hxp
2025-07-10 dc0b92c1e2fe9f3d24c183b325dad54d088735c1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -55,6 +55,8 @@
import ChNPC
import BossHurtMng
import NPCHurtMgr
import ChNetSendPack
import TurnAttack
import datetime
import math
@@ -429,20 +431,44 @@
#  @return 攻击类型 如 IPY_GameWorld.ghtPhy
#  @remarks 获取攻击类型
def GetBattleType(attack, attackUseSkill):
    # GetHurtType用法改成 pvp pve标识
    return IPY_GameWorld.ghtPhy
#    #---技能攻击, 读表获取攻击类型---
#    if attackUseSkill != None:
#        return attackUseSkill.GetHurtType()
#
#    #---普通攻击---
#
#    #玩家算普通攻击
#    if attack.GetGameObjType() == IPY_GameWorld.gotPlayer:
#        return IPY_GameWorld.ghtPhy
#
#    #NPC读表取
#    return attack.GetHurtType()
    # GetHurtType 个位数用法改成 pvp pve标识,十位数-物攻法攻 IPY_GameWorld.ghtPhy = 1
    #---技能攻击, 读表获取攻击类型---
    if attackUseSkill != None:
        ght = attackUseSkill.GetHurtType() / 10
        if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
            return IPY_GameWorld.ghtMag
        return IPY_GameWorld.ghtPhy
    #---普通攻击---
    #玩家算普通攻击
    if attack.GetGameObjType() == IPY_GameWorld.gotPlayer:
        return IPY_GameWorld.ghtPhy
    #NPC读表取
    return attack.GetHurtType()
def GetAtkDistType(curObj):
    ## 获取是近战还是远程,默认近战
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return ChConfig.AtkDistType_Short
    playerID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID)
    if not playerID:
        return ChConfig.AtkDistType_Short
    heroID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
    if heroID:
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if heroIpyData:
            return heroIpyData.GetAtkDistType()
    npcID = curObj.GetNPCID()
    npcDataEx = NPCCommon.GetNPCDataEx(npcID)
    if npcDataEx:
        return npcDataEx.GetAtkDistType()
    return ChConfig.AtkDistType_Short
## 输入基础数值,返回增强后的值 - 技能加强
#  @param value 基础值
@@ -1145,18 +1171,20 @@
#  @return True or False
#  @remarks 函数详细说明.
def CheckNPCAttackDist(curNPC, curTag, skill):
    #获取距离
    dist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
                             curTag.GetPosX(), curTag.GetPosY())
    #普通攻击
    if skill == None:
        if dist > curNPC.GetAtkDist():
            return
    #技能攻击
    elif dist > skill.GetAtkDist():
        return
    #卡牌暂不限制
    return True
#    #获取距离
#    dist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
#                             curTag.GetPosX(), curTag.GetPosY())
#    #普通攻击
#    if skill == None:
#        if dist > curNPC.GetAtkDist():
#            return
#    #技能攻击
#    elif dist > skill.GetAtkDist():
#        return
#
#    return True
## 检查被攻击后,特殊Buff消失
#  @param curTagPlayer 被攻击方
@@ -1285,34 +1313,35 @@
    hurtType = ChConfig.Def_HurtType_Normal
    # 伤害类型结果信息, 默认值{伤害类型:[是否触发, 伤害计算值, 触发时防守方的伤害减免值], ...}
    hurtTypeResultDict = {
                          ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
                          #ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
                          ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
                          ChConfig.Def_HurtType_Parry:[False, 0, 0],
                          ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
                          ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
                          #ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
                          #ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
                          ChConfig.Def_HurtType_ThumpHit:[False, 0, 0],
                          }
    
    calcTypeList =  []
    if atkObjType == IPY_GameWorld.gotPlayer:
        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit,
                         ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit,
                         ChConfig.Def_HurtType_ThumpHit]
    if defObjType == IPY_GameWorld.gotPlayer:
        calcTypeList += [ChConfig.Def_HurtType_Parry]
    # 暂时只计算玩家
    #calcTypeList =  []
    #if atkObjType == IPY_GameWorld.gotPlayer:
    #    calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit,
    #                     ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit,
    #                     ChConfig.Def_HurtType_ThumpHit]
    #if defObjType == IPY_GameWorld.gotPlayer:
    #    calcTypeList += [ChConfig.Def_HurtType_Parry]
    calcTypeList = [ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Parry]
    if not calcTypeList:
        return hurtType, hurtTypeResultDict
    
    # 优先级列表, 互斥列表
    priorityList, mutexList = ReadChConfig.GetEvalChConfig("CalcHurtTypeInfo")
    # 优先级列表
    priorityList = [ChConfig.Def_HurtType_Parry, ChConfig.Def_HurtType_SuperHit]
    mutexList = [] # 互斥列表
    happenFunc = {
                  ChConfig.Def_HurtType_LuckyHit:__HurtTypeHappen_LuckyHit,
                  #ChConfig.Def_HurtType_LuckyHit:__HurtTypeHappen_LuckyHit,
                  ChConfig.Def_HurtType_SuperHit:__HurtTypeHappen_SuperHit,
                  ChConfig.Def_HurtType_Parry:__HurtTypeHappen_Parry,
                  #ChConfig.Def_HurtType_Zhuxian:__HurtTypeHappen_Zhuxian,
                  ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
                  ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
                  #ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
                  #ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
                  }
    
    hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1375,10 +1404,10 @@
    '''
    
    if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_SuperHit):
        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
        return True, atkObj.GetSuperHit(), GameObj.GetSuperHitReduce(defObj)
    
    aSuperHitRate = atkObj.GetSuperHitRate()
    dSuperHitRateReduce = PlayerControl.GetSuperHitRateReduce(defObj)
    dSuperHitRateReduce = GameObj.GetSuperHitRateReduce(defObj)
    superHitRate = eval(ReadChConfig.GetChConfig("CalcSuperHitRate"))
    superHitRate += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
                                                                       ChConfig.TriggerType_Buff_AddSuperHitRate)
@@ -1387,7 +1416,7 @@
    if superHitRate <= 0:
        return
    if GameWorld.CanHappen(superHitRate):
        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
        return True, atkObj.GetSuperHit(), GameObj.GetSuperHitReduce(defObj)
    return
def __HurtTypeHappen_Parry(atkObj, defObj, happenState, curSkill):
@@ -1422,7 +1451,7 @@
def __HurtTypeHappen_ThumpHit(atkObj, defObj, happenState, curSkill):
    
    if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_ThumpHit):
        return True, int(atkObj.GetSuperHit()*1.5), PlayerControl.GetSuperHitReduce(defObj)
        return True, int(atkObj.GetSuperHit()*1.5), GameObj.GetSuperHitReduce(defObj)
    
    thumpHitRate = 0  
    thumpHitRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, 
@@ -1432,7 +1461,7 @@
    if thumpHitRate <= 0:
        return
    if GameWorld.CanHappen(thumpHitRate):
        return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
        return True, atkObj.GetSuperHit()*2, GameObj.GetSuperHitReduce(defObj)
    return
@@ -1617,7 +1646,7 @@
        return
    
    if curSkill and curSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
                                          ChConfig.Def_SkillFuncType_NormalAttack]:
                                          ChConfig.Def_SkillFuncType_TurnNormaAttack]:
        return
    
    if attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender):
@@ -1965,9 +1994,6 @@
# 计算攻击伤害
# maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs):
    # 翻滚闪避特殊处理
    if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500:
        return 0, ChConfig.Def_HurtType_Miss
    
    multiValue = 1 # 伤害倍值
    summonAtkPer = 1    # 召唤继承提高基础攻击力,取表
@@ -1985,106 +2011,61 @@
        
    atkObjType = atkObj.GetGameObjType()
    defObjType = defObj.GetGameObjType()
    aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) # 获取境界
    if defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj) and dRealmLV > aRealmLV:
        aRealmIpyData = IpyGameDataPY.GetIpyGameDataNotLog("Realm", aRealmLV)
        dRealmIpyData = IpyGameDataPY.GetIpyGameDataNotLog("Realm", dRealmLV)
        aRealmLVLarge = aRealmIpyData.GetLvLarge() if aRealmIpyData else 0
        dRealmLVLarge = dRealmIpyData.GetLvLarge() if dRealmIpyData else 0
        if dRealmLVLarge > aRealmLVLarge:
            if atkObjType == IPY_GameWorld.gotPlayer:
                GameWorld.DebugLog("BossRealmHint%s-%s"%(dRealmLV, aRealmLV))
                PlayerControl.NotifyCode(atkObj, 'BossRealmHint', [dRealmLVLarge])
            # 攻击高境界的BOSS 伤害固定为1
            return 1, ChConfig.Def_HurtType_Normal
    atkType = GetBattleType(atkObj, curSkill)
    happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
    happenState += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HappenState)
    aLV = atkObj.GetLV()                # 攻击方等级
    dLV = defObj.GetLV()                # 防守方等级
    aHit = atkObj.GetHit()
    if curSkill and atkObjType == IPY_GameWorld.gotPlayer and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_NormalAttack:
        aHit = aHit*IpyGameDataPY.GetFuncCfg("FightHappenRate", 2)
    aHitSuccessRate = PlayerControl.GetHitSucessRate(atkObj) if atkObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
    aHitSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HitSuccess)
    dMiss = defObj.GetMiss()
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    #aLV = atkObj.GetLV()                # 攻击方等级
    #dLV = defObj.GetLV()                # 防守方等级
    aHit = GameObj.GetMissDefRate(atkObj)#atkObj.GetHit() # 抗闪避率 - 命中
    #aHitSuccessRate = PlayerControl.GetHitSucessRate(atkObj) if atkObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
    #aHitSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HitSuccess)
    dMiss = GameObj.GetMissRate(defObj)#defObj.GetMiss()
    dMiss += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissPer)
    dMissSuccessRate = PlayerControl.GetMissSucessRate(defObj) if defObjType == IPY_GameWorld.gotPlayer else 0
    dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
    #dMissSuccessRate = PlayerControl.GetMissSucessRate(defObj) if defObjType == IPY_GameWorld.gotPlayer else 0
    #dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
    skillID = curSkill.GetSkillID() if curSkill else 0
    
    atkIsBoss = 0 # 攻击方是否boss
    suppressValueLV = 0 # 等级最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
    suppressValueFP = 0 # 战力最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
    suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
    suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
    suppressNPCFightPower = 0 # 压制NPC战力
    fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
    #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
    if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
        if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
            # 境界压制技能不对高等级境界玩家产生攻击
            aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
            if aRealmLV <= dRealmLV:
                return 0, ChConfig.Def_HurtType_Immune   # 免疫
        atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
        if NPCCommon.GetIsLVSuppress(atkObj):
            suppressLV = max(0, aLV - dLV)
            if suppressLV:
                suppressLVIpyData = PlayerControl.GetPlayerLVIpyData(aLV)
                suppressReMaxHP = 0 if not suppressLVIpyData else suppressLVIpyData.GetReMaxHP()
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        if suppressNPCFightPower:
            suppressFightPower = max(0, suppressNPCFightPower - PlayerControl.GetFightPower(defObj))
    mustHit = False
    helpBattleFormatKey = ""
    if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Atk"
    if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Def"
    #命中公式 攻击方类型不同,公式不同
    hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
    angerOverflow = 0 # 怒气溢出值
    
    turnFightPosInfo = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
    mustHit = False
    if SkillCommon.isXPSkill(curSkill):
        mustHit = True
        GameWorld.DebugLog("        XP必命中")
        angerOverflow = max(GameObj.GetXP(atkObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
    if not mustHit:
        if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_HitOn):
            mustHit = True
            GameWorld.DebugLog("        技能必命中: skillID=%s" % skillID)
    pow = math.pow
    #命中公式 攻击方类型不同,公式不同
    if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
                           ChConfig.TriggerType_Buff_MustBeHit):
        # 技能对指定BOSS无效果的返回MISS
        if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
        and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss and SkillShell.IsNPCSkillResist(defObj):
            return 0, ChConfig.Def_HurtType_Miss
        #if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
        #and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss and SkillShell.IsNPCSkillResist(defObj):
        #    return 0, ChConfig.Def_HurtType_Miss
        
        #攻击方处于嘲讽,防守方处于免疫嘲讽者攻击则miss
        if GameObj.GetPyPlayerState(atkObj, ChConfig.Def_PlayerState_Sneer) and \
        GameObj.GetPyPlayerState(defObj, ChConfig.Def_PlayerState_MissSneerAtk):
        #if GameObj.GetPyPlayerState(atkObj, ChConfig.Def_PlayerState_Sneer) and \
        #GameObj.GetPyPlayerState(defObj, ChConfig.Def_PlayerState_MissSneerAtk):
        #    return 0, ChConfig.Def_HurtType_Miss
        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
            return 0, ChConfig.Def_HurtType_Miss
        
        #添加是否必命中
        if not IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_HitOn) \
            and eval(hitFormula) < 0:
            return 0, ChConfig.Def_HurtType_Miss
    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill)
    #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
    isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
    
    # 重击和暴击互斥,并且使用同一个参数
    isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_ThumpHit] 
@@ -2104,17 +2085,11 @@
        aSuperHit = aSuperHit*(thumpPer + ChConfig.Def_MaxRateValue)/ChConfig.Def_MaxRateValue
        
    dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
    isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
    isDeadlyHit, deadlyHitMultiValue, _ = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit] # 致命一击
    #isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
    #isDeadlyHit, deadlyHitMultiValue, _ = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit] # 致命一击
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
        return 1, hurtType
    wReFightPower = 0
    worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
    if worldLV:
        wLVIpyData = PlayerControl.GetPlayerLVIpyData(worldLV)
        wReFightPower = 0 if not wLVIpyData else wLVIpyData.GetReFightPower() # 当前世界等级参考战力
    
    # 改变技能伤害
    atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
@@ -2122,7 +2097,7 @@
    
    # --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
    if atkObjType == IPY_GameWorld.gotPlayer:
        if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
        if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaAttack:
            atkSkillPer += PlayerControl.GetNormalHurtPer(atkObj)
            atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
        elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
@@ -2149,31 +2124,28 @@
        PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
        atkSkillValue += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_ThumpSkillValue)
    if isLuckyHit:
        # 会心一击时增加会心伤害固定值
        aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
        aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
        aLuckyHit = max(aLuckyHit, 0)
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    
    #------- 攻击方
    aMinAtk = atkObj.GetMinAtk() * summonAtkPer        # 攻击方最小攻击
    aMaxAtk = atkObj.GetMaxAtk() * summonAtkPer       # 攻击方最大攻击
    #aMinAtk = atkObj.GetMinAtk() * summonAtkPer        # 攻击方最小攻击
    aAtk = atkObj.GetMaxAtk() * summonAtkPer       # 攻击方最大攻击
    
    aIceAtk = atkObj.GetIceAtk()        # 冰攻, 元素真伤, 玩家及NPC通用
    aIceAtk += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtk)
    #------- 防守方
    dMinAtk = defObj.GetMinAtk()        # 防守方最小攻击
    dMaxAtk = defObj.GetMaxAtk()        # 防守方最大攻击
    #dMinAtk = defObj.GetMinAtk()        # 防守方最小攻击
    #dAtk = defObj.GetMaxAtk()        # 防守方最大攻击
    dDef = defObj.GetDef()              # 防守方防御力
    dHP = GameObj.GetHP(defObj)                # 防守方当前血量
    dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
    #dHP = GameObj.GetHP(defObj)                # 防守方当前血量
    #dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
    dIceDef = defObj.GetIceDef()        # 冰防, 元素真防, 玩家及NPC通用
    
    # 攻击方
    aNormalAtkPer = 0
    aFinalHurtPer = GameObj.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
    aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
    if atkObjType == IPY_GameWorld.gotPlayer:
        aIgnoreDefRate = atkObj.GetIgnoreDefRate()  # 无视防御比率
        aSkillAtkRate = atkObj.GetSkillAtkRate()    # 技能攻击力加成
@@ -2183,8 +2155,6 @@
        aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj)     # PVE伤害加成
        aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj)     # 外层PVP伤害加成
        aDamagePerPVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddPVPDamagePer)
        aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
        aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
        
        aFinalHurt = PlayerControl.GetFinalHurt(atkObj)     # 最终固定伤害
        # 被动增加最终伤害
@@ -2193,12 +2163,8 @@
        
        aOnlyFinalHurt = PlayerControl.GetOnlyFinalHurt(atkObj) # 额外固定伤害
        aFightPower = PlayerControl.GetFightPower(atkObj)
    else:
        aIgnoreDefRate = 0  # 无视防御比率
        aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
        aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj)   # 技能攻击力加成
        if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
            aSkillAtkRate += atkObj.GetSkillAtkRate()
@@ -2208,9 +2174,13 @@
        aDamagePVP = 0      # PVP固定伤害
        aDamagePVE = 0      # PVE固定伤害
        aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
        aOnlyFinalHurt = 0 # 额外固定伤害
        aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        
    #防守方的类型
    dNormalAtkDefPer = 0
    dFinalHurtReducePer = GameObj.GetFinalHurtReducePer(defObj)
    dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
    if defObjType == IPY_GameWorld.gotPlayer:
        dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj)  # 无视防御比率抗性
        dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
@@ -2221,8 +2191,6 @@
        dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
        dBeHurtPer = PlayerControl.GetBeHurtPer(defObj)      # 加深受到伤害百分比
        dFightPower = PlayerControl.GetFightPower(defObj)
        dFinalHurtReducePer = PlayerControl.GetFinalHurtReducePer(defObj)
        dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
        
    else:
        dIgnoreDefRateReduce = 0    # 无视防御比率抗性
@@ -2232,108 +2200,55 @@
        dFinalHurtReduce = 0        # 最终固定伤害减少
        dBeHurtPer = 0
        dFightPower = NPCCommon.GetSuppressFightPower(defObj)
        dFinalHurtReducePer = 0             # 最终伤害减少百分比 默认0
        
    #攻击字典 { 攻击类型 : '公式' }
    mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
    hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
    if suppressLV:
        suppressFormulaKeyLV = "SuppressValueLV_%s" % (atkIsBoss)
        if suppressFormulaKeyLV in hurtDist:
            suppressLVFormula = hurtDist[suppressFormulaKeyLV]
            suppressValueLV = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyLV, suppressLVFormula))
    if suppressFightPower:
        suppressFormulaKeyFP = "SuppressValueFP_%s" % (atkIsBoss)
        if suppressFormulaKeyFP in hurtDist:
            suppressFPFormula = hurtDist[suppressFormulaKeyFP]
            suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
    aPMHurtPer = 0 # 物法增伤
    dPMHurtReduce = 0 # 物法减伤
    if atkType == IPY_GameWorld.ghtMag: # 法伤
        pass
    else: # 物伤
        pass
    
    # 境界压制规则
    # 1. 其中一方无境界等级则无效, 如普通NPC
    # 2. 宠物和召唤兽(如水元素)有效, 取主人
    # 3. 玩家地境界低于BOSS则伤害固定为1 (在函数入口处已处理)
    # 4. 其他情况统一境界压制 境界差*2%
    if aRealmLV == 0 or dRealmLV == 0:
        SuppressValueRealmRate = 10000
    else:
        suppressRealmRateMapKey = "SuppressValueRealm_%s" % mapID
        if suppressRealmRateMapKey not in hurtDist:
            suppressRealmRateMapKey = "SuppressValueRealm"
        SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressRealmRateMapKey, hurtDist[suppressRealmRateMapKey])))
    # 骑宠争夺最终伤害衰减
    if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
        ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
        if ownerPlayer:
            findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
            if findBuff:
                reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
                aFinalHurtPer -= reduceFinalHurtPer
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
    aNormalAtkPer /= 10000.0
    dNormalAtkDefPer /= 10000.0
    aFinalHurtPer /= 10000.0
    dFinalHurtReducePer /= 10000.0
    
    # 仙盟boss最终伤害加成
    if atkObjType == IPY_GameWorld.gotPlayer and mapID == ChConfig.Def_FBMapID_FamilyBossMap:
        aFinalHurtPer += PlayerControl.GetFamilyBossHurtPer(atkObj)
    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj):
        killBossCntLimitDict = IpyGameDataPY.GetFuncEvalCfg('KillBossCntLimit')
        limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, defObj.GetNPCID())
        if limitIndex != None:
            aFinalHurtPer += PlayerControl.GetBossFinalHurtPer(atkObj)
    atkStateMark = GetObjAtkStateMark(atkObj)
    defStateMark = GetObjAtkStateMark(defObj)
    hurtFormulaKey = "%sV%s_%s" % (atkStateMark, defStateMark, atkType)
    #PVP PVE 之后再扩展
    #atkStateMark = GetObjAtkStateMark(atkObj)
    #defStateMark = GetObjAtkStateMark(defObj)
    
    suppressLVGroup = 0 # NPC压制等级组编号
    mapHurtKey = "%s_%s" % (hurtFormulaKey, mapID)
    if mapHurtKey in hurtDist:
        hurtFormulaKey = mapHurtKey
    elif atkStateMark == "E" and defStateMark == "P":
        suppressLVGroup = NPCCommon.GetIsLVSuppress(atkObj)
    elif atkStateMark == "P" and defStateMark == "E":
        suppressLVGroup = NPCCommon.GetIsLVSuppress(defObj)
    if suppressLVGroup:
        suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
        if suppressLVHurtKey in hurtDist:
            hurtFormulaKey = suppressLVHurtKey
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s"
                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, GameObj.GetHP(defObj)))
    
    # 助战机器人特殊伤血key
    if helpBattleFormatKey:
        hurtFormulaKey = helpBattleFormatKey
    if hurtFormulaKey not in hurtDist:
        GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
        return 0, ChConfig.Def_HurtType_Miss
    if atkwargs.get('hurtFormulaKey', None):
        # 指定公式
    if "hurtFormulaKey" in atkwargs:
        aBurnValue = atkwargs.get('burnValue', 0)
        aBurnPer = atkwargs.get('burnPer', 0)
        hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
    hurtFormula = hurtDist[hurtFormulaKey]
    hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
    if isDeadlyHit:
        hurtValue *= deadlyHitMultiValue
    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC and mapID == ChConfig.Def_FBMapID_CrossBattlefield:
        multiValue = FBLogic.GetFBPlayerHurtNPCMultiValue(atkObj, defObj)
        #if hurtFormulaKey == "Burn":
        #    pass
        #else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
    elif not curSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    普攻伤害=%s" % (hurtValue))
    elif SkillCommon.isTurnNormalAtkSkill(curSkill):
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
    elif SkillCommon.isXPSkill(curSkill):
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
        
    if multiValue != 1:
        hurtValue = int(hurtValue * multiValue)
    #hurtValue = min(max(hurtValue, 0), ChConfig.Def_UpperLimit_DWord)
    hurtValue = int(hurtValue)
    
    if hurtType == ChConfig.Def_HurtType_Normal and atkSkillPerYinji > 0:
        return hurtValue, ChConfig.Def_HurtType_Yinji
    elif hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
        # 存在压制
        return hurtValue, ChConfig.Def_HurtType_RealmSupress
    
    return hurtValue, hurtType
@@ -2400,6 +2315,12 @@
            atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
        else:
            defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, resultHurtType.HurtType, resultHurtType.RealHurtHP, resultHurtType.LostHP, curSkill)
    #if resultHurtType.RealHurtHP:
    #    PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_BeHurt, tick)
    return
@@ -2410,6 +2331,8 @@
        return "P"
    
    if objType == IPY_GameWorld.gotNPC:
        if obj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID):
            return "P"
        if obj.GetType() == ChConfig.ntRobot:
            return "Robot"
        if obj.GetType() == ChConfig.ntHelpBattleRobot:
@@ -2894,6 +2817,9 @@
    if GameObj.GetHP(curObjDetel) > 0:
        return
    
    if TurnAttack.SetTurnObjKilled(curObjDetel, atkObj):
        return
    #---玩家处理---
    if curObjDetel.GetGameObjType() == IPY_GameWorld.gotPlayer:
        playerControl = PlayerControl.PlayerControl(curObjDetel)
@@ -2970,6 +2896,21 @@
    srcID, srcType = 0, 0
    if srcObj:
        srcID, srcType = srcObj.GetID(), srcObj.GetGameObjType()
    turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(curObj.GetID())
    if turnFight:
        clientPack = ChNetSendPack.tagObjPropertyRefreshView()
        clientPack.ObjID = curObj.GetID()
        clientPack.ObjType = curObj.GetGameObjType()
        clientPack.SkillID = skillID
        clientPack.DiffValue = changeHP % ShareDefine.Def_PerPointValue
        clientPack.DiffValueEx = changeHP / ShareDefine.Def_PerPointValue
        clientPack.AttackType = changType
        clientPack.SrcObjID = srcID
        clientPack.SrcObjType = srcType
        clientPack.HP = curObj.GetHP()
        clientPack.HPEx = curObj.GetHPEx()
        turnFight.addBatPack(clientPack)
        return
    curObj.ChangeHPView(skillID, changeHP % ShareDefine.Def_PerPointValue, changeHP / ShareDefine.Def_PerPointValue, 
                        changType, srcID, srcType, curObj.GetHP(), curObj.GetHPEx())
    return