ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -86,7 +86,7 @@
            GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
            return
        
    if CheckSkillUseCntLimit(curBatObj, useSkill):
    if CheckSkillUseCntLimit(turnFight, curBatObj, useSkill):
        return
    
    #没有指定目标,则按技能自身的目标逻辑
@@ -185,7 +185,7 @@
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
        
    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
    
@@ -201,7 +201,7 @@
    useSkill.ResetUseRec()
    return True
def CheckSkillUseCntLimit(batObj, useSkill):
def CheckSkillUseCntLimit(turnFight, batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
    if not hasattr(useSkill, "GetEffectByID"):
@@ -214,12 +214,14 @@
    
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        useCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnAll=1)
        useCnt = batObj.GetSkillUseCnt(skillID)
        if useCnt >= useCntLimit:
            GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
            return True
        
    if turnUseCntLimit:
        turnUseCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnPer=1)
        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        if turnUseCnt >= turnUseCntLimit:
            GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
@@ -591,6 +593,64 @@
        
    return aimObjList
def __getSameRowObjList(tagObj):
    ## 获取目标对应的同排对象列表,只算活着的
    posNum = tagObj.GetPosNum()
    inRowNum = ChConfig.GetInRowNum(posNum)
    inColNum = ChConfig.GetInColNum(posNum)
    # 优先目标所在纵,为主目标
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
    row = inRowNum # 目标玩家所在横排
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetBatLineup()
    aimObjList = []
    for col in colNumList:
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
        aimObjList.append(tagBatObj)
    return aimObjList
def __getSameColObjList(tagObj):
    ## 获取目标对应的同列对象列表,只算活着的
    posNum = tagObj.GetPosNum()
    inRowNum = ChConfig.GetInRowNum(posNum)
    inColNum = ChConfig.GetInColNum(posNum)
    rowNumList = range(1, 1 + ChConfig.TurnFightRows)
    if inRowNum in rowNumList:
        rowNumList.remove(inRowNum)
        rowNumList.insert(0, inRowNum)
    col = inColNum # 目标玩家所在纵排
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetBatLineup()
    aimObjList = []
    for row in range(1, 1 + ChConfig.TurnFightRows):
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
        aimObjList.append(tagBatObj)
    return aimObjList
def GetRelativeObj(turnFight, curBatObj):
    '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
    '''
@@ -684,7 +744,7 @@
        
    return
def __doUseSkill(turnFight, curBatObj, useSkill):
def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -694,7 +754,7 @@
    
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
        SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
    # 治疗
    if atkType == 2:
        SkillModule_2(turnFight, curBatObj, useSkill)
@@ -789,7 +849,7 @@
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
    ## 通用攻击,单攻、群攻
    
    addPer = 0
@@ -805,7 +865,10 @@
            addPer = addPerMax
        GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
        
    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
    addBatDamPer = 0
    if "addBatDamPer" in kwargs:
        addBatDamPer += kwargs.pop("addBatDamPer", 0)
    addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
    
    # 计算伤害
    calcHurtResults = []
@@ -1978,6 +2041,20 @@
        GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s", 
                             effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    # 继承主技能目标同横排 11
    elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
        if not tagObj:
            return
        GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        passiveTagObjList = __getSameRowObjList(tagObj)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    # 继承主技能目标同纵排 12
    elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
        if not tagObj:
            return
        GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        passiveTagObjList = __getSameColObjList(tagObj)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    else:
        GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
@@ -2243,7 +2320,6 @@
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
    if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
        GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
        return True
    
    aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
@@ -2728,6 +2804,8 @@
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
        connSkillTypeID = buff.GetSkillTypeID()
        damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, connSkillTypeID=connSkillTypeID)
        
    if damBackPer <= 0:
        return