hxp
2019-04-27 835c5fad7ad4e723c34be7f5fc073eeb7104e3f4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,7 +57,9 @@
import ChPyNetSendPack
import NetPackCommon
import FamilyRobBoss
#import EquipZhuXian
import FBCommon
import ChNPC
import datetime
import math
@@ -286,6 +288,8 @@
    #if FBLogic.DoFBOnKill_Player_ValuePrize(curPlayer, defender, tick):
    __GiveKill_Player_ValuePrize(curPlayer, defender, tick)
    
    NPCCommon.OnPlayerKillNPCPlayer(curPlayer, defender, tick)
    #执行副本杀人逻辑
    if FBLogic.DoFBOnKill_Player(curPlayer, defender, tick):
        return
@@ -323,6 +327,10 @@
    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        return
    
    crossNotifyList = []
    isCrossServer = GameWorld.IsCrossServer()
    atkServerGroupID = PlayerControl.GetPlayerServerGroupID(attacker)
    defServerGroupID = PlayerControl.GetPlayerServerGroupID(defender)
    lineID = GameWorld.GetGameWorld().GetLineID()
    # 杀人玩家有帮会
    if attacker.GetFamilyID() > 0:
@@ -337,30 +345,40 @@
        notifyCode = 'PK_pan_318691'
        paramList = [defFamilyMemberLv, defName, defMapID, atkName,defPosX, defPosY, lineID]
    
    PlayerControl.FamilyNotify(defFamilyID, notifyCode, paramList)
    if isCrossServer:
        crossNotifyList.append(PlayerControl.GetCrossFamilyNotifyInfo(defFamilyID, notifyCode, paramList))
    else:
        PlayerControl.FamilyNotify(defFamilyID, notifyCode, paramList)
    # 有职位被杀,全服广播
    if defFamilyMemberLv <= 0:
        return
    if defFamilyMemberLv > 0:
        defFamilyName = defender.GetFamilyName()
    
    defFamilyName = defender.GetFamilyName()
    killCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID()) + 1
    attacker.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID(), killCnt)
    #被杀重置击杀数
    defender.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % attacker.GetPlayerID(), 0)
    killPlayerNotifyDict = IpyGameDataPY.GetFuncEvalCfg('FamilyKilledNotify')
    killKeys = sorted(killPlayerNotifyDict.keys())
    notifyKey = 0
    for killCntKey in killKeys:
        if killCnt < killCntKey:
            break
        notifyKey = killCntKey
    if notifyKey in killPlayerNotifyDict:
        notifyMark = killPlayerNotifyDict[notifyKey]
        PlayerControl.WorldNotify(0, notifyMark, [atkName, defMapID, defFamilyName, defFamilyMemberLv, defName])
        killCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID()) + 1
        attacker.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % defender.GetPlayerID(), killCnt)
        #被杀重置击杀数
        defender.SetDict(ChConfig.Def_PlayerKey_KillPlayerCnt % attacker.GetPlayerID(), 0)
        killPlayerNotifyDict = IpyGameDataPY.GetFuncEvalCfg('FamilyKilledNotify')
        killKeys = sorted(killPlayerNotifyDict.keys())
        notifyKey = 0
        for killCntKey in killKeys:
            if killCnt < killCntKey:
                break
            notifyKey = killCntKey
        if notifyKey in killPlayerNotifyDict:
            notifyMark = killPlayerNotifyDict[notifyKey]
            msgParamList = [atkName, defMapID, defFamilyName, defFamilyMemberLv, defName]
            if isCrossServer:
                crossNotifyList.append(PlayerControl.GetCrossWorldNotifyInfo(0, notifyMark, msgParamList))
                if atkServerGroupID != defServerGroupID:
                    PlayerControl.NotifyCode(attacker, notifyMark, msgParamList)
            else:
                PlayerControl.WorldNotify(0, notifyMark, msgParamList)
    if crossNotifyList:
        PlayerControl.CrossNotify([defServerGroupID], crossNotifyList)
        
    return
@@ -441,6 +459,18 @@
    
    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
@@ -1234,7 +1264,7 @@
# Def_HurtType_SuperHit, 
# Def_HurtType_Miss, 
# ) = range(0, 3)
# #类型: 0-普通 1-致命一击 2-躲闪
# #类型: 0-普通 1-暴击 2-躲闪
#===============================================================================
## 伤害结构体类
@@ -1263,7 +1293,10 @@
def IsHappenStateByType(happenState, cmpType):
    return happenState & cmpType
def CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState):
# 表现形式 致命一击>(重击>暴击)>会心>格挡>境界压制
# 重击定义:当触发重击时,则增加双倍暴击固定值伤害(重击与暴击互斥,优先判断重击,当重击触发时,暴击不触发)
def CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill):
    ''' 获取伤害类型结果 
    支持多种伤害类型同时触发, 飘字表现以最终表现伤害类型为主
    @return: 最终表现伤害类型, {伤害类型:[是否触发, 伤害计算值, 触发时防守方的伤害减免值], ...}
@@ -1274,11 +1307,16 @@
                          ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
                          ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
                          ChConfig.Def_HurtType_Parry:[False, 0, 0],
                          ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
                          ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
                          ChConfig.Def_HurtType_ThumpHit:[False, 0, 0],
                          }
    
    calcTypeList =  []
    if atkObjType == IPY_GameWorld.gotPlayer:
        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit]
        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit,
                         ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit,
                         ChConfig.Def_HurtType_ThumpHit]
    if defObjType == IPY_GameWorld.gotPlayer:
        calcTypeList += [ChConfig.Def_HurtType_Parry]
    # 暂时只计算玩家
@@ -1288,9 +1326,12 @@
    # 优先级列表, 互斥列表
    priorityList, mutexList = ReadChConfig.GetEvalChConfig("CalcHurtTypeInfo")
    happenFunc = {
                  ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
                  ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
                  ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
                  ChConfig.Def_HurtType_LuckyHit:__HurtTypeHappen_LuckyHit,
                  ChConfig.Def_HurtType_SuperHit:__HurtTypeHappen_SuperHit,
                  ChConfig.Def_HurtType_Parry:__HurtTypeHappen_Parry,
                  #ChConfig.Def_HurtType_Zhuxian:__HurtTypeHappen_Zhuxian,
                  ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
                  ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
                  }
    
    hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1298,7 +1339,7 @@
    for mutexHurtTypeList in mutexList:
        curMHHappen = False # 当前互斥列表是否有触发的
        for hType in mutexHurtTypeList:
            if hType not in calcTypeList:
            if hType not in calcTypeList or hType not in happenFunc:
                continue
            if hType in hadCheckList:
                continue
@@ -1307,18 +1348,18 @@
            if curMHHappen:
                # 只要其中一个已触发的则后面的均为默认不触发
                continue
            result = happenFunc[hType](atkObj, defObj, happenState)
            result = happenFunc[hType](atkObj, defObj, happenState, curSkill)
            if result: # 如果触发,更新相关数值
                hurtTypeResultDict[hType] = result
                curMHHappen = True
            
    # 再算优先级列表里
    for hType in priorityList:
        if hType not in calcTypeList:
        if hType not in calcTypeList or hType not in happenFunc:
            continue
        if hType not in hadCheckList:
            hadCheckList.append(hType)
            result = happenFunc[hType](atkObj, defObj, happenState)
            result = happenFunc[hType](atkObj, defObj, happenState, curSkill)
            if result: # 如果触发,更新相关数值
                hurtTypeResultDict[hType] = result
                
@@ -1329,12 +1370,12 @@
    return hurtType, hurtTypeResultDict
def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState):
    ''' 判断伤害类型是否发生 - 幸运一击
    @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState, curSkill):
    ''' 判断伤害类型是否发生 - 会心一击
    @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
    '''
    if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_LuckyHit):
        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
    
    aLuckyHitRate = atkObj.GetLuckyHitRate()
    dLuckyHitRateReduce = PlayerControl.GetLuckyHitRateReduce(defObj)
@@ -1344,16 +1385,16 @@
    if atkLuckyHitRate <= 0:
        return
    if GameWorld.CanHappen(atkLuckyHitRate):
        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
    return
def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState):
def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState, curSkill):
    ''' 判断伤害类型是否发生 - 暴击
    @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
    @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
    '''
    
    if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_SuperHit):
        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
    
    aSuperHitRate = atkObj.GetSuperHitRate()
    dSuperHitRateReduce = PlayerControl.GetSuperHitRateReduce(defObj)
@@ -1363,10 +1404,10 @@
    if superHitRate <= 0:
        return
    if GameWorld.CanHappen(superHitRate):
        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
    return
def __HurtTypeHappen_Parry(atkObj, defObj, happenState):
def __HurtTypeHappen_Parry(atkObj, defObj, happenState, curSkill):
    ''' 判断伤害类型是否发生 - 防守方抵御
    @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
    '''
@@ -1377,6 +1418,79 @@
        return True, 0, chanceDefPer
    return
#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState, curSkill):
#    """诛仙一击"""
#    rate = PlayerControl.GetZhuXianRate(atkObj)
#    if not rate:
#        return
#
#    if GameWorld.CanHappen(rate):
#        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
#    return
# 致命一击
def __HurtTypeHappen_Deadly(atkObj, defObj, happenState, curSkill):
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
        return True, 0, 0
    return
#重击定义:当触发重击时,则增加双倍暴击固定值伤害(重击与暴击互斥,优先判断重击,当重击触发时,暴击不触发)
def __HurtTypeHappen_ThumpHit(atkObj, defObj, happenState, curSkill):
    if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_ThumpHit):
        return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
    thumpHitRate = 0
    thumpHitRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill,
                                                                       ChConfig.TriggerType_AddThumpHitRate)
    thumpHitRate += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
                                                                       ChConfig.TriggerType_AddThumpHitRate)
    if thumpHitRate <= 0:
        return
    if GameWorld.CanHappen(thumpHitRate):
        return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
    return
def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
    ## 改变技能伤害百分比
    if not curSkill:
        return skillPer
    if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return skillPer
    #skillTypeID = curSkill.GetSkillTypeID()
    addPer = 0
    reducePer = 0
    #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
    if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
        #根据防守方职业 计算攻击方伤害加成
        if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
            addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
        elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
            addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
        elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
            addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
        #根据攻击方职业 计算防守方伤害减免
        if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
            reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
        elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
            reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
        elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
            reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
    if addPer or reducePer:
        addSkillPer = (addPer - reducePer) / 10000.0
        skillPer = max(0, skillPer + addSkillPer)
    return skillPer
# 改变技能伤害(效果ID1010), 野外小怪1009替换1010伤害(2018-03-07增加精英怪)
def ChangeSkillHurt(curPlayer, defObj, curSkill, skillPer, skillValue):
@@ -1458,11 +1572,88 @@
    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
# 设置玩家一次主动型攻击中的第一个防御者
def SetFirstDefender(attacker, defObj, curSkill):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    if curSkill and curSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
                                          ChConfig.Def_SkillFuncType_NormalAttack]:
        return
    if attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender):
        return
    attacker.SetDict(ChConfig.Def_PlayerKey_FirstDefender, defObj.GetID())
    return
# 清除第一目标
def ClearFirstDefender(attacker):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    attacker.SetDict(ChConfig.Def_PlayerKey_FirstDefender, 0)
    return
def GetFirstDefenderID(attacker):
    return attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender)
## 计算伤血值
#  @param atkObj 攻击者
#  @param defObj 防御者
@@ -1474,10 +1665,14 @@
#  @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
    #设置第一个防御者
    SetFirstDefender(atkObj, defObj, curSkill)
    
    resultHurtType = HurtType()
    atkObjType = attacker.GetGameObjType()
    defObjType = defObj.GetGameObjType()
    dHP = GameObj.GetHP(defObj)                # 防守方当前血量
    dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
@@ -1495,42 +1690,49 @@
            # 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*40   # 加入被动计算不准确改成估算
            
        clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
        if clientValue <= hurtValue:
            hurtValue = clientValue
        else:
            # 外挂最高伤害基本防范
            GameWorld.DebugAnswer(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
            GameWorld.DebugLog(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
            hurtValue = int(hurtValue*0.8)
        #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)
    
    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)
        hurtValue -= absortValue
        # 吸收至指定血量比例值
        absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
        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
    WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
    
    hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
    # 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):
    # 终极斩杀新效果,必须和斩杀严格区分,会涉及到CD概率,已经触发其他技能等问题
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_ZhongjiZhansha):
        # նɱ
        hurtType = ChConfig.Def_HurtType_ZhognjiZhansha
        hurtValue = GameObj.GetHP(defObj)
        #伤害结构体
        resultHurtType.HurtHP = hurtValue
        resultHurtType.HurtType = hurtType
        resultHurtType.RealHurtHP = hurtValue
        remainHP = 0 # 剩余血量
    # 斩杀,濒死等情况的处理
    elif PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
        # նɱ
        hurtType = ChConfig.Def_HurtType_Zhansha
        hurtValue = GameObj.GetHP(defObj)
        #伤害结构体
        resultHurtType.HurtHP = hurtValue
@@ -1547,13 +1749,24 @@
        
        # 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:
@@ -1563,28 +1776,164 @@
        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)
        elif defObj.GetType() == ChConfig.ntMonsterTime:
            UpdateTimeMonsterHP(defObj, tick)
        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
    if defObjType == IPY_GameWorld.gotPlayer:
        FBLogic.OnFBLostHP(defObj, lostValue)
    #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)
    #===========================================================================
    # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
    #    GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
    #===========================================================================
    WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
    AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
    
    return resultHurtType
def UpdateTimeMonsterHP(curNPC, tick):
    '''
    NPC总血量 = 单人每秒掉血量*理论击杀所需时间
         掉血值 = 单人每秒掉血量+min(当前人数, 最大人数)*附加掉血量
    '''
    npcID = curNPC.GetNPCID()
    ipyData = IpyGameDataPY.GetIpyGameData("NPCTimeLostHP", npcID)
    if not ipyData:
        return
    lastLostHPTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPTick)
    curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPTick, tick)
    if not lastLostHPTick or tick - lastLostHPTick >= 2000:
        passTick = 1000
    else:
        passTick = tick - lastLostHPTick
    if passTick <= 0:
        return
    lostHPPerSecond = ipyData.GetLostHPPerSecond()
    maxPlayerCount = ipyData.GetMaxPlayerCount()
    lostHPPerSecondEx = ipyData.GetLostHPPerSecondEx()
    effPlayerCount = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount)
    refreshPlayerCountTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick)
    if not refreshPlayerCountTick or tick - refreshPlayerCountTick >= 3000:
        curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick, tick)
        effPlayerCount = 0
        for i in xrange(curNPC.GetInSightObjCount()):
            seeObj = curNPC.GetInSightObjByIndex(i)
            if seeObj == None :
                continue
            if not seeObj.GetVisible():
                continue
            seeObjType = seeObj.GetGameObjType()
            if seeObjType == IPY_GameWorld.gotPlayer:
                effPlayerCount += 1
                if maxPlayerCount and effPlayerCount >= maxPlayerCount:
                    effPlayerCount = maxPlayerCount
                    break
        curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount, effPlayerCount)
        #GameWorld.DebugLog("刷新影响人数: effPlayerCount=%s" % effPlayerCount)
    if effPlayerCount > 1:
        hurtValuePerSecond = lostHPPerSecond + (effPlayerCount - 1) * lostHPPerSecondEx
    else:
        hurtValuePerSecond = lostHPPerSecond
    lostHPTotal = int(hurtValuePerSecond * passTick / 1000.0)
    remainHP = min(GameObj.GetMaxHP(curNPC), max(0, GameObj.GetHP(curNPC) - lostHPTotal))
    GameObj.SetHP(curNPC, remainHP, isByTime=True)
    #GameWorld.DebugLog("怪物按时间掉血: npcID=%s,effPlayerCount=%s,hurtValuePerSecond=%s,passTick=%s,lostHPTotal=%s"
    #                   % (npcID, effPlayerCount, hurtValuePerSecond, passTick, lostHPTotal))
    return
# 计算伤害后,因各种buff和状态的影响处理
def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
    # 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_AbsorbValue):
        defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, 0) #吸收的单次伤害,单次伤害必须清空
    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)
        hurtValue -= absortValue
        defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, absortValue) #吸收的单次伤害
    # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
    curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
    if skillID2:
        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
        if absortValue:
            findBuff = SkillCommon.FindBuffByID(defObj, skillID2)[0]
            if findBuff:
                # 用于回血
                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
    return hurtValue
# GM 命令  HurtLog 查看战斗伤害日志
def WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, msg):
    logLevel = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HurtLog)
    if not logLevel:
        return
    if logLevel == 1:
        # 只看玩家伤害
        if not attacker:
            return
        if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
            return
        msg = "玩家" + msg
    attackerID = attacker.GetID() if attacker else 0
    defenderID = defObj.GetID() if defObj else 0
    skillID = curSkill.GetSkillID() if curSkill else 0
    skillName = curSkill.GetSkillName()  if curSkill else ""
    attackerName = attacker.GetName() if attacker else ""
    defenderName = defObj.GetName() if defObj else ""
    if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
        attackerName = attackerName.decode("utf8").encode('gbk')
    if defObj and defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        defenderName = defenderName.decode("utf8").encode('gbk')
    GameWorld.DebugLog("攻击伤害-%s:(%s %s)攻击(%s %s), 技能ID:(%s %s), 伤害值:%s, 伤害类型:%s "%(
                        msg, attackerID, attackerName, defenderID, defenderName,
                        skillID, skillName, hurtValue, hurtType))
# 血盾支持多个同时存在
def CalcBloodShield(atkObj, defObj, hurtValue):
@@ -1598,27 +1947,36 @@
# 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()
    aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) # 获取境界
    if defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj) and dRealmLV > aRealmLV:
        if atkObjType == IPY_GameWorld.gotPlayer:
            GameWorld.DebugLog("BossRealmHint%s-%s"%(dRealmLV, aRealmLV))
            PlayerControl.NotifyCode(atkObj, 'BossRealmHint', [dRealmLV])
        # 攻击高境界的BOSS 伤害固定为1
        return 1, ChConfig.Def_HurtType_Normal
    atkType = GetBattleType(atkObj, curSkill)
    happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
    happenState += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HappenState)
@@ -1641,14 +1999,17 @@
    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
        #=======================================================================
        # 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):
@@ -1660,11 +2021,26 @@
        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:
@@ -1680,38 +2056,52 @@
            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
    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill)
    #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
    isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
    # 重击和暴击互斥,并且使用同一个参数
    isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_ThumpHit]
    if not isSuperHit:
        isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[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
        # 重击加成
        thumpPer = 0
        thumpPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddThumpHitPer)
        thumpPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddThumpHitPer)
        aSuperHit = aSuperHit*(thumpPer + 10000)/10000
    dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
    isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
    isDeadlyHit = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit][0] # 致命一击
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
        return 1, hurtType
    
    wReFightPower = 0
    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
    if worldLV:
        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 = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
    
    # --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
    if atkObjType == IPY_GameWorld.gotPlayer:
        if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
            atkSkillPer += float(PlayerControl.GetNormalHurtPer(atkObj))/ChConfig.Def_MaxRateValue
            atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
        elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
            atkSkillPer += float(PlayerControl.GetFabaoHurtPer(atkObj))/ChConfig.Def_MaxRateValue
            atkSkillValue += PlayerControl.GetFabaoHurt(atkObj)
    #  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)
    aIceAtkSuperHit = 1 # 元素真伤倍值,暂时默认为1,之后扩展
    aIceAtkSuperHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtkPer)
    aIceAtkSuperHit += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtkPer)
    
    if isSuperHit:
        addASuperHit = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitValue)
@@ -1719,7 +2109,18 @@
        # 暴击增加技能伤害
        atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
        atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
        # buff中暴击减层,无触发技能
        PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
    if isLuckyHit:
        # 会心一击时增加会心伤害固定值
        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
    
@@ -1741,14 +2142,18 @@
    if atkObjType == IPY_GameWorld.gotPlayer:
        aIgnoreDefRate = atkObj.GetIgnoreDefRate()  # 无视防御比率
        aSkillAtkRate = atkObj.GetSkillAtkRate()    # 技能攻击力加成
        aDamagePer = PlayerControl.GetDamagePer(atkObj)     # 外层伤害加成
        aDamagePVP = PlayerControl.GetDamagePVP(atkObj)     # PVP固定伤害
        aDamagePVE = PlayerControl.GetDamagePVE(atkObj)     # PVE固定伤害
        # 被动技能增加伤害
        aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
        aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
        #aDamagePVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
        #aDamagePVP += 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)
@@ -1757,15 +2162,19 @@
        aOnlyFinalHurt = PlayerControl.GetOnlyFinalHurt(atkObj) # 额外固定伤害
        aFightPower = atkObj.GetFightPower()
        
    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
        aFinalHurtPer = 0 # 最外层伤害加成, 可能为负值
        aDamagePVP = 0      # PVP固定伤害
        aDamagePVE = 0      # PVE固定伤害
        aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
        aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        
@@ -1773,25 +2182,29 @@
    if defObjType == IPY_GameWorld.gotPlayer:
        dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj)  # 无视防御比率抗性
        dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
        dDamReduce = defObj.GetDamageReduceRate() # 外层减伤
        dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
        dDamagePVPReduce = PlayerControl.GetDamagePVPReduce(defObj) # PVP固定减伤
        #dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
        dDamagePerPVPReduce = PlayerControl.GetDamagePerPVPReduce(defObj) # 外层PVP减伤
        dDamagePerPVPReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReducePVP)
        dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
        dBeHurtPer = PlayerControl.GetBeHurtPer(defObj)      # 加深受到伤害百分比
        dFightPower = defObj.GetFightPower()
        dFinalHurtReducePer = PlayerControl.GetFinalHurtReducePer(defObj)
        dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
    else:
        dIgnoreDefRateReduce = 0    # 无视防御比率抗性
        dSkillAtkRateReduce = 0     # 技能攻击力减少
        dDamReduce = 0              # 外层减伤
        dDamagePVPReduce = 0        # PVP固定减伤
        dDamagePerPVPReduce = 0     # 外层PVP减伤
        dFinalHurtReduce = 0        # 最终固定伤害减少
        dBeHurtPer = 0
        dFightPower = NPCCommon.GetSuppressFightPower(defObj)
        dFinalHurtReducePer = 0             # 最终伤害减少百分比 默认0
        
    #攻击字典 { 攻击类型 : '公式' }
    hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
    if suppressLV:
        suppressFormulaKeyLV = "SuppressValueLV_%s" % (atkIsBoss)
        if suppressFormulaKeyLV in hurtDist:
@@ -1804,50 +2217,23 @@
            suppressFPFormula = hurtDist[suppressFormulaKeyFP]
            suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
    
    # 境界压制百分比
    SuppressValueRealmRate = 10000 # 默认值
    suppressRealm = 0
    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
        RealmGroupList = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", 1)
        aRealmLV, dRealmLV = atkObj.GetOfficialRank(), defObj.GetOfficialRank()
        aRealmGroup, dRealmGroup = 0, 0
        for g, gMaxRealmLV in enumerate(RealmGroupList, 1):
            if aRealmLV and aRealmLV <= gMaxRealmLV and not aRealmGroup:
                aRealmGroup = g
            if dRealmLV and dRealmLV <= gMaxRealmLV and not dRealmGroup:
                dRealmGroup = g
        suppressRealm = aRealmGroup - dRealmGroup
        suppressFormulaKeyRealm = "PVPSuppressValueRealm"
        if suppressFormulaKeyRealm in hurtDist:
            SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
        #GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s"
        #                   % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate))
    # 境界压制规则
    # 1. 其中一方无境界等级则无效, 如普通NPC
    # 2. 宠物和召唤兽(如水元素)有效, 取主人
    # 3. 玩家地境界低于BOSS则伤害固定为1 (在函数入口处已处理)
    # 4. 其他情况统一境界压制 境界差*2%
    if aRealmLV == 0 or dRealmLV == 0:
        SuppressValueRealmRate = 10000
    else:
        SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula("SuppressValueRealm", hurtDist["SuppressValueRealm"])))
        
    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 # 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, npcObjType = GetAttackPlayer(atkObj)
            
        # 骑宠争夺最终伤害衰减
        if FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
            findBuff = SkillCommon.FindBuffByID(atkObj, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
        if ownerPlayer:
            findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
            if findBuff:
                reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
                aFinalHurtPer -= reduceFinalHurtPer
@@ -1870,13 +2256,17 @@
        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
@@ -1905,14 +2295,20 @@
# 获取双方境界值
def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
    if atkObjType == IPY_GameWorld.gotNPC:
        aRealmLV = NPCCommon.GetRealmLV(atkObj)
        if aRealmLV == 0:
            # 0代表不要压制
            return 0, 0
        ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
        if ownerPlayer:
            # 召唤兽和宠物取主人境界,可以是攻击方需提取
            aRealmLV = ownerPlayer.GetOfficialRank()
        else:
            aRealmLV = NPCCommon.GetRealmLV(atkObj)
            if aRealmLV == 0:
                # 0代表不要压制
                return 0, 0
    else:
        aRealmLV = atkObj.GetOfficialRank()
        
    if defObjType == IPY_GameWorld.gotNPC:
        # 召唤兽和宠物取主人境界,但是宠物和人物召唤兽不可被攻击,故不需要
        dRealmLV = NPCCommon.GetRealmLV(defObj)
        if dRealmLV == 0:
            # 0代表不要压制
@@ -1926,17 +2322,20 @@
## 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())
        else:
            defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
    return
@@ -1946,6 +2345,12 @@
    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"
@@ -2053,7 +2458,7 @@
#  @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
@@ -2079,9 +2484,11 @@
        #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, curSkill, 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
    
    if suckHP <= 0:
@@ -2228,6 +2635,7 @@
        1    全体模式    IPY_GameWorld.amAll              对所有玩家都是敌对,家族区域同盟玩家除外  
        2    防卫模式    IPY_GameWorld.amCountry          本服玩家友好,他服玩家都是敌对
        5    强制模式    IPY_GameWorld.amFamily           队友、仙盟成员、同阵营友好,其他玩家敌对
        7    锁定单一目标模式 IPY_GameWorld.amContest       只对选中目标有伤害, 目前只用于部分BOSS争夺地图
        
    场景区域
        普通区域    IPY_GameWorld.gatNormal    可根据不同PK模式PK,击杀玩家有惩罚
@@ -2268,12 +2676,6 @@
    
    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
    #    if not PlayerCanAttackTeamerInFB(curPlayer, tagPlayer):
    #        return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_NotAttackTeam
        
    #恶意攻击的玩家默认都是敌人, 无论什么模式
    if IsMaliciousAttackPlayer(curPlayer, tagPlayer):
@@ -2433,7 +2835,7 @@
# @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
    
@@ -2444,6 +2846,9 @@
        return
    
    #---NPC处理---
    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
        return
    npcControl = NPCCommon.NPCControl(curObjDetel)
    npcControl.SetKilled()
    return