ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,13 +59,15 @@
    if not skillID:
        return
    
    triggerWay = kwargs["triggerWay"] if "triggerWay" in kwargs else 0
    if not curBatObj.IsAlive():
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
        else:
            triggerWay = kwargs.get("triggerWay", 0)
            if triggerWay in ChConfig.DeadCanTriggerWayList:
                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
            elif batType == ChConfig.TurnBattleType_Enhance:
                GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
            else:
                GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
                return
@@ -148,6 +150,7 @@
    useSkill.SetBatType(batType)
    useSkill.SetBySkill(bySkill)
    useSkill.SetByBuff(byBuff)
    useSkill.SetByTriggerWay(triggerWay)
    
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
    if isTurnNormalSkill:
@@ -845,8 +848,13 @@
    
    calcCureResults = []
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    multiValue = 1
    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddCureMulti, useSkill)
    if addCureMulti:
        multiValue += addCureMulti / 100.0
    for tagBatObj in useSkill.GetTagObjList():
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj, multiValue=multiValue)
        poisonCureOwner = GetPoisonCureOwner(tagBatObj)
        calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
        
@@ -1279,16 +1287,14 @@
    
    # 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
    delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
    afterLogicList = useSkill.GetAfterLogicList()
    for logicType, logicData in afterLogicList:
        if logicType == ChConfig.AfterLogic_DelBuff:
            buffObjID, buff, tagObjID = logicData
            buffSkillData = buff.GetSkillData()
            buffSkillTypeID = buffSkillData.GetSkillTypeID()
            buffObjID, buff, tagObjID, afterTriggerData = logicData
            TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
            if SkillCommon.isDamageShieldSkill(buffSkillData):
                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
            if afterTriggerData:
                delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
                
        elif logicType == ChConfig.AfterLogic_AddBuff:
            batObj = logicData[0]
@@ -1315,9 +1321,7 @@
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
    selfAlive = curObj.IsAlive()
    if selfAlive and curObj.GetHP() <= 0:
        selfAlive = False
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        TurnAttack.SetObjKilled(turnFight, curObj)
        
@@ -1392,16 +1396,18 @@
    effIgnoreObjIDList = missObjIDList + immuneObjIDList
    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
    # 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 selfAlive:
    if curObj not in dieObjList:
        __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    
    # ========== 以下触发被动 ==========
    
    # 破盾时
    for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
    # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式  ChConfig.TriggerWay_BuffDel(立即触发)
    for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
        triggerWay, effInfoList = afterTriggerData
        buffObj = batObjMgr.getBatObj(buffObjID)
        tagObj = batObjMgr.getBatObj(tagObjID)
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
        tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
        GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
        TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
        
    # 有击杀时
    for index, tagObj in enumerate(killObjList):
@@ -1412,6 +1418,7 @@
    if dieObjList:
        for dieObj in dieObjList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
            __dongbaiRevive(turnFight, dieObj, useSkill) # 写死特殊处理董白复活
            
        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
            batFaction = turnFight.getBatFaction(faction)
@@ -1517,6 +1524,33 @@
    if dieObjList:
        turnFight.checkOverByKilled()
        
    return
def __dongbaiRevive(turnFight, batObj, useSkill):
    '''特殊处理董白复活: 董白死亡之后的时间,若有敌方单位阵亡,董白以50%血量复活
    '''
    faction = batObj.GetFaction()
    batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB)
    if not batFaction:
        return
    batLineup = batFaction.getBatlineup(1)
    if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
        return
    dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
    if not dongbaiObj or dongbaiObj.IsAlive():
        return
    skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
    if not skill:
        GameWorld.DebugLogEx("董白还还未学习特殊复活技能! %s", ChConfig.SkillID_DongbaiRevive)
        return
    enemyDeadCnt = dongbaiObj.GetDictByKey("EnemyDeadCnt") + 1
    dongbaiObj.SetDict("EnemyDeadCnt", enemyDeadCnt)
    GameWorld.DebugLogEx("董白记录自身死亡后的敌方阵亡单位数: %s" % enemyDeadCnt)
    needDeadCnt = skill.GetEffect(0).GetEffectValue(0) # 固定配置在效果1值
    if enemyDeadCnt < needDeadCnt:
        return
    dongbaiObj.SetDict("EnemyDeadCnt", 0)
    OnUseSkill(turnFight, dongbaiObj, skill, batType=ChConfig.TurnBattleType_Passive, bySkill=useSkill)
    return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -1809,6 +1843,8 @@
    batType = curSkill.GetBatType()
    
    changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
    if not changeHurtType:
        changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtTypeByBuff, curSkill)
    if changeHurtType == 1:
        ignoreDef = True
        GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
@@ -1887,6 +1923,7 @@
    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
    
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
    
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
@@ -2127,8 +2164,10 @@
        defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
        isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
        
        lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
        lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
        if ignoreShield:
            hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
        #伤害结构体
        defID = defObj.GetID()
        if isEx:
@@ -2415,9 +2454,10 @@
    @param hpCanNegative: 扣除后的生命是否允许负值
    @param immuneHurt: 免疫的伤害值
    @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
    @return: lostHP
    @return: lostHP, ignoreShield
    '''
    
    ignoreShield = None
    if immuneHurt > 0:
        buffMgr = defObj.GetBuffManager()
        wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
@@ -2432,7 +2472,7 @@
                                 defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
            
    if hurtValue <= 0:
        return 0
        return 0, ignoreShield
    
    atkID = atkObj.GetID()
    defID = defObj.GetID()
@@ -2443,6 +2483,11 @@
    shieldBuffList = []
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
        if ignoreShield == None:
            if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_IgnoreShield, curSkill):
                ignoreShield = True # 无视承伤盾
                break
            ignoreShield = False
        skillData = buff.GetSkillData()
        remainTime = buff.GetRemainTime() # 剩余回合
        if not skillData.GetLastTime():
@@ -2471,7 +2516,9 @@
            shieldHurtValue -= decShieldValue # 承伤值
            if decShieldValue >= buffValue:
                GameWorld.DebugLogEx("        删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
                #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
                effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
            else:
                updShieldValue = buffValue - decShieldValue
                GameWorld.DebugLogEx("        更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
@@ -2492,7 +2539,7 @@
    GameWorld.DebugLogEx("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s", 
                         atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
    return lostHP
    return lostHP, ignoreShield
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
@@ -2576,7 +2623,7 @@
    TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
    return
def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None, multiValue=1):
    ''' 计算治疗值
    '''
    
@@ -2617,6 +2664,10 @@
        cureHP += cureHPEx
        GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
        
    if multiValue and multiValue != 1:
        cureHP = int(cureHP * multiValue)
        GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
        tagCnt = max(1, len(curSkill.GetTagObjList()))