ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -426,6 +426,11 @@
        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)
@@ -832,7 +837,7 @@
        tagID = tagObj.GetID()
        if tagID == ChConfig.HeroID_Caoren:
            continue
        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
            continue
        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
            caorenProtectObj = tagObj
@@ -910,7 +915,7 @@
            continue
        if tagID == ChConfig.HeroID_Caoren:
            continue
        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
            continue
        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
            caorenProtectObj = tagObj
@@ -1348,26 +1353,32 @@
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
    nodeadObjList = [] # 不死的单位列表
    tagObjList = useSkill.GetTagObjList() # 主要目标列表
    tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
    tagObjListAll = tagObjList + tagObjListEx
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            dieObjList.append(tagObj)
            if tagObj.GetFaction() != curObj.GetFaction():
                killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
            if tagObj.CanNoDead():
                tagObj.SetHP(1, True) # 触发不死,保留1点血量
                nodeadObjList.append(tagObj)
            else:
                dieObjList.append(tagObj)
                if tagObj.GetFaction() != curObj.GetFaction():
                    killObjList.append(tagObj)
                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    totalHurtValue = 0
    isSuckHP = False
    suckObjIDList = [] # 吸血的对象ID列表
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
    beHurtObjIDList = [] # 受伤的对象ID列表
    reviveObjList = [] # 复活的对象列表
    bounceObjList = [] # 有反弹的对象列表
    caorenProtectList = [] # 有被曹仁防护的对象列表
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -1415,14 +1426,23 @@
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
                
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
            if tagObj not in caorenProtectList:
                caorenProtectList.append(tagObj)
        if hurtObj.GetSuckHP() > 0 and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_PoisonCureSuck):
            if hurtObjID not in suckObjIDList:
                suckObjIDList.append(hurtObjID)
    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        killer = bounceObjList[0] if bounceObjList else None
        TurnAttack.SetObjKilled(turnFight, curObj, killer)
        if curObj.CanNoDead():
            curObj.SetHP(1, True) # 触发不死,保留1点血量
            nodeadObjList.append(curObj)
        else:
            dieObjList.append(curObj)
            killer = bounceObjList[0] if bounceObjList else None
            TurnAttack.SetObjKilled(turnFight, curObj, killer)
        
    # 记录最后一次总伤害,有伤害目标才记录
    if totalHurtValue:
@@ -1433,7 +1453,7 @@
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
    if stunObjIDList:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
    if isSuckHP:
    if suckObjIDList:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
        
    # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
@@ -1483,7 +1503,11 @@
                        # 己方单位死亡时
                        else:
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
    # 触发不死
    for tagObj in nodeadObjList:
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_NoDead, curObj, connSkill=useSkill)
    # 复活时
    for tagObj in reviveObjList:
        # 同步最新的怒气及buff,血量已经在技能中通知了
@@ -1492,6 +1516,20 @@
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
        
    # 曹仁防护触发,暂写死
    for tagObj in caorenProtectList:
        tagBatLineup = tagObj.GetBatLineup()
        caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
        if not caorenObj or not caorenObj.IsAlive():
            continue
        caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
        if not caoRenSkill:
            continue
        passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
        GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
        if passiveSkillID:
            OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
@@ -1504,6 +1542,10 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
            
        # 免疫
        if tagID in immuneObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
        if tagID in effIgnoreObjIDList:
            continue
        
@@ -1512,7 +1554,7 @@
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
            #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill)
            
        #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
        if not isAttackDirect:
@@ -1557,6 +1599,12 @@
        if tagID in parryObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
        # 吸血
        if tagID in suckObjIDList:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
            
        # 连击
        if batType == ChConfig.TurnBattleType_Combo:
@@ -1862,7 +1910,7 @@
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, batType=ChConfig.TurnBattleType_Passive, **kwargs):
    '''被动触发使用技能
    @param passiveSkill: 释放的被动技能 或 技能ID
    @param connSkill: 由什么技能引起的
@@ -1912,12 +1960,12 @@
            GameWorld.DebugLogEx("    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, **kwargs)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
        if not connSkill:
            return
        passiveTagObjList = connSkill.GetTagObjList()
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
        if "byFriendObj" not in kwargs:
            return
@@ -1925,10 +1973,10 @@
        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)
        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=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
        
    return isOK
@@ -2241,7 +2289,7 @@
        return hurtValue, hurtTypes, immuneHurt
    
    hurtValue = int(hurtValue)
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
    if defObj.CheckInState(ChConfig.ImmuneHurtStateList):
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
        immuneHurt = hurtValue
        hurtValue = 0
@@ -2412,7 +2460,7 @@
    # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
    # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
    # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
    caorenSkillID = 1015070
    caorenSkillID = ChConfig.SkillID_CaorenProtect
    effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
    
    isAve = False
@@ -2525,7 +2573,7 @@
            
            immuneHurt = immuneHurtDict.get(aveObjID)
            if immuneHurt == None:
                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
                if aveObj.CheckInState(ChConfig.ImmuneHurtStateList):
                    immuneHurt = 0
                else:
                    immuneHurt = -1 # 标记没有无敌
@@ -2777,6 +2825,9 @@
        cureHP += cureHPEx
        GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
        
    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddCureMultiBySkillType, curSkill)
    if addCureMulti:
        multiValue += addCureMulti / 100.0
    if multiValue and multiValue != 1:
        cureHP = int(cureHP * multiValue)
        GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)