ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
    '''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 isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
    @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
    @return: 是否成功
    '''
    if not useSkill:
@@ -104,14 +104,16 @@
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        # 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)
        # 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)
@@ -686,7 +688,7 @@
            buffObj, buff, _, _ = logicData
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
    # 统计结果
    # 统计击杀
    killObjIDList = [] # 击杀的目标ID列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
@@ -696,7 +698,7 @@
    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 可能单个技能对同一目标造成多次伤害
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    missObjIDList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
@@ -712,9 +714,9 @@
    curPlayer = turnFight.curPlayer
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
    # 额外触发技能
    __doUseEnhanceSkill(turnFight, curObj, useSkill)
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    
    # ========== 以下触发被动 ==========
    
@@ -730,9 +732,8 @@
            # 自己或对方闪避了不再触发被动
            continue
        
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
        # 直接攻击
        if not SkillCommon.IsBuff(useSkill):
        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
            
@@ -809,57 +810,95 @@
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
    if not curBatObj:
        return
    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())
        return
    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
    if not enhanceSkillIDList:
        return
    GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
    ## 执行本技能/buff释放后额外效果
    for index in xrange(useSkill.GetEffectCount()):
        curEffect = useSkill.GetEffect(index)
        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
            continue
        effID = curEffect.GetEffectID()
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
            continue
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            if tagID in missObjIDList:
                # 闪避了不触发
                continue
            TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
    ## 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())
    #    return
    enhanceSkillID = curEffect.GetEffectValue(0)
    checkInStateList = curEffect.GetEffectValue(1)
    if checkInStateList:
        if isinstance(checkInStateList, int):
            checkInStateList = [checkInStateList]
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
    tagObjList = useSkill.GetTagObjList()
    for enhanceSkillID in enhanceSkillIDList:
        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
        if not enhanceSkillData:
            continue
        # 继承主技能目标
        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
            GameWorld.DebugLog("额外触发技能,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()
            enchanceTagObjList = []
            for tagObj in tagObjList:
                tagID = tagObj.GetID()
                if tagObj.GetHP() <= 0:
                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
    if not enhanceSkillData:
        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)
        # 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()
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if not tagObj.IsAlive():
                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                continue
            if tagID in missObjIDList:
                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
                continue
            if checkInStateList:
                inState = False
                for state in checkInStateList:
                    if tagObj.IsInState(state):
                        inState = True
                        break
                if not inState:
                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
                    continue
                inHurt = False
                for hurtObj in useSkill.GetHurtObjList():
                    if hurtObj.GetObjID() != tagID:
                        continue
                    if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                        continue
                    inHurt = True
            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
            enchanceTagObjList.append(tagObj)
        if enchanceTagObjList:
            OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
        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:
        inState = False
        for tagObj in tagObjList:
            for state in checkInStateList:
                if not state or tagObj.IsInState(state):
                    inState = True
                    break
                if not inHurt:
                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
                    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
                enchanceTagObjList.append(tagObj)
            if enchanceTagObjList:
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
            continue
        GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
            if inState:
                break
        if not inState:
            GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
            return
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):