ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
    ## 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, atkBackTag=None):
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
@@ -92,6 +92,16 @@
    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.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
            otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
            if otherEff:
                otherSkillID = otherEff.GetEffectValue(0)
                GameWorld.DebugLog("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)
@@ -153,7 +163,7 @@
        
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        
@@ -608,7 +618,7 @@
    #    return False
    return True
def __doAddBuff(turnFight, curBatObj, useSkill):
def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
    #执行添加buff
    
    #光环技能,需先添加施法者
@@ -616,14 +626,14 @@
        curID = curBatObj.GetID()
        skillID = useSkill.GetSkillID()
        GameWorld.DebugLog("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):
        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)
                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
    else:
        for tagBatObj in useSkill.GetTagObjList():
            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
        
    return
@@ -643,7 +653,7 @@
        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
@@ -849,6 +859,27 @@
        
    return
def SkillModule_3(turnFight, curBatObj, useSkill):
    ## 复活
    skillPer = useSkill.GetSkillPer()
    for tagBatObj in useSkill.GetTagObjList():
        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
        dID = tagBatObj.GetID()
        dMapHP = tagBatObj.GetMaxHP()
        cureHP = int(dMapHP * skillPer / 10000.0)
        tagBatObj.SetRevive(cureHP)
        hurtObj = useSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtType_Revive)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(cureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
    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], ...]
@@ -921,7 +952,7 @@
    defID = defObj.GetID()
    
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
    useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
    Sync_TurnFightTag(turnFight, useTag, 0)
    
    dHP = defObj.GetHP()
@@ -1252,6 +1283,7 @@
    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)
@@ -1272,6 +1304,10 @@
                missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Revive):
            if tagObj not in reviveObjList:
                reviveObjList.append(tagObj)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
            if hurtObjID not in immuneObjIDList:
                immuneObjIDList.append(hurtObjID)
@@ -1345,12 +1381,23 @@
                        # 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:
        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 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
        
@@ -1397,14 +1444,9 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
            
        # 格挡
        if tagID in missObjIDList:
        if tagID in parryObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
        # 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)
            
        # 连击
        if batType == ChConfig.TurnBattleType_Combo:
@@ -1643,7 +1685,7 @@
    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 或 技能ID
    @param connSkill: 由什么技能引起的
@@ -1684,17 +1726,17 @@
        if not tagObj:
            return
        tagID = tagObj.GetID()
        if not tagObj.IsAlive():
        if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
            GameWorld.DebugLog("    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))
            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)
    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)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
        
    return isOK
@@ -2577,7 +2619,7 @@
    defID = defObj.GetID()
    
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
    Sync_TurnFightTag(turnFight, useTag, 0)
    
    dHP = defObj.GetHP()