ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -38,6 +38,11 @@
    ght = useSkill.GetHurtType() % 10
    if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
        return IPY_GameWorld.ghtMag
    if ght == 3: # 由触发的技能决定
        bySkill = useSkill.GetBySkill()
        if bySkill:
            #GameWorld.DebugLogEx("物法类型取触发的技能: useSkillID=%s,bySkillID=%s", useSkill.GetSkillID(), bySkill.GetSkillID())
            return GetPMType(batObj, bySkill)
    return IPY_GameWorld.ghtPhy
def IsIgnoreDef(useSkill):
@@ -60,6 +65,19 @@
        return
    
    skillType = useSkill.GetSkillType()
    byBatObj = kwargs.pop("byBatObj", None)
    if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
        if useSkill.GetSkillType() in ChConfig.Def_HurtSkill_List:
            if not byBatObj:
                return
            GameWorld.DebugLogEx("命格攻击类技能施法方算触发者! mgObjID=%s,byObjID=%s,skillID=%s", curBatObj.GetID(), byBatObj.GetID(), skillID)
            curBatObj = byBatObj
        else:
            # 因为命格攻击类技能修改了施法者,后续如果有子技能触发会变成还是变更后的施法者,导致命格全体buff可能存在多个施法来源,可能导致bug
            batLineup = curBatObj.GetTFBatLineup()
            curBatObj = batLineup.getMinggeObj()
            GameWorld.DebugLogEx("命格非攻击类技能强制施法者为命格自己! mgObjID=%s,skillID=%s", curBatObj.GetID(), skillID)
    byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
    if not curBatObj.IsAlive():
        if skillType == ChConfig.Def_SkillType_Revive:
@@ -145,8 +163,8 @@
    angerOverflow = curBatObj.GetAngerOverflow()
    
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLogEx("◆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)
    GameWorld.DebugLogEx("◆使用技能: skillID=%s,curID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s",
                         skillID, objID, 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
    
    if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
@@ -158,6 +176,8 @@
    useSkill.SetBatType(batType)
    useSkill.SetBySkill(bySkill)
    useSkill.SetByBuff(byBuff)
    # 注:理论上原先的 byFriendObj 都可以直接用这个,但是旧的代码先不修改了,后续的累计敌军、友军之类的触发可以统一使用 byBatObj
    useSkill.SetByBatObj(kwargs.pop("byBatObj", None))
    useSkill.SetByTriggerWay(byTriggerWay)
    
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
@@ -378,13 +398,14 @@
                    colNumList.insert(0, specInColNum)
                    
            GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            posObjIDDict = batLineup.getPosObjIDDict()
            for col in colNumList:
                for row in range(1, 1 + ChConfig.TurnFightRows):
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                    if pNum not in posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagObjID = posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
@@ -403,13 +424,14 @@
                
            GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            # 按前排优先原则
            posObjIDDict = batLineup.getPosObjIDDict()
            for row in range(1, 1 + ChConfig.TurnFightRows):
                for col in colNumList:
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                    if pNum not in posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagObjID = posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
@@ -541,7 +563,7 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
        for tagID in batLineup.posObjIDDict.values():
        for tagID in batLineup.getBatHeroObjIDList():
            tagObj = batObjMgr.getBatObj(tagID)
            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
                return lineupNum, changeTagSet
@@ -577,13 +599,14 @@
        
    GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in rowNumList:
        for col in colNumList:
            pNum = (row - 1) * ChConfig.TurnFightCols + col
            #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
            if pNum not in batLineup.posObjIDDict:
            if pNum not in posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagObjID = posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                continue
@@ -608,13 +631,14 @@
    row = inRowNum # 目标玩家所在横排
    
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetBatLineup()
    batLineup = tagObj.GetTFBatLineup()
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for col in colNumList:
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
        if pNum not in posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagObjID = posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
@@ -637,13 +661,14 @@
    col = inColNum # 目标玩家所在纵排
    
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetBatLineup()
    batLineup = tagObj.GetTFBatLineup()
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in range(1, 1 + ChConfig.TurnFightRows):
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in batLineup.posObjIDDict:
        if pNum not in posObjIDDict:
            continue
        tagObjID = batLineup.posObjIDDict[pNum]
        tagObjID = posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
@@ -695,12 +720,13 @@
        colNumList.insert(0, inColNum)
        
    # 按前排优先原则
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in range(ChConfig.TurnFightRows):
        for col in colNumList:
            pNum = row * ChConfig.TurnFightCols + col
            if pNum not in batLineup.posObjIDDict:
            if pNum not in posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagObjID = posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                continue
@@ -1395,6 +1421,8 @@
    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
    relatedSkillID = useSkill.GetSkillID()
    delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
    beControlledHardDict = {} # 受控目标 {objID:buff, ...}
    beDotBuffDict = {} # 被添加dot的目标 {objID:buff, ...}
    afterLogicList = useSkill.GetAfterLogicList()
    for logicType, logicData in afterLogicList:
        if logicType == ChConfig.AfterLogic_DelBuff:
@@ -1413,6 +1441,15 @@
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
        # 统计添加buff需要触发的被动
        elif logicType == ChConfig.AfterLogic_TriggerAddBuff:
            triggerType, batObj, buff, buffOwner = logicData
            if buffOwner.GetID() == curID:
                if triggerType == ChConfig.TriggerWay_BeControlledHard:
                    beControlledHardDict[batObj.GetID()] = buff
                elif triggerType == ChConfig.TriggerWay_AddDOTBuff:
                    beDotBuffDict[batObj.GetID()] = buff
    # 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
@@ -1532,6 +1569,10 @@
    
    # ========== 以下触发被动 ==========
    
    curBatLineup = curObj.GetTFBatLineup()
    curMGObj = curBatLineup.getMinggeObj()
    mgTriggerWayList = [] # 命格本次技能已触发方式列表,命格固定只触发一次
    # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式  ChConfig.TriggerWay_BuffDel(立即触发)
    for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
        triggerWay, effInfoList = afterTriggerData
@@ -1555,7 +1596,7 @@
            batFaction = turnFight.getBatFaction(faction)
            for lineupNum in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(lineupNum)
                for lineupObjID in batLineup.posObjIDDict.values():
                for lineupObjID in batLineup.getBatHeroObjIDList():
                    lineupObj = batObjMgr.getBatObj(lineupObjID)
                    if not lineupObj.IsAlive():
                        continue
@@ -1578,10 +1619,13 @@
        TurnBuff.DoBuffByRevive(turnFight, tagObj)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
    if reviveObjList and curMGObj:
        tagObj = reviveObjList[0]
        TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Revive, tagObj, connSkill=useSkill, byFriendObj=curObj)
        
    # 曹仁防护触发,暂写死
    for tagObj in caorenProtectList:
        tagBatLineup = tagObj.GetBatLineup()
        tagBatLineup = tagObj.GetTFBatLineup()
        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
@@ -1596,7 +1640,6 @@
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
    curBatLineup = None
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        
@@ -1604,7 +1647,11 @@
        if tagID in missObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
            if tagMGObj and ChConfig.TriggerWay_Miss not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Miss)
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill, byBatObj=tagObj)
        # 免疫
        if tagID in immuneObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
@@ -1652,30 +1699,65 @@
        if tagID in stunObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
            if curMGObj and ChConfig.TriggerWay_Stun not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Stun)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 控制
        if tagID in beControlledHardDict:
            buff = beControlledHardDict[tagID]
            if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
                if curMGObj and ChConfig.TriggerWay_Frozen not in mgTriggerWayList:
                    mgTriggerWayList.append(ChConfig.TriggerWay_Frozen)
                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
            
        # 附加dot
        if tagID in beDotBuffDict:
            if curMGObj and ChConfig.TriggerWay_AddDOTBuff not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_AddDOTBuff)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_AddDOTBuff, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 暴击
        if tagID in superHitObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
            if curMGObj and ChConfig.TriggerWay_SuperHit not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_SuperHit)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 格挡
        if tagID in parryObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
            if tagMGObj and ChConfig.TriggerWay_Parry not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Parry)
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill, byBatObj=tagObj)
        # 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)
            if curMGObj and ChConfig.TriggerWay_SuckHPOne not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_SuckHPOne)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 连击
        if batType == ChConfig.TurnBattleType_Combo:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
            if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Combo)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 追击
        elif batType == ChConfig.TurnBattleType_Pursue:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
            if isAttackDirect:
                if curMGObj and ChConfig.TriggerWay_PursueAtk not in mgTriggerWayList:
                    mgTriggerWayList.append(ChConfig.TriggerWay_PursueAtk)
                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
        # 反击
        elif batType == ChConfig.TurnBattleType_AtkBack:
@@ -1684,10 +1766,8 @@
            
            
        # 敌友方
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
            if not curBatLineup:
                curBatLineup = curObj.GetBatLineup()
            for lineupObjID in curBatLineup.posObjIDDict.values():
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt or tagID in beControlledHardDict:
            for lineupObjID in curBatLineup.getBatHeroObjIDList():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
@@ -1703,6 +1783,10 @@
                    if not triggerOne:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                        
                # 敌方被控时
                if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
                # 连击
                if batType == ChConfig.TurnBattleType_Combo:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -1727,9 +1811,7 @@
    if not batFaction:
        return
    batLineup = batFaction.getBatlineup(1)
    if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
        return
    dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
    dongbaiObj = batLineup.getHeroObj(ChConfig.HeroID_Dongbai)
    if not dongbaiObj or dongbaiObj.IsAlive():
        return
    skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
@@ -1985,7 +2067,7 @@
    @param effectID: 被动效果ID
    注:可能由A引起触发B技能的效果释放技能C
    '''
    if not passiveSkill:
    if not passiveSkill or not batObj:
        return
    if isinstance(passiveSkill, int):
        passiveSkillID = passiveSkill
@@ -2002,9 +2084,11 @@
        bySkillID = connBuff.GetSkillID()
    passiveSkillID = passiveSkill.GetSkillID()
    if passiveSkillID == bySkillID:
        #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
        return
        if not connSkill or connSkill.GetObjID() == batObj.GetID():
            GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
            return
        # 不同施法者的相同技能ID可触发,如双方都有相同武将相同技能的情况下,如吕玲绮
    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
        #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
        return
@@ -2065,8 +2149,8 @@
    '''按公式计算伤害,默认按攻击计算
    '''
    
    #mapID = turnFight.mapID
    skillID = curSkill.GetSkillID()
    #mapID = turnFight.mapID
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
    batType = curSkill.GetBatType()
@@ -2086,23 +2170,31 @@
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    
    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
    #命中公式 攻击方类型不同,公式不同
    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
    # 常规闪避 - 仅针对普攻
    if isTurnNormalSkill and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = curSkill.GetTagMissNum(defID)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
            GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
            curSkill.SetTagMissNum(defID, missRate + 1)
            curSkill.SetTagMissNum(defID, missNum + 1)
            return 0, pow(2, ChConfig.HurtAtkType_Miss)
        
    # 绝对闪避 - 除dot外的所有技能,因为绝对闪避不触发常规闪避的被动,所以在常规闪避后判断
    if not isDot:
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRateDef)
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
        missNum = curSkill.GetTagMissNum(defID)
        if dMissRate > 0:
            missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
            if GameWorld.CanHappen(missRate):
                GameWorld.DebugLogEx("绝对闪避了! missRate=%s,dAbsoluteMissRate=%s,aAbsoluteMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
                curSkill.SetTagMissNum(defID, missNum + 1)
                return 0, pow(2, ChConfig.HurtAtkType_AbsoluteMiss)
    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
    hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
    
    isSuperHit, isParry, isStun = False, False, False
@@ -2596,12 +2688,10 @@
                         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)
        batObj = batLineup.getHeroObj(effHeroID)
        if not batObj or not batObj.IsAlive():
            continue
        objID = batObj.GetID()
        buffMgr = batObj.GetBuffManager()
        
        inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
@@ -2835,7 +2925,7 @@
    damBackPer = 0
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
        damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
        connSkillTypeID = buff.GetSkillTypeID()
        damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
        
@@ -3059,6 +3149,43 @@
    useSkill.ResetUseRec()
    return
def DoHurtExAtk(turnFight, atkObj, defObj, hurtValue, skillID, hurtTypes=0):
    ## 额外结算指定伤害
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue()) # 复用dot的标签
    Sync_TurnFightTag(turnFight, useTag, 0)
    dHP = defObj.GetHP()
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLogEx("额外结算指定伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,,dHP=%s/%s",
                         atkID, defID, skillID, hurtValue, dHP, dMaxHP)
    useSkill = BattleObj.PySkill(skillIpyData, atkID)
    useSkill.SetTagObjList([defObj])
    useSkill.SetBatType(ChConfig.TurnBattleType_Dot) # 要修改表现的话等前端同步修改
    hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt) # 确保有基础的伤害类型
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "HurtExAtk")
    Sync_UseSkill(turnFight, atkObj, useSkill)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)
    useSkill.ResetUseRec()
    return True
def Sync_TurnFightTag(turnFight, useTag, sign):
    ## 通知技能标签
    clientPack = ChPyNetSendPack.tagSCTurnFightTag()