ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -124,7 +124,6 @@
        curBatObj.SetMainTagIDList(tagIDList)
        
    useTag = ""
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
@@ -138,7 +137,6 @@
            clientPack.Len = len(clientPack.Tag)
            clientPack.Sign = 0
            turnFight.addBatPack(clientPack)
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
@@ -210,6 +208,7 @@
            if tagNum not in lineupNumList:
                lineupNumList.append(tagNum)
                
    batLineup = None
    aimObjList = [] # 先筛选出范围目标
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
@@ -306,6 +305,21 @@
        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])
    # 灼烧/玄火目标优先
    elif tagAffect == ChConfig.SkillTagAffect_Burn:
        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]
        
    else:
        # 范围目标超过个数,则随机取
@@ -410,7 +424,8 @@
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
    ## 获取在某一阵营中的默认对位目标
    if not batLineup:
        return
    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
@@ -791,8 +806,10 @@
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
    # 记录最后一次总伤害,有伤害目标才记录
    if useSkill.GetHurtObjList():
        curObj.SetLastHurtValue(totalHurtValue)
    # 群攻只触发一次特长
    if isSuperHit:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -1379,17 +1396,13 @@
    if hurtValue <= 0:
        return 0, 0, hurtTypes
    
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
        buffMgr = defObj.GetBuffManager()
        for index in range(buffMgr.GetBuffCount()):
            buff = buffMgr.GetBuffByIndex(index)
            if not buff:
                continue
        for buff in wudiBuffList:
            skillData = buff.GetSkillData()
            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
                continue
            # 记录免疫的积攒伤害
            # 记录免疫积攒的伤害
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
            updBuffValue = buffValue + hurtValue
            buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1404,18 +1417,14 @@
    # 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)
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
        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])
        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:
@@ -1442,15 +1451,24 @@
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
    注:反伤/荆棘暂不做属性支持,仅做buff效果支持
    '''
    if not atkObj.GetCanAttack():
        return
    
    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
    damBackPer = 0
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
    if damBackPer <= 0:
        return
    bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
    if bounceHP <= 0:
        return
    
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
    bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
    if bounceHP <= 0:
        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
@@ -1510,6 +1528,12 @@
        GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
        cureHP += cureHPEx
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
        tagCnt = max(1, len(curSkill.GetTagObjList()))
        cureHP = cureHP / tagCnt
        GameWorld.DebugLog("    目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
        
    return max(1, int(cureHP)) # 保底1点
@@ -1591,6 +1615,10 @@
    dHP = defObj.GetHP()
    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))
    layer = curBuff.GetLayer()
    if layer > 0:
        hurtValue *= layer
        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
    
    # dot的反弹、吸血待定