ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,7 +59,9 @@
    if not skillID:
        return
    
    objID = curBatObj.GetID()
    if not curBatObj.CanAction():
        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
        return
    
    buffStateGroups = useSkill.GetBuffStateLimit()
@@ -84,7 +86,6 @@
        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        return
    
    objID = curBatObj.GetID()
    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)
@@ -531,9 +532,9 @@
    # 多次攻击(锁目标多次伤害,非前端的多段飘血)
    elif atkType == 4:
        pass
    # 弹射(多次攻击,切换目标)
    # 弹射攻击
    elif atkType == 5:
        pass
        SkillModule_5(turnFight, curBatObj, useSkill)
    # 怒气增
    elif atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -543,6 +544,9 @@
    # 怒气偷
    elif atkType == 8:
        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
    # 弹射治疗
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    return
@@ -554,35 +558,146 @@
        
    return
def SkillModule_5(turnFight, curBatObj, useSkill):
    ## 弹射(多次攻击,切换目标,单目标可多次)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
    return
def GetRicochetObjList(turnFight, curBatObj, useSkill):
    ## 获取弹射目标队列
    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
    if randEffect:
        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))
    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
    GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
    tagObjList = useSkill.GetTagObjList()
    random.shuffle(tagObjList)
    objCnt = len(tagObjList)
    ricochetObjList = []
    for index in range(ricochetCnt):
        tagObj = tagObjList[index % objCnt]
        ricochetObjList.append(tagObj)
    return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## 治疗
    
    skillID = useSkill.GetSkillID()
    for tagBatObj in useSkill.GetTagObjList():
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
        if cureHP <= 0:
            continue
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        
        dID = tagBatObj.GetID()
        hurtObj = useSkill.AddHurtObj(dID)
        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
            continue
    return
def SkillModule_9(turnFight, curBatObj, useSkill):
    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        remainHP = min(dHP + cureHP, dMapHP)
    return
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
    if cureHP <= 0:
        return
    dID = tagBatObj.GetID()
    hurtObj = useSkill.AddHurtObj(dID)
    if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
        return
    skillID = useSkill.GetSkillID()
    dHP = tagBatObj.GetHP()
    dMapHP = tagBatObj.GetMaxHP()
    remainHP = min(dHP + cureHP, dMapHP)
    realCureHP = max(remainHP - dHP, 0)
    tagBatObj.SetHP(remainHP)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    hurtObj.SetHurtHP(cureHP)
    hurtObj.SetLostHP(realCureHP)
    hurtObj.SetCurHP(tagBatObj.GetHP())
    GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
    TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
    return
def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
    ## 执行持续治疗单次逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    buffID = curBuff.GetBuffID()
    ownerID = curBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
    if not buffOwner:
        return
    atkObj = buffOwner
    defObj = batObj
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    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))
    layer = curBuff.GetLayer()
    if layer > 0:
        cureHP *= layer
        GameWorld.DebugLog("    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))
    if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
        remainHP = defObj.GetHP()
        diffType = 0
        diffValue = hurtObj.GetHurtHP()
    else:
        remainHP = min(dHP + cureHP, dMaxHP)
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        defObj.SetHP(remainHP)
        
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
        hurtObj.SetCurHP(defObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
        
        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
        
        diffType = 1
        diffValue = cureHP
    hurtTypes = hurtObj.GetHurtTypes()
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -667,7 +782,7 @@
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -747,10 +862,11 @@
    if not tagObj:
        return
    
    if not tagObj.IsAlive():
    tagID = tagObj.GetID()
    if not tagObj.CanAction():
        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
        return
    
    tagID = tagObj.GetID()
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))