ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,9 +59,10 @@
    if not skillID:
        return
    
    skillType = useSkill.GetSkillType()
    byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
    if not curBatObj.IsAlive():
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
        if skillType == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
        else:
            if byTriggerWay in ChConfig.DeadCanTriggerWayList:
@@ -103,10 +104,16 @@
            if not tagObjList and isRemove:
                return
            
    if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
        for tagObj in tagObjList[::-1]:
            if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
                GameWorld.DebugLogEx("    目标被禁止复活不处理! tagID=%s", tagObj.GetID())
                tagObjList.remove(tagObj)
    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.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:
        if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
            otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
            if otherEff:
                otherSkillID = otherEff.GetEffectValue(0)
@@ -179,7 +186,7 @@
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
    
    if useTag:
        Sync_TurnFightTag(turnFight, useTag, 1)
@@ -221,7 +228,8 @@
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff,
                                   ChConfig.Def_SkillType_AtkEx]:
        return True
    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
        return True
@@ -442,6 +450,14 @@
        for aimObj in aimObjList[::-1]:
            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                aimObjList.remove(aimObj)
    # 仅流血目标
    elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
        atkBackTagFrist = False
        for aimObj in aimObjList[::-1]:
            if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
                aimObjList.remove(aimObj)
    else:
        # 范围目标超过个数,则随机取
        if tagCount and len(aimObjList) > tagCount:
@@ -772,22 +788,24 @@
            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))
        
    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
    # 计算伤害
    calcHurtResults = []
    for tagBatObj in useSkill.GetTagObjList():
        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
        calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
        
    DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)        
    return
def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=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() + addPer
    atkSkillValue = curSkill.GetSkillValue()
    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    return hurtValue, hurtTypes, immuneHurt
@@ -1123,7 +1141,7 @@
        
    return
def DoAttackResult(turnFight, curBatObj, useSkill):
def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
    '''执行攻击结果
    @param curBatObj: 施法方或buff归属方
    '''
@@ -1140,13 +1158,21 @@
    if useSkill.GetCoolDownTime():
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    if "byEffSkill" in kwargs:
        byEffSkill = kwargs["byEffSkill"]
        cdTime = byEffSkill.GetCoolDownTime()
        if cdTime:
            if hasattr(byEffSkill, "GetRemainTime"):
                byEffSkill.SetRemainTime(cdTime)
                GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
    __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
    
    # 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 IsNeedSyncSkill(useSkill):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    return
@@ -1273,13 +1299,14 @@
            return useSkill
    return
def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
    '''被攻击结果
    @param curObj: 施法方或buff归属方
    @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
    '''
    
    #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
    curID = curObj.GetID()
    isUseSkill = False if timeBuff 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)
    
@@ -1447,6 +1474,7 @@
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
    curBatLineup = None
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        
@@ -1483,7 +1511,8 @@
        elif not isAttackDirect:
            # 受到持续伤害
            if tagID in beHurtObjIDList:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
                
        # 使用技能后
        if isUseSkill:
@@ -1519,6 +1548,31 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
            
        # 敌友方
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
            if not curBatLineup:
                curBatLineup = curObj.GetBatLineup()
            for lineupObjID in curBatLineup.posObjIDDict.values():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
                # 直接攻击
                if isAttackDirect:
                    if not triggerOne:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
                        if curID != lineupObj.GetID():
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
                # 连击
                if batType == ChConfig.TurnBattleType_Combo:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
                # 追击
                elif batType == ChConfig.TurnBattleType_Pursue:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
        triggerOne = True # 设置已经触发过一次
        
    # 验证是否结算,最后处理
@@ -1591,10 +1645,14 @@
        
    return
def __doSkillUserAnger(turnFight, curBatObj, useSkill):
def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
    ## 技能释放者怒气相关
    if SkillCommon.isAngerSkill(useSkill):
        curBatObj.SetXP(0)
        if "noUseXP" in kwargs:
            kwargs.pop("noUseXP")
            GameWorld.DebugLogEx("本次不消耗怒气")
        else:
            curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
@@ -1719,8 +1777,11 @@
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if not tagObj.IsAlive():
                GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
                continue
                if enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
                    GameWorld.DebugLogEx("    禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
                else:
                    GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
                    continue
            if tagID in effIgnoreObjIDList:
                GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                continue
@@ -1827,13 +1888,21 @@
            return
        passiveTagObjList = connSkill.GetTagObjList()
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
    elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
        if "byFriendObj" not in kwargs:
            return
        byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
        passiveTagObjList = [byFriendObj]
        GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
                             effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
    else:
        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
def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
    '''按公式计算伤害,默认按攻击计算
    '''
    
@@ -1943,11 +2012,17 @@
        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
        if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
            aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
            dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
            GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
    #aAddSkillPer = 0 # 技能增伤
    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
    dBatDamPerDef = 0 # 战斗增减伤
    aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
    aBatDamPer += addBatDamPer
    
    # 物法增减伤
    if pmType == IPY_GameWorld.ghtMag: # 法伤