skillData.GetLastTime():
                remainTime = 999 # 永久盾
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
            shieldBuffList.append([remainTime, buffValue, buff])
    if shieldBuffList:
        shieldBuffList.sort()
        for _, buffValue, buff in shieldBuffList:
            if realHurtHP <= 0:
                break
            buffID = buff.GetBuffID()
            if realHurtHP < buffValue:
                damageShieldValue = realHurtHP
            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))
                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))
                buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
    return hurtValue, max(0, realHurtHP)
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
    '''
    if not atkObj.GetCanAttack():
        return
    
    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
    if bounceHP <= 0:
        return
    
    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
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
    if bounceHP <= 0:
        return
    hurtObj.SetBounceHP(bounceHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
    
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
    if realBounceHP > 0:
        remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
        atkObj.SetHP(remainHP)
        GameWorld.DebugLog("        bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
    return
def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
    '''计算吸血
    '''
    
    suckHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
    hurtHP = hurtObj.GetHurtHP()
    if hurtHP <= 1:
        return
    
    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
    if suckHP <= 0:
        return
    
@@ -788,7 +1290,7 @@
    
    hurtObj.SetSuckHP(suckHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s" % (suckHP, remainHP, maxHP))
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
    
    # 吸血暂定算治疗
    TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -797,21 +1299,12 @@
def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
    ''' 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:
        cureBaseValue = userObj.GetAtk()
    elif cureType == ChConfig.Def_Cure_MaxHP:
        cureBaseValue = userObj.GetMaxHP()
    #elif cureType == ChConfig.Def_Cure_HurtValue:
    #    cureBaseValue = GameObj.GetLastHurtValue(userObj)
    elif cureType == ChConfig.Def_Cure_TagMaxHP:
        cureBaseValue = 0 if not tagObj else tagObj.GetMaxHP()
    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
    #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
    
    # 回合制
@@ -824,7 +1317,7 @@
        #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 +1333,71 @@
    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 GetCalcBaseValue(calcType, curObj, tagObj):
    ##获得基础计算值
    if calcType == ChConfig.Def_Calc_Attack:
        baseValue = curObj.GetAtk()
    elif calcType == ChConfig.Def_Calc_MaxHP:
        baseValue = curObj.GetMaxHP()
    #elif cureType == ChConfig.Def_Calc_HurtValue:
    #    baseValue = GameObj.GetLastHurtValue(userObj)
    elif calcType == ChConfig.Def_Calc_TagMaxHP:
        baseValue = 0 if not tagObj else tagObj.GetMaxHP()
    return baseValue
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
    if not buffOwner:
        return
    atkObj = buffOwner
    defObj = batObj
    defID = defObj.GetID()
    tagObjList = [defObj]
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    dHP = defObj.GetHP()
    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
    # dot的反弹、吸血待定
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    hurtObj.SetHurtTypes(hurtTypes)
    hurtObj.SetHurtHP(hurtValue)
    hurtObj.SetRealHurtHP(realHurtHP)
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def Sync_UseSkill(turnFight, curBatObj, useSkill):
    ## 通知释放技能
@@ -867,13 +1425,14 @@
    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 +1441,7 @@
    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