ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,11 +62,11 @@
    if not curBatObj.CanAction():
        return
    
    buffStateLimit = useSkill.GetBuffStateLimit()
    if buffStateLimit:
        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
    buffStateGroups = useSkill.GetBuffStateLimit()
    if buffStateGroups:
        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
        if limitState:
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
            return
        
    #没有指定目标,则按技能自身的目标逻辑
@@ -81,6 +81,7 @@
                    
    if not tagObjList:
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        return
    
    objID = curBatObj.GetID()
@@ -168,8 +169,13 @@
    tagAffect = useSkill.GetTagAffect()
    tagCount = useSkill.GetTagCount()
    
    curFaction = curBatObj.GetFaction()
    lineupNumSet = None
    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
    if changeRet:
        lineupNumSet, changeTagSet = changeRet
        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
    # 自己,直接返回
    if tagAim == ChConfig.SkillTagAim_Self:
        return [curBatObj]
@@ -182,6 +188,7 @@
    # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
    # 嘲讽: 目标是敌方时强制目标一定包含施法者
    
    curFaction = curBatObj.GetFaction()
    sneerObj = None # 嘲讽目标
    sneerObjID, sneerObjPosNum = 0, 0
    if tagFriendly:
@@ -200,7 +207,9 @@
    posNum = curBatObj.GetPosNum()
    
    batFaction = turnFight.getBatFaction(tagFaction)
    if tagFaction == curFaction:
    if lineupNumSet != None and not tagFriendly:
        lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
    elif tagFaction == curFaction:
        lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
    else:
        lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
@@ -321,6 +330,11 @@
        sortObjList.sort(reverse=True)
        aimObjList = [s[1] for s in sortObjList]
        
    # 仅焚血(毒奶)目标
    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
        for aimObj in aimObjList[::-1]:
            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                aimObjList.remove(aimObj)
    else:
        # 范围目标超过个数,则随机取
        if tagCount and len(aimObjList) > tagCount:
@@ -341,6 +355,38 @@
        aimObjList = aimObjList[:tagCount]
        
    return aimObjList
def CheckChangeTagEff(turnFight, curBatObj, useSkill):
    ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
    # IPY_Skill 没有  GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
    if not hasattr(useSkill, "GetEffectByID"):
        return
    cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
    if not cureWayExEff:
        return
    changeTagSet = cureWayExEff.GetEffectValue(0)
    checkInStates = cureWayExEff.GetEffectValue(1)
    if not checkInStates:
        return None, changeTagSet
    curFaction = curBatObj.GetFaction()
    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
    batFaction = turnFight.getBatFaction(tagFaction)
    lineupNum = curBatObj.GetLineupNum()
    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
    for tagNum in batFaction.lineupDict.keys():
        if tagNum not in lineupNumList:
            lineupNumList.append(tagNum)
    batObjMgr = BattleObj.GetBatObjMgr()
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
        for tagID in batLineup.posObjIDDict.values():
            tagObj = batObjMgr.getBatObj(tagID)
            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
                return lineupNum, changeTagSet
    return
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
    ## 获取行排目标对象列表
@@ -517,6 +563,11 @@
        if cureHP <= 0:
            continue
        
        dID = tagBatObj.GetID()
        hurtObj = useSkill.AddHurtObj(dID)
        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
            continue
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        
@@ -524,8 +575,6 @@
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        
        dID = tagBatObj.GetID()
        hurtObj = useSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
@@ -645,7 +694,13 @@
                纵排: 优先前面的单位
    '''
    
    if turnFight.winFaction:
        return
    if not useSkill.ComboEnable():
        return
    if not atkObj.IsAlive():
        return
    
    tagFriendly = useSkill.GetTagFriendly()
@@ -824,6 +879,7 @@
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    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)
    
@@ -872,6 +928,10 @@
            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:
        turnFight.checkOverByKilled()
        
    return
@@ -1146,7 +1206,7 @@
    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
    
    #吸血
    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
    CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
    return
def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
@@ -1206,6 +1266,8 @@
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        
    if isParry:
@@ -1396,6 +1458,7 @@
    if hurtValue <= 0:
        return 0, 0, hurtTypes
    
    hurtValue = int(hurtValue)
    buffMgr = defObj.GetBuffManager()
    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
    if wudiBuffList:
@@ -1483,7 +1546,7 @@
    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
    return
def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算吸血
    '''
    
@@ -1495,6 +1558,9 @@
    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
    if suckHP <= 0:
        return
    if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
        return
    
    curHP = atkObj.GetHP()
@@ -1509,6 +1575,39 @@
    # 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):
    ''' 计算治疗值
@@ -1587,7 +1686,7 @@
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
    return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
    ## 执行单次dot逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1619,9 +1718,11 @@
    if layer > 0:
        hurtValue *= layer
        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    if "FinalDamPer" in kwargs:
        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)
    # dot的反弹、吸血待定
    
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
@@ -1646,6 +1747,8 @@
def Sync_UseSkill(turnFight, curBatObj, useSkill):
    ## 通知释放技能
    bySkill = useSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
    clientPack.ObjID = curBatObj.GetID()
@@ -1654,6 +1757,7 @@
    clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
    clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
    clientPack.SkillID = useSkill.GetSkillID()
    clientPack.RelatedSkillID = relatedSkillID
    clientPack.HurtList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)