ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -41,7 +41,7 @@
import PlayerTruck
#import PlayerPrestigeSys
import PlayerFamily
import BossHurtMng
#import BossHurtMng
import PassiveBuffEffMng
import PlayerSuccess
import GameFuncComm
@@ -56,7 +56,9 @@
import PlayerState
import ChPyNetSendPack
import NetPackCommon
import FamilyRobBoss
import FBCommon
import ChNPC
import datetime
import math
@@ -440,6 +442,18 @@
    
    return ChConfig.Def_BattleRelationType_PVE
# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
def CheckBattleRelationType(skillBattleType, battleRelationType):
    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
        return True
    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
    #    return True
    if skillBattleType != battleRelationType:
        # PK模式的判定
        return False
    return True
## 获取攻击类型
#  @param attack 攻击方对象
@@ -610,7 +624,7 @@
#  @remarks 获得curPlayer是否是新手
def GetIsNewGuy(curPlayer):
    
    if curPlayer.GetLV() < ReadChConfig.GetEvalChConfig("MinPKLV"):
    if curPlayer.GetLV() < IpyGameDataPY.GetFuncCfg("PKConfig", 5):
        return True
    
    return False
@@ -679,7 +693,8 @@
    defNPCHurtList = curTagObj.GetPlayerHurtList()
    curObjType = curObj.GetGameObjType()
    if curObjType == IPY_GameWorld.gotPlayer:
        BossHurtMng.BossAddPlayerInHurtList(curObj, curTagObj, hurtHP)
        #BossHurtMng.BossAddPlayerInHurtList(curObj, curTagObj, hurtHP)
        FamilyRobBoss.OnPlayerHurtFamilyOwnerBoss(curObj, curTagObj, hurtHP)
        if curTagObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            FBLogic.DoFB_Player_HurtNPC(curObj, curTagObj, hurtHP)
        if GameObj.GetHP(curTagObj) == 0:
@@ -748,6 +763,10 @@
        if not CheckKillNPCByCnt(attacker, defender):
            return False
        
        #仙盟归属NPC判断
        if not CheckCanAttackFamilyOwnerNPC(attacker, defender):
            return False
    # NPC打玩家,反过来判断
    elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
        ##攻击次数判断
@@ -758,12 +777,19 @@
        if not CheckKillNPCByCnt(defender, attacker, False):
            return False
        
        #仙盟归属NPC判断
        if not CheckCanAttackFamilyOwnerNPC(defender, attacker, False):
            return False
        
    # NPC打NPC
    elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotNPC:
        if PetControl.IsPet(attacker) or attacker.GetGameNPCObjType()== IPY_GameWorld.gnotSummon:
            #击杀次数判断
            if not CheckKillNPCByCnt(attacker, defender, False):
                return False
            #仙盟归属NPC判断
            if not CheckCanAttackFamilyOwnerNPC(attacker, defender, False):
                return False
            
    #攻击NPC等级限制
@@ -817,6 +843,34 @@
              
    return False
def CheckCanAttackFamilyOwnerNPC(attacker, defender, isNotify=True):
    ''' 判断可否攻击仙盟归属的NPC '''
    if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
        #GameWorld.DebugLog("只判断被攻击的是NPC的情况")
        return True
    if NPCCommon.GetDropOwnerType(defender) != ChConfig.DropOwnerType_Family:
        return True
    atkPlayer, npcObjType = GetAttackPlayer(attacker)
    # 攻击者非玩家不限制
    if not atkPlayer:
        #GameWorld.DebugLog("攻击者非玩家不限制")
        return True
    atkLimitNotifyMark = ""
    if GetIsNewGuy(atkPlayer):
        atkLimitNotifyMark = "FairyGrabBossNotAtk"
    elif not atkPlayer.GetFamilyID():
        atkLimitNotifyMark = "FairyGrabBossNoFairy"
    if atkLimitNotifyMark:
        if npcObjType is None and isNotify:
            PlayerControl.NotifyCode(atkPlayer, atkLimitNotifyMark)
        return False
    return True
def CheckKillNPCByCnt(attacker, defender, isNotify=True):
    ''' 判断当日击杀该NPC次数是否已满 '''
    if defender.GetGameObjType() != IPY_GameWorld.gotNPC:
@@ -853,9 +907,9 @@
    
    
    if hasKillCnt >= limitCnt + itemAddKillCnt:
        if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
            GameWorld.DebugLog("攻击过该boss可继续攻击")
            return True
        #if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
        #    GameWorld.DebugLog("攻击过该boss可继续攻击")
        #    return True
        #次数不足
        # 实际攻击者类型None则需要提示玩家
        if npcObjType is None:
@@ -888,9 +942,9 @@
    hasAttackCnt = atkPlayer.NomalDictGetProperty(ChConfig.Def_PDict_WorldBoss_HurtCnt, 0)
    
    if hasAttackCnt >= limitCnt:
        if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
            GameWorld.DebugLog("攻击过该boss可继续攻击")
            return True
        #if BossHurtMng.GetPlayerBossHurt(atkPlayer, defender):
        #    GameWorld.DebugLog("攻击过该boss可继续攻击")
        #    return True
        #次数不足
        # 实际攻击者类型None则需要提示玩家
        if npcObjType is None:
@@ -1417,11 +1471,58 @@
    if npcType == IPY_GameWorld.ntElf:
        # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
        # 那么ntElf执行人物的伤害计算和被动触发效果
        owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
        # 2018-11-16 Elf 支持主人为NPC
        # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
        owner = NPCCommon.GetSummonOwnerDetel(attacker)
        return attacker if not owner else owner
    
    return attacker
# 检查对象是否属于玩家,比如用于纯PVP验证
def CheckIsPlayerOnwer(gameObj):
    if not gameObj:
        return False
    
    objType = gameObj.GetGameObjType()
    if objType == IPY_GameWorld.gotPlayer:
        return True
    objNPCType = gameObj.GetGameNPCObjType()
    if objNPCType == IPY_GameWorld.gnotNormal:
        return False
    if objNPCType == IPY_GameWorld.gnotSummon:
        owner = NPCCommon.GetSummonOwnerDetel(gameObj)
        if not owner:
            return False
        if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
            return False
    return True
# 攻击时防守方神兵护盾的处理
def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
    if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return hurtValue
    if not CheckIsPlayerOnwer(atkObj):
        return hurtValue
    curProDef = PlayerControl.GetProDef(defObj)
    if not curProDef:
        return hurtValue
    absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
    PlayerControl.SetProDef(defObj, curProDef - absortValue)
    # 被动技能触发
    defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
    PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
    return hurtValue - absortValue
## 计算伤血值
#  @param atkObj 攻击者
#  @param defObj 防御者
@@ -1433,8 +1534,8 @@
#  @param finalHurtPer 对最终计算出来的伤害影响效果(有正负,默认10000)
#  @return None or HurtType 伤害结构体类 
#  @remarks 函数详细说明.
def GetHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
    atkObj = ElfChangeAttacker(atkObj)  # Elf灵为替身攻击,要取玩家的属性
def GetHurtHP(attacker, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
    atkObj = ElfChangeAttacker(attacker)  # Elf灵为替身攻击,要取玩家的属性
    
    resultHurtType = HurtType()
    defObjType = defObj.GetGameObjType()
@@ -1454,7 +1555,7 @@
            # 理论伤害一致, 多加点预算伤害避免计算误差
            #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
            #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit()   # 加入被动计算不准确改成估算
            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
            
        clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
        if clientValue <= hurtValue:
@@ -1466,8 +1567,23 @@
        #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
    else:
        hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick)
        hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
    
    # 优先处理神兵护盾
    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
    # 伤害吸收盾回血型
    buffManager = defObj.GetBuffState()
    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
    if skillID:
        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
        if absortValue:
            hurtValue -= absortValue
            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
            if findBuff:
                # 用于回血
                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
        # 麒麟护盾吸收伤害,将抵消的伤害存储
        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
@@ -1478,15 +1594,16 @@
        if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
            maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
            defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
    # buff减少伤害百分比
    reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
    # 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
    defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
    reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
    hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
    
    # 斩杀,濒死等情况的处理
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
        # նɱ
@@ -1506,13 +1623,24 @@
        
        # 血盾 
        hurtValue = CalcBloodShield(atkObj, defObj, hurtValue)
        remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
    
    remainHP = int(remainHP)    #防范
    if defObjType == IPY_GameWorld.gotPlayer:
        curHP = GameObj.GetHP(defObj)
        GameObj.SetHP(defObj, remainHP, False)
        lockHPPer = PassiveBuffEffMng.OnObjsPassiveSkillLockHP(defObj, atkObj, curSkill, ChConfig.TriggerType_LockHP, tick)
        if lockHPPer:
            # 锁血情况
            lockHP = GameObj.GetMaxHP(defObj)*lockHPPer/ChConfig.Def_MaxRateValue
            if lockHP < curHP and remainHP < lockHP:
                remainHP = lockHP
            elif lockHP >= curHP:
                remainHP = curHP
            #锁血纠正血量
            GameObj.SetHP(defObj, remainHP, False)
            
    elif defObjType == IPY_GameWorld.gotNPC:
        if defObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
@@ -1522,12 +1650,23 @@
        elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
            remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
            GameObj.SetHP(defObj, remainHP)
        elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
            remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
            GameObj.SetHP(defObj, remainHP)
        else:
            #防守方是怪物NPC,只扣其血
            GameObj.SetHP(defObj, remainHP)
    else:
        GameWorld.ErrLog('计算伤血值时,防守方类型错误:defObjType = %s' % (defObjType))
        return resultHurtType
    if GameObj.GetHP(defObj) > 0:
        # 被攻击者将部分伤害转化为血量, 返回转化的百分比(小数点)
        changePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ChangeHurtToHP)
        if changePer:
            SkillCommon.SkillAddHP(defObj, 0, int(changePer*hurtValue))
    
    lostValue = dHP - GameObj.GetHP(defObj) # 实际掉血量
    resultHurtType.LostHP = lostValue
@@ -1536,7 +1675,7 @@
        
    #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
    #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
    AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
    AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
    #===========================================================================
    # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
    #    GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
@@ -1557,13 +1696,27 @@
# 计算攻击伤害
# maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, maxHurt=False):
def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs):
    # 翻滚闪避特殊处理
    if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500:
        return 0, ChConfig.Def_HurtType_Miss
    
    summonAtkPer = 1    # 召唤继承提高基础攻击力,取表
    summonAtkObj = atkwargs.get('orgAtkObj', None) if atkwargs.get('orgAtkObj', None) else atkObj
    if summonAtkObj.GetGameObjType() == IPY_GameWorld.gotNPC and summonAtkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
        summonAtkPerValue = summonAtkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
        if summonAtkPerValue > 0:
            # 暴风雪类召唤兽转化为主人计算伤害
            ownerAtkObj = NPCCommon.GetSummonOwnerDetel(summonAtkObj)
            if not ownerAtkObj:
                return 0, ChConfig.Def_HurtType_Miss
            summonAtkPer = summonAtkPerValue*1.0/ChConfig.Def_MaxRateValue
            #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(ownerAtkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
    atkObjType = atkObj.GetGameObjType()
    defObjType = defObj.GetGameObjType()
    atkType = GetBattleType(atkObj, curSkill)
    happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
@@ -1580,14 +1733,23 @@
    dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
    skillID = curSkill.GetSkillID() if curSkill else 0
    
    atkIsBoss = 0 # 攻击方是否boss
    suppressValueLV = 0 # 等级最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
    suppressValueFP = 0 # 战力最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
    suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
    suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
    suppressNPCFightPower = 0 # 压制NPC战力
    fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
    #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
    if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
        if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
            # 境界压制技能不对高等级境界玩家产生攻击
            aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
            if aRealmLV <= dRealmLV:
                return 0, ChConfig.Def_HurtType_Immune   # 免疫
        atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
        if NPCCommon.GetIsLVSuppress(atkObj):
            suppressLV = max(0, aLV - dLV)
@@ -1598,11 +1760,26 @@
        if suppressNPCFightPower:
            suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
            
    mustHit = False
    helpBattleFormatKey = ""
    if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Atk"
    if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Def"
    #命中公式 攻击方类型不同,公式不同
    hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
    
    if not maxHurt and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
                           ChConfig.TriggerType_Buff_MustBeHit):     # maxHurt用于模拟计算, 被动有必命中效果
    if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
                           ChConfig.TriggerType_Buff_MustBeHit):
        # 技能对指定BOSS无效果的返回MISS
        if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
        and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
@@ -1618,27 +1795,26 @@
            and eval(hitFormula) < 0:
            return 0, ChConfig.Def_HurtType_Miss
    
    if maxHurt:     # 用于模拟计算最大伤害
        rand = 1
        isLuckyHit, aLuckyHit, dLuckyHitReduce = True, atkObj.GetLuckyHitVal(), 0
        isSuperHit, aSuperHit, dSuperHitReduce = True, atkObj.GetSuperHit(), 0
        dDamChanceDef = 0
        hurtType = ChConfig.Def_HurtType_SuperHit
    else:
        hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
        #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
        isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
        isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
        dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
    #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
    isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
    isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
    dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
        return 1, hurtType
    worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
    wLVIpyData = PlayerControl.GetPlayerLVIpyData(worldLV)
    wReFightPower = 0 if not wLVIpyData else wLVIpyData.GetReFightPower() # 当前世界等级参考战力
    
    # 改变技能伤害
    atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
    
    #  atkSkillPer 包含普攻,所以不是用技能增强处理
    atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
    atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
    
    
@@ -1654,12 +1830,19 @@
        # 暴击增加技能伤害
        atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
    if isLuckyHit:
        # 会心一击时增加会心伤害百分比
        aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
        aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
        aLuckyHit = max(aLuckyHit, 0)
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    
    #------- 攻击方
    aMinAtk = atkObj.GetMinAtk()        # 攻击方最小攻击
    aMaxAtk = atkObj.GetMaxAtk()        # 攻击方最大攻击
    aMinAtk = atkObj.GetMinAtk() * summonAtkPer        # 攻击方最小攻击
    aMaxAtk = atkObj.GetMaxAtk() * summonAtkPer       # 攻击方最大攻击
    aIceAtk = atkObj.GetIceAtk()        # 冰攻, 元素真伤, 玩家及NPC通用
    aIceAtk += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtk)
    #------- 防守方
@@ -1679,7 +1862,11 @@
        aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
        aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
        
        aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj)     # PVE伤害加成
        aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj)     # 外层PVP伤害加成
        aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
        aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
        aFinalHurt = PlayerControl.GetFinalHurt(atkObj)     # 最终固定伤害
        # 被动增加最终伤害
        aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
@@ -1690,14 +1877,16 @@
        
    else:
        aIgnoreDefRate = 0  # 无视防御比率
        aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
        aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj)   # 技能攻击力加成
        if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
            aSkillAtkRate += atkObj.GetSkillAtkRate()
        aNPCHurtAddPer = 0  # PVE伤害加成
        aDamagePer = 0      # 外层伤害加成
        aDamagePerPVP = 0   # 外层PVP伤害加成
        aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
        aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        
    #防守方的类型
    if defObjType == IPY_GameWorld.gotPlayer:
@@ -1734,7 +1923,7 @@
            suppressFPFormula = hurtDist[suppressFormulaKeyFP]
            suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
    
    # 境界压制百分比, 仅限PVP
    # 境界压制百分比
    SuppressValueRealmRate = 10000 # 默认值
    suppressRealm = 0
    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
@@ -1753,17 +1942,47 @@
        #GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s" 
        #                   % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate))    
        
    else:
        #PVE 境界压制
    elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
        # EVP 境界压制
        aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) 
        if aRealmLV + dRealmLV != 0:
            #有压制
            suppressRealm = aRealmLV - dRealmLV
            suppressRealm = aRealmLV - dRealmLV # 存在负数
            suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 2) # 境界压制加成百分比,存在负数
            suppressFormulaKeyRealm = "EVPSuppressValueRealm"
            if suppressFormulaKeyRealm in hurtDist:
                SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
    elif atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC:
        # PVE 境界压制
        aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
        if aRealmLV + dRealmLV != 0:
            #有压制
            suppressRealm = aRealmLV - dRealmLV # 存在负数
            suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 3) # 境界压制加成百分比,存在负数
            suppressFormulaKeyRealm = "PVESuppressValueRealm"
            if suppressFormulaKeyRealm in hurtDist:
                SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
    # 骑宠争夺最终伤害衰减
    if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
        ownerPlayer = None
        # 召唤兽和宠物需要从人物获取状态
        if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
                ownerPlayer = PetControl.GetPetOwner(atkObj)
            elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
                ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
        else:
            ownerPlayer = atkObj
        if ownerPlayer:
            findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
            if findBuff:
                reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
                aFinalHurtPer -= reduceFinalHurtPer
    atkStateMark = GetObjAtkStateMark(atkObj)
    defStateMark = GetObjAtkStateMark(defObj)
    hurtFormulaKey = "%sV%s_%s" % (atkStateMark, defStateMark, atkType)
@@ -1782,16 +2001,43 @@
        suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
        if suppressLVHurtKey in hurtDist:
            hurtFormulaKey = suppressLVHurtKey
    # 助战机器人特殊伤血key
    if helpBattleFormatKey:
        hurtFormulaKey = helpBattleFormatKey
    if hurtFormulaKey not in hurtDist:
        GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
        return 0, ChConfig.Def_HurtType_Miss
    hurtFormula = hurtDist[hurtFormulaKey]
    hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
    if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
        # 存在压制
        return hurtValue, ChConfig.Def_HurtType_RealmSupress
    
    return hurtValue, hurtType
# 获取EVP和PVE伤害百分比差,PVE无境界压制, 境界等级对应列表的index,越界取最高
def GetRealmHurtPer(aRealmLV, dRealmLV, gridIndex):
    suppressRealmHurtPer = 0
    suppressRealmDict = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", gridIndex)
    plus_minus = 1  # 负数为反压制
    if aRealmLV >= dRealmLV:
        suppressList = range(dRealmLV+1, aRealmLV+1)
    else:
        suppressList = range(aRealmLV+1, dRealmLV+1)
        plus_minus = -1
    for realmLV in suppressList:
        suppressRealmHurtPer += suppressRealmDict.get(realmLV, 0)
    return suppressRealmHurtPer*plus_minus
# 获取双方境界值
def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
    if atkObjType == IPY_GameWorld.gotNPC:
        aRealmLV = NPCCommon.GetRealmLV(atkObj)
@@ -1815,16 +2061,18 @@
## 攻击时事件处理,反弹吸血或者额外触发技能等
#  @param resultHurtType 伤害结构体
#  @return 
def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
    
    #反弹伤害
    CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
    #吸血
    CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
    CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
        
    if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        # 记录最后一次伤害值
        atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
        if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
        
    return
@@ -1835,6 +2083,12 @@
    if objType == IPY_GameWorld.gotPlayer:
        return "P"
    
    if objType == IPY_GameWorld.gotNPC:
        if obj.GetType() == ChConfig.ntRobot:
            return "Robot"
        if obj.GetType() == ChConfig.ntHelpBattleRobot:
            return "HelpRobot"
    objType = obj.GetGameNPCObjType()
    if objType == IPY_GameWorld.gnotPet:
        return "Pet"
@@ -1942,7 +2196,7 @@
#  @param atkObj 攻击者
#  @param defObj 防守者
#  @return None
def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
    if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
@@ -1968,7 +2222,9 @@
        #PVP 攻击回血
        atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
        # 百分比吸血
        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, None, None, ChConfig.TriggerType_Buff_SuckBloodPer)
        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
        atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
    suckHP += atkBackHP
@@ -2152,6 +2408,12 @@
    if tagPlayer.GetPlayerAction() == IPY_GameWorld.paSit:
        return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_SitNotPK
    
    if GetIsNewGuy(curPlayer):
        return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NewGuy
    if GetIsNewGuy(tagPlayer):
        return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NotAttackNewGuy
    #攻守双方同一队伍,不可PK,可加增益buff
    #if curPlayerAreaType not in [ShareDefine.gatManor] and CanAlikeTeam(curPlayer, tagPlayer):
    #    #副本队友特殊判断
@@ -2316,7 +2578,7 @@
# @param curObjDetel 对象实例
# @return 返回值无意义
# @remarks 理对象死亡逻辑
def DoLogic_ObjDead(curObjDetel):
def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
    if GameObj.GetHP(curObjDetel) > 0:
        return
    
@@ -2327,6 +2589,9 @@
        return
    
    #---NPC处理---
    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
        return
    npcControl = NPCCommon.NPCControl(curObjDetel)
    npcControl.SetKilled()
    return