ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -559,7 +559,7 @@
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    return
def DoCombo(turnFight, curBatObj, useSkill):
@@ -605,6 +605,7 @@
    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)
        
    return
@@ -615,8 +616,9 @@
        return
    
    tagID = tagObj.GetID()
    if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
        GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
        return
    
    canAtkBack = False
@@ -636,7 +638,7 @@
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
            continue
        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
            return useSkill
    return
@@ -656,9 +658,10 @@
                       % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
    return False
def DoBeAttackResult(turnFight, curObj, useSkill):
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
    '''
    
    curID = curObj.GetID()
@@ -681,24 +684,27 @@
                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
                
        elif logicType == ChConfig.AfterLogic_AddBuff:
            batObj, buff, _ = logicData
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
            batObj = logicData[0]
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
            
        elif logicType == ChConfig.AfterLogic_SyncBuff:
            buffObj, buff, _, _ = logicData
            buffObj = logicData[0]
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
    # 统计击杀
    killObjIDList = [] # 击杀的目标ID列表
    killObjList = [] # 击杀其他阵营目标列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
@@ -709,15 +715,32 @@
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
    # 群攻只触发一次特长
    if isSuperHit:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
    if isStun:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
    if isSuckHP:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
    # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
    curPlayer = turnFight.curPlayer
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
        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
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    if isUseSkill:
        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    # ========== 以下触发被动 ==========
    
    # 破盾时
@@ -733,7 +756,7 @@
            continue
        
        # 直接攻击
        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
            
@@ -780,7 +803,7 @@
    ## 技能释放者怒气相关
    if SkillCommon.isAngerSkill(useSkill):
        curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill):
    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
@@ -810,6 +833,21 @@
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
    ## 执行武将特长
    if gameObj.GetSpecialty() != specialty:
        return
    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
    if str(specialty) not in specialtyAddXPDict:
        return
    addXP = specialtyAddXPDict[str(specialty)]
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP, False)
    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
    ## 执行本技能/buff释放后额外效果
    for index in xrange(useSkill.GetEffectCount()):
@@ -818,6 +856,7 @@
            continue
        
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -825,6 +864,7 @@
        
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            GameWorld.DebugLog("    tagID=%s" % (tagID))
            if tagID in missObjIDList:
                # 闪避了不触发
                continue
@@ -901,6 +941,39 @@
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
    '''被动触发使用技能
    @param passiveSkill: 释放的被动技能
    @param connSkill: 由什么技能引起的
    @param effSkillID: 被动效果所属的技能ID
    @param effectID: 被动效果ID
    注:可能由A引起触发B技能的效果释放技能C
    '''
    if not passiveSkill:
        return
    isOK = False
    passiveSkillID = passiveSkill.GetSkillID()
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        happenRate = passiveSkill.GetHappenRate()
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
        if not tagObj:
            return
        tagID = tagObj.GetID()
        if not tagObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
            return
        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
            return
        passiveTagObjList = [tagObj]
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
    else:
        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
    return isOK
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
    ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
    # @return: None - 没有执行成功,即忽略该目标
@@ -960,7 +1033,6 @@
    skillID = curSkill.GetSkillID()
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
@@ -989,12 +1061,12 @@
    
    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
    
    isSuperHit, isParry = False, False
    isSuperHit, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
    if not isDot:
        isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
        isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
        CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
@@ -1006,6 +1078,9 @@
        
    if ignoreDef:
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
    if isStun:
        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
        
    #参与运算的数值
    #rand = random.random()                #种子数 0~1
@@ -1062,9 +1137,6 @@
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
    elif isAtkbackSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    反击伤害=%s" % (hurtValue))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
@@ -1270,6 +1342,8 @@
    buffID = curBuff.GetBuffID()
    ownerID = curBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
    if not buffOwner:
        return
    
    atkObj = buffOwner
    defObj = batObj