hch
2019-04-18 2f95eaf5e679b2b798d3fa1988636a3795656cce
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -21,12 +21,10 @@
        
#导入
import IPY_GameWorld
import ReadChConfig
import PassiveBuff
import GameWorld
import ChConfig
import IpyGameDataPY
#import SkillBoosts
import SkillCommon
import BuffSkill
import SkillShell
@@ -43,7 +41,6 @@
import PetControl
import QuestCommon
#GameWorld.ImportAll("Script\\Skill\\", "SkillBoosts")
GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
@@ -260,6 +257,10 @@
    
    GetPassiveEffManager().RegistPassiveBuff(curPlayer)
    # 助战神兽技能
    GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
    GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
#-被动逻辑处理--------------------------------------------------------------------------------------------------
##离开地图处理
@@ -276,6 +277,11 @@
def GetTriggerTypeByEffectID(effectID):
    # 临时配置
    tdict = {
             2102:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
             2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
             2106:ChConfig.TriggerType_BeSuperHit,  # 被暴击触发技能
             4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
             4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
             4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
@@ -299,7 +305,7 @@
             4021:ChConfig.TriggerType_AddSingleSkillPer,   # 持续性攻击的单次攻击逐次增加技能伤害18,
             4022:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
             4023:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
             4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
             #4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
             4025:ChConfig.TriggerType_AddIceAtk,    # 攻击附加真实伤害固定值 22
             4026:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
             4027:ChConfig.TriggerType_AttackKill,   # նɱ 24
@@ -326,8 +332,38 @@
             4048:ChConfig.TriggerType_MissSkill,   # 闪避后触发释放技能
             4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
             4050:ChConfig.TriggerType_OneDamage,   # 伤害降低到1点
             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
             4052:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
             4054:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4055:ChConfig.TriggerType_StormAttackReduceCD, # 类剑刃风暴攻击后触发效果
             4056:ChConfig.TriggerType_PassiveBuffValue, ## 被动buff值计算中二次获取被动值 54
             4057:ChConfig.TriggerType_AttackKillHappen, ## 对被动技能斩杀的概率增强 55
             4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56
             4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能  57
             4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能  57
             4061:ChConfig.TriggerType_AttackOverPassive,  # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因
             4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
             4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
             4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
             4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
             4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
             4070:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
             4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71
             4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
             4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4079:ChConfig.TriggerType_IsDealy,  # 是否触发致命一击 72
             4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
             }
    return tdict.get(effectID, -1)
    return tdict.get(effectID, -1)
    #===========================================================================
    # # 此表配置 影响类型
    # ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID)
@@ -350,15 +386,27 @@
             4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
             4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             4509:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
             4510:ChConfig.TriggerType_Buff_MustBeHit,   # BUFF类: 无视闪避必中
             4511:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
             4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             #4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
             4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
             4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
             4519:ChConfig.TriggerType_WillDead,   # BUFF类: 进入濒死状态 25
             4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
             4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
             4522:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
             807:ChConfig.TriggerType_BloodShield,  # 血盾
             808:ChConfig.TriggerType_BloodShield,  # 血盾
             }
    return tdict.get(effectID, -1)
@@ -375,7 +423,9 @@
        self.AffectBuffDict = {}    # 当前正受影响的效果buff, key为触发点
        self.AffectSkillDict = {}    # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
        self.AffectPassiveSkillSetDict = {}    # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
        self.AffectDogzSkillDict = {}   # 神兽助战技能
        self.AffectSuperEquipSkillDict = {}   # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
        self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
    
    #记录会影响其他技能或者被动触发释放技能的BUFF
    def AddBuffInfoByEffect(self, effect, skillID):
@@ -430,6 +480,76 @@
        return self.AffectBuffDict.get((triggerType, 0), {})
     
    
    # 重刷神兽助战技能
    def RefreshDogzBattleSkill(self):
        self.AffectDogzSkillDict = {}
        skills = FindDogzBattleSkills(self.gameObj)
        for curSkill in skills:
            if not SkillCommon.isPassiveTriggerSkill(curSkill):
                continue
            skillTypeID = curSkill.GetSkillTypeID()
            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
            for i in xrange(curSkill.GetEffectCount()):
                curEffect = curSkill.GetEffect(i)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                triggerType = GetTriggerTypeByEffectID(effectID)
                if triggerType == -1:
                    continue
                key = (triggerType,connSkillID)
                if key not in self.AffectDogzSkillDict:
                    self.AffectDogzSkillDict[key] = []
                self.AffectDogzSkillDict[key].append((skillTypeID, effectID))
        return self.AffectDogzSkillDict
    # 重刷特殊装备技能
    def RefreshSuperEquipSkillDict(self):
        self.AffectSuperEquipSkillDict = {}
        self.AffectSuperEquipEffectCntDict = {}
        skillsDict = FindSuperEquipSkills(self.gameObj)
        for skillID, value in skillsDict.items():
            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not curSkill:
                continue
            if not SkillCommon.isPassiveTriggerSkill(curSkill):
                continue
            skillTypeID = curSkill.GetSkillTypeID()
            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
            for i in xrange(curSkill.GetEffectCount()):
                curEffect = curSkill.GetEffect(i)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                triggerType = GetTriggerTypeByEffectID(effectID)
                if triggerType == -1:
                    continue
                key = (triggerType,connSkillID)
                if key not in self.AffectSuperEquipSkillDict:
                    self.AffectSuperEquipSkillDict[key] = []
                self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
                # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
                self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
        GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
        return self.AffectSuperEquipSkillDict
    # 重刷可装备的被动技能
    def RefreshPassiveSkillSet(self):
        self.AffectPassiveSkillSetDict = {}
@@ -474,8 +594,9 @@
            if not SkillCommon.isPassiveTriggerSkill(curSkill):
                continue
            
            if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbPassiveSkill:
                # 被动技能需装备
            if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill,
                                          ChConfig.Def_SkillFuncType_Dogz]:
                # 被动技能和神兽需设置才有效
                continue
            
            skillTypeID = curSkill.GetSkillTypeID()
@@ -535,10 +656,14 @@
        ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
        skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
        if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
            skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
            skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
        return skillList
        
#所有obj的被动效果管理
@@ -601,6 +726,35 @@
        return
        
        
    # 人物需同步注册神兽技能
    def RegistPassiveEffDogz(self, gameObj):
        passiveEff = self.GetPassiveEff(gameObj)
        if not passiveEff:
            # 强制刷新所有被动技能
            passiveEff = PassiveEff(gameObj)
            if not passiveEff.RefreshDogzBattleSkill():
                return
            self.AddPassiveEff(gameObj, passiveEff)
        else:
            passiveEff.RefreshDogzBattleSkill()
        return
    # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
    def RegistSuperEquipSkillDict(self, gameObj):
        passiveEff = self.GetPassiveEff(gameObj)
        if not passiveEff:
            # 强制刷新所有被动技能
            passiveEff = PassiveEff(gameObj)
            if not passiveEff.RefreshSuperEquipSkillDict():
                return
            self.AddPassiveEff(gameObj, passiveEff)
        else:
            passiveEff.RefreshSuperEquipSkillDict()
        return
    def RegistPassiveBuff(self, gameObj):
        # buff # 筛选buffType 否则NPC没有此接口会报错
        for buffType in [IPY_GameWorld.bfBuff, IPY_GameWorld.bfDeBuff, IPY_GameWorld.bfProcessBuff
@@ -650,34 +804,6 @@
    return PyGameData.g_PassiveEffManager
## 当前释放技能 skillData
#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
#    #===========================================================================
#    # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
#    # if not passiveEff:
#    #    return
#    # #影响技能的BUFF
#    # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
#    # if not buffTriggerSkillDict:
#    #    return
#    #
#    # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
#    #===========================================================================
#    OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
# 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
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
    # 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列    
@@ -699,46 +825,66 @@
        return
    
    return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
# 被动技能触发释放
def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
# 当前有效被动触发技能, 可用于基础使用判定
def IsValidPassiveSkill(curSkill):
    validMap = SkillShell.GetAttrMapID(curSkill)
    if validMap and validMap != GameWorld.GetMap().GetMapID():
        # 有效地图可触发
        return False
    return True
# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
    attacker = FindRealAttacker(attacker)
    if not attacker:
        return False
        return 0, 0
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if connSkill:
        if not connSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return False
            return 0, 0
        if SkillCommon.isPassiveSkill(connSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            return False
            stopPassiveSkill = True
        
    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
        # 防范被动技能触发的 非被动技能
        GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
        return
        stopPassiveSkill = True
    
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return False
        return 0, 0
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    if not skills:
        return False
        return 0, 0
    defender = GetPassiveDefender(attacker, defender)
    # 当前战斗关系 pvp pve
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
    #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
    lockHPPerMax = 0  ## 取有效的最高血量
    lockHPSkillID = 0
    for skillTypeID, effectID in skills:
        if connSkillID == skillTypeID:
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
@@ -747,7 +893,161 @@
            continue
        
        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
        if not CheckBattleRelationType(skillBattleType, battleRelationType):
        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
            # PK模式的判定
            continue
        pyName = "PassiveSkill_%s" % effectID
        callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
        if not callFunc:
            continue
        if not callFunc(attacker, defender, effect, curSkill):
            continue
        # 最终取最高值来决定当前生命值,卡血设定
        if effect.GetEffectValue(0) > lockHPPerMax:
            lockHPPerMax = effect.GetEffectValue(0)
            lockHPSkillID = skillTypeID
    return lockHPSkillID, lockHPPerMax
# 锁血功能的技能 含人物和宠物
def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return 0
    lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
    rolePet = attacker.GetPetMgr().GetFightPet()
    if rolePet:
        lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
        if lockHPPerMax + lockHPPerMaxPet == 0:
            # 无触发
            return 0
        # 触发宠物技能标志
        if lockHPPerMaxPet > lockHPPerMax:
            rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
            return lockHPPerMaxPet
    if lockHPPerMax == 0:
        return 0
    # 触发人物技能标志
    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
    return lockHPPerMax
# 从伤血延后到技能结束触发被动技能
def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    # 检查是宠物还是人物技能
    skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
    if not skillTypeID:
        rolePet = attacker.GetPetMgr().GetFightPet()
        if not rolePet:
            return
        skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
        if not skillTypeID:
            return
        attacker = rolePet
        GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
    # 一定要清标志
    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
    curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
    if not curSkill:
        return
    GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
    # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
    SkillCommon.SetUsingPassiveSkill(attacker, 1)
    if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
        # 不管技能是否是否成功都必须进入CD
        SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
    SkillCommon.SetUsingPassiveSkill(attacker, 0)
    return
# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    rolePet = attacker.GetPetMgr().GetFightPet()
    #无出战宠物
    if rolePet == None:
        return
    OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
# 被动技能触发释放
def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
    attacker = FindRealAttacker(attacker)
    if not attacker:
        return False
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if connSkill:
        if not connSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return False
        if SkillCommon.isPassiveSkill(connSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            #return False
            stopPassiveSkill = True
    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
        # 防范被动技能触发的 非被动技能
        #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
        #return
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return False
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    if not skills:
        return False
    defender = GetPassiveDefender(attacker, defender)
    result = False
    # 当前战斗关系 pvp pve
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
    for skillTypeID, effectID in skills:
        if connSkillID == skillTypeID:
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
            continue
        result = True   # 代表有效触发,但不关系触发结果
        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
            # PK模式的判定
            continue
        
@@ -763,8 +1063,14 @@
                curSkill.SetRemainTime(0)  # 一次攻击多次调用 ,在外层统一调用CD
                skillIDSet.add(skillTypeID)
        SkillCommon.SetUsingPassiveSkill(attacker, 0)
    return True
    # 代表有效触发,但不关系触发结果, 外层根据需求使用,如减少循环判断
    return result
#ntSummon:(3)普通召唤兽,可继承主人基础属性如攻击
#ntElf:(4)玩家替身,完全拥有玩家属性和被动功能
#ntFairy :(7)同ntSummon,但技能可触发被动功能
# 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
@@ -775,7 +1081,7 @@
        return attacker
    
    npcType = attacker.GetType()
    if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf]:
    if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf, IPY_GameWorld.ntFairy]:
        if attacker.GetIsBoss():
            return attacker
        return
@@ -784,7 +1090,7 @@
        # --宠物
        return attacker
    
    if npcType == IPY_GameWorld.ntElf:
    else:
        # 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
        attacker = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
@@ -798,9 +1104,12 @@
    if not attacker:
        return 0
    
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if connSkill and SkillCommon.isPassiveSkill(connSkill):
        #GameWorld.DebugLog("被动技能不能再次触发被动技能")
        return 0
        #return 0
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return 0
@@ -815,9 +1124,19 @@
    curValue = 0
    for skillTypeID, effectID in skills:
        if connSkillID == skillTypeID:
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
            #有配置CD的才判断
            continue
@@ -826,11 +1145,11 @@
        if not effect:
            continue
        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
        if not CheckBattleRelationType(skillBattleType, battleRelationType):
        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
            continue
        
        pyName = "PassiveSkill_%s" % effectID
        callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
        
        # 条件不满足
@@ -869,17 +1188,22 @@
    #tick = GameWorld.GetGameWorld().GetTick()
    skillList = []
    for skillTypeID, effectID in skills:
        if connSkillID == skillTypeID:
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        #if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
        #    continue
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
        if not CheckBattleRelationType(skillBattleType, battleRelationType):
        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
            continue
        
        pyName = "PassiveSkill_%s" % effectID
@@ -914,8 +1238,13 @@
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    
    for skillTypeID, effectID in skills:
        if connSkillID == skillTypeID:
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -924,7 +1253,7 @@
        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
            continue
        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
        if not CheckBattleRelationType(skillBattleType, battleRelationType):
        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
            # PK模式的判定
            continue
            
@@ -942,42 +1271,37 @@
    return False
#------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
#buff类触发释放技能,无CD验证
def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
# 被动技能触发但无需释放,如抵消debuff,只需走CD即可
def OnPassiveBuffHappen(attacker, defender, tagSkill, triggerType, tick):
    attacker = FindRealAttacker(attacker)
    if not attacker:
        return
    if useSkill:
        if not useSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return
        if SkillCommon.isPassiveSkill(useSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            return
    if SkillCommon.GetUsingPassiveSkill(attacker):
        # 防范被动技能触发的 非被动技能
        GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
        return
        return False
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return
        return False
    buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
    if not buffDict:
        return
        return False
    
    defender = GetPassiveDefender(attacker, defender)
    # 当前战斗关系 pvp pve
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    skillBattleType = SkillCommon.GetSkillBattleType(tagSkill)
    if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
        return
    tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
    
    for skillID, effectList in buffDict.items():
        if tagSkillID == skillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -986,7 +1310,75 @@
            if not callFunc:
                continue
            
            if not callFunc(attacker, defender, passiveEffect, skillID):
            if not callFunc(attacker, defender, passiveEffect, tagSkill):
                continue
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
            if callFunc:
                callFunc(attacker, defender, passiveEffect, tagSkill, skillID)
            return True
    return False
#------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
#buff类触发释放技能,无CD验证
def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
    attacker = FindRealAttacker(attacker)
    if not attacker:
        return
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if useSkill:
        if not useSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return
        if SkillCommon.isPassiveSkill(useSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            #return
            stopPassiveSkill = True
    if SkillCommon.GetUsingPassiveSkill(attacker):
        # 防范被动技能触发的 非被动技能
        #GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
        #return
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return
    buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
    if not buffDict:
        return
    defender = GetPassiveDefender(attacker, defender)
    # 当前战斗关系 pvp pve
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    useSkillID = useSkill.GetSkillID() if useSkill else 0
    for skillID, effectList in buffDict.items():
        if skillID == useSkillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
            if not callFunc:
                continue
            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
                continue
            
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -998,7 +1390,7 @@
                continue
            skillBattleType = SkillCommon.GetSkillBattleType(skillData)
            if not CheckBattleRelationType(skillBattleType, battleRelationType):
            if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
                # PK模式的判定
                continue
            
@@ -1021,9 +1413,13 @@
    attacker = FindRealAttacker(attacker)
    if not attacker:
        return 0
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if useSkill and SkillCommon.isPassiveSkill(useSkill):
        #GameWorld.DebugLog("被动技能不能再次触发被动技能")
        return 0
        #return 0
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
@@ -1035,14 +1431,28 @@
    # 当前战斗关系 pvp pve
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    skillBattleType = SkillCommon.GetSkillBattleType(useSkill)
    if not CheckBattleRelationType(skillBattleType, battleRelationType):
    if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
        return 0
    useSkillID = useSkill.GetSkillID() if useSkill else 0
    #tick = GameWorld.GetGameWorld().GetTick()
    curValue = 0
    for skillID, effectList in buffDict.items():
        if skillID == useSkillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
                continue
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            
@@ -1050,18 +1460,108 @@
            if not callFunc:
                continue
            
            if not callFunc:
                continue
            # 条件不满足
            if not callFunc(attacker, defender, passiveEffect, skillID):
            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
                continue
            
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
            if callFunc is None:
                continue
            
            # 如被动技能:千幻冥炎真实伤害从2变4倍
            curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
            curValue += callFunc(attacker, defender, passiveEffect)
            
    return curValue
# 因为要兼容低等级技能,所以技能只能是在助战的时候,先删除神兽技能再学习新的助战神兽技能
def PlayerDogzSkill(curPlayer):
    dogzSkills = [] # 需要学习的技能
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetDogzCount()):
        ipyData = ipyDataMgr.GetDogzByIndex(i)
        if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
            continue
        dogzSkills.extend(ipyData.GetHelpBattleSkills())
    delDogzSkills = [] # 删除不在助战神兽队列的技能
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(i)
        if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
            continue
        skillID = curSkill.GetSkillID()
        delDogzSkills.append(skillID)
    GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills))
    # 删除神兽技能
    for skillID in delDogzSkills:
        skillManager.DeleteSkillBySkillID(skillID, False)
    # 添加助战技能,同类技能取最高
    dogzSkills.sort()
    for skillID in dogzSkills:
        skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not skillData:
            continue
        if skillData.GetSkillType() == ChConfig.Def_SkillType_AttrSkillNoLearn:
            # 同技能可多个叠加的技能不能学,算属性时直接取表
            continue
        skillManager.LearnSkillByID(skillID, False)
    # 刷被动效果
    GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
    return
# 获取助战神兽的技能列表
def FindDogzBattleSkills(gameObj):
    skills = []
    if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return skills
    skillManager = gameObj.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(i)
        if not curSkill:
            continue
        if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
            continue
        skills.append(curSkill)
    return skills
# 遍历身上装备技能以及各自个数,装备技能不需要学习
# 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
def FindSuperEquipSkills(gameObj):
    skillsDict = {}
    if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return skillsDict
    equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for i in xrange(equipPack.GetCount()):
        curEquip = equipPack.GetAt(i)
        if not curEquip or curEquip.IsEmpty():
            continue
        if curEquip.GetAddSkill(0) == 0:
            #无技能
            continue
        for j in xrange(curEquip.GetAddSkillCount()):
            skillID = curEquip.GetAddSkill(j)
            if skillID == 0:
                break
            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
    return skillsDict