hxp
2019-06-22 d0f5f9922f17f5bff4288173f18a9ed827d95db8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
import PlayerControl
import NPCCommon
import ChConfig
import ChEquip
import SkillCommon
import AttackLogic
import ItemControler
@@ -36,7 +35,6 @@
import OperControlManager
import DataRecordPack
import ChItem
import ReadChConfig
import GameObj
import ChPyNetSendPack
import ChNetSendPack
@@ -45,6 +43,11 @@
import PlayerGeTui
#---------------------------------------------------------------------
g_skillHurtList = IPY_GameWorld.IPY_HurtList()
# 特殊处理搜索范围,一般用于副本
Def_SearchMap_NPC = 200 # 本线全图搜索NPC
Def_SearchMap_Player = 201 # 本线全图搜索玩家
#伤害结构体
#hurtTypeIndance = None
@@ -74,7 +77,7 @@
#    global hurtTypeIndance
#    hurtTypeIndance = indance
#
### 获得本次攻击是否是致命一击
### 获得本次攻击是否是暴击
##  @param 无参数
##  @return True or False
##  @remarks 函数详细说明.
@@ -209,6 +212,46 @@
    
    return None
# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
    AttackCommon.ClearFirstDefender(attacker)
    skillHurtLists = [] # 内部触发清除g_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    for hurtList in skillHurtLists:
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        if not defender:
            continue
        if GameObj.GetHP(defender) > 0:
            continue
        if hurtList[1] == IPY_GameWorld.gotPlayer:
            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
            # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
#---------------------------------------------------------------------
## 攻击通用函数
#  @param attacker 攻击Obj
@@ -221,7 +264,7 @@
# @param isEnhanceSkill 是否为附加技能
#  @return True 攻击成功    None 不可攻击
#  @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值
def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
    global g_skillHurtList
    
    if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
@@ -286,6 +329,8 @@
        __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
        #调用触发附加技能
        SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
        
    #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
    if AttackCommon.GetIsDead(defender):
@@ -552,6 +597,10 @@
        #关系
        relation = GetTagRelation(attacker, defender, curSkill, tick)
        return relation[0] == ChConfig.Type_Relation_Friend
    elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
        if defender and GameObj.GetHP(defender) > 0 :
            return True
        return False
    
    return __CheckCanAttack(attacker , defender , curSkill , tick)
@@ -607,7 +656,7 @@
    # 防守者自己通知
    __Sync_AttackResult(defender, defender, curSkill)
    
    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    DoLogic_AttackResult(attacker, defender, curSkill, tick)
    
    return True
@@ -809,7 +858,9 @@
                    SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
            else:
                SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    for defObj in attackList:
            
        #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -868,12 +919,19 @@
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return None
    
    useSkillTagID = attacker.GetUseSkillTagID()
    useSkillTagType = attacker.GetUseSkillTagType()
    curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
    curTag = None
    if attacker.GetAttackMode() == IPY_GameWorld.amContest:
        # 单一目标锁定模式
        curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID),
                                  attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType))
    if not curTag:
        return None
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
        if not curTag:
            return None
    
    if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
@@ -916,20 +974,22 @@
        if not curTag:
            continue
        
        if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
            if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                #npc主人是玩家不能攻击
        #非自定义场景才需要判断
        if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                    #npc主人是玩家不能攻击
                    continue
            if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
                # 最远距离防范
                GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
                continue
        if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
            # 最远距离防范
            GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
            continue
        if CheckFunc != None:
            #检查是否受影响
            if not CheckFunc(attacker, curTag, curSkill, tick):
                continue
            if CheckFunc != None:
                #检查是否受影响
                if not CheckFunc(attacker, curTag, curSkill, tick):
                    continue
        
        resultList.append(curTag)
            
@@ -948,13 +1008,11 @@
        GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag)
        return resultList
    
    gameMap = GameWorld.GetMap()
    if skillMatrix == None:
        #作用范围 作用矩阵
        attackDis = curSkill.GetAtkRadius()
        skillMatrix = ChConfig.MatrixDict.get(attackDis)
        if skillMatrix == None:
        skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
        if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
            GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" 
                             % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
            return resultList
@@ -962,7 +1020,6 @@
    #技能攻击最大数量
    hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
    
    ownerTag = None
    ownerPlayerID = 0
    isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
    if isSummonNPCAtker:
@@ -975,7 +1032,29 @@
    if attackAim:
        hurtCount -= 1
        resultList.append(attackAim)
    if skillMatrix:
        # 按范围搜索
        resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount,
                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList)
    elif attackDis == Def_SearchMap_Player:
        # 搜索本地图当前线路玩家
        ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
    elif attackDis == Def_SearchMap_NPC:
        # 搜索本地图当前线路NPC
        ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
    return resultList
# 按范围搜索目标对象
def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount,
                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList):
    ownerTag = None
    gameMap = GameWorld.GetMap()
    for curPos in skillMatrix:
        #伤害次数到了
        if hurtCount <= 0:
@@ -995,41 +1074,103 @@
                break
        
            curObj = mapObj.GetObjByIndex(i)
            curObjType = curObj.GetGameObjType()
            #不在影响对象列表中
            if curObjType not in hurtTypeList:
                continue
            #攻击对象
            curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
            curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag,
                                             CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
            if not curTag:
                if ownerTag:
                    hurtCount -= 1
                continue
            
            if attackAim and attackAim.GetID() == curTag.GetID():
                # 不在攻击主目标
                continue
            #群攻技能不能对镖车释放, 永恒版本屏蔽此限制
            #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
            #    continue
            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                    #npc主人是玩家不能攻击
                    continue
            if CheckFunc != None:
                #检查是否受影响
                if not CheckFunc(attacker, curTag, curSkill, tick):
                    continue
            # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
            if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
                ownerTag = curTag
                continue
            hurtCount -= 1
            resultList.append(curTag)
    if ownerTag:
        resultList.append(ownerTag)
    return resultList
def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
    curObjType = curObj.GetGameObjType()
    #不在影响对象列表中
    if curObjType not in hurtTypeList:
        return None, None
    if attacker.GetSightLevel() != curObj.GetSightLevel():
        return None, None
    #攻击对象
    if not curTag:
        curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
    if not curTag:
        return None, None
    if attackAim and attackAim.GetID() == curTag.GetID():
        # 不在攻击主目标
        return None, None
    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
            #npc主人是玩家不能攻击
            return None, None
    if CheckFunc != None:
        #检查是否受影响
        if not CheckFunc(attacker, curTag, curSkill, tick):
            return None, None
    # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
    if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
        ownerTag = curTag
        return None, ownerTag
    return curTag, None
# 搜索本地图当前线路NPC
def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
    gameNPCManager = GameWorld.GetNPCManager()
    for index in xrange(gameNPCManager.GetNPCCount()):
        curNPC = gameNPCManager.GetNPCByIndex(index)
        if curNPC == None or curNPC.GetID() == 0:
            continue
        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
        if not curTag:
            if ownerTag:
                hurtCount -= 1
            continue
        hurtCount -= 1
        resultList.append(curTag)
    if ownerTag:
        resultList.append(ownerTag)
    return resultList
# 搜索本地图当前线路玩家
def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
    for i in range(copyMapPlayerManager.GetPlayerCount()):
        curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
        if curPlayer == None or curPlayer.IsEmpty():
            continue
        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
        if not curTag:
            if ownerTag:
                hurtCount -= 1
            continue
        hurtCount -= 1
        resultList.append(curTag)
            
    if ownerTag:
        resultList.append(ownerTag)
@@ -1293,6 +1434,21 @@
        PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
    
    return
# 通知客户端表现封包 无其他作用
def Sync_AttackResult(attacker, curSkill):
    global g_skillHurtList
    g_skillHurtList.Clear()
    defender = None
    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
    __Sync_AttackResult(attacker, defender, curSkill)
##############################主动攻击成功#############################
## 玩家攻击成功
#  @param curPlayer 攻击Obj
@@ -1319,9 +1475,13 @@
        if curPlayerSkill:
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
        
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]:
            UseSkillOver(curPlayer, target, curSkill, tick)
        else:
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
        return True
    AttackCommon.ClearFirstDefender(curPlayer)
    
    #玩家进入战斗状态
    #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
@@ -1356,9 +1516,10 @@
        curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        
        if curPlayerSkill:
            #设置玩家所学技能冷却CD
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
            if not IsSkipSkillCD(curPlayer, target, curSkill, tick):
                #设置玩家所学技能冷却CD
                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
            #调用任务触发器
            #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
            #执行连环被动技能处理
@@ -1373,10 +1534,52 @@
    # 普攻和对敌技能
    UseSkillOver(curPlayer, target, curSkill, tick)
    return True
# 无冷却状态
def IsSkipSkillCD(curPlayer, target, curSkill, tick):
    # 暴击情况下
    isSuperHit = False
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
            isSuperHit = True
            break
    
    if isSuperHit:
        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
            return True
        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
            return True
    return False
### 不管什么技能都会到此处
#只对第一目标造成某伤害类型时触发技能
def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
    if g_skillHurtList.GetHurtCount() == 0:
        return
    hurtObj = g_skillHurtList.GetHurtAt(0)
    if not hurtObj:
        return
    objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()
    defender = GameWorld.GetObj(objID, objType)
    if not defender:
        return
    if hurtType == ChConfig.Def_HurtType_SuperHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
    return
# 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
    isSuperHit = False
    usePassiveSkillResult = True    # 第一次判断不能调用,即代表都不可用无需循环
    usePassiveSkillResultOnSuperHit = True    # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
    
@@ -1388,41 +1591,49 @@
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    # #持续攻击类BUFF 类剑刃风暴是先给自身一个持续性buff,这一次不算伤害不可触发
    if curSkill and ChConfig.Def_SkillType_LstPlsBuffAtk != curSkill.GetSkillType():
        #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
        OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    
    skillIDSet = set()
    for hurtList in skillHurtLists:
        if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
            # 暴击只对主目标做处理
            PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
            isSuperHit = True
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        objID, objType, hurtType = hurtList
        defender = GameWorld.GetObj(objID, objType)
        if not defender:
            continue
        
        if GameObj.GetHP(defender) <= 0:
            if hurtList[1] == IPY_GameWorld.gotPlayer:
            if objType == IPY_GameWorld.gotPlayer:
                if hurtType == ChConfig.Def_HurtType_Zhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
                elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
            continue
        
        if usePassiveSkillResult:
            usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
        
        if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
        if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
            # 暴击对目标一一触发被动
            usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                        ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
        if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
        if hurtType == ChConfig.Def_HurtType_SuperHit:
            #被暴击触发技能
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
        elif hurtType == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
        if hurtList[2] in ChConfig.Def_RealAttack_Type:
        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
        if hurtType in ChConfig.Def_RealAttack_Type:
            # 被攻击处理层级
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
        
@@ -1461,6 +1672,10 @@
    else:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick)
    
    #释放技能即可处理的 不区分攻击和非攻击
    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick)
    return
@@ -1492,7 +1707,8 @@
    tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
    rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
    # 添加最高60%击晕效果
    rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
    if not GameWorld.CanHappen(rate):
        return
@@ -1551,32 +1767,34 @@
#  @return None
#  @remarks 设置玩家属性消耗,如魔法,XP点,HP
def SetSkillLostAttr(curPlayer, curSkill, tick):
    #-----------扣魔法
    lostMPValue = curSkill.GetMP()
    curPlayerMP = curPlayer.GetMP()
    if curPlayerMP < lostMPValue:
        GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
    if lostMPValue > 0:
        curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
        #自动回魔
        PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
    #----------扣XP点
    lostXPValue = curSkill.GetXP()
    curPlayerXP = curPlayer.GetXP()
    if curPlayerXP < lostXPValue:
        GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
    if lostXPValue > 0:
        remain = curPlayer.GetXP() - lostXPValue
        remain = max(0, remain)
        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
        curPlayer.SetXP(remain)
    #===========================================================================
    # #-----------扣魔法
    # lostMPValue = curSkill.GetMP()
    # curPlayerMP = curPlayer.GetMP()
    #
    # if curPlayerMP < lostMPValue:
    #    GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
    #
    # if lostMPValue > 0:
    #    curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
    #    #自动回魔
    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
    #
    # #----------扣XP点
    # lostXPValue = curSkill.GetXP()
    # curPlayerXP = curPlayer.GetXP()
    #
    # if curPlayerXP < lostXPValue:
    #    GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
    #
    # if lostXPValue > 0:
    #    remain = curPlayer.GetXP() - lostXPValue
    #    remain = max(0, remain)
    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
    #    curPlayer.SetXP(remain)
    #===========================================================================
    #----------扣HP点
    lostHPValue = curSkill.GetHP()
@@ -1720,8 +1938,13 @@
    # 暂且只有玩家被攻击触发
    if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
        # 优先触发,如无敌可以抵挡后续的被动伤害技能
        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
        PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
        # 由主人条件触发宠物被动技能
        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
    return
## NPC被攻击(当前NPC,技能,当前时间)
@@ -2043,7 +2266,7 @@
        dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(),
                         defender.GetPosX(), defender.GetPosY())
        
        skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue)
        skillPer = (skillPercent - dist * changePer)
        
        #GameWorld.Log("skillPer :%s"%skillPer)
        #执行群攻 并取得被攻击对象列表
@@ -2190,6 +2413,7 @@
    #===========================================================================
    Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
        
    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
    skillIDSet = set()
    #攻击结果 不处理触发逻辑
    for defObj in attackList:
@@ -2203,14 +2427,17 @@
                                                isEnhanceSkill=False, skillIDSet=skillIDSet)
        
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
        skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        if skillEffect:
            skillID = skillEffect.GetEffectValue(2)
            if skillID != 0:
                triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
                if not triggerSkill:
                    continue
                SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
        # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
        # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        # if skillEffect:
        #    skillID = skillEffect.GetEffectValue(2)
        #    if skillID != 0:
        #        triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        #        if not triggerSkill:
        #            continue
        #        SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
    # 一一触发技能需要在最后设置CD
    for skillTypeID in skillIDSet:
@@ -2405,7 +2632,7 @@
            if not hurtEffect:
                
                continue
            hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue  # 单层伤害
            hurtPer = hurtEffect.GetEffectValue(0)  # 单层伤害
        
        # 伤害乘以层
        skillPercent = hurtPer * max(buff.GetLayer(), 1)
@@ -2511,7 +2738,7 @@
        
    sendPack.HurtCount = len(sendPack.HurtList)
    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0)
    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
# py重现View_UseSkillPos效果,对地通知,只用于玩家