hxp
8 天以前 bd9dce2d66b5086712596b8dac6d9116be65bafd
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,22 +62,26 @@
    
    if not curBatObj.IsAlive():
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
            GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
        else:
            # 其他技能死亡状态下无法释放
            return
            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 hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
        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):
@@ -94,18 +98,18 @@
                if not curBatObj.IsSkillCanHappen(skillID, rate):
                    tagObjList.remove(tagObj)
                    isRemove = True
                    GameWorld.DebugLog("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
                    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.DebugLog("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.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
                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)
@@ -115,7 +119,7 @@
    
    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)
    
@@ -132,8 +136,8 @@
    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,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, 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()
@@ -207,13 +211,13 @@
    if useCntLimit:
        useCnt = batObj.GetSkillUseCnt(skillID)
        if useCnt >= useCntLimit:
            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, 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.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, 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
@@ -226,28 +230,36 @@
        return True
    return False
def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
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)
    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
    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 > 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
@@ -266,12 +278,12 @@
    elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
        inChaos = True
        tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
    #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.DebugLog("特殊不包含自己")
            #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
@@ -289,10 +301,10 @@
        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.DebugLog("嘲讽特殊主目标")
            #GameWorld.DebugLogEx("嘲讽特殊主目标")
        elif atkBackTag:
            specMainObj = atkBackTag
            #GameWorld.DebugLog("反击特殊主目标")
            #GameWorld.DebugLogEx("反击特殊主目标")
            
    if specMainObj:
        specObjID = specMainObj.GetID()
@@ -357,11 +369,11 @@
                    colNumList.remove(specInColNum)
                    colNumList.insert(0, specInColNum)
                    
            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
            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]
@@ -381,12 +393,12 @@
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
                
            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
            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]
@@ -399,23 +411,23 @@
    # 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:
@@ -535,12 +547,12 @@
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
        
    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
    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]
@@ -621,7 +633,7 @@
        return False
    if isNoSelf:
        if tagBatObj.GetID() == curBatObj.GetID():
            #GameWorld.DebugLog("不包含自己")
            #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
@@ -634,7 +646,7 @@
    if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
        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))
        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():
@@ -649,7 +661,7 @@
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)
@@ -706,7 +718,7 @@
        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))
            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
@@ -735,8 +747,8 @@
            
    updHP = max(curHP - lostHP, 0)
    curBatObj.SetHP(updHP, False)
    GameWorld.DebugLog("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))
    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
    
@@ -750,19 +762,33 @@
def SkillModule_1(turnFight, curBatObj, useSkill):
    ## 通用攻击,单攻、群攻
    
    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)
        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):
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()
    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)
@@ -803,7 +829,7 @@
        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)
    
    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
@@ -817,7 +843,7 @@
        ricochetObjList.append(tagObj)
        ricochetObjIDList.append(tagObj.GetID())
        
    GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList))
    GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
    return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -898,8 +924,8 @@
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(cureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    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))
        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
@@ -937,7 +963,7 @@
        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))
        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)
        
@@ -981,16 +1007,16 @@
    
    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)
    
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
@@ -999,7 +1025,7 @@
    
    poisonCureOwner = GetPoisonCureOwner(defObj)
    if poisonCureOwner:
        GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
        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)
@@ -1017,7 +1043,7 @@
        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)
        
@@ -1048,8 +1074,8 @@
    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():
        
@@ -1061,7 +1087,7 @@
            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)
            
        # ͵
@@ -1071,7 +1097,7 @@
            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
@@ -1083,7 +1109,7 @@
            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:
@@ -1092,7 +1118,7 @@
        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, 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
@@ -1163,7 +1189,7 @@
        atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
        if atkBackSkill:
            # 可以反击,打断连击
            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
            GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
            OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
            return
        
@@ -1177,11 +1203,11 @@
    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
@@ -1204,17 +1230,17 @@
    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.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
        #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 atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
        heroID = atkObj.GetHeroID()
        GameWorld.DebugLog("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))
        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
@@ -1226,7 +1252,7 @@
            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
@@ -1234,7 +1260,7 @@
    if bigTurnAtkbackCntMax:
        atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
        if atkbackCnt >= bigTurnAtkbackCntMax:
            GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (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()
@@ -1243,7 +1269,7 @@
        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
@@ -1392,6 +1418,9 @@
        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():
@@ -1541,7 +1570,7 @@
        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):
@@ -1551,13 +1580,13 @@
    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:
@@ -1567,7 +1596,7 @@
    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):
@@ -1584,7 +1613,7 @@
    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
@@ -1596,7 +1625,7 @@
        return addXP
    objID = gameObj.GetID()
    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
    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):
@@ -1612,7 +1641,7 @@
                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)
@@ -1631,13 +1660,13 @@
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)
    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))
    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)
@@ -1649,12 +1678,12 @@
        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
        if invalidSkillID and invalidSkillID == enhanceSkillID:
            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % 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()
        if enhanceRate:
@@ -1663,23 +1692,23 @@
        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 checkHeroSex and checkHeroSex != tagObj.GetSex():
                GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
                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.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                GameWorld.DebugLogEx("    概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
                continue
            
            enchanceTagObjList.append(tagObj)
@@ -1690,7 +1719,7 @@
        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)
    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:
@@ -1704,13 +1733,13 @@
            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.DebugLog("    没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
            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
@@ -1740,33 +1769,39 @@
        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.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
        #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:
    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.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))
        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() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
            GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
            return
        if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, 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, **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))
        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
@@ -1784,7 +1819,7 @@
    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()
@@ -1801,7 +1836,7 @@
    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
    if isAngerSkill:
        curXP = atkObj.GetXP()
        GameWorld.DebugLog("怒技攻击! 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 not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
@@ -1810,7 +1845,7 @@
        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.HurtAtkType_Miss)
        
@@ -1834,13 +1869,13 @@
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        
        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
        
    if ignoreDef:
        GameWorld.DebugLog("无视防御/真实伤害!")
        GameWorld.DebugLogEx("无视防御/真实伤害!")
        hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
        
    if isStun:
@@ -1877,7 +1912,7 @@
    if isDot:
        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
        GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
        
    #aAddSkillPer = 0 # 技能增伤
    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
@@ -1914,10 +1949,10 @@
        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
        
    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
    if turnFight.getPVPPlayerID() > 0:
    if turnFight.isPVP() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -1946,52 +1981,52 @@
    
    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,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))
    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)
    
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
        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,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
        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", 3))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
        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
@@ -2009,7 +2044,7 @@
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)
@@ -2017,7 +2052,7 @@
    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
@@ -2030,7 +2065,7 @@
        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
@@ -2044,7 +2079,7 @@
    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
    
@@ -2053,7 +2088,7 @@
    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
@@ -2162,10 +2197,10 @@
            
    isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
    if not isAve:
        #GameWorld.DebugLog("没有分摊伤害原值返回")
        #GameWorld.DebugLogEx("没有分摊伤害原值返回")
        return calcHurtResults
    GameWorld.DebugLog("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))
    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():
@@ -2175,8 +2210,8 @@
        # 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.DebugLog("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))
        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
@@ -2187,8 +2222,8 @@
            
            for objID, aveHurt in otherHurtDictEx.items():
                hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
            GameWorld.DebugLog("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))
            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 = []
@@ -2203,7 +2238,7 @@
            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.DebugLog("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))
        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
@@ -2218,12 +2253,12 @@
        if immuneHurt > 0:
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLog("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))
        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.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
        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):
@@ -2248,8 +2283,8 @@
    batFaction = turnFight.getBatFaction(faction)
    batLineup = batFaction.getBatlineup(lineupNum)
    batObjMgr = BattleObj.GetBatObjMgr()
    GameWorld.DebugLog("----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))
    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:
@@ -2265,28 +2300,28 @@
        aveObjList = [] # 可均摊伤害的对象列表
        if effHeroID == ChConfig.HeroID_Caoren:
            if not caorenProtectObj:
                GameWorld.DebugLog("没有曹仁可防护的对象")
                GameWorld.DebugLogEx("没有曹仁可防护的对象")
                continue
            hpLowestID = caorenProtectObj.GetID()
            if hpLowestID == objID:
                GameWorld.DebugLog("曹仁不防护自己")
                GameWorld.DebugLogEx("曹仁不防护自己")
                continue
            if not inHurt and hpLowestID not in hurtValueDict:
                GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
                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.DebugLog("曹仁被硬控中不防护")
                GameWorld.DebugLogEx("曹仁被硬控中不防护")
                continue
            caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
            if not caoRenSkill:
                GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
                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.DebugLog("曹仁概率未触发防护")
                GameWorld.DebugLogEx("曹仁概率未触发防护")
                continue
            inHurt = True
            aveObjList = [batObj, caorenProtectObj]
            GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
            GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
            
        elif effHeroID == ChConfig.HeroID_Zhenfu:
            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
@@ -2299,10 +2334,10 @@
        
        if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
            if not aveBuff:
                GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
                GameWorld.DebugLogEx("没有分摊伤害光环! effHeroID=%s", effHeroID)
                continue
            haloObjIDList = aveBuff.GetHaloObjIDList()
            GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
            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():
@@ -2312,12 +2347,12 @@
                    inHurt = True
                    
        if not inHurt:
            GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
            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.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
            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:
@@ -2325,27 +2360,27 @@
            
        if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
            caorenProtectID = caorenProtectObj.GetID()
            GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
            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.DebugLog("    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)
                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.DebugLog("    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)
                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.DebugLog("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
            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.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
        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()
@@ -2360,12 +2395,12 @@
                
            if immuneHurt >= 0:
                immuneHurtDict[aveObjID] = immuneHurt + aveHurt
                GameWorld.DebugLog("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
                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.DebugLog("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
                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)
@@ -2373,12 +2408,12 @@
                    otherFactionHurtDict[key] = {}
                otherHurtDict = otherFactionHurtDict[key]
                otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
                GameWorld.DebugLog("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
                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.DebugLog("    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))
        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
@@ -2401,8 +2436,8 @@
            updBuffValue = buffValue + immuneHurt
            buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
            buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
            GameWorld.DebugLog("    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))
            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
@@ -2429,7 +2464,7 @@
        shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
        shieldHurtPer /= 10000.0
        shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
        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 shieldHurtValue <= 0:
@@ -2440,20 +2475,20 @@
                decShieldValue = shieldHurtValue
            else:
                decShieldValue = buffValue
            GameWorld.DebugLog("    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))
            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.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
                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 - decShieldValue
                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
                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"])
                
        lostHP = int(shieldHurtValue / shieldHurtPer)
        GameWorld.DebugLog("        承伤后剩余伤血: lostHP=%s" % (lostHP))
        GameWorld.DebugLogEx("        承伤后剩余伤血: lostHP=%s", lostHP)
        
    dHP = defObj.GetHP()
    remainHP = dHP - lostHP # 剩余血量
@@ -2462,8 +2497,8 @@
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    
    GameWorld.DebugLog("    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()))
    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
@@ -2486,10 +2521,10 @@
    if bounceHP <= 0:
        return
    
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
    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)
    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
@@ -2501,6 +2536,10 @@
    
    hurtHP = hurtObj.GetHurtHP()
    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)
@@ -2524,7 +2563,7 @@
        atkObj, defObj = poisonCureOwner, atkObj
        hurtValue = suckHP
        hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
        GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, 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)
@@ -2538,8 +2577,8 @@
    
    hurtObj.SetSuckHP(suckHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
    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)
@@ -2572,8 +2611,8 @@
    baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    GameWorld.DebugLog("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))
    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)
@@ -2584,17 +2623,17 @@
        baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
        cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
        cureHP += cureHPEx
        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
        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)
        
    if cureHP < 1:
        cureHP = 1
        GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
        GameWorld.DebugLogEx("    保底治疗值: cureHP=%s", cureHP)
    return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
@@ -2614,10 +2653,10 @@
        byBuff = curSkill.GetByBuff()
        if byBuff:
            baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
            GameWorld.DebugLogEx("根据buff值: %s", baseValue)
    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
        baseValue = curObj.GetHarmSelfHP()
        GameWorld.DebugLog("根据自残值: %s" % baseValue)
        GameWorld.DebugLogEx("根据自残值: %s", baseValue)
    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
        bySkill = curSkill.GetBySkill()
        bySkillID = 0
@@ -2627,7 +2666,7 @@
            for hurtObj in bySkill.GetHurtObjListAll():
                if curID == hurtObj.GetObjID():
                    baseValue += hurtObj.GetHurtHP()
        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
        GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
        
    return max(0, baseValue)
@@ -2655,21 +2694,21 @@
    
    dHP = defObj.GetHP()
    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))
    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 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))
        GameWorld.DebugLogEx("    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))
            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))
        GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
        
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)