ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -77,8 +77,8 @@
        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))
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
    # 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()
@@ -562,7 +562,7 @@
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    return
def DoCombo(turnFight, curBatObj, useSkill):
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
@@ -586,7 +586,7 @@
    
    tagFriendly = useSkill.GetTagFriendly()
    if tagFriendly:
        tagObj = GetRelativeObj(turnFight, curBatObj)
        tagObj = GetRelativeObj(turnFight, atkObj)
    else:
        tagObjList = useSkill.GetTagObjList()
        if not tagObjList:
@@ -596,18 +596,31 @@
        if atkBackSkill:
            # 可以反击,打断连击
            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
            OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
            return
        
    if not tagObj:
        return
    
    if CanCombo(curBatObj, tagObj):
        # 连击根据技能目标配置逻辑重新选择目标
        GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
        DoHeroSpecialty(turnFight, curBatObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
        OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
    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):
@@ -643,25 +656,10 @@
            return useSkill
    return
def CanCombo(atkObj, defObj):
    ## 可否连击
    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
    aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
    dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
    if GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
        atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
        return True
    GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
                       % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
    return False
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
    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
    '''
    
    curID = curObj.GetID()
@@ -738,8 +736,7 @@
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # 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)
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
        
    # ========== 以下触发被动 ==========
    
@@ -848,15 +845,20 @@
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
    ## 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
        triggerWay = curEffect.GetTriggerWay()
        if isUseSkill:
            if triggerWay != ChConfig.TriggerWay_CurSkillEff:
                continue
        else:
            if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
                continue
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
        GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -880,9 +882,6 @@
    #    return
    enhanceSkillID = curEffect.GetEffectValue(0)
    checkInStateList = curEffect.GetEffectValue(1)
    if checkInStateList:
        if isinstance(checkInStateList, int):
            checkInStateList = [checkInStateList]
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
    tagObjList = useSkill.GetTagObjList()
    
@@ -905,12 +904,7 @@
                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
                continue
            if checkInStateList:
                inState = False
                for state in checkInStateList:
                    if tagObj.IsInState(state):
                        inState = True
                        break
                if not inState:
                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):
@@ -929,11 +923,8 @@
    if checkInStateList:
        inState = False
        for tagObj in tagObjList:
            for state in checkInStateList:
                if not state or tagObj.IsInState(state):
                    inState = True
                    break
            if inState:
            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))
@@ -1010,6 +1001,7 @@
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    atkObj.SetLastHurtValue(hurtValue)
    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)
@@ -1024,30 +1016,34 @@
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()
    calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False
    mustHit = False # 是否必命中
    if isAngerSkill:
        mustHit = True
        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:
    if isTurnNormalSkill and not mustHit:
        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)
@@ -1059,13 +1055,15 @@
        
    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, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
    # 暴击(dot除外)
    if not isDot:
        isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
        isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
        isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
    # 闪避、击晕、格挡
    if isTurnNormalSkill:
        isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        
    if isSuperHit:
@@ -1085,10 +1083,10 @@
    #参与运算的数值
    #rand = random.random()                #种子数 0~1
    
    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
    aAtk = atkObj.GetAtk() # 攻击方最大攻击
    
    dHP = defObj.GetHP()
    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
    dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
    
    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1102,7 +1100,10 @@
    if isAngerSkill:
        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.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
@@ -1117,6 +1118,7 @@
    dNormalSkillPerDef /= 10000.0
    aAngerSkillPer /= 10000.0
    dAngerSkillPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
    aSuperDamPer /= 10000.0
@@ -1124,19 +1126,24 @@
    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 calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
    
    # 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:
    if 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 isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
    elif calcType != ChConfig.Def_Calc_Attack:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
@@ -1146,11 +1153,24 @@
        hurtValue = hurtValue * (1 - parryReduceRatio)
        GameWorld.DebugLog("    格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
        
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范
    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))
    hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
    if hurtAtkPerMax:
        aAtk = atkObj.GetAtk()
        hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
        hurtValue = min(hurtValue, hurtValueMax)
        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
    return hurtValue, hurtTypes
def CanSuperHit(atkObj, defObj):
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):
@@ -1160,6 +1180,7 @@
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):
@@ -1336,8 +1357,8 @@
        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_LastHurt:
        baseValue = curObj.GetLastHurtValue()
    elif calcType == ChConfig.Def_Calc_TagMaxHP:
        baseValue = 0 if not tagObj else tagObj.GetMaxHP()
    return baseValue
@@ -1357,6 +1378,7 @@
    atkObj = buffOwner
    defObj = batObj
    
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    
@@ -1367,8 +1389,8 @@
    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))
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
    
    # dot的反弹、吸血待定
@@ -1376,7 +1398,7 @@
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    atkObj.SetLastHurtValue(hurtValue)
    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    
    hurtObj.SetHurtTypes(hurtTypes)