ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -34,6 +34,7 @@
import GameObj
import PassiveBuffEffMng
import IpyGameDataPY
import TurnAttack
#---------------------------------------------------------------------
#---------------------------------------------------------------------
@@ -573,7 +574,7 @@
    lvSummonNPC = curPlayer.GetLV()
    summonNPC.SetLV(lvSummonNPC)
    summonNPC.SetCountry(curPlayer.GetCountry())
    summonNPC.SetDict(ChConfig.Def_NpcDictKey_CampType, curPlayer.GetFaction())
    GameObj.SetFaction(summonNPC, curPlayer.GetFaction())
    summonNPC.GetNPCAngry().Init(ChConfig.Def_SummonNPC_Angry_Count)
    #设置召唤兽属性
    SetSummonNPCProperty(curPlayer, summonNPC, curSkill)
@@ -1225,21 +1226,17 @@
#  @param addValue 添加值
#  @return None
#  @remarks 函数详细说明.
def SkillAddHP(curObj, skillTypeID, addValue, isNotify=True):
def SkillAddHP(curObj, skillID, addValue, isNotify=True, srcObj=None):
    if not srcObj:
        srcObj = curObj
    curObjType = curObj.GetGameObjType()
    
    #=======================================================================
    # if curObj.GetMapID() in ChConfig.CanNotRecoverMapIDList and skillTypeID not in ChConfig.ForceRecoverSkillList:
    #    GameWorld.DebugLog("该地图无法使用技能恢复血量!")
    #    return
    #=======================================================================
    if GameObj.GetPyPlayerState(curObj, ChConfig.Def_PlayerState_LimitAddHP):
        #GameWorld.DebugLog("当前禁疗状态下,无法恢复!")
        return
    
    if addValue <= 0:
        GameWorld.Log('###技能回复血量异常,数值错误 = %s,技能类型ID = %s' % (addValue , skillTypeID))
        GameWorld.Log('###技能回复血量异常,数值错误 = %s,技能ID = %s' % (addValue , skillID))
        return
    
    curHP = GameObj.GetHP(curObj)
@@ -1253,23 +1250,26 @@
        return
    
    # 治疗加成
    curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
    addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
    #curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
    #addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
    
    maxHP = GameObj.GetMaxHP(curObj)
    
    #血已最大值,不再恢复,跳出
    if curHP == maxHP:
    if curHP >= maxHP:
        GameWorld.DebugLog("满血不用回血,只通知回血表现!")
        #广播加血类型
        if isNotify:
            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
        return
            AttackCommon.ChangeHPView(curObj, srcObj, skillID, addValue, ChConfig.Def_HurtTYpe_Recovery)
        return addValue
    
    remainHP = min(curHP + addValue, maxHP)
    cureHP = remainHP - curHP # 实际治疗量
    TurnAttack.AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID)
    
    #---玩家处理---
    if curObjType == IPY_GameWorld.gotPlayer:
        GameObj.SetHP(curObj, remainHP, not isNotify)
        GameObj.SetHP(curObj, remainHP, False) # 先不通知
        FBLogic.OnFBAddHP(curObj, addValue)
    
    #---NPC处理---
@@ -1279,15 +1279,12 @@
            PetControl.SetPetHP(curObj, remainHP)
        #普通NPC回血
        else:
            GameObj.SetHP(curObj, remainHP)
            if not isNotify:
                #已广播的不重复
                curObj.Notify_HP()
            GameObj.SetHP(curObj, remainHP, False) # 先不通知
    #广播加血类型
    if isNotify:
        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
        AttackCommon.ChangeHPView(curObj, srcObj, skillID, addValue, ChConfig.Def_HurtTYpe_Recovery)
    return
## 直接扣血不走公式
@@ -1355,6 +1352,8 @@
    else:
        # 已广播的不重复
        GameObj.SetHP(curObj, remainHP, not view)
    lostHP = curObjHP_BeforeAttack - GameObj.GetHP(curObj) # 实际掉血量
    
    AttackCommon.WriteHurtLog(buffOwner, curObj, curSkill, lostValue, hurtType, "持续掉血")
    if view:
@@ -1408,10 +1407,12 @@
        elif curObjType == IPY_GameWorld.gotNPC:
            AttackCommon.NPCAddObjInHurtList(attackerOwner, curObj, curObjHP_BeforeAttack, lostValue)
            
    TurnAttack.AddTurnObjHurtValue(buffOwner, curObj, hurtType, lostValue, lostHP, curSkill)
    #统一调用攻击结束动作
    if isDoAttackResult:
        BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
    return
    return lostHP
## 检查增加淬毒buff
#  @param skillTypeID 使用的技能typeID
@@ -1968,7 +1969,15 @@
    if not curSkill:
        return ChConfig.Def_BattleRelationType_Comm
    #0通哟  1 PVP类型  2PVE类型  
    return curSkill.GetHurtType()
    return curSkill.GetHurtType() % 10
def isXPSkill(curSkill):
    ## 是否xp怒气技能
    return curSkill and curSkill.GetXP() > 0
def isTurnNormalAtkSkill(curSkill):
    ## 是否回合普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaAttack
## 检查技能是否为被动技能, 用于控制不可释放技能
def isPassiveSkill(curSkill):
@@ -2057,34 +2066,7 @@
#  @param useSkill 使用的技能
#  @return 基础治疗值
#  @remarks 函数详细说明.
def GetCureBaseValue(attacker, useSkill):
    return GetAttackerHurtValueByAtkType(attacker, AttackCommon.GetBattleType(attacker, useSkill))
## 获得基础伤害值(目前用于持续性技能的计算)
#  @param attacker 攻击者
#  @param useSkill 使用的技能
#  @return 基础伤害值
#  @remarks 获得基础伤害值
def GetHurtBaseValue(attacker, useSkill):
    return GetAttackerHurtValueByAtkType(attacker, AttackCommon.GetBattleType(attacker, useSkill))
#---------------------------------------------------------------------
## 通过攻击类型获得攻击方伤害值
#  @param attacker 攻击者
#  @param atkType 攻击类型(物理攻击、摩法攻击)
#  @return 攻击方伤害值
#  @remarks 通过攻击类型获得攻击方伤害值
def GetAttackerHurtValueByAtkType(attacker, atkType):
    return (attacker.GetMinAtk() + random.random() * (attacker.GetMaxAtk() - attacker.GetMinAtk()))
    #===========================================================================
    # if atkType == IPY_GameWorld.ghtPhy:
    #    #(最小攻击 + rand()*( 最大攻击伤害-最小攻击伤害 )
    #    return (attacker.GetMinAtk() + random.random() * (attacker.GetMaxAtk() - attacker.GetMinAtk()))
    #
    # #(最小剑气伤害 + rand()*( 最大剑气伤害-最小剑气伤害 )
    # return (attacker.GetMAtkMin() + random.random() * (attacker.GetMAtkMax() - attacker.GetMAtkMin()))
    #===========================================================================
def GetCureBaseValue(attacker, useSkill): return attacker.GetMaxAtk()
#---------------------------------------------------------------------
## 获得某技能管理器是否有特定技能
@@ -2202,19 +2184,6 @@
    curePercent = 1.0     #治疗加成值
    cureBaseValue = 0     #治疗基础值
    
    #passiveSkill = GetSkillFromOtherSkillByEffectID(userObj, curSkill, ChConfig.Def_Skill_Effect_PassiveSkillID)
    #该被动技能已学, 则处理被动影响的效果
    #===========================================================================
    # if passiveSkill != None and isPassiveSkill(passiveSkill):
    #    cureEffect = GetSkillEffectByEffectID(passiveSkill, ChConfig.Def_Skill_Effect_CureUpper)
    #
    #    #计算治疗加成,按几率触发
    #    if GameWorld.CanHappen(passiveSkill.GetHappenRate(), ChConfig.Def_MaxRateValue) \
    #    and cureEffect != None:
    #        curePercent += cureEffect.GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
    #===========================================================================
    #特殊技能的附加值
    addExValue = 0 
    
@@ -2233,27 +2202,46 @@
        cureBaseValue = GameObj.GetLastHurtValue(userObj)
    elif cureType == ChConfig.Def_Cure_TagMaxHP:
        cureBaseValue = 0 if not tagObj else GameObj.GetMaxHP(tagObj)
    #这边写死了效果1,基本已经定型
    #获得技能的计算参数值
    if cureType == ChConfig.Def_Cure_PHY:
        # 根据敏捷,力量差值及效果系数计算恢复比例
        skillPer = max(0, userObj.GetPHY() - userObj.GetSTR()) / float(curSkill.GetEffect(0).GetEffectValue(0))
        GameWorld.DebugLog("英勇复苏: 敏=%s,力=%s,skillPer=%s" % (userObj.GetPHY(), userObj.GetSTR(), skillPer))
    else:
        skillPer = curSkill.GetEffect(0).GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
    #技能附加
    #elif cureType == ChConfig.Def_Cure_TagAtk:
    #    cureBaseValue = 0 if not tagObj else GetCureBaseValue(tagObj, curSkill)
    #elif cureType == ChConfig.Def_Cure_LostHP:
    #    cureBaseValue = max(0, GameObj.GetMaxHP(userObj) - GameObj.GetHP(userObj))
    #elif cureType == ChConfig.Def_Cure_BeHurtValue:
    #    cureBaseValue = GameObj.GetLastBeHurtValue(userObj)
    skillPer = curSkill.GetEffect(0).GetEffectValue(0)
    #技能附加固定值
    skillValue = curSkill.GetEffect(0).GetEffectValue(1)
    
    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)/float(ChConfig.Def_MaxRateValue)
    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
    skillPer /= float(ChConfig.Def_MaxRateValue)
    # 回合制
    curePer = 0 # 治疗加成
    cureDefPer = 0 # 敌方的弱化治疗
    angerOverflow = 0 # 怒气溢出值
    if userObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        if isXPSkill(curSkill):
            angerOverflow = max(GameObj.GetXP(userObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        #enemyObj = TurnAttack.GetEnemyObj(userObj)
        #curePer += GameObj.GetCurePer(userObj)
        #if enemyObj:
        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
    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 = int((cureBaseValue * skillPer + skillValue + addExValue) * curePercent)
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    #cureHP = (cureHP + skillValue + addExValue) * curePercent # 策划没有要求,但是支持的,先屏蔽
    if not largeNum:
        cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
    cureHP = max(1, int(cureHP)) # 保底1点
    
    #GameWorld.DebugLog("获取治疗值(%s):cureType=%s,cureBaseValue=%s,skillPer=%s,skillValue=%s"
    #                   % (cureHP, cureType, cureBaseValue, skillPer, skillValue))
    GameWorld.DebugLog("获取治疗值(%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