ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -401,18 +401,12 @@
    # 灼烧/玄火目标优先
    elif tagAffect == ChConfig.SkillTagAffect_Burn:
        atkBackTagFrist = False
        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
        sortObjList = [] # 优先灼烧目标,再对位
        for aimObj in aimObjList:
            sortValue = 0
            buffMgr = aimObj.GetBuffManager()
            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
                sortValue = 2
            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
                sortValue = 1
            sortObjList.append([sortValue, aimObj])
        sortObjList.sort(reverse=True)
        aimObjList = [s[1] for s in sortObjList]
        aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
    # 承伤盾目标优先
    elif tagAffect == ChConfig.SkillTagAffect_DamShield:
        atkBackTagFrist = False
        aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
        
    # 仅焚血(毒奶)目标
    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -447,6 +441,20 @@
        aimObjList = aimObjList[:tagCount]
        
    return aimObjList
def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
    ## 获取处于xxbuff状态优先,然后再对位目标
    relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
    sortObjList = [] # 优先灼烧目标,再对位
    for aimObj in aimObjList:
        sortValue = 0
        if aimObj.CheckInState(checkStateList):
            sortValue = 2
        elif relativeObj and relativeObj.GetID() == aimObj.GetID():
            sortValue = 1
        sortObjList.append([sortValue, aimObj])
    sortObjList.sort(reverse=True)
    return [s[1] for s in sortObjList]
def CheckChangeTagEff(turnFight, curBatObj, useSkill):
    ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
@@ -624,6 +632,7 @@
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
    
    __doStealBuff(turnFight, curBatObj, useSkill)
    __doHarmSelf(turnFight, curBatObj, useSkill)
    
    # 通用攻击
@@ -654,6 +663,38 @@
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    return
def __doStealBuff(turnFight, curBatObj, useSkill):
    ## 施法前偷取buff
    stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
    if not stealEff:
        return
    buffState = stealEff.GetEffectValue(0) # buff״̬
    stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
    isAll = True if stealCnt == 0 else False
    for tagObj in useSkill.GetTagObjList():
        if not isAll and stealCnt <= 0:
            break
        tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
        if not tagBuffList:
            continue
        if not isAll and len(tagBuffList) > stealCnt:
            random.shuffle(tagBuffList) # 随机
        for tagBuff in tagBuffList:
            skillID = tagBuff.GetSkillID()
            buffOwner = curBatObj
            GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
            addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
            if not addBuff:
                continue
            stealCnt -= 1
            TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
            TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
    return
def __doHarmSelf(turnFight, curBatObj, useSkill):
@@ -926,7 +967,7 @@
        
    Sync_UseSkill(turnFight, atkObj, useSkill)
    
    DoBeAttackResult(turnFight, atkObj, useSkill)
    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
    
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1024,7 +1065,7 @@
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1149,13 +1190,13 @@
            return useSkill
    return
def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
    '''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,否则视为持续性的
    '''
    
    #curID = curObj.GetID()
    isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
    isAngerSkill = SkillCommon.isAngerSkill(useSkill)
    
@@ -1524,7 +1565,8 @@
    enhanceSkillID = curEffect.GetEffectValue(0)
    checkInStateList = curEffect.GetEffectValue(1)
    checkHeroJob = curEffect.GetEffectValue(2)
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
    checkHeroSex = curEffect.GetEffectValue(3)
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
    tagObjList = useSkill.GetTagObjList()
    
    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1544,7 +1586,7 @@
        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()
        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
@@ -1561,6 +1603,9 @@
            if checkHeroJob and checkHeroJob != tagObj.GetJob():
                GameWorld.DebugLog("    非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
                continue
            if checkHeroSex and checkHeroSex != tagObj.GetSex():
                GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
                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
@@ -1574,8 +1619,8 @@
    
    # 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 or checkHeroJob:
        inState, haveJob = False, False
    if checkInStateList or checkHeroJob or checkHeroSex:
        inState, haveJob, haveSex = False, False, False
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if tagID in effIgnoreObjIDList:
@@ -1584,11 +1629,16 @@
                inState = True
            if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
                haveJob = True
            if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
                haveSex = True
        if checkInStateList and not inState:
            GameWorld.DebugLog("    没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
            return
        if checkHeroJob and not haveJob:
            GameWorld.DebugLog("    没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
            return
        if checkHeroSex and not haveSex:
            GameWorld.DebugLog("    没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
            return
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
@@ -2534,10 +2584,15 @@
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
    costLayer = kwargs.get("costLayer")
    layer = curBuff.GetLayer()
    if layer > 0:
        hurtValue *= layer
        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    if costLayer > 0:
        hurtValue *= min(costLayer, max(1, layer))
        GameWorld.DebugLog("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
    else:
        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
@@ -2554,7 +2609,7 @@
    
    Sync_UseSkill(turnFight, atkObj, useSkill)
    
    DoBeAttackResult(turnFight, atkObj, useSkill)
    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
    
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)