ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -276,6 +276,11 @@
def GetTriggerTypeByEffectID(effectID):
    # 临时配置
    tdict = {
             2102:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
             2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
             2106:ChConfig.TriggerType_BeSuperHit,  # 被暴击触发技能
             4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
             4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
             4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
@@ -336,6 +341,21 @@
             4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56
             4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能  57
             4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能  57
             4061:ChConfig.TriggerType_AttackOverPassive,  # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因
             4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
             4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
             4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
             4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
             4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
             4070:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -360,20 +380,27 @@
             4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
             4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             4509:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
             4510:ChConfig.TriggerType_Buff_MustBeHit,   # BUFF类: 无视闪避必中
             4511:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
             4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
             4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
             4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
             4519:ChConfig.TriggerType_WillDead,   # BUFF类: 进入濒死状态 25
             4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
             4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
             4522:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
             807:ChConfig.TriggerType_BloodShield,  # 血盾
             808:ChConfig.TriggerType_BloodShield,  # 血盾
             }
    return tdict.get(effectID, -1)
@@ -712,36 +739,6 @@
    return PyGameData.g_PassiveEffManager
## 当前释放技能 skillData
#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
#    #===========================================================================
#    # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
#    # if not passiveEff:
#    #    return
#    # #影响技能的BUFF
#    # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
#    # if not buffTriggerSkillDict:
#    #    return
#    #
#    # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
#    #===========================================================================
#    OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
#===============================================================================
# # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
# def CheckBattleRelationType(skillBattleType, battleRelationType):
#    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
#        return True
#
#    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
#    #    return True
#
#    if skillBattleType != battleRelationType:
#        # PK模式的判定
#        return False
#    return True
#===============================================================================
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
    # 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列    
@@ -763,7 +760,167 @@
        return
    
    return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
# 当前有效被动触发技能, 可用于基础使用判定
def IsValidPassiveSkill(curSkill):
    validMap = SkillShell.GetAttrMapID(curSkill)
    if validMap and validMap != GameWorld.GetMap().GetMapID():
        # 有效地图可触发
        return False
    return True
# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
    attacker = FindRealAttacker(attacker)
    if not attacker:
        return 0, 0
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if connSkill:
        if not connSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return 0, 0
        if SkillCommon.isPassiveSkill(connSkill):
            stopPassiveSkill = True
        
    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
        # 防范被动技能触发的 非被动技能
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return 0, 0
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    if not skills:
        return 0, 0
    defender = GetPassiveDefender(attacker, defender)
    # 当前战斗关系 pvp pve
    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
    #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
    lockHPPerMax = 0  ## 取有效的最高血量
    lockHPSkillID = 0
    for skillTypeID, effectID in skills:
        if connSkillID == skillTypeID:
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
            continue
        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
            # PK模式的判定
            continue
        pyName = "PassiveSkill_%s" % effectID
        callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
        if not callFunc:
            continue
        if not callFunc(attacker, defender, effect, curSkill):
            continue
        # 最终取最高值来决定当前生命值,卡血设定
        if effect.GetEffectValue(0) > lockHPPerMax:
            lockHPPerMax = effect.GetEffectValue(0)
            lockHPSkillID = skillTypeID
    return lockHPSkillID, lockHPPerMax
# 锁血功能的技能 含人物和宠物
def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return 0
    lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
    rolePet = attacker.GetPetMgr().GetFightPet()
    if rolePet:
        lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
        if lockHPPerMax + lockHPPerMaxPet == 0:
            # 无触发
            return 0
        # 触发宠物技能标志
        if lockHPPerMaxPet > lockHPPerMax:
            rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
            return lockHPPerMaxPet
    if lockHPPerMax == 0:
        return 0
    # 触发人物技能标志
    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
    return lockHPPerMax
# 从伤血延后到技能结束触发被动技能
def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    # 检查是宠物还是人物技能
    skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
    if not skillTypeID:
        rolePet = attacker.GetPetMgr().GetFightPet()
        if not rolePet:
            return
        skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
        if not skillTypeID:
            return
        attacker = rolePet
        GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
    # 一定要清标志
    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
    curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
    if not curSkill:
        return
    GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
    # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
    SkillCommon.SetUsingPassiveSkill(attacker, 1)
    if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
        # 不管技能是否是否成功都必须进入CD
        SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
    SkillCommon.SetUsingPassiveSkill(attacker, 0)
    return
# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return
    rolePet = attacker.GetPetMgr().GetFightPet()
    #无出战宠物
    if rolePet == None:
        return
    OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
# 被动技能触发释放
def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
@@ -809,6 +966,9 @@
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -904,6 +1064,10 @@
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -967,6 +1131,9 @@
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
@@ -1010,6 +1177,9 @@
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1059,6 +1229,13 @@
    
    for skillID, effectList in buffDict.items():
        if tagSkillID == skillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
@@ -1119,15 +1296,19 @@
    for skillID, effectList in buffDict.items():
        if skillID == useSkillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not curSkill:
                continue
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
                continue
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
            if not callFunc:
                continue
@@ -1199,6 +1380,9 @@
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发