ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -60,6 +60,9 @@
    if not skillID:
        return
    
    if not curBatObj.IsAlive():
        return
    objID = curBatObj.GetID()
    
    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
@@ -97,9 +100,21 @@
        return
    oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
    
    # 子技能怒气溢出值也有效,所以子技能不处理
    curXP = curBatObj.GetXP()
    if batType == ChConfig.TurnBattleType_Enhance:
        pass
    elif SkillCommon.isAngerSkill(useSkill):
        maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
        angerOverflow = max(curXP - maxXP, 0)
        curBatObj.SetAngerOverflow(angerOverflow)
    else:
        curBatObj.SetAngerOverflow(0)
    angerOverflow = curBatObj.GetAngerOverflow()
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
    # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
    
    poolMgr = ObjPool.GetPoolMgr()
@@ -134,11 +149,7 @@
    if IsNeedSyncSkill(useSkill):
        # 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)
        Sync_TurnFightTag(turnFight, useTag, 0)
        
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
@@ -149,11 +160,7 @@
    DoAttackResult(turnFight, curBatObj, useSkill)
    
    if useTag:
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 1
        turnFight.addBatPack(clientPack)
        Sync_TurnFightTag(turnFight, useTag, 1)
        
    # 处理反击 或 连击
    if isTurnNormalSkill:
@@ -596,8 +603,19 @@
def __doAddBuff(turnFight, curBatObj, useSkill):
    #执行添加buff
    
    for tagBatObj in useSkill.GetTagObjList():
        TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
    #光环技能,需先添加施法者
    if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
        curID = curBatObj.GetID()
        skillID = useSkill.GetSkillID()
        GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
            for tagBatObj in useSkill.GetTagObjList():
                if tagBatObj.GetID() == curBatObj.GetID():
                    continue
                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
    else:
        for tagBatObj in useSkill.GetTagObjList():
            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
        
    return
@@ -639,6 +657,7 @@
    return
def __doHarmSelf(turnFight, curBatObj, useSkill):
    ## 施法前自残
    harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
    if not harmEff:
        return
@@ -671,21 +690,52 @@
def SkillModule_1(turnFight, curBatObj, useSkill):
    ## 通用攻击,单攻、群攻
    
    # 计算伤害
    calcHurtResults = []
    for tagBatObj in useSkill.GetTagObjList():
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
        calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
        
    DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
    return
def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
    ## 计算技能伤害,只计算值,不做实际处理
    # @return: hurtValue, hurtTypes, immuneHurt
    atkSkillPer = curSkill.GetSkillPer()
    atkSkillValue = curSkill.GetSkillValue()
    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    return hurtValue, hurtTypes, immuneHurt
def SkillModule_5(turnFight, curBatObj, useSkill):
    ## 弹射(多次攻击,切换目标,单目标可多次)
    
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
    # 弹射技能需先从弹射目标里预选好曹仁要防护的对象
    caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
    for tagObj in ricochetObjList:
        tagID = tagObj.GetID()
        if tagID == ChConfig.HeroID_Caoren:
            continue
        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
            continue
        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
            caorenProtectObj = tagObj
    if caorenProtectObj == None:
        caorenProtectObj = 0 # 标记为已筛选过
    # 按顺序一个个弹伤害
    for tagBatObj in ricochetObjList:
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
        calcHurtResults = [[tagBatObj, hurtValue, hurtTypes, immuneHurt]]
        DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults, "RicochetHurt", caorenProtectObj, isManyTimes=True)
        
    return
def GetRicochetObjList(turnFight, curBatObj, useSkill):
def GetRicochetObjRankList(turnFight, curBatObj, useSkill):
    ## 获取弹射目标队列
    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
@@ -695,63 +745,120 @@
        ricochetCnt = random.randint(valueA, valueB)
        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
    GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
    
    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
    tagObjList = useSkill.GetTagObjList()
    random.shuffle(tagObjList)
    objCnt = len(tagObjList)
    ricochetObjList = []
    ricochetObjIDList = []
    for index in range(ricochetCnt):
        tagObj = tagObjList[index % objCnt]
        ricochetObjList.append(tagObj)
        ricochetObjIDList.append(tagObj.GetID())
    GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList))
    return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## 治疗
    
    calcCureResults = []
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    for tagBatObj in useSkill.GetTagObjList():
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
        poisonCureOwner = GetPoisonCureOwner(tagBatObj)
        calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
        
    DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults)
    return
def SkillModule_9(turnFight, curBatObj, useSkill):
    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
    
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
    # 弹射技能需先从弹射目标里预选好曹仁要防护的对象,有毒奶的情况
    poisonCureOwnerDict = {}
    caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
    for tagObj in ricochetObjList:
        tagID = tagObj.GetID()
        if tagID not in poisonCureOwnerDict:
            poisonCureOwner = GetPoisonCureOwner(tagObj)
            poisonCureOwnerDict[tagID] = poisonCureOwner
        poisonCureOwner = poisonCureOwnerDict[tagID]
        if not poisonCureOwner:
            continue
        if tagID == ChConfig.HeroID_Caoren:
            continue
        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
            continue
        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
            caorenProtectObj = tagObj
    if caorenProtectObj == None:
        caorenProtectObj = 0 # 标记为已筛选过
    for tagBatObj in ricochetObjList:
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
        poisonCureOwner = poisonCureOwnerDict.get(tagBatObj.GetID())
        calcCureResults = [[tagBatObj, cureHP, poisonCureOwner]]
        DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults, "RicochetCure", caorenProtectObj, isManyTimes=True)
        
    return
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
    if cureHP <= 0:
        return
def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
    '''结算技能治疗
    @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
    @param caorenProtectObj: 曹仁专用,要防护的对象
    @param isManyTimes: 是否是后端多次计算的
    '''
    
    dID = tagBatObj.GetID()
    hurtObj = useSkill.AddHurtObj(dID)
    if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
        return
    skillID = useSkill.GetSkillID()
    dHP = tagBatObj.GetHP()
    dMapHP = tagBatObj.GetMaxHP()
    remainHP = min(dHP + cureHP, dMapHP)
    realCureHP = max(remainHP - dHP, 0)
    tagBatObj.SetHP(remainHP)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    hurtObj.SetHurtHP(cureHP)
    hurtObj.SetLostHP(realCureHP)
    hurtObj.SetCurHP(tagBatObj.GetHP())
    GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
    TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
    skillID = curSkill.GetSkillID()
    calcHurtResults = []
    for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
        # 汇总毒奶
        if poisonCureOwner:
            hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
            hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
            hurtValue = cureHP
            hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
            calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
            continue
        # 非毒奶的执行治疗
        dID = tagBatObj.GetID()
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        remainHP = min(dHP + cureHP, dMapHP)
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        hurtObj = curSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
        TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
    # 再结算毒奶伤害
    DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, "PoisonCure", caorenProtectObj, isManyTimes)
    return
def GetPoisonCureOwner(defObj):
    ## 获取玩家身上的毒奶buff归属者
    # @return: buffOwner or None-无毒奶buff
    buffMgr = defObj.GetBuffManager()
    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
    if not poisonCureBuff:
        return
    ownerID = poisonCureBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
    return buffOwner
def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
    ## 执行持续治疗单次逻辑
@@ -765,19 +872,16 @@
    if not buffOwner:
        return
    
    atkObj = buffOwner
    defObj = batObj
    poisonCureOwner = GetPoisonCureOwner(defObj)
    atkObj = poisonCureOwner if poisonCureOwner else buffOwner
    
    atkID = ownerID
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    tagObjList = [defObj]
    
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
    Sync_TurnFightTag(turnFight, useTag, 0)
    
    dHP = defObj.GetHP()
    dMaxHP = defObj.GetMaxHP()
@@ -792,15 +896,27 @@
    #    hurtValue *= (10000 + FinalDamPer) / 10000.0
    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    
    if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
        remainHP = defObj.GetHP()
        diffType = 0
        diffValue = hurtObj.GetHurtHP()
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList([defObj])
    useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
    poisonCureOwner = GetPoisonCureOwner(defObj)
    if poisonCureOwner:
        GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
        hurtValue = cureHP
        hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
        hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
        calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
        DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
    else:
        remainHP = min(dHP + cureHP, dMaxHP)
        realCureHP = max(remainHP - dHP, 0)
        defObj.SetHP(remainHP)
        
        hurtObj = useSkill.AddHurtObj(defID)
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(defObj.GetHP())
@@ -808,13 +924,12 @@
        
        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
        
        diffType = 1
        diffValue = cureHP
    hurtTypes = hurtObj.GetHurtTypes()
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
    Sync_UseSkill(turnFight, atkObj, useSkill)
    
    DoBeAttackResult(turnFight, atkObj, useSkill)
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)
    
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
@@ -891,10 +1006,12 @@
    '''
    
    if curBatObj:
        # 反弹、吸血 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
        # 反弹、吸血、平摊伤害自残 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
        if curBatObj.GetHP() < 0:
            curBatObj.SetHP(0)
            
    if useSkill.GetBatType() == ChConfig.TurnBattleType_AtkBack:
        curBatObj.AddBigTurnAtkbackCnt()
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    if useSkill.GetCoolDownTime():
@@ -1003,7 +1120,7 @@
        return
    
    canAtkBack = False
    for hurtObj in useSkill.GetHurtObjList():
    for hurtObj in useSkill.GetHurtObjListAll():
        if hurtObj.GetObjID() != tagID:
            continue
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
@@ -1014,6 +1131,14 @@
        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
        return
    
    # 大回合单武将反击次数限制
    bigTurnAtkbackCntMax = IpyGameDataPY.GetFuncCfg("ParryCfg", 4)
    if bigTurnAtkbackCntMax:
        atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
        if atkbackCnt >= bigTurnAtkbackCntMax:
            GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
            return
    skillManager = tagObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
@@ -1061,16 +1186,22 @@
            
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表
    for tagObj in useSkill.GetTagObjList():
    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
    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)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    if curObj.IsAlive() and curObj.GetHP() <= 0:
    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
    selfAlive = curObj.IsAlive()
    if selfAlive and curObj.GetHP() <= 0:
        selfAlive = False
        dieObjList.append(curObj)
        TurnAttack.SetObjKilled(turnFight, curObj)
        
@@ -1079,12 +1210,12 @@
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    beHurtObjIDList = [] # 受伤的对象ID列表
    for hurtObj in useSkill.GetHurtObjList():
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
        if not tagObj:
            continue
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
            and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
            
@@ -1116,7 +1247,7 @@
            isSuckHP = True
            
    # 记录最后一次总伤害,有伤害目标才记录
    if useSkill.GetHurtObjList():
    if totalHurtValue:
        curObj.SetLastHurtValue(totalHurtValue)
        
    # 群攻只触发一次特长
@@ -1135,7 +1266,8 @@
    effIgnoreObjIDList = missObjIDList + immuneObjIDList
    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    if selfAlive:
        __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    
    # ========== 以下触发被动 ==========
    
@@ -1171,44 +1303,47 @@
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
    for tagObj in useSkill.GetTagObjList():
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        if tagID in effIgnoreObjIDList:
            continue
        isExObj = tagObj in tagObjListEx # 是否额外目标
        
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
            
        # 直接攻击
        if isAttackDirect:
        if isAttackDirect and not isExObj:
            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:
        # 持续伤害
        elif not isAttackDirect:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
            # 受到持续伤害
            if tagID in beHurtObjIDList:
            if tagID in beHurtObjIDList and not isExObj:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
                
        # 使用技能后
        if isUseSkill:
        if isUseSkill and not isExObj:
            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
        if batType == ChConfig.TurnBattleType_Combo:
        if batType == ChConfig.TurnBattleType_Combo and not isExObj:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
        # 追击
        elif batType == ChConfig.TurnBattleType_Pursue:
        elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
            
        triggerOne = True # 设置已经触发过一次
        
    # 有击杀时验证是否结算,最后处理
    if killObjList:
    # 验证是否结算,最后处理
    if dieObjList:
        turnFight.checkOverByKilled()
        
    return
@@ -1291,6 +1426,8 @@
        return
    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
    if str(specialty) not in specialtyAddXPDict:
        return
    if not gameObj.IsAlive():
        return
    addXP = specialtyAddXPDict[str(specialty)]
    addXP = GetEnhanceXP(gameObj, addXP)
@@ -1465,58 +1602,11 @@
        
    return isOK
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
    ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
    # @return: None - 没有执行成功,即忽略该目标
    atkObj = attacker
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    skillID = curSkill.GetSkillID()
    hurtObj = curSkill.AddHurtObj(defID)
    atkSkillPer = curSkill.GetSkillPer()
    atkSkillValue = curSkill.GetSkillValue()
    dHP = defObj.GetHP()                # 防守方当前血量
    dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
    zhansha = False # 斩杀特殊处理
    # նɱ
    if zhansha:
        pass
    else:
        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
        hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
        #伤害结构体
        hurtObj.SetHurtTypes(hurtTypes)
        hurtObj.SetHurtHP(hurtValue)
        hurtObj.SetRealHurtHP(realHurtHP)
        remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
    remainHP = int(remainHP)    #防范
    lostHP = dHP - remainHP # 实际掉血量
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
                       % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
    #反弹伤害
    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
    #吸血
    CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
    return
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
    '''计算伤害,默认按攻击计算
def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
    '''按公式计算伤害,默认按攻击计算
    '''
    
    mapID = turnFight.mapID
    #mapID = turnFight.mapID
    skillID = curSkill.GetSkillID()
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
@@ -1534,15 +1624,14 @@
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False # 是否必命中
    if not isTurnNormalSkill: # 仅普攻判断是否闪避
        mustHit = True
        
    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
    if isAngerSkill:
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        
    #命中公式 攻击方类型不同,公式不同
@@ -1571,10 +1660,12 @@
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
        aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        
        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
@@ -1613,6 +1704,12 @@
        
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
        
    aDOTPer, dDOTPerDef = 0, 0
    if isDot:
        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    
@@ -1624,18 +1721,32 @@
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
        
    aComboDamPer = 0 # 连击增伤
    # 阵营增减伤
    aCountry = atkObj.GetCountry()
    dCountry = defObj.GetCountry()
    countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
                         2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
                         3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
                         4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
                         }
    aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
    dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
    aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
    if batType == ChConfig.TurnBattleType_Combo:
        aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
        dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
        
    aPursueDamPer = 0 # 追击增伤
    aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
    if batType == ChConfig.TurnBattleType_Pursue:
        aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
        
    aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
    if mapID == ChConfig.Def_FBMapID_ArenaBattle:
        aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
        dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
    if turnFight.getPVPPlayerID() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -1643,6 +1754,8 @@
    dNormalSkillPerDef /= 10000.0
    aAngerSkillPer /= 10000.0
    dAngerSkillPerDef /= 10000.0
    aDOTPer /= 10000.0
    dDOTPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
@@ -1650,17 +1763,21 @@
    dSuperDamPerDef /= 10000.0
    aFinalDamPer /= 10000.0
    dFinalDamPerDef /= 10000.0
    aCountryDamPer /= 10000.0
    dCountryDamPerDef /= 10000.0
    aComboDamPer /= 10000.0
    dComboDamPerDef /= 10000.0
    aPursueDamPer /= 10000.0
    aArenaDamPer /= 10000.0
    dArenaDamPerDef /= 10000.0
    dPursueDamPerDef /= 10000.0
    aPVPDamPer /= 10000.0
    dPVPDamPerDef /= 10000.0
    
    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/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" 
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
    
    # 持续性伤害
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
@@ -1677,7 +1794,7 @@
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
        
    if isParry:
@@ -1768,35 +1885,363 @@
        return True
    return False
def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0):
    ## 计算伤害后,因各种buff和状态的影响处理
    # @return: hurtValue, realHurtHP, hurtTypes
def CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes=0):
    '''计算buff影响得到最终伤害: 如无敌、增减伤盾等
    @param hurtValue: 公式计算的伤害值
    @return: hurtValue, hurtTypes, immuneHurt
    '''
    
    immuneHurt = 0 # 免疫伤害值
    if hurtValue <= 0:
        return 0, 0, hurtTypes
        hurtValue = 0
        return hurtValue, hurtTypes, immuneHurt
    
    hurtValue = int(hurtValue)
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
        immuneHurt = hurtValue
        hurtValue = 0
        return hurtValue, hurtTypes, immuneHurt
    # 增减伤盾, 会改变 hurtValue,区别与计算公式中的增减伤,这里处理的是对公式计算结果的再次增减
    hurtValue = max(0, hurtValue)
    return hurtValue, hurtTypes, immuneHurt
def DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, lostType="", caorenProtectObj=None, isManyTimes=False):
    '''结算计算好的技能伤害
    @param calcHurtResults: 技能公式计算后的伤害结果 [[tagBatObj, hurtValue, hurtTypes, immuneHurt], ...]
    @param caorenProtectObj: 曹仁专用,要防护的对象
    @param isManyTimes: 是否是后端多次计算伤害的
    '''
    if not calcHurtResults:
        return
    isAttackDirect = SkillCommon.isAttackDirectSkill(curSkill) # 是否直接攻击
    # 计算平摊
    finalHurtResults = __calcAverageHurt(turnFight, atkObj, curSkill, calcHurtResults, caorenProtectObj, isAttackDirect)
    # 执行最终伤害结算
    mainHurtObj = None
    for hurtInfo in finalHurtResults:
        defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
        isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
        lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
        #伤害结构体
        defID = defObj.GetID()
        if isEx:
            if isManyTimes and mainHurtObj:
                hurtObj = mainHurtObj.AddHurtObjEx(defID)
            else:
                hurtObj = curSkill.AddHurtObj(defID, isEx=True)
            curSkill.AddTagObjEx(defObj)
        else:
            hurtObj = curSkill.AddHurtObj(defID)
            if not mainHurtObj:
                mainHurtObj = hurtObj
        hurtObj.SetHurtTypes(hurtTypes)
        hurtObj.SetHurtHP(hurtValue)
        hurtObj.SetLostHP(lostHP)
        hurtObj.SetCurHP(max(defObj.GetHP(), 0))
        #反弹伤害:仅非dot的技能造成的伤害技能本身目标才反弹,附属目标不反弹(平摊、溅射  附属目标),反弹伤害不平摊
        if isAttackDirect:
            CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
        #吸血:除反弹外的任意伤害都吸
        CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
    return mainHurtObj
def __calcAverageHurt(turnFight, curBatObj, useSkill, calcHurtResults, caorenProtectObj=None, isAttackDirect=False):
    '''计算伤害均摊承伤
    @return: finalHurtResults  [[tagBatObj, hurtValue, hurtTypes, immuneHurt, <isEx>], ...]
    '''
    if not calcHurtResults:
        return calcHurtResults
    # 是否在内层筛选曹仁防护目标,外层如果处理过了但是为None时会设置为0
    checkCaoren = True if (caorenProtectObj == None and isAttackDirect) else False
    if not isAttackDirect or caorenProtectObj == 0:
        caorenProtectObj = None
    srcHurtTotal = 0 # 源总伤害
    hurtValueDict = {} # 最终伤害 {objID:hurtValue, ...}
    immuneHurtDict = {} # 最终免疫伤害 {objID:immuneHurt, ...} # 无敌目标可摊伤害,但免疫该伤害
    tagFaction, tagLineupNum = 0, 0
    for calcInfo in calcHurtResults:
        tagObj, hurtValue, _, immuneHurt = calcInfo
        srcHurtTotal = srcHurtTotal + hurtValue + immuneHurt
        tagID = tagObj.GetID()
        hurtValueDict[tagID] = hurtValue
        if immuneHurt > 0:
            immuneHurtDict[tagID] = immuneHurt
        if not tagFaction:
            tagFaction = tagObj.GetFaction()
            tagLineupNum = tagObj.GetLineupNum()
        # 不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
        if checkCaoren and tagID != ChConfig.HeroID_Caoren and not immuneHurt and (not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP()):
            caorenProtectObj = tagObj
    isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
    if not isAve:
        #GameWorld.DebugLog("没有分摊伤害原值返回")
        return calcHurtResults
    GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s"
                       % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
    # 均摊给其他阵营的算非直接伤害,即曹仁无效
    for key, otherHurtDict in otherFactionHurtDict.items():
        aveFaction, aveLineupNum = key
        isAveEx, _, otherFactionHurtDictEx = __calcFactionAverageHurt(turnFight, aveFaction, aveLineupNum, otherHurtDict, immuneHurtDict)
        # 其他阵营分摊后的最终伤害累加到实际最终伤害
        for objID, aveHurt in otherHurtDict.items():
            hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
        GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s"
                           % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
        # 其他阵营再次分摊给其他阵营的,董白效果引起
        # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
        for keyEx, otherHurtDictEx in otherFactionHurtDictEx.items():
            factionEx, lineupNumEx = keyEx
            if factionEx != tagFaction or lineupNumEx != tagLineupNum:
                continue
            for objID, aveHurt in otherHurtDictEx.items():
                hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
            GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s"
                               % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
    finalHurtTotal = 0
    finalHurtResults = []
    # 主要目标伤害更新
    for calcInfo in calcHurtResults:
        tagObj, _, hurtTypes, _ = calcInfo
        tagID = tagObj.GetID()
        finalHurt = int(hurtValueDict.pop(tagID, 0))
        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
        # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
        if caorenProtectID == tagID:
            hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
        finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
    # 剩下伤害则默认为额外目标伤害,放主要目标后面
    isEx = 1
    batObjMgr = BattleObj.GetBatObjMgr()
    for tagID in set(hurtValueDict.keys() + immuneHurtDict.keys()):
        tagObj = batObjMgr.getBatObj(tagID)
        if not tagObj:
            continue
        hurtTypes = pow(2, ChConfig.HurtType_Normal)
        finalHurt = int(hurtValueDict.pop(tagID, 0))
        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
        if immuneHurt > 0:
            hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
        if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
            finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
    if finalHurtTotal != srcHurtTotal:
        GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
    return finalHurtResults
def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
    '''计算某个阵营的伤害平摊,每个阵营独立计算即可,减少复杂度
        优先级: 甄宓 > 曹仁 > 董白;
        减少复杂度,固定把董白最后算,这样每个阵营的伤害单独计算均摊即可
        @param hurtValueDict: 目标伤害字典
        @param immuneHurtDict: 目前最终免疫伤害字典
        @param caorenProtectObj: 曹仁防护对象,可能为 None 或 0 或 某一个对象
    '''
    # 甄宓    潜能1    织命    战斗开始,甄宓链接全体队友,使任意队友受到的伤害由全体均摊,持续2回合
    # 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
    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
    caorenProtectID = 0 # 曹仁成功防护的对象ID,有值代表有防护
    otherFactionHurtDict = {} # 分摊给其他阵营的伤害 {(faction, lineupNum):{objID:aveHurt, ...}, ...}
    batFaction = turnFight.getBatFaction(faction)
    batLineup = batFaction.getBatlineup(lineupNum)
    batObjMgr = BattleObj.GetBatObjMgr()
    GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s"
                       % (faction, lineupNum, hurtValueDict, immuneHurtDict))
    # 按优先级顺序处理拥有分摊效果的武将
    for effHeroID in effHeroIDList:
        if effHeroID not in batLineup.heroObjIDDict:
            continue
        objID = batLineup.heroObjIDDict[effHeroID]
        batObj = batObjMgr.getBatObj(objID)
        if not batObj or not batObj.IsAlive():
            continue
        buffMgr = batObj.GetBuffManager()
        inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
        aveBuff = None
        aveObjList = [] # 可均摊伤害的对象列表
        if effHeroID == ChConfig.HeroID_Caoren:
            if not caorenProtectObj:
                GameWorld.DebugLog("没有曹仁可防护的对象")
                continue
            hpLowestID = caorenProtectObj.GetID()
            if hpLowestID == objID:
                GameWorld.DebugLog("曹仁不防护自己")
                continue
            if not inHurt and hpLowestID not in hurtValueDict:
                GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
                continue
            if batObj.IsInControlledHard():
                GameWorld.DebugLog("曹仁被硬控中不防护")
                continue
            caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
            if not caoRenSkill:
                GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
                continue
            if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
                GameWorld.DebugLog("曹仁概率未触发防护")
                continue
            inHurt = True
            aveObjList = [batObj, caorenProtectObj]
            GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
        elif effHeroID == ChConfig.HeroID_Zhenfu:
            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
        elif effHeroID == ChConfig.HeroID_Dongbai:
            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Link)
        else:
            continue
        if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
            if not aveBuff:
                GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
                continue
            haloObjIDList = aveBuff.GetHaloObjIDList()
            GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
            for haloObjID in haloObjIDList:
                haloObj = batObjMgr.getBatObj(haloObjID)
                if not haloObj or not haloObj.IsAlive():
                    continue
                aveObjList.append(haloObj)
                if not inHurt and haloObjID in hurtValueDict:
                    inHurt = True
        if not inHurt:
            GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
            continue
        aveObjCnt = len(aveObjList)
        if aveObjCnt < 2:
            GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
            continue
        if not isAve:
            isAve = True
        if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
            caorenProtectID = caorenProtectObj.GetID()
            GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
        aveHurtTotal = 0
        for aveObj in aveObjList:
            aveObjID = aveObj.GetID()
            if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
                GameWorld.DebugLog("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
                continue
            if aveObjID not in hurtValueDict:
                continue
            hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
            if hurtValue <= 0:
                GameWorld.DebugLog("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
                continue
            aveHurtTotal += hurtValue
            GameWorld.DebugLog("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
        # 大家分摊
        aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
        aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
        GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
        for aveObj in aveObjList:
            aveObjID = aveObj.GetID()
            aveFaction = aveObj.GetFaction()
            immuneHurt = immuneHurtDict.get(aveObjID)
            if immuneHurt == None:
                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
                    immuneHurt = 0
                else:
                    immuneHurt = -1 # 标记没有无敌
                immuneHurtDict[aveObjID] = immuneHurt
            if immuneHurt >= 0:
                immuneHurtDict[aveObjID] = immuneHurt + aveHurt
                GameWorld.DebugLog("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
                continue
            if aveFaction == faction:
                aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
                GameWorld.DebugLog("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
            else:
                aveLineupNum = aveObj.GetLineupNum()
                key = (aveFaction, aveLineupNum)
                if key not in otherFactionHurtDict:
                    otherFactionHurtDict[key] = {}
                otherHurtDict = otherFactionHurtDict[key]
                otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
                GameWorld.DebugLog("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
        # 汇总最新伤害
        for aveObjID, aveHurt in aveHurtDict.items():
            hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
        GameWorld.DebugLog("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
    return isAve, caorenProtectID, otherFactionHurtDict
def DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType="", hpCanNegative=False, immuneHurt=0):
    '''仅执行掉血逻辑: 承伤盾抵扣  + 剩余扣血
    @param hurtValue: 掉血伤害值,一般是各种计算后的最终伤害值
    @param hpCanNegative: 扣除后的生命是否允许负值
    @param immuneHurt: 免疫的伤害值
    @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
    @return: lostHP
    '''
    if immuneHurt > 0:
        buffMgr = defObj.GetBuffManager()
        wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
        for buff in wudiBuffList:
            skillData = buff.GetSkillData()
            buffSkillID = buff.GetSkillID()
            # 记录免疫积攒的伤害
            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
            updBuffValue = buffValue + hurtValue
            updBuffValue = buffValue + immuneHurt
            buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
            buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
            GameWorld.DebugLog("    无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s"
                               % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue))
        return 0, 0, hurtTypes
            GameWorld.DebugLog("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s"
                               % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
    if hurtValue <= 0:
        return 0
    
    # 减伤盾减伤, 会改变 hurtValue
    hurtValue = max(0, hurtValue)
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    skillID = curSkill.GetSkillID()
    
    # 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
    # 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 lostHP
    lostHP = hurtValue
    shieldBuffList = []
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
        skillData = buff.GetSkillData()
        remainTime = buff.GetRemainTime() # 剩余回合
@@ -1834,9 +2279,20 @@
                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                
        realHurtHP = int(shieldHurtValue / shieldHurtPer)
        GameWorld.DebugLog("        承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
    return hurtValue, max(0, realHurtHP), hurtTypes
        lostHP = int(shieldHurtValue / shieldHurtPer)
        GameWorld.DebugLog("        承伤后剩余伤血: lostHP=%s" % (lostHP))
    dHP = defObj.GetHP()
    remainHP = dHP - lostHP # 剩余血量
    if not hpCanNegative and remainHP < 0:
        remainHP = 0
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s"
                       % (atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
    return lostHP
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
@@ -1858,18 +2314,12 @@
        return
    
    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)
    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
    if bounceHP <= 0:
        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
        return
    hurtObj.SetBounceHP(bounceHP)
    if realBounceHP > 0:
        remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
        atkObj.SetHP(remainHP)
        GameWorld.DebugLog("        bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
    return
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -1881,12 +2331,31 @@
        return
    
    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
    aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
    dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
    aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
    aCurePer /= float(ChConfig.Def_MaxRateValue)
    dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
    if suckHP <= 0:
        return
    
    if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
    # 吸血毒奶
    poisonCureOwner = GetPoisonCureOwner(atkObj)
    if poisonCureOwner:
        atkObj, defObj = poisonCureOwner, atkObj
        hurtValue = suckHP
        hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
        GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
        DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
        hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
        hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
        return
    
    curHP = atkObj.GetHP()
@@ -1896,46 +2365,14 @@
    
    hurtObj.SetSuckHP(suckHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
    
    # 吸血暂定算治疗
    TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
    return
def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
    ## 毒奶逻辑
    buffMgr = curObj.GetBuffManager()
    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
    if not poisonCureBuff:
        return
    ownerID = poisonCureBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
    if not buffOwner:
        return
    atkObj, defObj = buffOwner, curObj
    hurtTypes = hurtObj.GetHurtTypes()
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
    dHP = defObj.GetHP()
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
    if isSuck:
        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
        hurtObj.SetSuckHP(hurtValue)
    else:
        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
        hurtObj.SetHurtHP(hurtValue)
        hurtObj.SetLostHP(lostHP)
    hurtObj.SetHurtTypes(hurtTypes)
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
    return True
def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False, relativeObj=None):
def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
    ''' 计算治疗值
    '''
    
@@ -1943,21 +2380,38 @@
    if not relativeObj:
        relativeObj = GetRelativeObj(turnFight, userObj)
        
    skillID = curSkill.GetSkillID()
    cureType = curSkill.GetCalcType()
    skillPer = curSkill.GetSkillPer()
    #skillValue = curSkill.GetSkillValue()
    
    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
    
    cureHP = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
    aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
    dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
    
    angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
    skillPer /= float(ChConfig.Def_MaxRateValue)
    aCurePer /= float(ChConfig.Def_MaxRateValue)
    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
    baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s"
                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
    # 额外治疗值
    cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
    if cureWayExEff:
        cureType = cureWayExEff.GetEffectValue(0)
        skillPer = cureWayExEff.GetEffectValue(1)
        GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
        skillPer /= float(ChConfig.Def_MaxRateValue)
        baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
        cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
        cureHP += cureHPEx
        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
        
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
@@ -1965,33 +2419,10 @@
        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
def __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum=False):
    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    # 回合制
    curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
    cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
    angerOverflow = 0 # 怒气溢出值
    if SkillCommon.isAngerSkill(curSkill):
        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
    skillPer /= float(ChConfig.Def_MaxRateValue)
    curePer /= float(ChConfig.Def_MaxRateValue)
    cureDefPer /= float(ChConfig.Def_MaxRateValue)
    baseValue = max(0, cureBaseValue) # 防止基值被弱化为负值,在恢复比例也是负值的情况下负负得正导致可以恢复血量
    #公式计算治疗值
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    if not largeNum:
        cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
    cureHP = max(1, int(cureHP)) # 保底1点
    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
                       % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
    return cureHP
    if cureHP < 1:
        cureHP = 1
        GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
    return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
    ##获得基础计算值
@@ -2020,12 +2451,12 @@
        if bySkill:
            bySkillID = bySkill.GetSkillID()
            curID = curObj.GetID()
            for hurtObj in bySkill.GetHurtObjList():
            for hurtObj in bySkill.GetHurtObjListAll():
                if curID == hurtObj.GetObjID():
                    baseValue += hurtObj.GetHurtHP()
        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
        
    return baseValue
    return max(0, baseValue)
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
    ## 执行单次dot逻辑
@@ -2044,17 +2475,15 @@
    
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
    Sync_TurnFightTag(turnFight, useTag, 0)
    
    dHP = defObj.GetHP()
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
    layer = curBuff.GetLayer()
    if layer > 0:
        hurtValue *= layer
@@ -2063,27 +2492,34 @@
        FinalDamPer = kwargs["FinalDamPer"]
        hurtValue *= (10000 + FinalDamPer) / 10000.0
        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList([defObj])
    useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
    
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "DOT")
    
    hurtObj.SetHurtTypes(hurtTypes)
    hurtObj.SetHurtHP(hurtValue)
    hurtObj.SetRealHurtHP(realHurtHP)
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
    Sync_UseSkill(turnFight, atkObj, useSkill)
    
    DoBeAttackResult(turnFight, atkObj, useSkill)
    
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def Sync_TurnFightTag(turnFight, useTag, sign):
    ## 通知技能标签
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
    clientPack.Tag = useTag
    clientPack.Len = len(clientPack.Tag)
    clientPack.Sign = sign
    turnFight.addBatPack(clientPack)
    return
def Sync_UseSkill(turnFight, curBatObj, useSkill):
@@ -2099,6 +2535,7 @@
    clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
    clientPack.SkillID = useSkill.GetSkillID()
    clientPack.RelatedSkillID = relatedSkillID
    # 技能的主要伤害
    clientPack.HurtList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
@@ -2110,7 +2547,36 @@
        hurt.CurHPEx = hurtObj.GetCurHP() / ChConfig.Def_PerPointValue
        hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
        hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
        hurt.HurtListEx = []
        # 单个伤害的额外伤害,如弹射+平摊伤害
        for hurtObjEx in hurtObj.GetHurtObjListEx():
            hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
            hurtEx.ObjID = hurtObjEx.GetObjID()
            hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
            hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
            hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
            hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
            hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
            hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
            hurt.HurtListEx.append(hurtEx)
        hurt.HurtCountEx = len(hurt.HurtListEx)
        clientPack.HurtList.append(hurt)
    # 技能的额外伤害,如常规技能的平摊伤害
    clientPack.HurtListEx = []
    for hurtObjEx in useSkill.GetHurtObjListEx():
        hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
        hurtEx.ObjID = hurtObjEx.GetObjID()
        hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
        hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
        hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
        hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
        hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
        hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
        clientPack.HurtListEx.append(hurtEx)
    clientPack.HurtCountEx = len(clientPack.HurtListEx)
    # 没有主要伤害时视为没有伤害,如纯buff的技能,需要通知目标给前端
    if not clientPack.HurtList:
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()