hxp
2026-01-08 de44f98f2a8a2b0c12d3482162f1e30e796d7b94
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -86,7 +86,7 @@
            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):
    if CheckSkillUseCntLimit(turnFight, curBatObj, useSkill):
        return
    
    #没有指定目标,则按技能自身的目标逻辑
@@ -185,7 +185,7 @@
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
        
    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
    
@@ -201,7 +201,7 @@
    useSkill.ResetUseRec()
    return True
def CheckSkillUseCntLimit(batObj, useSkill):
def CheckSkillUseCntLimit(turnFight, batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
    if not hasattr(useSkill, "GetEffectByID"):
@@ -214,12 +214,14 @@
    
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        useCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnAll=1)
        useCnt = batObj.GetSkillUseCnt(skillID)
        if 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:
        turnUseCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnPer=1)
        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        if turnUseCnt >= turnUseCntLimit:
            GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
@@ -426,6 +428,11 @@
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
        #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
        
    # 血量百分比最低
    elif tagAffect == ChConfig.SkillTagAffect_HPPerLowest:
        aimObjList.sort(key=lambda o:(o.GetHP() / float(o.GetMaxHP())), reverse=False)
        #GameWorld.DebugLogEx("血量百分比最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP(), o.GetHP() / float(o.GetMaxHP())] for o in aimObjList])
    # 血量最高
    elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
        aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
@@ -586,6 +593,64 @@
        
    return aimObjList
def __getSameRowObjList(tagObj):
    ## 获取目标对应的同排对象列表,只算活着的
    posNum = tagObj.GetPosNum()
    inRowNum = ChConfig.GetInRowNum(posNum)
    inColNum = ChConfig.GetInColNum(posNum)
    # 优先目标所在纵,为主目标
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
    row = inRowNum # 目标玩家所在横排
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetBatLineup()
    aimObjList = []
    for col in colNumList:
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
        aimObjList.append(tagBatObj)
    return aimObjList
def __getSameColObjList(tagObj):
    ## 获取目标对应的同列对象列表,只算活着的
    posNum = tagObj.GetPosNum()
    inRowNum = ChConfig.GetInRowNum(posNum)
    inColNum = ChConfig.GetInColNum(posNum)
    rowNumList = range(1, 1 + ChConfig.TurnFightRows)
    if inRowNum in rowNumList:
        rowNumList.remove(inRowNum)
        rowNumList.insert(0, inRowNum)
    col = inColNum # 目标玩家所在纵排
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetBatLineup()
    aimObjList = []
    for row in range(1, 1 + ChConfig.TurnFightRows):
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
        aimObjList.append(tagBatObj)
    return aimObjList
def GetRelativeObj(turnFight, curBatObj):
    '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
    '''
@@ -679,7 +744,7 @@
        
    return
def __doUseSkill(turnFight, curBatObj, useSkill):
def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -689,7 +754,7 @@
    
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
        SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
    # 治疗
    if atkType == 2:
        SkillModule_2(turnFight, curBatObj, useSkill)
@@ -784,7 +849,7 @@
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
    ## 通用攻击,单攻、群攻
    
    addPer = 0
@@ -800,7 +865,10 @@
            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)
    addBatDamPer = 0
    if "addBatDamPer" in kwargs:
        addBatDamPer += kwargs.pop("addBatDamPer", 0)
    addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
    
    # 计算伤害
    calcHurtResults = []
@@ -1839,6 +1907,10 @@
            GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
            return
        
    if checkHeroSex:
        if TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_IgnoreSex, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID):
            checkHeroSex = 0
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
@@ -1969,6 +2041,20 @@
        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=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    # 继承主技能目标同横排 11
    elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
        if not tagObj:
            return
        GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        passiveTagObjList = __getSameRowObjList(tagObj)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    # 继承主技能目标同纵排 12
    elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
        if not tagObj:
            return
        GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        passiveTagObjList = __getSameColObjList(tagObj)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, 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=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
@@ -2040,7 +2126,6 @@
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        
        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
@@ -2068,6 +2153,32 @@
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
    
    #招架  - 无视攻击方最终增伤百分比
    dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
    aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
    if dZhaojia > aZhaojiaDef:
        perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
        reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
        reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
        if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
            reducePer = min(reducePer, reduceMax)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
            aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
            GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
    #贯穿  - 无视防守方最终减伤百分比
    aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
    dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
    if aGuanchuan > dGuanchuanDef:
        perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
        reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
        reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
        if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
            reducePer = min(reducePer, reduceMax)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
            dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
            GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef)
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
@@ -2130,7 +2241,6 @@
    if turnFight.isPVP() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -2159,10 +2269,21 @@
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    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)
    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,dBatDamPerDef=%s,aFinalDamPer=%s,dFinalDamPerDef=%s",
                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, dBatDamPerDef, aFinalDamPer, dFinalDamPerDef)
    if isSuperHit:
        GameWorld.DebugLogEx("    暴击 aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
    if aPMDamPer or dPMDamPerDef:
        GameWorld.DebugLogEx("    物法 aPMDamPer=%s,dPMDamPerDef=%s,pmType=%s", aPMDamPer, dPMDamPerDef, pmType)
    if aComboDamPer or dComboDamPerDef:
        GameWorld.DebugLogEx("    连击 aComboDamPer=%s,dComboDamPerDef=%s", aComboDamPer, dComboDamPerDef)
    if aPursueDamPer or dPursueDamPerDef:
        GameWorld.DebugLogEx("    追击 aPursueDamPer=%s,dPursueDamPerDef=%s", aPursueDamPer, dPursueDamPerDef)
    if aPVPDamPer or dPVPDamPerDef:
        GameWorld.DebugLogEx("    PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
    if aCountryDamPer or dCountryDamPerDef:
        GameWorld.DebugLogEx("    国家 aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLogEx("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
@@ -2171,7 +2292,7 @@
        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.DebugLogEx("    持续技能伤害=%s" % (hurtValue))
        GameWorld.DebugLogEx("    持续技能伤害=%s,aDOTPer=%s,dDOTPerDef=%s", hurtValue, aDOTPer, dDOTPerDef)
    elif calcType == ChConfig.Def_Calc_ByBuffValue:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
        GameWorld.DebugLogEx("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
@@ -2201,14 +2322,25 @@
        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:
    if HaveShareEff(atkObj, curSkill):
        tagCnt = max(1, len(curSkill.GetTagObjList()))
        hurtValue = 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
def HaveShareEff(atkObj, curSkill):
    ## 玩家技能是否有分摊效果: 均摊伤害/治疗/承伤盾值
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if not hurtShareEff:
        return False
    needLearnSkillID = hurtShareEff.GetEffectValue(0)
    if needLearnSkillID:
        if not atkObj.GetSkillManager().FindSkillByID(needLearnSkillID):
            GameWorld.DebugLogEx("所需技能未学习,分摊效果不生效! skillID=%s,needLearnSkillID=%s", curSkill.GetSkillID(), needLearnSkillID)
            return False
    return True
def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
    ## 获取额外增加的技能万分比
@@ -2223,7 +2355,6 @@
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
    if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
        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)
@@ -2708,6 +2839,8 @@
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
        connSkillTypeID = buff.GetSkillTypeID()
        damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
        
    if damBackPer <= 0:
        return
@@ -2827,8 +2960,7 @@
        cureHP = int(cureHP * multiValue)
        GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
        
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
    if HaveShareEff(userObj, curSkill):
        tagCnt = max(1, len(curSkill.GetTagObjList()))
        cureHP = cureHP / tagCnt
        GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)