hch
2025-11-26 ac36bdcfa7db1557790a5b912c3248b22625841f
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -401,18 +401,12 @@
    # 灼烧/玄火目标优先
    elif tagAffect == ChConfig.SkillTagAffect_Burn:
        atkBackTagFrist = False
        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]
        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:
@@ -447,6 +441,20 @@
        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
@@ -624,6 +632,7 @@
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
    
    __doStealBuff(turnFight, curBatObj, useSkill)
    __doHarmSelf(turnFight, curBatObj, useSkill)
    
    # 通用攻击
@@ -654,6 +663,38 @@
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    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.DebugLog("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):
@@ -926,7 +967,7 @@
        
    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)
@@ -1024,7 +1065,7 @@
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1149,13 +1190,13 @@
            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)
    
@@ -1207,8 +1248,9 @@
        
    # 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
    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
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
@@ -1236,13 +1278,17 @@
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
            if hurtObjID not in parryObjIDList:
                parryObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
            if hurtObjID not in superHitObjIDList:
                superHitObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
@@ -1251,9 +1297,9 @@
        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)
@@ -1314,31 +1360,64 @@
        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
        if isAttackDirect and not isExObj:
        if isAttackDirect:
            if not triggerOne:
                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)
        # 持续伤害
        elif not isAttackDirect:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
            # 受到持续伤害
            if tagID in beHurtObjIDList and not isExObj:
            if tagID in beHurtObjIDList:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
                
        # 使用技能后
        if isUseSkill and not isExObj:
        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 missObjIDList:
            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 and not isExObj:
        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 and not isExObj:
        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
        
@@ -1486,7 +1565,8 @@
    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.DebugLog("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)
@@ -1506,7 +1586,7 @@
        GameWorld.DebugLog("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())
        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
@@ -1523,6 +1603,9 @@
            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))
                continue
            if checkHeroSex and checkHeroSex != tagObj.GetSex():
                GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
                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))
                continue
@@ -1536,8 +1619,8 @@
    
    # 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
    if checkInStateList or checkHeroJob or checkHeroSex:
        inState, haveJob, haveSex = False, False, False
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if tagID in effIgnoreObjIDList:
@@ -1546,18 +1629,23 @@
                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))
            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)
            return
        if checkHeroSex and not haveSex:
            GameWorld.DebugLog("    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):
    '''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
@@ -1565,6 +1653,14 @@
    '''
    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()
@@ -1710,8 +1806,10 @@
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
        
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    #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
@@ -1756,7 +1854,8 @@
    dAngerSkillPerDef /= 10000.0
    aDOTPer /= 10000.0
    dDOTPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aBatDamPer /= 10000.0
    dBatDamPerDef /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
    aSuperDamPer /= 10000.0
@@ -1774,8 +1873,8 @@
    
    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,aFinalDamPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
    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,aBatDamPer=%s,aFinalDamPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
    
    if isTurnNormalSkill:
@@ -1832,6 +1931,7 @@
    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):
@@ -2484,10 +2584,15 @@
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLog("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.DebugLog("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
    else:
        if layer > 0:
            hurtValue *= layer
            GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    if "FinalDamPer" in kwargs:
        FinalDamPer = kwargs["FinalDamPer"]
        hurtValue *= (10000 + FinalDamPer) / 10000.0
@@ -2504,7 +2609,7 @@
    
    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)