ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -73,7 +73,8 @@
    if not tagObjList:
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
        rate = useSkill.GetHappenRate()
        if rate and rate != ChConfig.Def_MaxRateValue:
        if rate:
            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
            for tagObj in tagObjList[::-1]:
                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                    tagObjList.remove(tagObj)
@@ -123,21 +124,20 @@
        curBatObj.SetMainTagIDList(tagIDList)
        
    useTag = ""
    # 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)
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        # 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)
@@ -676,6 +676,9 @@
    if not tagObj:
        return
    
    if not tagObj.IsAlive():
        return
    tagID = tagObj.GetID()
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
@@ -710,7 +713,7 @@
    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
    '''
    
    curID = curObj.GetID()
    #curID = curObj.GetID()
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
    isAngerSkill = SkillCommon.isAngerSkill(useSkill)
    
@@ -746,6 +749,7 @@
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curObj)
        
@@ -786,8 +790,10 @@
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
    # 记录最后一次总伤害,有伤害目标才记录
    if useSkill.GetHurtObjList():
        curObj.SetLastHurtValue(totalHurtValue)
    # 群攻只触发一次特长
    if isSuperHit:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -813,19 +819,33 @@
        tagObj = batObjMgr.getBatObj(tagObjID)
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
        
    # 有击杀时
    for index, tagObj in enumerate(killObjList):
        if index == 0:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagID in effIgnoreObjIDList:
            continue
        
        # 直接攻击
        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
        if isAttackDirect:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
        else:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
            
        # 使用技能后
        if isUseSkill:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
            
        # 连击
@@ -835,11 +855,7 @@
        elif batType == ChConfig.TurnBattleType_Pursue:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
            
    if killObjList:
        tagObj = killObjList[0]
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
    for tagObj in killObjList:
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
        triggerOne = True # 设置已经触发过一次
        
    return
@@ -942,7 +958,7 @@
                continue
            
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
        GameWorld.DebugLog("●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)
@@ -965,7 +981,8 @@
    #    return
    enhanceSkillID = curEffect.GetEffectValue(0)
    checkInStateList = curEffect.GetEffectValue(1)
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
    checkHeroJob = curEffect.GetEffectValue(2)
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
    tagObjList = useSkill.GetTagObjList()
    
    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -977,6 +994,7 @@
        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
        # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
        enhanceRate = enhanceSkillData.GetHappenRate()
        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
@@ -990,6 +1008,9 @@
                if not tagObj.CheckInState(checkInStateList):
                    GameWorld.DebugLog("    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))
                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
@@ -1003,14 +1024,21 @@
    
    # 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
    if checkInStateList or checkHeroJob:
        inState, haveJob = False, False
        for tagObj in tagObjList:
            if tagObj.CheckInState(checkInStateList):
            tagID = tagObj.GetID()
            if tagID in effIgnoreObjIDList:
                continue
            if not inState and tagObj.CheckInState(checkInStateList):
                inState = True
                break
        if not inState:
            GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
            if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
                haveJob = True
        if checkInStateList and not inState:
            GameWorld.DebugLog("    没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
            return
        if checkHeroJob and not haveJob:
            GameWorld.DebugLog("    没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
            return
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
@@ -1025,25 +1053,35 @@
    '''
    if not passiveSkill:
        return
    isOK = False
    bySkillID = 0
    if connSkill:
        bySkillID = connSkill.GetSkillID()
    elif connBuff:
        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))
        return
    isOK = False
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        happenRate = passiveSkill.GetHappenRate()
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, 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))
        if not tagObj:
            return
        tagID = tagObj.GetID()
        if not tagObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
            return
        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    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)
    else:
        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        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))
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
        
    return isOK
@@ -1168,14 +1206,15 @@
    
    aAtk = atkObj.GetAtk() # 攻击方最大攻击
    
    dHP = defObj.GetHP()
    dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
    dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
    
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
    atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
    
    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
    
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
@@ -1224,8 +1263,8 @@
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
    
    # 持续性伤害
    if isTurnNormalSkill:
@@ -1274,7 +1313,20 @@
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
    return hurtValue, hurtTypes
def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
    ## 获取额外增加的技能万分比
    atkSkillPer = 0
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
    return atkSkillPer
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()))
        return True
    aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
    aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
    dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
@@ -1328,17 +1380,13 @@
    if hurtValue <= 0:
        return 0, 0, hurtTypes
    
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
        buffMgr = defObj.GetBuffManager()
        for index in range(buffMgr.GetBuffCount()):
            buff = buffMgr.GetBuffByIndex(index)
            if not buff:
                continue
        for buff in wudiBuffList:
            skillData = buff.GetSkillData()
            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
                continue
            # 记录免疫的积攒伤害
            # 记录免疫积攒的伤害
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
            updBuffValue = buffValue + hurtValue
            buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1353,18 +1401,14 @@
    # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
    realHurtHP = hurtValue
    shieldBuffList = []
    buffMgr = defObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
        skillData = buff.GetSkillData()
        # 承伤盾
        if SkillCommon.isDamageShieldSkill(skillData):
            remainTime = buff.GetRemainTime() # 剩余回合
            if not skillData.GetLastTime():
                remainTime = 999 # 永久盾
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
            shieldBuffList.append([remainTime, buffValue, buff])
        remainTime = buff.GetRemainTime() # 剩余回合
        if not skillData.GetLastTime():
            remainTime = 999 # 永久盾
        buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
        shieldBuffList.append([remainTime, buffValue, buff])
    if shieldBuffList:
        shieldBuffList.sort()
        for _, buffValue, buff in shieldBuffList:
@@ -1391,15 +1435,24 @@
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
    注:反伤/荆棘暂不做属性支持,仅做buff效果支持
    '''
    if not atkObj.GetCanAttack():
        return
    
    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
    damBackPer = 0
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
    if damBackPer <= 0:
        return
    bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
    if bounceHP <= 0:
        return
    
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
    bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
    if bounceHP <= 0:
        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
@@ -1448,7 +1501,7 @@
    skillPer = curSkill.GetSkillPer()
    #skillValue = curSkill.GetSkillValue()
    
    skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
    
    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
    
@@ -1459,6 +1512,12 @@
        GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
        cureHP += cureHPEx
    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))
        
    return max(1, int(cureHP)) # 保底1点
@@ -1503,6 +1562,8 @@
        baseValue = curObj.GetLastHurtValue()
    elif calcType == ChConfig.Def_Calc_TagMaxHP:
        baseValue = 0 if not tagObj else tagObj.GetMaxHP()
    elif calcType == ChConfig.Def_Calc_TagLostHP:
        baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP())
    elif calcType == ChConfig.Def_Calc_ByBuffValue:
        byBuff = curSkill.GetByBuff()
        if byBuff: