|  |  | 
 |  |  | import NetPackCommon
 | 
 |  |  | import FamilyRobBoss
 | 
 |  |  | import FBCommon
 | 
 |  |  | import ChNPC
 | 
 |  |  | 
 | 
 |  |  | import datetime
 | 
 |  |  | import math
 | 
 |  |  | 
 |  |  |     
 | 
 |  |  |     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
 | 
 |  |  | 
 |  |  |     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
 | 
 |  |  | 
 |  |  | #  @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()
 | 
 |  |  | 
 |  |  |             # 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:
 | 
 |  |  | 
 |  |  |         #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)   
 | 
 |  |  | 
 |  |  |         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
 | 
 |  |  | 
 |  |  |         remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
 | 
 |  |  |     
 | 
 |  |  |     remainHP = int(remainHP)    #防范
 | 
 |  |  | 
 | 
 |  |  |     if defObjType == IPY_GameWorld.gotPlayer:
 | 
 |  |  |         GameObj.SetHP(defObj, remainHP, False)
 | 
 |  |  |             
 | 
 |  |  | 
 |  |  |         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)
 | 
 |  |  | 
 |  |  |         
 | 
 |  |  |     #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()))
 | 
 |  |  | 
 |  |  | 
 | 
 |  |  | # 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
 | 
 |  |  |     if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
 | 
 |  |  |         summonAtkPerValue = atkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
 | 
 |  |  |     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
 | 
 |  |  |             atkObj = NPCCommon.GetSummonOwnerDetel(atkObj)
 | 
 |  |  |             if not atkObj:
 | 
 |  |  |             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"%(atkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
 | 
 |  |  |             #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(ownerAtkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
 | 
 |  |  |         
 | 
 |  |  |     atkObjType = atkObj.GetGameObjType()
 | 
 |  |  |     defObjType = defObj.GetGameObjType()
 | 
 |  |  | 
 |  |  |     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 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:
 | 
 |  |  | 
 |  |  |             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
 | 
 |  |  | 
 |  |  |     
 | 
 |  |  |     #  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)
 | 
 |  |  |     
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |         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)
 | 
 |  |  | 
 |  |  |         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
 | 
 |  |  | 
 |  |  | ## 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
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  | #  @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
 | 
 |  |  | 
 |  |  |         #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.GetPassiveSkillValueByTriggerType(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
 | 
 |  |  | 
 |  |  | # @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
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     #---NPC处理---
 | 
 |  |  |     if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     npcControl = NPCCommon.NPCControl(curObjDetel)
 | 
 |  |  |     npcControl.SetKilled()
 | 
 |  |  |     return
 |