129 【战斗】战斗系统-服务端(简化触发方式;优化额外触发技能;)
9个文件已修改
1个文件已删除
422 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 30 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 44 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py 33 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py 69 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py 52 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 167 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -81,17 +81,14 @@
    list        EffectValues1;    //效果值列表1
    BYTE        TriggerWay1;    //触发方式
    BYTE        TriggerSrc1;    //有效来源
    list        TriggerParams1;    //触发参数
    DWORD        EffectID2;    //效果ID2
    list        EffectValues2;    //效果值列表2
    BYTE        TriggerWay2;    //触发方式
    BYTE        TriggerSrc2;    //有效来源
    list        TriggerParams2;    //触发参数
    DWORD        EffectID3;    //效果ID3
    list        EffectValues3;    //效果值列表3
    BYTE        TriggerWay3;    //触发方式
    BYTE        TriggerSrc3;    //有效来源
    list        TriggerParams3;    //触发参数
    WORD        CoolDownTime;    //技能冷却时间
    list        IgnoreStates;    //无视限制列表
    BYTE        CurBuffState;    //Buff״ֵ̬
@@ -100,7 +97,6 @@
    BYTE        LayerMax;    //最大层数
    DWORD        BuffRepeat;    //Buff叠加规则
    DWORD        DieContinue;    //Buff死亡存在
    list        EnhanceSkillList;    //触发技能ID列表
    DWORD        FightPower;    //技能战斗力
    char        SkillMotionName; //技能动作名
};
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -97,6 +97,8 @@
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay:
            return
        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
            return
        if triggerSrc == ChConfig.TriggerSrc_Buff:
            # buff有效的不加进来
            return
@@ -138,6 +140,8 @@
        triggerWay = effect.GetTriggerWay()
        triggerSrc = effect.GetTriggerSrc()
        if not triggerWay:
            return
        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
            return
        if triggerSrc == ChConfig.TriggerSrc_Skill:
            # 技能有效的不加进来
@@ -209,12 +213,12 @@
    
class SkillEffect():
    
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
        self._effID = effID
        self._values = values
        self._triggerWay = triggerWay
        self._triggerSrc = triggerSrc
        self._triggerParams = triggerParams if triggerParams else []
        #self._triggerParams = triggerParams if triggerParams else []
        return
    
    def GetEffectID(self): return self._effID
@@ -222,7 +226,7 @@
    def GetEffectValueCount(self): return len(self._values)
    def GetTriggerWay(self): return self._triggerWay
    def GetTriggerSrc(self): return self._triggerSrc
    def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
    #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
    
EmptyEffect = SkillEffect(0, [])
@@ -231,16 +235,16 @@
    def __init__(self, ipyData):
        self._ipyData = ipyData
        self._effList = [] # [Effect, ...]
        self._effDict = {} # {effID:Effect, ...}
        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
        for num in range(1, 1 + 3):
            effID = getattr(ipyData, "GetEffectID%s" % num)()
            values = getattr(ipyData, "GetEffectValues%s" % num)()
            triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
            triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
            triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
            self._effList.append(effect)
            self._effDict[effID] = effect
            self._effDict[(effID, triggerWay)] = effect
        return
    
    def GetIpyData(self): return self._ipyData
@@ -264,7 +268,7 @@
    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
    def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
    def GetConnSkill(self): return self._ipyData.GetConnSkill()
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
@@ -274,7 +278,6 @@
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._ipyData.GetFightPower()
    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
    
@@ -376,6 +379,12 @@
        buff = self._buffIDDict.pop(buffID)
        if buff in self._buffList:
            self._buffList.remove(buff)
        else:
            # 防范下找不到的情况
            for lBuff in self._buffList[::-1]:
                if lBuff.GetBuffID() == buffID:
                    self._buffList.remove(lBuff)
                    GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
            if buffID not in buffIDList:
@@ -472,7 +481,7 @@
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
    def GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
    def GetConnSkill(self): return self._skillData.GetConnSkill()
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
@@ -482,7 +491,6 @@
    def GetLayerMax(self): return self._skillData.GetLayerMax()
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
    def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
    def GetFightPower(self): return self._skillData.GetFightPower()
    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1151,20 +1151,24 @@
                buffMgr = batObj.GetBuffManager()
                for index in range(buffMgr.GetBuffCount())[::-1]:
                    buff = buffMgr.GetBuffByIndex(index)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    skillData = buff.GetSkillData()
                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
                        continue
                    remainTime = buff.GetRemainTime()
                    if not remainTime:
                        # 永久buff不处理
                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, buff.GetSkillID()))
                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
                        continue
                    calcTimeline = buff.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
                    if passTurn <= 0:
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, buff.GetSkillID()))
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                        continue
                    
                    updRemainTime = max(0, remainTime - passTurn)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
                    if updRemainTime > 0:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4336,7 +4336,8 @@
TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
TriggerWay_ShieldBroken, # 承伤盾被击破时 12
) = range(1, 1 + 12)
TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
) = range(1, 1 + 13)
# 被动触发有效来源
TriggerSrc_Skill = 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -106,17 +106,14 @@
                        ("list", "EffectValues1", 0),
                        ("BYTE", "TriggerWay1", 0),
                        ("BYTE", "TriggerSrc1", 0),
                        ("list", "TriggerParams1", 0),
                        ("DWORD", "EffectID2", 0),
                        ("list", "EffectValues2", 0),
                        ("BYTE", "TriggerWay2", 0),
                        ("BYTE", "TriggerSrc2", 0),
                        ("list", "TriggerParams2", 0),
                        ("DWORD", "EffectID3", 0),
                        ("list", "EffectValues3", 0),
                        ("BYTE", "TriggerWay3", 0),
                        ("BYTE", "TriggerSrc3", 0),
                        ("list", "TriggerParams3", 0),
                        ("WORD", "CoolDownTime", 0),
                        ("list", "IgnoreStates", 0),
                        ("BYTE", "CurBuffState", 0),
@@ -125,7 +122,6 @@
                        ("BYTE", "LayerMax", 0),
                        ("DWORD", "BuffRepeat", 0),
                        ("DWORD", "DieContinue", 0),
                        ("list", "EnhanceSkillList", 0),
                        ("DWORD", "FightPower", 0),
                        ("char", "SkillMotionName", 0),
                        ),
@@ -2753,28 +2749,24 @@
    def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
    def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
    def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
    def GetTriggerParams1(self): return self.attrTuple[21] # 触发参数 list
    def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
    def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
    def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
    def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
    def GetTriggerParams2(self): return self.attrTuple[26] # 触发参数 list
    def GetEffectID3(self): return self.attrTuple[27] # 效果ID3 DWORD
    def GetEffectValues3(self): return self.attrTuple[28] # 效果值列表3 list
    def GetTriggerWay3(self): return self.attrTuple[29] # 触发方式 BYTE
    def GetTriggerSrc3(self): return self.attrTuple[30] # 有效来源 BYTE
    def GetTriggerParams3(self): return self.attrTuple[31] # 触发参数 list
    def GetCoolDownTime(self): return self.attrTuple[32] # 技能冷却时间 WORD
    def GetIgnoreStates(self): return self.attrTuple[33] # 无视限制列表 list
    def GetCurBuffState(self): return self.attrTuple[34] # Buff״ֵ̬ BYTE
    def GetLastTime(self): return self.attrTuple[35] # 持续时间 WORD
    def GetLayerCnt(self): return self.attrTuple[36] # Buff层数 BYTE
    def GetLayerMax(self): return self.attrTuple[37] # 最大层数 BYTE
    def GetBuffRepeat(self): return self.attrTuple[38] # Buff叠加规则 DWORD
    def GetDieContinue(self): return self.attrTuple[39] # Buff死亡存在 DWORD
    def GetEnhanceSkillList(self): return self.attrTuple[40] # 触发技能ID列表 list
    def GetFightPower(self): return self.attrTuple[41] # 技能战斗力 DWORD
    def GetSkillMotionName(self): return self.attrTuple[42] # 技能动作名 char
    def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
    def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
    def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
    def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
    def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
    def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
    def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
    def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
    def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
    def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
    def GetCurBuffState(self): return self.attrTuple[31] # Buff״ֵ̬ BYTE
    def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
    def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
    def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
    def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
    def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
    def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
    def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char
# 武将表
class IPY_Hero():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
@@ -4,12 +4,12 @@
#
##@package Skill.PassiveTrigger.PassiveEff_5001
#
# @todo:buff层数结算持续buff
# @todo:结算某持续buff回合效果(可以是攻击或治疗)
# @author hxp
# @date 2025-08-19
# @version 1.0
#
# 详细描述: buff层数结算持续buff
# 详细描述: 结算某持续buff回合效果(可以是攻击或治疗)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-19 16:00"""
@@ -18,30 +18,15 @@
import TurnBuff
def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
    singleLayerCnt = max(1, curEffect.GetEffectValue(0)) # 单次消耗层数/次数
    noDel = curEffect.GetEffectValue(1) # 是否不扣除层数,默认0-扣除 1-不扣除
    isAll = curEffect.GetEffectValue(2) # 是否结算剩余全部层数/次数,默认0结算单次
    #结算一次扣除1回合
    remainTime = max(0, curBuff.GetRemainTime() - 1)
    curBuff.SetRemainTime(remainTime)
    
    skillData = curBuff.GetSkillData()
    nowLayerCnt = curBuff.GetLayer()
    TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
    
    # 全部层级
    if isAll:
        logicCnt = nowLayerCnt / singleLayerCnt
        updLayerCnt = 0
    if remainTime <= 0:
        TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
    else:
        logicCnt = 1 # 执行逻辑次数
        updLayerCnt = nowLayerCnt - singleLayerCnt
        TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
        
    for _ in range(logicCnt):
        TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
    # 消耗层级,有限制层级的才进行消耗
    if not noDel and skillData.GetLayerCnt():
        curBuff.SetLayer(max(updLayerCnt, 0))
        if updLayerCnt <= 0:
            TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
        else:
            TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py
File was deleted
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
@@ -4,12 +4,12 @@
#
##@package Skill.PassiveTrigger.PassiveEff_5011
#
# @todo:被击方触发释放技能(对攻击方或重新设置目标)
# @todo:触发释放技能(可继承触发技能目标或重新设置目标)
# @author hxp
# @date 2025-08-25
# @version 1.0
#
# 详细描述: 被击方触发释放技能(对攻击方或重新设置目标)
# 详细描述: 触发释放技能(可继承触发技能目标或重新设置目标)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-08-25 12:00"""
@@ -22,7 +22,7 @@
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
    effectID = curEffect.GetEffectID()
    skillID = curEffect.GetEffectValue(0)
    skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
    if not skillID:
        passiveSkill = effSkill
    else:
@@ -38,7 +38,7 @@
        passiveTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if tagObj.GetHP() <= 0:
            if not tagObj.IsAlive():
                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                continue
            if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -31,49 +31,56 @@
    buffEffInfo and GameWorld.DebugLog("    被动Buff效果: %s" % buffEffInfo)
    return
def OnTriggerPassiveEffect(turnFight, batObj, triggerType, tagObj=None, connSkill=None, connSkillTypeID=0):
def OnTriggerPassiveEffect(turnFight, batObj, triggerWay, tagObj=None, connSkill=None, connSkillTypeID=0):
    ''' 触发被动效果,可能触发技能、buff,需根据优先级触发
    '''
    passiveEffMgr = batObj.GetPassiveEffManager()
    if not connSkillTypeID and connSkill:
        connSkillTypeID = connSkill.GetSkillTypeID()
    effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerType, connSkillTypeID)
    effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkillTypeID)
    if not effInfoList:
        return
    # [["skill/buff", skillID/buffID, effIDList], ...]
    tagID = tagObj.GetID() if tagObj else 0
    GameWorld.DebugLog("触发被动: triggerType=%s,objID=%s,tagID=%s,%s" % (triggerType, batObj.GetID(), tagID, effInfoList))
    GameWorld.DebugLog("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s" % (triggerWay, batObj.GetID(), tagID, effInfoList))
    for effInfo in effInfoList:
        sign = effInfo[0]
        if sign == "skill":
            skillID, effIDList = effInfo[1:]
            __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill)
            __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill)
            
        elif sign == "buff":
            buffID, effIDList = effInfo[1:]
            __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill)
            __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill)
            
    return
def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill=None):
def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill=None):
    skillMgr = batObj.GetSkillManager()
    effSkill = skillMgr.FindSkillByID(skillID)
    if not effSkill:
        return
    
    for effID in effIDList:
        curEffect = effSkill.GetEffectByID(effID)
        curEffect = effSkill.GetEffectByID(effID, triggerWay)
        if not curEffect:
            continue
        pyName = "PassiveEff_%s" % effID
        callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
        if not callFunc:
            continue
        callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
        DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
        
    return
def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill=None):
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
    effID = curEffect.GetEffectID()
    if not effID:
        return
    pyName = "PassiveEff_%s" % effID
    callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
    if not callFunc:
        return
    callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
    return
def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None):
    buffMgr = batObj.GetBuffManager()
    curBuff = buffMgr.GetBuff(buffID)
    if not curBuff:
@@ -81,17 +88,24 @@
    skillData = curBuff.GetSkillData()
    
    for effID in effIDList:
        curEffect = skillData.GetEffectByID(effID)
        curEffect = skillData.GetEffectByID(effID, triggerWay)
        if not curEffect:
            continue
        pyName = "PassiveEff_%s" % effID
        callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
        if not callFunc:
            continue
        callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
        DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
        
    return
def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
    effID = curEffect.GetEffectID()
    if not effID:
        return
    pyName = "PassiveEff_%s" % effID
    callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
    if not callFunc:
        return
    callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
    return
def GetTriggerPassiveValue(batObj, triggerType, tagObj=None, useSkill=None):
    ''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
    @return: 触发的值,0-没有触发或本身触发的值为0;大于0-触发的具体值
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
    '''使用技能通用入口
    @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
    @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
    @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
    @return: 是否成功
    '''
    if not useSkill:
@@ -104,14 +104,16 @@
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 0
        turnFight.addBatPack(clientPack)
        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
        if batType != ChConfig.TurnBattleType_Enhance:
            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
            clientPack.Tag = useTag
            clientPack.Len = len(clientPack.Tag)
            clientPack.Sign = 0
            turnFight.addBatPack(clientPack)
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
@@ -686,7 +688,7 @@
            buffObj, buff, _, _ = logicData
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
    # 统计结果
    # 统计击杀
    killObjIDList = [] # 击杀的目标ID列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
@@ -696,7 +698,7 @@
    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 可能单个技能对同一目标造成多次伤害
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    missObjIDList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
@@ -712,9 +714,9 @@
    curPlayer = turnFight.curPlayer
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
    # 额外触发技能
    __doUseEnhanceSkill(turnFight, curObj, useSkill)
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    
    # ========== 以下触发被动 ==========
    
@@ -730,9 +732,8 @@
            # 自己或对方闪避了不再触发被动
            continue
        
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
        # 直接攻击
        if not SkillCommon.IsBuff(useSkill):
        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
            
@@ -809,57 +810,95 @@
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
    if not curBatObj:
        return
    if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
        #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
        return
    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
    if not enhanceSkillIDList:
        return
    GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
    ## 执行本技能/buff释放后额外效果
    for index in xrange(useSkill.GetEffectCount()):
        curEffect = useSkill.GetEffect(index)
        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
            continue
        effID = curEffect.GetEffectID()
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
            continue
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            if tagID in missObjIDList:
                # 闪避了不触发
                continue
            TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
    return
def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
    ## 执行主技能的额外技能效果
    #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
    #    #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
    #    return
    enhanceSkillID = curEffect.GetEffectValue(0)
    checkInStateList = curEffect.GetEffectValue(1)
    if checkInStateList:
        if isinstance(checkInStateList, int):
            checkInStateList = [checkInStateList]
    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
    tagObjList = useSkill.GetTagObjList()
    for enhanceSkillID in enhanceSkillIDList:
        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
        if not enhanceSkillData:
            continue
        # 继承主技能目标
        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
            GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
            # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
            enhanceRate = enhanceSkillData.GetHappenRate()
            enchanceTagObjList = []
            for tagObj in tagObjList:
                tagID = tagObj.GetID()
                if tagObj.GetHP() <= 0:
                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
    if not enhanceSkillData:
        return
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
        # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
        enhanceRate = enhanceSkillData.GetHappenRate()
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
            if not tagObj.IsAlive():
                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                continue
            if tagID in missObjIDList:
                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
                continue
            if checkInStateList:
                inState = False
                for state in checkInStateList:
                    if tagObj.IsInState(state):
                        inState = True
                        break
                if not inState:
                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
                    continue
                inHurt = False
                for hurtObj in useSkill.GetHurtObjList():
                    if hurtObj.GetObjID() != tagID:
                        continue
                    if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                        continue
                    inHurt = True
            if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                continue
            enchanceTagObjList.append(tagObj)
        if enchanceTagObjList:
            OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
        return
    # 只执行一次,防止群攻时额外触发多次
    GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
    if checkInStateList:
        inState = False
        for tagObj in tagObjList:
            for state in checkInStateList:
                if not state or tagObj.IsInState(state):
                    inState = True
                    break
                if not inHurt:
                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
                    continue
                if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                    GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                    continue
                enchanceTagObjList.append(tagObj)
            if enchanceTagObjList:
                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
            continue
        GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
        OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
            if inState:
                break
        if not inState:
            GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
            return
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):