hxp
8 天以前 a1086e20aaec8beb4453bce68a3b2b30024b1415
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -27,7 +27,6 @@
import TurnPassive
import TurnAttack
import TurnBuff
import ObjPool
import FBLogic
import random
@@ -45,11 +44,12 @@
    ## 是否无视防御
    return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
    '''使用技能通用入口
    @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
    @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
    @param comboLimit: 是否强制限制连击
    @param atkBackTag: 反击目标
    @return: 是否成功
    '''
    if not useSkill:
@@ -59,50 +59,89 @@
    if not skillID:
        return
    
    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)
            else:
                GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
                return
    objID = curBatObj.GetID()
    if not curBatObj.CanAction():
        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
        GameWorld.DebugLogEx("技能CD中! skillID=%s,RemainTime=%s", skillID, useSkill.GetRemainTime())
        return
    
    buffStateGroups = useSkill.GetBuffStateLimit()
    if buffStateGroups:
        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
        if limitState:
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
            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):
        return
    #没有指定目标,则按技能自身的目标逻辑
    if not tagObjList:
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
        rate = useSkill.GetHappenRate()
        if rate:
            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
            isRemove = False
            for tagObj in tagObjList[::-1]:
                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                if not curBatObj.IsSkillCanHappen(skillID, rate):
                    tagObjList.remove(tagObj)
                    isRemove = True
                    GameWorld.DebugLogEx("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s", rate, skillID, tagObj.GetID())
            if not tagObjList and isRemove:
                return
    if not tagObjList:
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
            otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
            if otherEff:
                otherSkillID = otherEff.GetEffectValue(0)
                GameWorld.DebugLogEx("没有可复活的目标,释放其他技能! otherSkillID=%s", otherSkillID)
                otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
                if not otherSkill:
                    otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
                if otherSkill:
                    OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
        return
    
    oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
    if oneActionUseCnt >= 20:
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
        return
    oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
    
    # 子技能怒气溢出值也有效,所以子技能不处理
    curXP = curBatObj.GetXP()
    if batType == ChConfig.TurnBattleType_Enhance:
        pass
    elif SkillCommon.isAngerSkill(useSkill):
        maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
        angerOverflow = max(curXP - maxXP, 0)
        curBatObj.SetAngerOverflow(angerOverflow)
    else:
        curBatObj.SetAngerOverflow(0)
    angerOverflow = curBatObj.GetAngerOverflow()
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
    GameWorld.DebugLogEx("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s",
                         objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
    # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
    
    poolMgr = ObjPool.GetPoolMgr()
    usePoolSkill = False
    if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
        usePoolSkill = True
        # 统一使用 BattleObj.PySkill
        useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
        useSkill = BattleObj.PySkill(useSkill, objID)
        
    useSkill.ResetUseRec()
    useSkill.SetTagObjList(tagObjList)
@@ -126,29 +165,21 @@
        curBatObj.SetMainTagIDList(tagIDList)
        
    useTag = ""
    if IsNeedSyncSkill(useSkill):
        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        Sync_TurnFightTag(turnFight, useTag, 0)
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
    else:
        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
        if batType != ChConfig.TurnBattleType_Enhance:
            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
            clientPack.Tag = useTag
            clientPack.Len = len(clientPack.Tag)
            clientPack.Sign = 0
            turnFight.addBatPack(clientPack)
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    
    if useTag:
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 1
        turnFight.addBatPack(clientPack)
        Sync_TurnFightTag(turnFight, useTag, 1)
        
    # 处理反击 或 连击
    if isTurnNormalSkill:
@@ -157,63 +188,139 @@
            
    # 最后重置、回收对象
    useSkill.ResetUseRec()
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
def GetSkillTags(turnFight, curBatObj, useSkill):
def CheckSkillUseCntLimit(batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限
    if not hasattr(useSkill, "GetEffectByID"):
        return
    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
    if not effect:
        return
    useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
    turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        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:
        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)
            return True
    return
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
        return True
    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
        return True
    return False
def GetSkillTags(turnFight, curBatObj, useSkill=None, atkBackTag=None, tagSet=None):
    ## 获取技能目标
    # @param tagSet: 可以外部指定检索目标 [范围, 友好, 细分, 个数]
    # @return: [主目标, 目标2, ...]
    
    tagAim = useSkill.GetTagAim()
    tagFriendly = useSkill.GetTagFriendly()
    tagAffect = useSkill.GetTagAffect()
    tagCount = useSkill.GetTagCount()
    lineupNumSet = None
    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
    if changeRet:
        lineupNumSet, changeTagSet = changeRet
        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
    changeRet = None
    if tagSet and len(tagSet) == 4:
        tagAim, tagFriendly, tagAffect, tagCount = tagSet
    elif useSkill:
        tagAim = useSkill.GetTagAim()
        tagFriendly = useSkill.GetTagFriendly()
        tagAffect = useSkill.GetTagAffect()
        tagCount = useSkill.GetTagCount()
        
        changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
        if changeRet:
            lineupNumSet, changeTagSet = changeRet
            GameWorld.DebugLogEx("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s", lineupNumSet, changeTagSet)
            tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
    else:
        return []
    # 自己,直接返回
    if tagAim == ChConfig.SkillTagAim_Self:
        return [curBatObj]
    
    tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
    if useSkill:
        tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
    #GameWorld.DebugLogEx("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s", useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount)
    
    # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
    # 集火:直接通过效果5015指定了目标,所以这里可不处理
    # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
    # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
    # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
    # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
    # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
    # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
    # 嘲讽: 目标是敌方时强制目标一定包含施法者
    # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
    
    # 确认敌友
    inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
    if changeRet:
        pass
    elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
        inCharm = True
        tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
    elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
        inChaos = True
        tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
    #GameWorld.DebugLogEx("inCharm=%s,inChaos=%s,tagFriendly=%s", inCharm, inChaos, tagFriendly)
    isNoSelf = False # 是否不包含自己
    if inCharm or inChaos:
        if SkillCommon.isAttackDirectSkill(useSkill):
            isNoSelf = True
            #GameWorld.DebugLogEx("特殊不包含自己")
    # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
    sneerObjFirst = True # 嘲讽目标是否优先
    sneerTagObj = None # 嘲讽目标
    atkBackTagFrist = True # 反击目标是否优先
    specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
    specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
    curFaction = curBatObj.GetFaction()
    sneerObj = None # 嘲讽目标
    sneerObjID, sneerObjPosNum = 0, 0
    if tagFriendly:
        tagFaction = curFaction
        sneerTagObj = None
        atkBackTag = None
    else:
        tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
    sneerObjFirst = True # 嘲讽目标优先
    if sneerObj:
        sneerObjID = sneerObj.GetID()
        sneerObjPosNum = sneerObj.GetPosNum()
        sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
        if sneerTagObj:
            specMainObj = sneerTagObj
            #GameWorld.DebugLogEx("嘲讽特殊主目标")
        elif atkBackTag:
            specMainObj = atkBackTag
            #GameWorld.DebugLogEx("反击特殊主目标")
    if specMainObj:
        specObjID = specMainObj.GetID()
        specObjPosNum = specMainObj.GetPosNum()
        sepcObjLineupNum = specMainObj.GetLineupNum()
    batObjMgr = BattleObj.GetBatObjMgr()
    lineupNum = curBatObj.GetLineupNum()
    posNum = curBatObj.GetPosNum()
    
    # 确认阵容编号顺序,多V多时有用
    batFaction = turnFight.getBatFaction(tagFaction)
    if lineupNumSet != None and not tagFriendly:
        lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
    elif tagFaction == curFaction:
        lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
    else:
        lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
        # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
        if specMainObj:
            lineupNumList = [sepcObjLineupNum]
        else:
            lineupNumList = [lineupNum]
        for tagNum in batFaction.lineupDict.keys():
            if tagNum not in lineupNumList:
                lineupNumList.append(tagNum)
@@ -225,8 +332,8 @@
        
        # 对位
        if tagAim == ChConfig.SkillTagAim_Relative:
            if sneerObj:
                aimObjList.append(sneerObj)
            if specMainObj:
                aimObjList.append(specMainObj)
            else:
                relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
                if relativeObj:
@@ -234,11 +341,11 @@
                    
        # 前排
        elif tagAim == ChConfig.SkillTagAim_FrontRow:
            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
            
        # 后排
        elif tagAim == ChConfig.SkillTagAim_BackRow:
            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
            
        # 竖排/纵排
        elif tagAim == ChConfig.SkillTagAim_Vertical:
@@ -249,23 +356,23 @@
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
                
            # 优先嘲讽所在纵
            if sneerObj:
                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
                if sneerInColNum in colNumList:
                    colNumList.remove(sneerInColNum)
                    colNumList.insert(0, sneerInColNum)
            # 优先特殊目标所在纵
            if specMainObj:
                specInColNum = ChConfig.GetInColNum(specObjPosNum)
                if specInColNum in colNumList:
                    colNumList.remove(specInColNum)
                    colNumList.insert(0, specInColNum)
                    
            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
            GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            for col in colNumList:
                for row in range(1, 1 + ChConfig.TurnFightRows):
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
                    aimObjList.append(tagBatObj)
                if aimObjList:
@@ -280,17 +387,17 @@
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
                
            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
            GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            # 按前排优先原则
            for row in range(1, 1 + ChConfig.TurnFightRows):
                for col in colNumList:
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
                    aimObjList.append(tagBatObj)
                    
@@ -298,41 +405,37 @@
    # 血量最低
    if tagAffect == ChConfig.SkillTagAffect_HPLowest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
        #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        
    # 血量最高
    elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
        #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        #GameWorld.DebugLogEx("血量最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        
    # 攻击力最高
    elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
        aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
        #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        #GameWorld.DebugLogEx("攻击力最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        
    # 未被控制优先
    elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
        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])
        GameWorld.DebugLogEx("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]
        atkBackTagFrist = False
        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:
        atkBackTagFrist = False
        for aimObj in aimObjList[::-1]:
            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                aimObjList.remove(aimObj)
@@ -341,21 +444,42 @@
        if tagCount and len(aimObjList) > tagCount:
            random.shuffle(aimObjList)
            
    # 以下优先级先处理的优先级视为较低
    if atkBackTagFrist and atkBackTag:
        if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
            aimObjList.remove(atkBackTag)
            aimObjList.insert(0, atkBackTag)
    # 嘲讽优先
    if sneerObjFirst and sneerObj:
        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
            aimObjList.remove(sneerObj)
            aimObjList.insert(0, sneerObj)
    if sneerObjFirst and sneerTagObj:
        if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
            aimObjList.remove(sneerTagObj)
            aimObjList.insert(0, sneerTagObj)
            
    # 一定包含自己
    if tagFriendly == 2:
    if tagFriendly == 2 and not isNoSelf:
        if curBatObj not in aimObjList:
            aimObjList.append(curBatObj)
            
    # 最后去除多余的目标
    if tagCount and len(aimObjList) > tagCount:
        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
@@ -389,9 +513,10 @@
                return lineupNum, changeTagSet
    return
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
    ## 获取行排目标对象列表
def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
    ## 获取横排目标对象列表
    # @param rowReverse: 是否后排优先原则
    # @param noSelf: 是否限制包含自己
    
    # 前后排顺序
    if rowReverse:
@@ -399,34 +524,34 @@
    else:
        rowNumList = range(1, 1 + ChConfig.TurnFightRows)
        
    # 优先嘲讽对象所在行
    sneerObjID, sneerObjPosNum = 0, 0
    if sneerObj:
        sneerObjID = sneerObj.GetID()
        sneerObjPosNum = sneerObj.GetPosNum()
        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
    # 优先特殊对象所在行
    specObjID, specObjPosNum = 0, 0
    if specMainObj:
        specObjID = specMainObj.GetID()
        specObjPosNum = specMainObj.GetPosNum()
        sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
        if sneerInRowNum in rowNumList:
            rowNumList.remove(sneerInRowNum)
            rowNumList.insert(0, sneerInRowNum)
            
    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
    inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
    # 优先自己所在纵,为主目标
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
        
    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
    GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
    aimObjList = []
    for row in rowNumList:
        for col in colNumList:
            pNum = (row - 1) * ChConfig.TurnFightCols + col
            #GameWorld.DebugLog("    row=%s,col=%s,pNum=%s" % (row, col, pNum))
            #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
            if pNum not in batLineup.posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(tagBatObj, tagAffect):
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                continue
            aimObjList.append(tagBatObj)
        if aimObjList:
@@ -435,11 +560,7 @@
    return aimObjList
def GetRelativeObj(turnFight, curBatObj):
    '''获取对位目标,嘲讽时优先对位嘲讽目标
    对位目标用途:
    1. 对位目标并不代表仅攻击该目标
    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
    3. 对位目标可用于判断连击、弱疗
    '''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
    '''
    sneerObj = curBatObj.GetSneerTagObj()
    if sneerObj:
@@ -466,11 +587,11 @@
        if relativeObj:
            return relativeObj
        
    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
    return curBatObj
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
    ## 获取在某一阵营中的默认对位目标
    ## 获取在某一阵容中的默认对位目标,不包括自己
    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
@@ -489,13 +610,13 @@
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(tagBatObj, tagAffect):
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                continue
            return tagBatObj
        
    return
def __skillTagFilter(tagBatObj, tagAffect):
def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
    ## 技能目标过滤器
    # @return: 是否允许添加该单位
    if not tagBatObj:
@@ -504,22 +625,41 @@
        return False
    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
        return False
    if isNoSelf:
        if tagBatObj.GetID() == curBatObj.GetID():
            #GameWorld.DebugLogEx("不包含自己")
            return False
    #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
    #    return False
    return True
def __doAddBuff(turnFight, curBatObj, useSkill):
def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
    #执行添加buff
    
    for tagBatObj in useSkill.GetTagObjList():
        TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
    #光环技能,需先添加施法者
    if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
        curID = curBatObj.GetID()
        skillID = useSkill.GetSkillID()
        GameWorld.DebugLogEx("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s", skillID, curID)
        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
            for tagBatObj in useSkill.GetTagObjList():
                if tagBatObj.GetID() == curBatObj.GetID():
                    continue
                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
    else:
        for tagBatObj in useSkill.GetTagObjList():
            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
        
    return
def __doUseSkill(turnFight, curBatObj, useSkill):
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
    GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
    __doStealBuff(turnFight, curBatObj, useSkill)
    __doHarmSelf(turnFight, curBatObj, useSkill)
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
@@ -528,7 +668,7 @@
        SkillModule_2(turnFight, curBatObj, useSkill)
    # 复活
    elif atkType == 3:
        pass
        SkillModule_3(turnFight, curBatObj, useSkill)
    # 多次攻击(锁目标多次伤害,非前端的多段飘血)
    elif atkType == 4:
        pass
@@ -550,24 +690,132 @@
        
    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.DebugLogEx("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):
    ## 施法前自残
    harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
    if not harmEff:
        return
    harmPer = harmEff.GetEffectValue(0) # 自残百分比
    noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
    curHP = curBatObj.GetHP()
    maxHP = curBatObj.GetMaxHP()
    harmHP = int(maxHP * harmPer / 100.0)
    lostHP = harmHP
    if curHP <= harmHP:
        if noEnoughDo == 0:
            lostHP = 0
        elif noEnoughDo == 2:
            lostHP -= 1
    updHP = max(curHP - lostHP, 0)
    curBatObj.SetHP(updHP, False)
    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s",
                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
    # 单独通知前端表现
    hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
    diffType, diffValue = 0, lostHP
    skillID = relatedSkillID = useSkill.GetSkillID()
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
    ## 通用攻击,单攻、群攻
    
    for tagBatObj in useSkill.GetTagObjList():
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
    addPer = 0
    # 司马懿特殊潜能
    if useSkill.GetSkillID() == ChConfig.SkillID_SmyFanzhao:
        frozenCnt = curBatObj.GetDictByKey("EnemyFrozen")
        curBatObj.SetDict("EnemyFrozen", 0)
        effect = useSkill.GetEffect(0)
        perFrozenAdd = effect.GetEffectValue(0) # 每个冰冻额外增加比例
        addPerMax = effect.GetEffectValue(1) # 最大增加比例
        addPer = frozenCnt * perFrozenAdd
        if addPerMax and addPer > addPerMax:
            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))
        
    # 计算伤害
    calcHurtResults = []
    for tagBatObj in useSkill.GetTagObjList():
        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
        calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
    DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
    return
def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
    ## 计算技能伤害,只计算值,不做实际处理
    # @param addPer: 外部指定增加的比例
    # @return: hurtValue, hurtTypes, immuneHurt
    atkSkillPer = curSkill.GetSkillPer() + addPer
    atkSkillValue = curSkill.GetSkillValue()
    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    return hurtValue, hurtTypes, immuneHurt
def SkillModule_5(turnFight, curBatObj, useSkill):
    ## 弹射(多次攻击,切换目标,单目标可多次)
    
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
    # 弹射技能需先从弹射目标里预选好曹仁要防护的对象
    caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
    for tagObj in ricochetObjList:
        tagID = tagObj.GetID()
        if tagID == ChConfig.HeroID_Caoren:
            continue
        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
            continue
        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
            caorenProtectObj = tagObj
    if caorenProtectObj == None:
        caorenProtectObj = 0 # 标记为已筛选过
    # 按顺序一个个弹伤害
    for tagBatObj in ricochetObjList:
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
        calcHurtResults = [[tagBatObj, hurtValue, hurtTypes, immuneHurt]]
        DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults, "RicochetHurt", caorenProtectObj, isManyTimes=True)
        
    return
def GetRicochetObjList(turnFight, curBatObj, useSkill):
def GetRicochetObjRankList(turnFight, curBatObj, useSkill):
    ## 获取弹射目标队列
    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
@@ -575,63 +823,158 @@
        valueA = randEffect.GetEffectValue(0)
        valueB = max(randEffect.GetEffectValue(1), valueA)
        ricochetCnt = random.randint(valueA, valueB)
        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
        GameWorld.DebugLogEx("随机弹射次数: %s,valueA=%s,valueB=%s", ricochetCnt, valueA, valueB)
    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
    GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
    
    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
    tagObjList = useSkill.GetTagObjList()
    random.shuffle(tagObjList)
    objCnt = len(tagObjList)
    ricochetObjList = []
    ricochetObjIDList = []
    for index in range(ricochetCnt):
        tagObj = tagObjList[index % objCnt]
        ricochetObjList.append(tagObj)
        ricochetObjIDList.append(tagObj.GetID())
    GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
    return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## 治疗
    
    calcCureResults = []
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    for tagBatObj in useSkill.GetTagObjList():
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
        poisonCureOwner = GetPoisonCureOwner(tagBatObj)
        calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
        
    DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults)
    return
def SkillModule_9(turnFight, curBatObj, useSkill):
    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
    
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
    # 弹射技能需先从弹射目标里预选好曹仁要防护的对象,有毒奶的情况
    poisonCureOwnerDict = {}
    caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
    for tagObj in ricochetObjList:
        tagID = tagObj.GetID()
        if tagID not in poisonCureOwnerDict:
            poisonCureOwner = GetPoisonCureOwner(tagObj)
            poisonCureOwnerDict[tagID] = poisonCureOwner
        poisonCureOwner = poisonCureOwnerDict[tagID]
        if not poisonCureOwner:
            continue
        if tagID == ChConfig.HeroID_Caoren:
            continue
        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
            continue
        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
            caorenProtectObj = tagObj
    if caorenProtectObj == None:
        caorenProtectObj = 0 # 标记为已筛选过
    for tagBatObj in ricochetObjList:
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
        poisonCureOwner = poisonCureOwnerDict.get(tagBatObj.GetID())
        calcCureResults = [[tagBatObj, cureHP, poisonCureOwner]]
        DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults, "RicochetCure", caorenProtectObj, isManyTimes=True)
        
    return
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
    if cureHP <= 0:
        return
def SkillModule_3(turnFight, curBatObj, useSkill):
    ## 复活
    
    dID = tagBatObj.GetID()
    hurtObj = useSkill.AddHurtObj(dID)
    if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
        return
    skillID = useSkill.GetSkillID()
    dHP = tagBatObj.GetHP()
    dMapHP = tagBatObj.GetMaxHP()
    remainHP = min(dHP + cureHP, dMapHP)
    realCureHP = max(remainHP - dHP, 0)
    tagBatObj.SetHP(remainHP)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    hurtObj.SetHurtHP(cureHP)
    hurtObj.SetLostHP(realCureHP)
    hurtObj.SetCurHP(tagBatObj.GetHP())
    GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
    TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
    for tagBatObj in useSkill.GetTagObjList():
        skillPer = useSkill.GetSkillPer()
        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
        reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
        reviveHPPer += skillPer
        reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
        reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
        reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
        dID = tagBatObj.GetID()
        dMapHP = tagBatObj.GetMaxHP()
        cureHP = int(dMapHP * reviveHPPer / 10000.0)
        xp = initXP + int(xpMax * reviveXPPer / 10000.0)
        tagBatObj.SetRevive(cureHP)
        tagBatObj.SetXP(xp, False)
        hurtObj = useSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(cureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLogEx("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s",
                             dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer)
    return
def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
    '''结算技能治疗
    @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
    @param caorenProtectObj: 曹仁专用,要防护的对象
    @param isManyTimes: 是否是后端多次计算的
    '''
    skillID = curSkill.GetSkillID()
    calcHurtResults = []
    for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
        # 汇总毒奶
        if poisonCureOwner:
            hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
            hurtValue = cureHP
            hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
            calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
            continue
        # 非毒奶的执行治疗
        dID = tagBatObj.GetID()
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        remainHP = min(dHP + cureHP, dMapHP)
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        hurtObj = curSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLogEx("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP)
        TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
    # 再结算毒奶伤害
    DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, "PoisonCure", caorenProtectObj, isManyTimes)
    return
def GetPoisonCureOwner(defObj):
    ## 获取玩家身上的毒奶buff归属者
    # @return: buffOwner or None-无毒奶buff
    buffMgr = defObj.GetBuffManager()
    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
    if not poisonCureBuff:
        return
    ownerID = poisonCureBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
    return buffOwner
def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
    ## 执行持续治疗单次逻辑
@@ -645,59 +988,66 @@
    if not buffOwner:
        return
    
    atkObj = buffOwner
    defObj = batObj
    poisonCureOwner = GetPoisonCureOwner(defObj)
    atkObj = poisonCureOwner if poisonCureOwner else buffOwner
    
    atkID = ownerID
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    tagObjList = [defObj]
    
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
    Sync_TurnFightTag(turnFight, useTag, 0)
    
    dHP = defObj.GetHP()
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
    GameWorld.DebugLogEx("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s",
                         atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP)
    layer = curBuff.GetLayer()
    if layer > 0:
        cureHP *= layer
        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
        GameWorld.DebugLogEx("    多层buff: cureHP=%s,layer=%s", cureHP, layer)
    #if "FinalDamPer" in kwargs:
    #    FinalDamPer = kwargs["FinalDamPer"]
    #    hurtValue *= (10000 + FinalDamPer) / 10000.0
    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    #    GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
    
    if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
        remainHP = defObj.GetHP()
        diffType = 0
        diffValue = hurtObj.GetHurtHP()
    useSkill = BattleObj.PySkill(skillIpyData, atkID)
    useSkill.SetTagObjList([defObj])
    useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
    poisonCureOwner = GetPoisonCureOwner(defObj)
    if poisonCureOwner:
        GameWorld.DebugLogEx("本次治疗为毒奶: cureHP=%s", cureHP)
        hurtValue = cureHP
        hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
        hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
        calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
        DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
    else:
        remainHP = min(dHP + cureHP, dMaxHP)
        realCureHP = max(remainHP - dHP, 0)
        defObj.SetHP(remainHP)
        
        hurtObj = useSkill.AddHurtObj(defID)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(defObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
        GameWorld.DebugLogEx("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP)
        
        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
        
        diffType = 1
        diffValue = cureHP
    hurtTypes = hurtObj.GetHurtTypes()
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
    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)
    
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -716,8 +1066,8 @@
    calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
    attrID = ChConfig.AttrID_XP
    
    GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s"
                       % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
    GameWorld.DebugLogEx("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s",
                         opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID)
    curStealTotal = 0
    for tagBatObj in useSkill.GetTagObjList():
        
@@ -729,7 +1079,7 @@
            diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
            updValue = tagXP - diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
            GameWorld.DebugLogEx("    减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
        # ͵
@@ -739,7 +1089,7 @@
            diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
            updValue = tagXP - diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
            GameWorld.DebugLogEx("    偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
            curStealTotal += diffValue
@@ -748,19 +1098,19 @@
        else:
            diffType = 1
            tagXP = tagBatObj.GetXP()
            diffValue = calcValue
            diffValue = GetEnhanceXP(tagBatObj, calcValue)
            updValue = tagXP + diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
            GameWorld.DebugLogEx("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
            Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
            
    if curStealTotal > 0:
        diffType = 1
        curXP = curBatObj.GetXP()
        diffValue = curStealTotal
        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        GameWorld.DebugLogEx("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s", curID, curStealTotal, curXP, diffValue, updValue)
        Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
        
    return
@@ -771,24 +1121,26 @@
    '''
    
    if curBatObj:
        # 反弹、吸血 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
        # 反弹、吸血、平摊伤害自残 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
        if curBatObj.GetHP() < 0:
            curBatObj.SetHP(0)
            
    if useSkill.GetBatType() == ChConfig.TurnBattleType_AtkBack:
        curBatObj.AddBigTurnAtkbackCnt()
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    if useSkill.GetCoolDownTime():
        useSkill.SetCalcTime(turnFight.getTimeline())
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
    if IsNeedSyncSkill(useSkill):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    return
def DoCombo(turnFight, atkObj, useSkill):
@@ -826,11 +1178,11 @@
        if not tagObjList:
            return
        tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
        atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
        if atkBackSkill:
            # 可以反击,打断连击
            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
            GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
            OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
            return
        
    if not tagObj:
@@ -843,11 +1195,11 @@
    dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
    if not GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
        GameWorld.DebugLogEx("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s",
                             atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)
        return
    GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s"
                       % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
    GameWorld.DebugLogEx("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s",
                         TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)
    useSkill.SetComboNum(comboNum + 1)
    
    # 连击特长
@@ -857,50 +1209,69 @@
    OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
    return True
def __getCanAtkBackSkill(useSkill, tagObj):
    ## 获取是否可反击及反击技能
def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
    '''获取是否可反击及反击技能
    B进攻A1 A2 A3,主目标(从A1 A2 A3选)
    主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
    若为非攻击类,则按技能原来的目标
    若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
    '''
    if not tagObj:
        return
    
    atkID = atkObj.GetID()
    tagID = tagObj.GetID()
    if not tagObj.CanAction():
        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
        GameWorld.DebugLogEx("当前状态无法反击! tagID=%s", tagID)
        return
    if atkObj.GetFaction() == tagObj.GetFaction():
        #GameWorld.DebugLogEx("同阵营不触发反击!") # 魅惑可能导致打自己人
        return
    
    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))
    if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
        heroID = atkObj.GetHeroID()
        GameWorld.DebugLogEx("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s", atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList)
        return
    
    canAtkBack = False
    for hurtObj in useSkill.GetHurtObjList():
    for hurtObj in useSkill.GetHurtObjListAll():
        if hurtObj.GetObjID() != tagID:
            continue
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
            canAtkBack = True
            break
        
    if not canAtkBack:
        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
        GameWorld.DebugLogEx("没有格挡不可反击! tagID=%s", tagID)
        return
    
    # 大回合单武将反击次数限制
    bigTurnAtkbackCntMax = IpyGameDataPY.GetFuncCfg("ParryCfg", 4)
    if bigTurnAtkbackCntMax:
        atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
        if atkbackCnt >= bigTurnAtkbackCntMax:
            GameWorld.DebugLogEx("本大回合累计反击次数达上限! atkbackCnt=%s >= %s", atkbackCnt, bigTurnAtkbackCntMax)
            return
    skillManager = tagObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
            continue
        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
            GameWorld.DebugLogEx("可以反击! tagID=%s", tagID)
            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)
    
@@ -931,60 +1302,84 @@
            
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    for tagObj in useSkill.GetTagObjList():
    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
    tagObjList = useSkill.GetTagObjList() # 主要目标列表
    tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
    tagObjListAll = tagObjList + tagObjListEx
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            dieObjList.append(tagObj)
            if tagObj.GetFaction() != curObj.GetFaction():
                killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    if curObj.IsAlive() and curObj.GetHP() <= 0:
    # 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
        dieObjList.append(curObj)
        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
    totalHurtValue = 0
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList, immuneObjIDList = [], []
    for hurtObj in useSkill.GetHurtObjList():
    isSuckHP = False
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
    beHurtObjIDList = [] # 受伤的对象ID列表
    reviveObjList = [] # 复活的对象列表
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
        if not tagObj:
            continue
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
            and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
            totalHurtValue += hurtObj.GetHurtHP()
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            if hurtObj.GetLostHP() > 0: # 有掉血的
                if hurtObjID not in beHurtObjIDList:
                    beHurtObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
            if hurtObjID not in missObjIDList:
                missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
            if tagObj not in reviveObjList:
                reviveObjList.append(tagObj)
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
            if hurtObjID not in immuneObjIDList:
                immuneObjIDList.append(hurtObjID)
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_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 hurtObjID not in parryObjIDList:
                parryObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
            if hurtObjID not in superHitObjIDList:
                superHitObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
    # 记录最后一次总伤害,有伤害目标才记录
    if useSkill.GetHurtObjList():
    if totalHurtValue:
        curObj.SetLastHurtValue(totalHurtValue)
        
    # 群攻只触发一次特长
    if isSuperHit:
    if superHitObjIDList:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
    if isStun:
    if stunObjIDList:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
    if isSuckHP:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -997,7 +1392,8 @@
    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
    __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    if selfAlive:
        __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    
    # ========== 以下触发被动 ==========
    
@@ -1013,12 +1409,60 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
        
    if dieObjList:
        for dieObj in dieObjList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
            batFaction = turnFight.getBatFaction(faction)
            for lineupNum in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(lineupNum)
                for lineupObjID in batLineup.posObjIDDict.values():
                    lineupObj = batObjMgr.getBatObj(lineupObjID)
                    if not lineupObj.IsAlive():
                        continue
                    for dieObj in dieObjList:
                        # 敌方单位死亡时
                        if lineupObj.GetFaction() != dieObj.GetFaction():
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
                        # 己方单位死亡时
                        else:
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
    # 复活时
    for tagObj in reviveObjList:
        # 同步最新的怒气及buff,血量已经在技能中通知了
        tagObj.SetXP(tagObj.GetXP())
        TurnBuff.DoBuffByRevive(turnFight, tagObj)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
    for tagObj in useSkill.GetTagObjList():
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        # 闪避
        if tagID in missObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
        if tagID in effIgnoreObjIDList:
            continue
        isExObj = tagObj in tagObjListEx # 是否额外目标
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
        #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
        if not isAttackDirect:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
        # 额外目标不再触发以下内容
        if isExObj:
            continue
        
        # 直接攻击
@@ -1027,26 +1471,50 @@
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
        else:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
        # 持续伤害
        elif not isAttackDirect:
            # 受到持续伤害
            if tagID in beHurtObjIDList:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
        # 使用技能后
        if isUseSkill:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
            
        # 击晕
        if tagID in stunObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
        # 暴击
        if tagID in superHitObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
        # 格挡
        if tagID in parryObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
        # 连击
        if batType == ChConfig.TurnBattleType_Combo:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
        # 追击
        elif batType == ChConfig.TurnBattleType_Pursue:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
        # 反击
        elif batType == ChConfig.TurnBattleType_AtkBack:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
            
        triggerOne = True # 设置已经触发过一次
        
    # 有击杀时验证是否结算,最后处理
    if killObjList:
    # 验证是否结算,最后处理
    if dieObjList:
        turnFight.checkOverByKilled()
        
    return
@@ -1094,7 +1562,7 @@
        curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
        AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
def __doSkillHurtAnger(batObj, lostHP, useSkill):
@@ -1104,22 +1572,23 @@
    addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
    if addXP <= 0:
        return
    AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
def AddTurnFightXP(gameObj, addXP, reason=""):
def AddFightXP(gameObj, addXP, reason=""):
    ## 回合战斗增加XP
    if addXP <= 0 or not addXP:
        #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
        #GameWorld.DebugLogEx("        没有增加XP! curID=%s", gameObj.GetID())
        return
    posNum = gameObj.GetPosNum()
    if posNum <= 0:
        #非主战单位不加
        return
    addXP = GetEnhanceXP(gameObj, addXP)
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP)
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    GameWorld.DebugLogEx("        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):
@@ -1129,13 +1598,27 @@
    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
    if str(specialty) not in specialtyAddXPDict:
        return
    if not gameObj.IsAlive():
        return
    addXP = specialtyAddXPDict[str(specialty)]
    addXP = GetEnhanceXP(gameObj, addXP)
    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))
    GameWorld.DebugLogEx("        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 GetEnhanceXP(gameObj, addXP):
    ## 获取提升后的xp值
    addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
    # 其他强化、弱化
    if addPer == 0:
        return addXP
    objID = gameObj.GetID()
    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
    GameWorld.DebugLogEx("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s", objID, addXP, addPer, updAddXP)
    return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
    ## 执行本技能/buff释放后额外效果
@@ -1150,7 +1633,7 @@
                continue
            
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
        GameWorld.DebugLogEx("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s", useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -1169,42 +1652,55 @@
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
    ## 执行主技能的额外技能效果
    #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
    #    #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
    #    #GameWorld.DebugLogEx("自身为额外触发的技能不再触发额外技能! skillID=%s", useSkill.GetSkillID())
    #    return
    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.DebugLogEx("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)
    if not enhanceSkillData:
        return
    
    killObjList = useSkill.GetKillObjList()
    if killObjList:
        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
        if invalidSkillID and invalidSkillID == enhanceSkillID:
            GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
            return
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
        GameWorld.DebugLogEx("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())
        if enhanceRate:
            enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if not tagObj.IsAlive():
                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
                continue
            if tagID in effIgnoreObjIDList:
                GameWorld.DebugLog("    闪避或免疫的不触发: tagID=%s" % (tagID))
                GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                continue
            if checkInStateList:
                if not tagObj.CheckInState(checkInStateList):
                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
                    GameWorld.DebugLogEx("    不在状态下不触发: tagID=%s not in state:%s", tagID, checkInStateList)
                    continue
            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))
                GameWorld.DebugLogEx("    非目标职业不触发: tagID=%s,job=%s != %s", tagID, tagObj.GetJob(), checkHeroJob)
                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))
            if checkHeroSex and checkHeroSex != tagObj.GetSex():
                GameWorld.DebugLogEx("    非目标性别不触发: tagID=%s,sex=%s != %s", tagID, tagObj.GetSex(), checkHeroSex)
                continue
            if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
                GameWorld.DebugLogEx("    概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
                continue
            
            enchanceTagObjList.append(tagObj)
@@ -1215,9 +1711,9 @@
        return
    
    # 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
    GameWorld.DebugLogEx("重新锁定目标! enhanceSkillID=%s", enhanceSkillID)
    if checkInStateList or checkHeroJob or checkHeroSex:
        inState, haveJob, haveSex = False, False, False
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if tagID in effIgnoreObjIDList:
@@ -1226,18 +1722,23 @@
                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))
            GameWorld.DebugLogEx("    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)
            GameWorld.DebugLogEx("    没有命中目标为目标职业不触发: checkHeroJob=%s", checkHeroJob)
            return
        if checkHeroSex and not haveSex:
            GameWorld.DebugLogEx("    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
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
    '''被动触发使用技能
    @param passiveSkill: 释放的被动技能
    @param passiveSkill: 释放的被动技能 或 技能ID
    @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
@@ -1245,6 +1746,14 @@
    '''
    if not passiveSkill:
        return
    if isinstance(passiveSkill, int):
        passiveSkillID = passiveSkill
        passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
        if not passiveSkill:
            passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
        if not passiveSkill:
            return
    bySkillID = 0
    if connSkill:
        bySkillID = connSkill.GetSkillID()
@@ -1252,83 +1761,48 @@
        bySkillID = connBuff.GetSkillID()
    passiveSkillID = passiveSkill.GetSkillID()
    if passiveSkillID == bySkillID:
        #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
        return
    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
        #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
        return
    
    isOK = False
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        happenRate = passiveSkill.GetHappenRate()
        happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
    tagAim = passiveSkill.GetTagAim()
    if tagAim == ChConfig.SkillTagAim_MainSkill:
        if not tagObj:
            return
        happenRate = passiveSkill.GetHappenRate()
        if happenRate:
            happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
        GameWorld.DebugLogEx("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, happenRate, bySkillID)
        tagID = tagObj.GetID()
        if not tagObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
        if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
            GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
            return
        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
        if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
            GameWorld.DebugLogEx("    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, byBuff=connBuff)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
    elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
        if not connSkill:
            return
        passiveTagObjList = connSkill.GetTagObjList()
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
    else:
        GameWorld.DebugLog("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=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
        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=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
        
    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
    atkObj = attacker
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    skillID = curSkill.GetSkillID()
    hurtObj = curSkill.AddHurtObj(defID)
    atkSkillPer = curSkill.GetSkillPer()
    atkSkillValue = curSkill.GetSkillValue()
    dHP = defObj.GetHP()                # 防守方当前血量
    dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
    zhansha = False # 斩杀特殊处理
    # նɱ
    if zhansha:
        pass
    else:
        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
        hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
        #伤害结构体
        hurtObj.SetHurtTypes(hurtTypes)
        hurtObj.SetHurtHP(hurtValue)
        hurtObj.SetRealHurtHP(realHurtHP)
        remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
    remainHP = int(remainHP)    #防范
    lostHP = dHP - remainHP # 实际掉血量
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
                       % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
    #反弹伤害
    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
    #吸血
    CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
    return
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
    '''计算伤害,默认按攻击计算
def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
    '''按公式计算伤害,默认按攻击计算
    '''
    
    #mapID = turnFight.mapID
    skillID = curSkill.GetSkillID()
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
@@ -1337,7 +1811,7 @@
    changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
    if changeHurtType == 1:
        ignoreDef = True
        GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
        GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
        
    atkID = atkObj.GetID()
    defID = defObj.GetID()
@@ -1346,27 +1820,28 @@
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False # 是否必命中
    if isAngerSkill:
    if not isTurnNormalSkill: # 仅普攻判断是否闪避
        mustHit = True
    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
    if isAngerSkill:
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
        
    #命中公式 攻击方类型不同,公式不同
    if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = curSkill.GetTagMissNum(defID)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
            GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
            GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
            curSkill.SetTagMissNum(defID, missRate + 1)
            return 0, pow(2, ChConfig.HurtType_Miss)
            return 0, pow(2, ChConfig.HurtAtkType_Miss)
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
    hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
    
    isSuperHit, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1380,20 +1855,23 @@
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
        aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
        aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        
        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
        
    if ignoreDef:
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
        GameWorld.DebugLogEx("无视防御/真实伤害!")
        hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
        
    if isStun:
        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
        
    #参与运算的数值
    #rand = random.random()                #种子数 0~1
@@ -1417,11 +1895,21 @@
        
    aAngerSkillPer, dAngerSkillPerDef = 0, 0
    if isAngerSkill:
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
        aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
    aDOTPer, dDOTPerDef = 0, 0
    if isDot:
        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
    #aAddSkillPer = 0 # 技能增伤
    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
    
    # 物法增减伤
    if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1431,13 +1919,32 @@
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
        
    aComboDamPer = 0 # 连击增伤
    # 阵营增减伤
    aCountry = atkObj.GetCountry()
    dCountry = defObj.GetCountry()
    countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
                         2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
                         3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
                         4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
                         }
    aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
    dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
    aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
    if batType == ChConfig.TurnBattleType_Combo:
        aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
        dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
        
    aPursueDamPer = 0 # 追击增伤
    aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
    if batType == ChConfig.TurnBattleType_Pursue:
        aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
    if turnFight.isPVP() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -1445,64 +1952,73 @@
    dNormalSkillPerDef /= 10000.0
    aAngerSkillPer /= 10000.0
    dAngerSkillPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aDOTPer /= 10000.0
    dDOTPerDef /= 10000.0
    aBatDamPer /= 10000.0
    dBatDamPerDef /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
    aSuperDamPer /= 10000.0
    dSuperDamPerDef /= 10000.0
    aFinalDamPer /= 10000.0
    dFinalDamPerDef /= 10000.0
    aCountryDamPer /= 10000.0
    dCountryDamPerDef /= 10000.0
    aComboDamPer /= 10000.0
    dComboDamPerDef /= 10000.0
    aPursueDamPer /= 10000.0
    dPursueDamPerDef /= 10000.0
    aPVPDamPer /= 10000.0
    dPVPDamPerDef /= 10000.0
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
    GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s",
                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
    #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
    
    # 持续性伤害
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
        GameWorld.DebugLogEx("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
    elif isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
        GameWorld.DebugLogEx("    持续技能伤害=%s" % (hurtValue))
    elif calcType == ChConfig.Def_Calc_ByBuffValue:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
        GameWorld.DebugLog("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
        GameWorld.DebugLogEx("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
    elif calcType != ChConfig.Def_Calc_Attack:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
        GameWorld.DebugLogEx("    非按攻击力伤害=%s,calcType=%s,aAtk=%s", hurtValue, calcType, aAtk)
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLogEx("    其他伤害=%s", hurtValue)
        
    if isParry:
        parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
        hurtValue = hurtValue * (1 - parryReduceRatio)
        GameWorld.DebugLog("    格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
        GameWorld.DebugLogEx("    格挡后伤害=%s,parryReduceRatio=%s", hurtValue, parryReduceRatio)
        
    multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
    if multiValue and multiValue != 1:
        hurtValue = int(hurtValue * multiValue)
        GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
        GameWorld.DebugLogEx("    伤害倍值: hurtValue=%s,multiValue=%s", hurtValue, multiValue)
        
    hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
    if hurtAtkPerMax:
        aAtk = atkObj.GetAtk()
        hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
        hurtValue = min(hurtValue, hurtValueMax)
        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
        GameWorld.DebugLogEx("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
        
    # 均摊
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
        tagCnt = max(1, len(curSkill.GetTagObjList()))
        hurtValue = hurtValue / tagCnt
        GameWorld.DebugLog("    目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
        GameWorld.DebugLogEx("    目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
        
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
    return hurtValue, hurtTypes
@@ -1514,11 +2030,13 @@
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
    return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
    if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
        GameWorld.DebugLog("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()))
        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)
@@ -1526,7 +2044,7 @@
    dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
    if GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
        GameWorld.DebugLogEx("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s", happenRate, aSuperHitRate, dSuperHitRateDef)
        return True
    return False
@@ -1539,7 +2057,7 @@
        return False
    stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
    if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
        GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
        GameWorld.DebugLogEx("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s", happenRate, aStunRate, dStunRateDef)
        return True
    return False
@@ -1553,7 +2071,7 @@
    buffMgr = defObj.GetBuffManager()
    parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
    if parryYJBuff and parryYJBuff.GetLayer():
        GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
        GameWorld.DebugLogEx("格挡印记格挡了: buffID=%s,buffLayer=%s", parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())
        TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
        return True
    
@@ -1562,40 +2080,368 @@
    parryNum = curSkill.GetTagParryNum(defID)
    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
    if GameWorld.CanHappen(happenRate):
        GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
        GameWorld.DebugLogEx("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s", happenRate, aParryRateDef, dParryRate, parryNum)
        curSkill.SetTagParryNum(defID, parryNum + 1)
        return True
    return False
def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0):
    ## 计算伤害后,因各种buff和状态的影响处理
    # @return: hurtValue, realHurtHP, hurtTypes
def CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes=0):
    '''计算buff影响得到最终伤害: 如无敌、增减伤盾等
    @param hurtValue: 公式计算的伤害值
    @return: hurtValue, hurtTypes, immuneHurt
    '''
    
    immuneHurt = 0 # 免疫伤害值
    if hurtValue <= 0:
        return 0, 0, hurtTypes
        hurtValue = 0
        return hurtValue, hurtTypes, immuneHurt
    
    hurtValue = int(hurtValue)
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
        immuneHurt = hurtValue
        hurtValue = 0
        return hurtValue, hurtTypes, immuneHurt
    # 增减伤盾, 会改变 hurtValue,区别与计算公式中的增减伤,这里处理的是对公式计算结果的再次增减
    hurtValue = max(0, hurtValue)
    return hurtValue, hurtTypes, immuneHurt
def DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, lostType="", caorenProtectObj=None, isManyTimes=False):
    '''结算计算好的技能伤害
    @param calcHurtResults: 技能公式计算后的伤害结果 [[tagBatObj, hurtValue, hurtTypes, immuneHurt], ...]
    @param caorenProtectObj: 曹仁专用,要防护的对象
    @param isManyTimes: 是否是后端多次计算伤害的
    '''
    if not calcHurtResults:
        return
    isAttackDirect = SkillCommon.isAttackDirectSkill(curSkill) # 是否直接攻击
    # 计算平摊
    finalHurtResults = __calcAverageHurt(turnFight, atkObj, curSkill, calcHurtResults, caorenProtectObj, isAttackDirect)
    # 执行最终伤害结算
    mainHurtObj = None
    for hurtInfo in finalHurtResults:
        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)
        #伤害结构体
        defID = defObj.GetID()
        if isEx:
            if isManyTimes and mainHurtObj:
                hurtObj = mainHurtObj.AddHurtObjEx(defID)
            else:
                hurtObj = curSkill.AddHurtObj(defID, isEx=True)
            curSkill.AddTagObjEx(defObj)
        else:
            hurtObj = curSkill.AddHurtObj(defID)
            if not mainHurtObj:
                mainHurtObj = hurtObj
        hurtObj.SetHurtTypes(hurtTypes)
        hurtObj.SetHurtHP(hurtValue)
        hurtObj.SetLostHP(lostHP)
        hurtObj.SetCurHP(max(defObj.GetHP(), 0))
        #反弹伤害:仅非dot的技能造成的伤害技能本身目标才反弹,附属目标不反弹(平摊、溅射  附属目标),反弹伤害不平摊
        if isAttackDirect:
            CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
        #吸血:除反弹外的任意伤害都吸
        CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
    return mainHurtObj
def __calcAverageHurt(turnFight, curBatObj, useSkill, calcHurtResults, caorenProtectObj=None, isAttackDirect=False):
    '''计算伤害均摊承伤
    @return: finalHurtResults  [[tagBatObj, hurtValue, hurtTypes, immuneHurt, <isEx>], ...]
    '''
    if not calcHurtResults:
        return calcHurtResults
    # 是否在内层筛选曹仁防护目标,外层如果处理过了但是为None时会设置为0
    checkCaoren = True if (caorenProtectObj == None and isAttackDirect) else False
    if not isAttackDirect or caorenProtectObj == 0:
        caorenProtectObj = None
    srcHurtTotal = 0 # 源总伤害
    hurtValueDict = {} # 最终伤害 {objID:hurtValue, ...}
    immuneHurtDict = {} # 最终免疫伤害 {objID:immuneHurt, ...} # 无敌目标可摊伤害,但免疫该伤害
    tagFaction, tagLineupNum = 0, 0
    for calcInfo in calcHurtResults:
        tagObj, hurtValue, _, immuneHurt = calcInfo
        srcHurtTotal = srcHurtTotal + hurtValue + immuneHurt
        tagID = tagObj.GetID()
        hurtValueDict[tagID] = hurtValue
        if immuneHurt > 0:
            immuneHurtDict[tagID] = immuneHurt
        if not tagFaction:
            tagFaction = tagObj.GetFaction()
            tagLineupNum = tagObj.GetLineupNum()
        # 不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
        if checkCaoren and tagID != ChConfig.HeroID_Caoren and not immuneHurt and (not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP()):
            caorenProtectObj = tagObj
    isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
    if not isAve:
        #GameWorld.DebugLogEx("没有分摊伤害原值返回")
        return calcHurtResults
    GameWorld.DebugLogEx("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s",
                         hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID)
    # 均摊给其他阵营的算非直接伤害,即曹仁无效
    for key, otherHurtDict in otherFactionHurtDict.items():
        aveFaction, aveLineupNum = key
        isAveEx, _, otherFactionHurtDictEx = __calcFactionAverageHurt(turnFight, aveFaction, aveLineupNum, otherHurtDict, immuneHurtDict)
        # 其他阵营分摊后的最终伤害累加到实际最终伤害
        for objID, aveHurt in otherHurtDict.items():
            hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
        GameWorld.DebugLogEx("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s",
                             isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx)
        # 其他阵营再次分摊给其他阵营的,董白效果引起
        # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
        for keyEx, otherHurtDictEx in otherFactionHurtDictEx.items():
            factionEx, lineupNumEx = keyEx
            if factionEx != tagFaction or lineupNumEx != tagLineupNum:
                continue
            for objID, aveHurt in otherHurtDictEx.items():
                hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
            GameWorld.DebugLogEx("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s",
                                 otherHurtDictEx, hurtValueDict, immuneHurtDict)
    finalHurtTotal = 0
    finalHurtResults = []
    # 主要目标伤害更新
    for calcInfo in calcHurtResults:
        tagObj, _, hurtTypes, _ = calcInfo
        tagID = tagObj.GetID()
        finalHurt = int(hurtValueDict.pop(tagID, 0))
        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
        # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
        if caorenProtectID == tagID:
            hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
        finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLogEx("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
    # 剩下伤害则默认为额外目标伤害,放主要目标后面
    isEx = 1
    batObjMgr = BattleObj.GetBatObjMgr()
    for tagID in set(hurtValueDict.keys() + immuneHurtDict.keys()):
        tagObj = batObjMgr.getBatObj(tagID)
        if not tagObj:
            continue
        hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
        finalHurt = int(hurtValueDict.pop(tagID, 0))
        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
        if immuneHurt > 0:
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLogEx("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
        if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
            finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
    if finalHurtTotal != srcHurtTotal:
        GameWorld.DebugLogEx("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s", srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal)
    return finalHurtResults
def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
    '''计算某个阵营的伤害平摊,每个阵营独立计算即可,减少复杂度
        优先级: 甄宓 > 曹仁 > 董白;
        减少复杂度,固定把董白最后算,这样每个阵营的伤害单独计算均摊即可
        @param hurtValueDict: 目标伤害字典
        @param immuneHurtDict: 目前最终免疫伤害字典
        @param caorenProtectObj: 曹仁防护对象,可能为 None 或 0 或 某一个对象
    '''
    # 甄宓    潜能1    织命    战斗开始,甄宓链接全体队友,使任意队友受到的伤害由全体均摊,持续2回合
    # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
    # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
    # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
    caorenSkillID = 1015070
    effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
    isAve = False
    caorenProtectID = 0 # 曹仁成功防护的对象ID,有值代表有防护
    otherFactionHurtDict = {} # 分摊给其他阵营的伤害 {(faction, lineupNum):{objID:aveHurt, ...}, ...}
    batFaction = turnFight.getBatFaction(faction)
    batLineup = batFaction.getBatlineup(lineupNum)
    batObjMgr = BattleObj.GetBatObjMgr()
    GameWorld.DebugLogEx("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s",
                         faction, lineupNum, hurtValueDict, immuneHurtDict)
    # 按优先级顺序处理拥有分摊效果的武将
    for effHeroID in effHeroIDList:
        if effHeroID not in batLineup.heroObjIDDict:
            continue
        objID = batLineup.heroObjIDDict[effHeroID]
        batObj = batObjMgr.getBatObj(objID)
        if not batObj or not batObj.IsAlive():
            continue
        buffMgr = batObj.GetBuffManager()
        inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
        aveBuff = None
        aveObjList = [] # 可均摊伤害的对象列表
        if effHeroID == ChConfig.HeroID_Caoren:
            if not caorenProtectObj:
                GameWorld.DebugLogEx("没有曹仁可防护的对象")
                continue
            hpLowestID = caorenProtectObj.GetID()
            if hpLowestID == objID:
                GameWorld.DebugLogEx("曹仁不防护自己")
                continue
            if not inHurt and hpLowestID not in hurtValueDict:
                GameWorld.DebugLogEx("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s", hpLowestID)
                continue
            if batObj.IsInControlledHard():
                GameWorld.DebugLogEx("曹仁被硬控中不防护")
                continue
            caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
            if not caoRenSkill:
                GameWorld.DebugLogEx("曹仁还未学习分担伤害技能! caorenSkillID=%s", caorenSkillID)
                continue
            if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
                GameWorld.DebugLogEx("曹仁概率未触发防护")
                continue
            inHurt = True
            aveObjList = [batObj, caorenProtectObj]
            GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
        elif effHeroID == ChConfig.HeroID_Zhenfu:
            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
        elif effHeroID == ChConfig.HeroID_Dongbai:
            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Link)
        else:
            continue
        if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
            if not aveBuff:
                GameWorld.DebugLogEx("没有分摊伤害光环! effHeroID=%s", effHeroID)
                continue
            haloObjIDList = aveBuff.GetHaloObjIDList()
            GameWorld.DebugLogEx("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s", effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList)
            for haloObjID in haloObjIDList:
                haloObj = batObjMgr.getBatObj(haloObjID)
                if not haloObj or not haloObj.IsAlive():
                    continue
                aveObjList.append(haloObj)
                if not inHurt and haloObjID in hurtValueDict:
                    inHurt = True
        if not inHurt:
            GameWorld.DebugLogEx("相关人员没有受伤,不处理分摊伤害! effHeroID=%s", effHeroID)
            continue
        aveObjCnt = len(aveObjList)
        if aveObjCnt < 2:
            GameWorld.DebugLogEx("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s", effHeroID, aveObjCnt)
            continue
        if not isAve:
            isAve = True
        if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
            caorenProtectID = caorenProtectObj.GetID()
            GameWorld.DebugLogEx("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s", caorenProtectID, objID)
        aveHurtTotal = 0
        for aveObj in aveObjList:
            aveObjID = aveObj.GetID()
            if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
                GameWorld.DebugLogEx("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s", aveObjID)
                continue
            if aveObjID not in hurtValueDict:
                continue
            hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
            if hurtValue <= 0:
                GameWorld.DebugLogEx("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s", aveObjID)
                continue
            aveHurtTotal += hurtValue
            GameWorld.DebugLogEx("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s", effHeroID, aveObjID, hurtValue, aveHurtTotal)
        # 大家分摊
        aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
        aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
        GameWorld.DebugLogEx("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s", effHeroID, aveHurtTotal, aveObjCnt, aveHurt)
        for aveObj in aveObjList:
            aveObjID = aveObj.GetID()
            aveFaction = aveObj.GetFaction()
            immuneHurt = immuneHurtDict.get(aveObjID)
            if immuneHurt == None:
                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
                    immuneHurt = 0
                else:
                    immuneHurt = -1 # 标记没有无敌
                immuneHurtDict[aveObjID] = immuneHurt
            if immuneHurt >= 0:
                immuneHurtDict[aveObjID] = immuneHurt + aveHurt
                GameWorld.DebugLogEx("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s", aveObjID, immuneHurtDict)
                continue
            if aveFaction == faction:
                aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
                GameWorld.DebugLogEx("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s", aveObjID, aveHurtDict)
            else:
                aveLineupNum = aveObj.GetLineupNum()
                key = (aveFaction, aveLineupNum)
                if key not in otherFactionHurtDict:
                    otherFactionHurtDict[key] = {}
                otherHurtDict = otherFactionHurtDict[key]
                otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
                GameWorld.DebugLogEx("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s", aveObjID, key, otherHurtDict)
        # 汇总最新伤害
        for aveObjID, aveHurt in aveHurtDict.items():
            hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
        GameWorld.DebugLogEx("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s", hurtValueDict, immuneHurtDict, otherFactionHurtDict)
    return isAve, caorenProtectID, otherFactionHurtDict
def DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType="", hpCanNegative=False, immuneHurt=0):
    '''仅执行掉血逻辑: 承伤盾抵扣  + 剩余扣血
    @param hurtValue: 掉血伤害值,一般是各种计算后的最终伤害值
    @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
    '''
    if immuneHurt > 0:
        buffMgr = defObj.GetBuffManager()
        wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
        for buff in wudiBuffList:
            skillData = buff.GetSkillData()
            buffSkillID = buff.GetSkillID()
            # 记录免疫积攒的伤害
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
            updBuffValue = buffValue + hurtValue
            updBuffValue = buffValue + immuneHurt
            buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
            buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
            GameWorld.DebugLog("    无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s"
                               % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue))
        return 0, 0, hurtTypes
            GameWorld.DebugLogEx("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s",
                                 defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
    if hurtValue <= 0:
        return 0
    
    # 减伤盾减伤, 会改变 hurtValue
    hurtValue = max(0, hurtValue)
    # 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
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    skillID = curSkill.GetSkillID()
    # 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 lostHP
    lostHP = hurtValue
    shieldBuffList = []
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
        skillData = buff.GetSkillData()
        remainTime = buff.GetRemainTime() # 剩余回合
@@ -1605,28 +2451,48 @@
        shieldBuffList.append([remainTime, buffValue, buff])
        
    if shieldBuffList:
        #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
        shieldHurtPer = 10000 # 对护盾伤害比
        shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
        shieldHurtPer /= 10000.0
        shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
        GameWorld.DebugLogEx("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s", shieldHurtValue, shieldHurtPer, hurtValue)
        shieldBuffList.sort()
        for _, buffValue, buff in shieldBuffList:
            if realHurtHP <= 0:
            if shieldHurtValue <= 0:
                break
            buffID = buff.GetBuffID()
            if realHurtHP < buffValue:
                damageShieldValue = realHurtHP
            buffSkillID = buff.GetSkillID()
            if shieldHurtValue < buffValue:
                decShieldValue = shieldHurtValue
            else:
                damageShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
            realHurtHP -= damageShieldValue # 承伤值
            if damageShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
                decShieldValue = buffValue
            GameWorld.DebugLogEx("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s", buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue)
            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)
            else:
                updShieldValue = buffValue - damageShieldValue
                GameWorld.DebugLog("        更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
                updShieldValue = buffValue - decShieldValue
                GameWorld.DebugLogEx("        更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
                buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                
    return hurtValue, max(0, realHurtHP), hurtTypes
        lostHP = int(shieldHurtValue / shieldHurtPer)
        GameWorld.DebugLogEx("        承伤后剩余伤血: lostHP=%s", lostHP)
    dHP = defObj.GetHP()
    remainHP = dHP - lostHP # 剩余血量
    if not hpCanNegative and remainHP < 0:
        remainHP = 0
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    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
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
@@ -1647,19 +2513,13 @@
    if bounceHP <= 0:
        return
    
    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)
    GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
    if bounceHP <= 0:
        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
        GameWorld.DebugLogEx("        bounceHP=%s", bounceHP)
        return
    hurtObj.SetBounceHP(bounceHP)
    if realBounceHP > 0:
        remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
        atkObj.SetHP(remainHP)
        GameWorld.DebugLog("        bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
    return
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -1670,13 +2530,36 @@
    if hurtHP <= 1:
        return
    
    if not atkObj.IsAlive():
        # dot施法者已死亡不再吸血
        return
    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
    aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
    dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
    aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
    aCurePer /= float(ChConfig.Def_MaxRateValue)
    dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
    if suckHP <= 0:
        return
    
    if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
    # 吸血毒奶
    poisonCureOwner = GetPoisonCureOwner(atkObj)
    if poisonCureOwner:
        atkObj, defObj = poisonCureOwner, atkObj
        hurtValue = suckHP
        hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
        GameWorld.DebugLogEx("    本次吸血为毒奶: suckHP=%s,hurtValue=%s", suckHP, hurtValue)
        DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
        hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
        hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
        return
    
    curHP = atkObj.GetHP()
@@ -1686,101 +2569,64 @@
    
    hurtObj.SetSuckHP(suckHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
    GameWorld.DebugLogEx("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s",
                         suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer)
    
    # 吸血暂定算治疗
    TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
    return
def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
    ## 毒奶逻辑
    buffMgr = curObj.GetBuffManager()
    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
    if not poisonCureBuff:
        return
    ownerID = poisonCureBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
    if not buffOwner:
        return
    atkObj, defObj = buffOwner, curObj
    hurtTypes = hurtObj.GetHurtTypes()
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
    dHP = defObj.GetHP()
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
    if isSuck:
        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
        hurtObj.SetSuckHP(hurtValue)
    else:
        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
        hurtObj.SetHurtHP(hurtValue)
        hurtObj.SetLostHP(lostHP)
    hurtObj.SetHurtTypes(hurtTypes)
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
    return True
def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
    ''' 计算治疗值
    '''
    # 对位目标
    if not relativeObj:
        relativeObj = GetRelativeObj(turnFight, userObj)
    skillID = curSkill.GetSkillID()
    cureType = curSkill.GetCalcType()
    skillPer = curSkill.GetSkillPer()
    #skillValue = curSkill.GetSkillValue()
    
    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
    
    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
    aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
    dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
    
    angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
    skillPer /= float(ChConfig.Def_MaxRateValue)
    aCurePer /= float(ChConfig.Def_MaxRateValue)
    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
    baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    GameWorld.DebugLogEx("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s",
                         cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow)
    # 额外治疗值
    cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
    if cureWayExEff:
        cureType = cureWayExEff.GetEffectValue(0)
        skillPer = cureWayExEff.GetEffectValue(1)
        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)
        skillPer /= float(ChConfig.Def_MaxRateValue)
        baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
        cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
        cureHP += cureHPEx
        GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
        
    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))
        GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
        
    return max(1, int(cureHP)) # 保底1点
def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    # 回合制
    curePer = 0 # 治疗加成
    cureDefPer = 0 # 敌方的弱化治疗
    angerOverflow = 0 # 怒气溢出值
    if SkillCommon.isAngerSkill(curSkill):
        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        #enemyObj = TurnAttack.GetEnemyObj(userObj)
        #curePer += GameObj.GetCurePer(userObj)
        #if enemyObj:
        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
    skillPer /= float(ChConfig.Def_MaxRateValue)
    curePer /= float(ChConfig.Def_MaxRateValue)
    cureDefPer /= float(ChConfig.Def_MaxRateValue)
    baseValue = max(0, cureBaseValue) # 防止基值被弱化为负值,在恢复比例也是负值的情况下负负得正导致可以恢复血量
    #公式计算治疗值
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    if not largeNum:
        cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
    cureHP = max(1, int(cureHP)) # 保底1点
    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
                       % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
    return cureHP
    if cureHP < 1:
        cureHP = 1
        GameWorld.DebugLogEx("    保底治疗值: cureHP=%s", cureHP)
    return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
    ##获得基础计算值
@@ -1799,8 +2645,22 @@
        byBuff = curSkill.GetByBuff()
        if byBuff:
            baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
    return baseValue
            GameWorld.DebugLogEx("根据buff值: %s", baseValue)
    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
        baseValue = curObj.GetHarmSelfHP()
        GameWorld.DebugLogEx("根据自残值: %s", baseValue)
    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
        bySkill = curSkill.GetBySkill()
        bySkillID = 0
        if bySkill:
            bySkillID = bySkill.GetSkillID()
            curID = curObj.GetID()
            for hurtObj in bySkill.GetHurtObjListAll():
                if curID == hurtObj.GetObjID():
                    baseValue += hurtObj.GetHurtHP()
        GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
    return max(0, baseValue)
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
    ## 执行单次dot逻辑
@@ -1819,54 +2679,61 @@
    
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
    Sync_TurnFightTag(turnFight, useTag, 0)
    
    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))
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLogEx("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.DebugLogEx("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s", hurtValue, costLayer, layer)
    else:
        if layer > 0:
            hurtValue *= layer
            GameWorld.DebugLogEx("    多层buff伤害: hurtValue=%s,layer=%s", hurtValue, layer)
    if "FinalDamPer" in kwargs:
        FinalDamPer = kwargs["FinalDamPer"]
        hurtValue *= (10000 + FinalDamPer) / 10000.0
        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
        GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
    useSkill = BattleObj.PySkill(skillIpyData, atkID)
    useSkill.SetTagObjList([defObj])
    useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
    
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "DOT")
    
    hurtObj.SetHurtTypes(hurtTypes)
    hurtObj.SetHurtHP(hurtValue)
    hurtObj.SetRealHurtHP(realHurtHP)
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    Sync_UseSkill(turnFight, atkObj, useSkill)
    
    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
    
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)
    
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def Sync_TurnFightTag(turnFight, useTag, sign):
    ## 通知技能标签
    clientPack = ChPyNetSendPack.tagSCTurnFightTag()
    clientPack.Tag = useTag
    clientPack.Len = len(clientPack.Tag)
    clientPack.Sign = sign
    turnFight.addBatPack(clientPack)
    return
def Sync_UseSkill(turnFight, curBatObj, useSkill):
    ## 通知释放技能
    bySkill = useSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
    clientPack = ChPyNetSendPack.tagSCUseSkill()
    clientPack.ObjID = curBatObj.GetID()
    clientPack.PMType = GetPMType(curBatObj, useSkill)
    clientPack.BattleType = useSkill.GetBatType()
@@ -1874,9 +2741,10 @@
    clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
    clientPack.SkillID = useSkill.GetSkillID()
    clientPack.RelatedSkillID = relatedSkillID
    # 技能的主要伤害
    clientPack.HurtList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
        hurt = ChPyNetSendPack.tagSCUseSkillHurt()
        hurt.ObjID = hurtObj.GetObjID()
        hurt.AttackTypes = hurtObj.GetHurtTypes()
        hurt.HurtHP = hurtObj.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -1885,11 +2753,40 @@
        hurt.CurHPEx = hurtObj.GetCurHP() / ChConfig.Def_PerPointValue
        hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
        hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
        hurt.HurtListEx = []
        # 单个伤害的额外伤害,如弹射+平摊伤害
        for hurtObjEx in hurtObj.GetHurtObjListEx():
            hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
            hurtEx.ObjID = hurtObjEx.GetObjID()
            hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
            hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
            hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
            hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
            hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
            hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
            hurt.HurtListEx.append(hurtEx)
        hurt.HurtCountEx = len(hurt.HurtListEx)
        clientPack.HurtList.append(hurt)
    # 技能的额外伤害,如常规技能的平摊伤害
    clientPack.HurtListEx = []
    for hurtObjEx in useSkill.GetHurtObjListEx():
        hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
        hurtEx.ObjID = hurtObjEx.GetObjID()
        hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
        hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
        hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
        hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
        hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
        hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
        clientPack.HurtListEx.append(hurtEx)
    clientPack.HurtCountEx = len(clientPack.HurtListEx)
    # 没有主要伤害时视为没有伤害,如纯buff的技能,需要通知目标给前端
    if not clientPack.HurtList:
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
            hurt = ChPyNetSendPack.tagSCUseSkillHurt()
            hurt.ObjID = tagID
            hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
            hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
@@ -1911,8 +2808,7 @@
    if attrID not in ChConfig.CDBRefresh_AttrIDDict:
        return
    refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID]
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
    clientPack = ChPyNetSendPack.tagSCObjPropertyRefreshView()
    clientPack.ObjID = curBatObj.GetID()
    clientPack.RefreshType = refreshType
    clientPack.AttackTypes = hurtTypes    
@@ -1931,3 +2827,15 @@
    clientPack.RelatedSkillID = relatedSkillID
    turnFight.addBatPack(clientPack)
    return
def Sync_HPRefresh(turnFight, curBatObj):
    hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
    clientPack = ChPyNetSendPack.tagSCObjHPRefresh()
    clientPack.ObjID = curBatObj.GetID()
    clientPack.HP = hp % ShareDefine.Def_PerPointValue
    clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
    clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
    clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
    turnFight.addBatPack(clientPack)
    return