ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,6 +57,7 @@
import ChPyNetSendPack
import NetPackCommon
import FamilyRobBoss
#import EquipZhuXian
import FBCommon
import ChNPC
@@ -287,6 +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
@@ -324,6 +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:
@@ -338,30 +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
@@ -1287,11 +1304,12 @@
                          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],
                          }
    
    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]
    if defObjType == IPY_GameWorld.gotPlayer:
        calcTypeList += [ChConfig.Def_HurtType_Parry]
    # 暂时只计算玩家
@@ -1304,6 +1322,7 @@
                  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_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
                  }
    
    hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1311,7 +1330,7 @@
    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
@@ -1327,7 +1346,7 @@
            
    # 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)
@@ -1390,6 +1409,56 @@
        return True, 0, chanceDefPer
    return
#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
#    """诛仙一击"""
#    rate = PlayerControl.GetZhuXianRate(atkObj)
#    if not rate:
#        return
#
#    if GameWorld.CanHappen(rate):
#        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
#    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):
@@ -1503,7 +1572,7 @@
    return True
    
# 攻击时防守方神兵护盾的处理
def CalcAtkProDef(atkObj, defObj, hurtValue):
def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
    if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return hurtValue
    
@@ -1518,6 +1587,9 @@
    
    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
@@ -1535,6 +1607,7 @@
    atkObj = ElfChangeAttacker(attacker)  # Elf灵为替身攻击,要取玩家的属性
    
    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
@@ -1552,33 +1625,23 @@
            # 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*20   # 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, orgAtkObj=attacker)
    
    # 优先处理神兵护盾
    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue)
    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)
@@ -1588,10 +1651,23 @@
    reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
    hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
    
    # 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
    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
    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
@@ -1612,7 +1688,20 @@
    
    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:
@@ -1644,7 +1733,9 @@
    resultHurtType.LostHP = lostValue
    if defObjType == IPY_GameWorld.gotPlayer:
        FBLogic.OnFBLostHP(defObj, lostValue)
    WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
    #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, curSkill, resultHurtType, tick)
@@ -1655,6 +1746,75 @@
    
    return resultHurtType
# 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):
@@ -1773,16 +1933,21 @@
    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
    isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
    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)
    
    #  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)
@@ -1801,11 +1966,18 @@
        # 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百分比 
        aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
        aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
        aLuckyHit = max(aLuckyHit, 0)
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    
@@ -1847,13 +2019,14 @@
        
    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
        aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
        aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        
@@ -1932,10 +2105,22 @@
            suppressFormulaKeyRealm = "PVESuppressValueRealm"
            if suppressFormulaKeyRealm in hurtDist:
                SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
    # 骑宠争夺最终伤害衰减
    if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
        ownerPlayer = None
        # 召唤兽和宠物需要从人物获取状态
        if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
                ownerPlayer = PetControl.GetPetOwner(atkObj)
            elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
                ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
        else:
            ownerPlayer = atkObj
            
        # 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
@@ -2030,7 +2215,8 @@
        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
@@ -2040,6 +2226,12 @@
    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"
@@ -2177,7 +2369,7 @@
        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
        
        atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
    suckHP += atkBackHP
    
    if suckHP <= 0:
@@ -2364,12 +2556,6 @@
    
    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):