From 070a0dfddf2d5f85ac348a8d37a606bdbcd0ea0a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 05 十一月 2025 16:45:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(完善技能目标选择逻辑;支持软控魅惑、混乱、嘲讽,及反击复仇目标,buff状态细分目标,属性细分目标等优先级处理;修复反击逻辑bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  629 ++++++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 491 insertions(+), 138 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 1bdbfc9..bdb1453 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,12 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
     '''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 comboLimit: 是否强制限制连击
+    @param atkBackTag: 反击目标
     @return: 是否成功
     '''
     if not useSkill:
@@ -59,7 +60,10 @@
     if not skillID:
         return
     
-    if not curBatObj.CanAction():
+    objID = curBatObj.GetID()
+    
+    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
+        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
         return
     
     buffStateGroups = useSkill.GetBuffStateLimit()
@@ -69,9 +73,12 @@
             GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
             return
         
+    if CheckSkillUseCntLimit(curBatObj, useSkill):
+        return
+    
     #没有指定目标,则按技能自身的目标逻辑
     if not tagObjList:
-        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
+        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
         rate = useSkill.GetHappenRate()
         if rate:
             rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
@@ -81,10 +88,9 @@
                     
     if not tagObjList:
         # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
-        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
+        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
         return
     
-    objID = curBatObj.GetID()
     oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
     if oneActionUseCnt >= 20:
         GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
@@ -125,19 +131,19 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
+    if IsNeedSyncSkill(useSkill):
+        # 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)
+        
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
     else:
-        # 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)
@@ -160,7 +166,41 @@
         poolMgr.release(useSkill)
     return True
 
-def GetSkillTags(turnFight, curBatObj, useSkill):
+def CheckSkillUseCntLimit(batObj, useSkill):
+    ## 检查技能使用次数是否受限
+    # @return: 是否受限
+    if not hasattr(useSkill, "GetEffectByID"):
+        return
+    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
+    if not effect:
+        return
+    useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
+    turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
+    
+    skillID = useSkill.GetSkillID()
+    if useCntLimit:
+        useCnt = batObj.GetSkillUseCnt(skillID)
+        if useCnt >= useCntLimit:
+            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+            return True
+        
+    if turnUseCntLimit:
+        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+        if turnUseCnt >= turnUseCntLimit:
+            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+            return True
+        
+    return
+
+def IsNeedSyncSkill(useSkill):
+    ## 使用需要同步B427使用技能
+    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
+        return True
+    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
+        return True
+    return False
+
+def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
     ## 获取技能目标
     # @return: [主目标, 目标2, ...]
     
@@ -181,38 +221,74 @@
         return [curBatObj]
     
     tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
     
-    # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
-    # 集火:直接通过效果5015指定了目标,所以这里可不处理
-    # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
-    # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
+    # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
+    # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
+    # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
+    # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
     # 嘲讽: 目标是敌方时强制目标一定包含施法者
+    # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
     
+    # 确认敌友
+    inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
+    if changeRet:
+        pass
+    elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
+        inCharm = True
+        tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
+    elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
+        inChaos = True
+        tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
+    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+    isNoSelf = False # 是否不包含自己
+    if inCharm or inChaos:
+        if SkillCommon.isAttackDirectSkill(useSkill):
+            isNoSelf = True
+            #GameWorld.DebugLog("特殊不包含自己")
+            
+    # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
+    sneerObjFirst = True # 嘲讽目标是否优先
+    sneerTagObj = None # 嘲讽目标
+    atkBackTagFrist = True # 反击目标是否优先
+    specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
+    specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
     curFaction = curBatObj.GetFaction()
-    sneerObj = None # 嘲讽目标
-    sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
         tagFaction = curFaction
+        sneerTagObj = None
+        atkBackTag = None
     else:
         tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
-        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
-                
-    sneerObjFirst = True # 嘲讽目标优先
-    if sneerObj:
-        sneerObjID = sneerObj.GetID()
-        sneerObjPosNum = sneerObj.GetPosNum()
-    
+        sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+        if sneerTagObj:
+            specMainObj = sneerTagObj
+            #GameWorld.DebugLog("嘲讽特殊主目标")
+        elif atkBackTag:
+            specMainObj = atkBackTag
+            #GameWorld.DebugLog("反击特殊主目标")
+            
+    if specMainObj:
+        specObjID = specMainObj.GetID()
+        specObjPosNum = specMainObj.GetPosNum()
+        sepcObjLineupNum = specMainObj.GetLineupNum()
+        
     batObjMgr = BattleObj.GetBatObjMgr()
     lineupNum = curBatObj.GetLineupNum()
     posNum = curBatObj.GetPosNum()
     
+    # 确认阵容编号顺序,多V多时有用
     batFaction = turnFight.getBatFaction(tagFaction)
     if lineupNumSet != None and not tagFriendly:
         lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
     elif tagFaction == curFaction:
         lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
     else:
-        lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+        # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
+        if specMainObj:
+            lineupNumList = [sepcObjLineupNum]
+        else:
+            lineupNumList = [lineupNum]
         for tagNum in batFaction.lineupDict.keys():
             if tagNum not in lineupNumList:
                 lineupNumList.append(tagNum)
@@ -224,8 +300,8 @@
         
         # 对位
         if tagAim == ChConfig.SkillTagAim_Relative:
-            if sneerObj:
-                aimObjList.append(sneerObj)
+            if specMainObj:
+                aimObjList.append(specMainObj)
             else:
                 relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
                 if relativeObj:
@@ -233,11 +309,11 @@
                     
         # 前排
         elif tagAim == ChConfig.SkillTagAim_FrontRow:
-            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
             
         # 后排
         elif tagAim == ChConfig.SkillTagAim_BackRow:
-            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
             
         # 竖排/纵排
         elif tagAim == ChConfig.SkillTagAim_Vertical:
@@ -248,14 +324,14 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            # 优先嘲讽所在纵
-            if sneerObj:
-                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
-                if sneerInColNum in colNumList:
-                    colNumList.remove(sneerInColNum)
-                    colNumList.insert(0, sneerInColNum)
+            # 优先特殊目标所在纵
+            if specMainObj:
+                specInColNum = ChConfig.GetInColNum(specObjPosNum)
+                if specInColNum in colNumList:
+                    colNumList.remove(specInColNum)
+                    colNumList.insert(0, specInColNum)
                     
-            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
             for col in colNumList:
                 for row in range(1, 1 + ChConfig.TurnFightRows):
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
@@ -264,7 +340,7 @@
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
+                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
                     aimObjList.append(tagBatObj)
                 if aimObjList:
@@ -279,7 +355,7 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
             # 按前排优先原则
             for row in range(1, 1 + ChConfig.TurnFightRows):
                 for col in colNumList:
@@ -289,7 +365,7 @@
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
+                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
                     aimObjList.append(tagBatObj)
                     
@@ -317,6 +393,7 @@
                 
     # 灼烧/玄火目标优先
     elif tagAffect == ChConfig.SkillTagAffect_Burn:
+        atkBackTagFrist = False
         relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
         sortObjList = [] # 优先灼烧目标,再对位
         for aimObj in aimObjList:
@@ -332,6 +409,7 @@
         
     # 仅焚血(毒奶)目标
     elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+        atkBackTagFrist = False
         for aimObj in aimObjList[::-1]:
             if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                 aimObjList.remove(aimObj)
@@ -340,17 +418,24 @@
         if tagCount and len(aimObjList) > tagCount:
             random.shuffle(aimObjList)
             
+    # 以下优先级先处理的优先级视为较低
+    if atkBackTagFrist and atkBackTag:
+        if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
+            aimObjList.remove(atkBackTag)
+            aimObjList.insert(0, atkBackTag)
+            
     # 嘲讽优先
-    if sneerObjFirst and sneerObj:
-        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
-            aimObjList.remove(sneerObj)
-            aimObjList.insert(0, sneerObj)
+    if sneerObjFirst and sneerTagObj:
+        if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
+            aimObjList.remove(sneerTagObj)
+            aimObjList.insert(0, sneerTagObj)
             
     # 一定包含自己
-    if tagFriendly == 2:
+    if tagFriendly == 2 and not isNoSelf:
         if curBatObj not in aimObjList:
             aimObjList.append(curBatObj)
             
+    # 最后去除多余的目标
     if tagCount and len(aimObjList) > tagCount:
         aimObjList = aimObjList[:tagCount]
         
@@ -388,9 +473,10 @@
                 return lineupNum, changeTagSet
     return
 
-def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
-    ## 获取行排目标对象列表
+def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
+    ## 获取横排目标对象列表
     # @param rowReverse: 是否后排优先原则
+    # @param noSelf: 是否限制包含自己
     
     # 前后排顺序
     if rowReverse:
@@ -398,24 +484,24 @@
     else:
         rowNumList = range(1, 1 + ChConfig.TurnFightRows)
         
-    # 优先嘲讽对象所在行
-    sneerObjID, sneerObjPosNum = 0, 0
-    if sneerObj:
-        sneerObjID = sneerObj.GetID()
-        sneerObjPosNum = sneerObj.GetPosNum()
-        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+    # 优先特殊对象所在行
+    specObjID, specObjPosNum = 0, 0
+    if specMainObj:
+        specObjID = specMainObj.GetID()
+        specObjPosNum = specMainObj.GetPosNum()
+        sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
         if sneerInRowNum in rowNumList:
             rowNumList.remove(sneerInRowNum)
             rowNumList.insert(0, sneerInRowNum)
             
-    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+    inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
     # 优先自己所在纵,为主目标
     colNumList = range(1, 1 + ChConfig.TurnFightCols)
     if inColNum in colNumList:
         colNumList.remove(inColNum)
         colNumList.insert(0, inColNum)
         
-    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
     aimObjList = []
     for row in rowNumList:
         for col in colNumList:
@@ -425,7 +511,7 @@
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
-            if not __skillTagFilter(tagBatObj, tagAffect):
+            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                 continue
             aimObjList.append(tagBatObj)
         if aimObjList:
@@ -434,11 +520,7 @@
     return aimObjList
 
 def GetRelativeObj(turnFight, curBatObj):
-    '''获取对位目标,嘲讽时优先对位嘲讽目标
-    对位目标用途: 
-    1. 对位目标并不代表仅攻击该目标
-    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
-    3. 对位目标可用于判断连击、弱疗
+    '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
     '''
     sneerObj = curBatObj.GetSneerTagObj()
     if sneerObj:
@@ -465,11 +547,11 @@
         if relativeObj:
             return relativeObj
         
-    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
     return curBatObj
 
 def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
-    ## 获取在某一阵营中的默认对位目标
+    ## 获取在某一阵容中的默认对位目标,不包括自己
     if not batLineup:
         return
     tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
@@ -488,13 +570,13 @@
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
-            if not __skillTagFilter(tagBatObj, tagAffect):
+            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                 continue
             return tagBatObj
         
     return
 
-def __skillTagFilter(tagBatObj, tagAffect):
+def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
     ## 技能目标过滤器
     # @return: 是否允许添加该单位
     if not tagBatObj:
@@ -503,6 +585,10 @@
         return False
     if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
         return False
+    if isNoSelf:
+        if tagBatObj.GetID() == curBatObj.GetID():
+            #GameWorld.DebugLog("不包含自己")
+            return False
     #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
     #    return False
     return True
@@ -519,6 +605,9 @@
     
     atkType = useSkill.GetAtkType()
     GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+    
+    __doHarmSelf(turnFight, curBatObj, useSkill)
+    
     # 通用攻击
     if atkType == 1:
         SkillModule_1(turnFight, curBatObj, useSkill)
@@ -531,9 +620,9 @@
     # 多次攻击(锁目标多次伤害,非前端的多段飘血)
     elif atkType == 4:
         pass
-    # 弹射(多次攻击,切换目标)
+    # 弹射攻击
     elif atkType == 5:
-        pass
+        SkillModule_5(turnFight, curBatObj, useSkill)
     # 怒气增
     elif atkType == 6:
         SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -543,7 +632,40 @@
     # 怒气偷
     elif atkType == 8:
         SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
+    # 弹射治疗
+    elif atkType == 9:
+        SkillModule_9(turnFight, curBatObj, useSkill)
         
+    return
+
+def __doHarmSelf(turnFight, curBatObj, useSkill):
+    harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
+    if not harmEff:
+        return
+    harmPer = harmEff.GetEffectValue(0) # 自残百分比
+    noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+    curHP = curBatObj.GetHP()
+    maxHP = curBatObj.GetMaxHP()
+    harmHP = int(maxHP * harmPer / 100.0)
+    lostHP = harmHP
+    if curHP <= harmHP:
+        if noEnoughDo == 0:
+            lostHP = 0
+        elif noEnoughDo == 2:
+            lostHP -= 1
+            
+    updHP = max(curHP - lostHP, 0)
+    curBatObj.SetHP(updHP, False)
+    GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s" 
+                       % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
+    
+    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
+    
+    # 单独通知前端表现
+    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+    diffType, diffValue = 0, lostHP
+    skillID = relatedSkillID = useSkill.GetSkillID()
+    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
     return
 
 def SkillModule_1(turnFight, curBatObj, useSkill):
@@ -554,35 +676,148 @@
         
     return
 
+def SkillModule_5(turnFight, curBatObj, useSkill):
+    ## 弹射(多次攻击,切换目标,单目标可多次)
+    
+    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+    for tagBatObj in ricochetObjList:
+        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
+        
+    return
+
+def GetRicochetObjList(turnFight, curBatObj, useSkill):
+    ## 获取弹射目标队列
+    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
+    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
+    if randEffect:
+        valueA = randEffect.GetEffectValue(0)
+        valueB = max(randEffect.GetEffectValue(1), valueA)
+        ricochetCnt = random.randint(valueA, valueB)
+        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
+    GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt)) 
+    
+    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
+    tagObjList = useSkill.GetTagObjList()
+    random.shuffle(tagObjList)
+    objCnt = len(tagObjList)
+    ricochetObjList = []
+    for index in range(ricochetCnt):
+        tagObj = tagObjList[index % objCnt]
+        ricochetObjList.append(tagObj)
+    return ricochetObjList
+
 def SkillModule_2(turnFight, curBatObj, useSkill):
     ## 治疗
     
-    skillID = useSkill.GetSkillID()
+    relativeObj = GetRelativeObj(turnFight, curBatObj)
     for tagBatObj in useSkill.GetTagObjList():
-        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
-        if cureHP <= 0:
-            continue
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
         
-        dID = tagBatObj.GetID()
-        hurtObj = useSkill.AddHurtObj(dID)
-        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
-            continue
+    return
+
+def SkillModule_9(turnFight, curBatObj, useSkill):
+    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
+    
+    relativeObj = GetRelativeObj(turnFight, curBatObj)
+    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+    for tagBatObj in ricochetObjList:
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
         
-        dHP = tagBatObj.GetHP()
-        dMapHP = tagBatObj.GetMaxHP()
-        
-        remainHP = min(dHP + cureHP, dMapHP)
+    return
+
+def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
+    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
+    if cureHP <= 0:
+        return
+    
+    dID = tagBatObj.GetID()
+    hurtObj = useSkill.AddHurtObj(dID)
+    if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+        return
+    
+    skillID = useSkill.GetSkillID()
+    dHP = tagBatObj.GetHP()
+    dMapHP = tagBatObj.GetMaxHP()
+    
+    remainHP = min(dHP + cureHP, dMapHP)
+    realCureHP = max(remainHP - dHP, 0)
+    tagBatObj.SetHP(remainHP)
+    
+    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+    hurtObj.SetHurtHP(cureHP)
+    hurtObj.SetLostHP(realCureHP)
+    hurtObj.SetCurHP(tagBatObj.GetHP())
+    GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+    
+    TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+    return
+
+def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
+    ## 执行持续治疗单次逻辑
+    skillID = curBuff.GetSkillID()
+    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not skillIpyData:
+        return
+    buffID = curBuff.GetBuffID()
+    ownerID = curBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
+    if not buffOwner:
+        return
+    
+    atkObj = buffOwner
+    defObj = batObj
+    
+    atkID = ownerID
+    defID = defObj.GetID()
+    tagObjList = [defObj]
+    
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+    useSkill.SetTagObjList(tagObjList)
+    useSkill.ClearHurtObj()
+    hurtObj = useSkill.AddHurtObj(defID)
+    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+    
+    dHP = defObj.GetHP()
+    dMaxHP = defObj.GetMaxHP()
+    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" 
+                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        cureHP *= layer
+        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+    #if "FinalDamPer" in kwargs:
+    #    FinalDamPer = kwargs["FinalDamPer"]
+    #    hurtValue *= (10000 + FinalDamPer) / 10000.0
+    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+    
+    if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
+        remainHP = defObj.GetHP()
+        diffType = 0
+        diffValue = hurtObj.GetHurtHP()
+    else:
+        remainHP = min(dHP + cureHP, dMaxHP)
         realCureHP = max(remainHP - dHP, 0)
-        tagBatObj.SetHP(remainHP)
+        defObj.SetHP(remainHP)
         
-        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
-        hurtObj.SetCurHP(tagBatObj.GetHP())
-        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+        hurtObj.SetCurHP(defObj.GetHP())
+        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
         
-        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
         
+        diffType = 1
+        diffValue = cureHP
+        
+    hurtTypes = hurtObj.GetHurtTypes()
+    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
+    
+    DoBeAttackResult(turnFight, atkObj, useSkill)
+    
+    useSkill.ResetUseRec()
+    poolMgr.release(useSkill)
     return
 
 def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -633,7 +868,7 @@
         else:
             diffType = 1
             tagXP = tagBatObj.GetXP()
-            diffValue = calcValue
+            diffValue = GetEnhanceXP(tagBatObj, calcValue)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
             GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -642,10 +877,10 @@
     if curStealTotal > 0:
         diffType = 1
         curXP = curBatObj.GetXP()
-        diffValue = curStealTotal
+        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
         updValue = curXP + diffValue
         curBatObj.SetXP(updValue, False)
-        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
+        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
         Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
         
     return
@@ -663,11 +898,10 @@
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
     if useSkill.GetCoolDownTime():
-        useSkill.SetCalcTime(turnFight.getTimeline())
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
     # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
-    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
+    if IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
     __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -711,11 +945,11 @@
         if not tagObjList:
             return
         tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
-        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+        atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
         if atkBackSkill:
             # 可以反击,打断连击
             GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
-            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
+            OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
             return
         
     if not tagObj:
@@ -742,18 +976,30 @@
     OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
     return True
 
-def __getCanAtkBackSkill(useSkill, tagObj):
-    ## 获取是否可反击及反击技能
+def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
+    '''获取是否可反击及反击技能
+    B进攻A1 A2 A3,主目标(从A1 A2 A3选)
+    主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
+    若为非攻击类,则按技能原来的目标
+    若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
+    '''
     if not tagObj:
         return
     
-    if not tagObj.IsAlive():
+    atkID = atkObj.GetID()
+    tagID = tagObj.GetID()
+    if not tagObj.CanAction():
+        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
         return
     
-    tagID = tagObj.GetID()
+    if atkObj.GetFaction() == tagObj.GetFaction():
+        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+        return
+    
     canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
-    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
-        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
+    if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
+        heroID = atkObj.GetHeroID()
+        GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
         return
     
     canAtkBack = False
@@ -815,19 +1061,24 @@
             
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
+    dieObjList = [] # 死亡的单位列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
-            killObjList.append(tagObj)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
+            dieObjList.append(tagObj)
+            if tagObj.GetFaction() != curObj.GetFaction():
+                killObjList.append(tagObj)
+                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
     if curObj.IsAlive() and curObj.GetHP() <= 0:
+        dieObjList.append(curObj)
         TurnAttack.SetObjKilled(turnFight, curObj)
         
     # 统计伤血,可能单个技能对同一目标造成多次伤害
     totalHurtValue = 0
     isSuperHit, isStun, isSuckHP = False, False, False
-    missObjIDList, immuneObjIDList = [], []
+    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+    beHurtObjIDList = [] # 受伤的对象ID列表
     for hurtObj in useSkill.GetHurtObjList():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -839,7 +1090,10 @@
             
         if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
             totalHurtValue += hurtObj.GetHurtHP()
-            
+            if hurtObj.GetLostHP() > 0: # 有掉血的
+                if hurtObjID not in beHurtObjIDList:
+                    beHurtObjIDList.append(hurtObjID)
+                    
         if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
             if hurtObjID not in missObjIDList:
                 missObjIDList.append(hurtObjID)
@@ -897,14 +1151,35 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
         
+    if dieObjList:
+        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+            batFaction = turnFight.getBatFaction(faction)
+            for lineupNum in batFaction.lineupDict.keys():
+                batLineup = batFaction.getBatlineup(lineupNum)
+                for lineupObjID in batLineup.posObjIDDict.values():
+                    lineupObj = batObjMgr.getBatObj(lineupObjID)
+                    if not lineupObj.IsAlive():
+                        continue
+                    for dieObj in dieObjList:
+                        # 敌方单位死亡时
+                        if lineupObj.GetFaction() != dieObj.GetFaction():
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                        # 己方单位死亡时
+                        else:
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+                            
     triggerOne = False
     batType = useSkill.GetBatType()
-    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
+    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
         if tagID in effIgnoreObjIDList:
             continue
         
+        # 掉血时
+        if tagID in beHurtObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+            
         # 直接攻击
         if isAttackDirect:
             if not triggerOne:
@@ -913,7 +1188,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
         else:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
-            
+            # 受到持续伤害
+            if tagID in beHurtObjIDList:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                
         # 使用技能后
         if isUseSkill:
             if not triggerOne:
@@ -1000,6 +1278,7 @@
     if posNum <= 0:
         #非主战单位不加
         return
+    addXP = GetEnhanceXP(gameObj, addXP)
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP)
@@ -1014,12 +1293,24 @@
     if str(specialty) not in specialtyAddXPDict:
         return
     addXP = specialtyAddXPDict[str(specialty)]
+    addXP = GetEnhanceXP(gameObj, addXP)
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP, False)
     GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
+
+def GetEnhanceXP(gameObj, addXP):
+    ## 获取提升后的xp值
+    addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
+    # 其他强化、弱化
+    if addPer == 0:
+        return addXP
+    objID = gameObj.GetID()
+    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
+    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+    return updAddXP
 
 def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
     ## 执行本技能/buff释放后额外效果
@@ -1065,6 +1356,14 @@
     if not enhanceSkillData:
         return
     
+    killObjList = useSkill.GetKillObjList()
+    if killObjList:
+        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
+                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
+        if invalidSkillID and invalidSkillID == enhanceSkillID:
+            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+            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)
@@ -1137,6 +1436,10 @@
     passiveSkillID = passiveSkill.GetSkillID()
     if passiveSkillID == bySkillID:
         #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        return
+    
+    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
+        #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
         return
     
     isOK = False
@@ -1213,6 +1516,7 @@
     '''计算伤害,默认按攻击计算
     '''
     
+    mapID = turnFight.mapID
     skillID = curSkill.GetSkillID()
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -1233,14 +1537,16 @@
     angerOverflow = 0 # 怒气溢出值
     
     mustHit = False # 是否必命中
-    if isAngerSkill:
+    if not isTurnNormalSkill: # 仅普攻判断是否闪避
         mustHit = True
+        
+    if isAngerSkill:
         curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
     #命中公式 攻击方类型不同,公式不同
-    if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
+    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
         dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = curSkill.GetTagMissNum(defID)
@@ -1274,6 +1580,7 @@
         hurtTypes |= pow(2, ChConfig.HurtType_Parry)
         
     if ignoreDef:
+        GameWorld.DebugLog("无视防御/真实伤害!")
         hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
         
     if isStun:
@@ -1301,9 +1608,11 @@
         
     aAngerSkillPer, dAngerSkillPerDef = 0, 0
     if isAngerSkill:
-        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
-        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-            
+        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
+        aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
+        
+        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
+        
     aAddSkillPer = 0 # 技能增伤
     aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
     
@@ -1323,6 +1632,11 @@
     if batType == ChConfig.TurnBattleType_Pursue:
         aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
         
+    aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
+    if mapID == ChConfig.Def_FBMapID_ArenaBattle:
+        aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
+        dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+        
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
     aNormalSkillPer /= 10000.0
@@ -1338,19 +1652,21 @@
     dFinalDamPerDef /= 10000.0
     aComboDamPer /= 10000.0
     aPursueDamPer /= 10000.0
+    aArenaDamPer /= 10000.0
+    dArenaDamPerDef /= 10000.0
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
     
     # 持续性伤害
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
-        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
-        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
         GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
@@ -1398,6 +1714,7 @@
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
     return atkSkillPer
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1476,7 +1793,7 @@
     
     # 减伤盾减伤, 会改变 hurtValue
     hurtValue = max(0, hurtValue)
-        
+    
     # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
     realHurtHP = hurtValue
     shieldBuffList = []
@@ -1489,27 +1806,36 @@
         shieldBuffList.append([remainTime, buffValue, buff])
         
     if shieldBuffList:
+        #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
+        shieldHurtPer = 10000 # 对护盾伤害比
+        shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
+        shieldHurtPer /= 10000.0
+        shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
+        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
-            if realHurtHP <= 0:
+            if shieldHurtValue <= 0:
                 break
             buffID = buff.GetBuffID()
-            if realHurtHP < buffValue:
-                damageShieldValue = realHurtHP
+            buffSkillID = buff.GetSkillID()
+            if shieldHurtValue < buffValue:
+                decShieldValue = shieldHurtValue
             else:
-                damageShieldValue = buffValue
-            GameWorld.DebugLog("    承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
-            realHurtHP -= damageShieldValue # 承伤值
-            if damageShieldValue >= buffValue:
-                GameWorld.DebugLog("        删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+                decShieldValue = buffValue
+            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+            shieldHurtValue -= decShieldValue # 承伤值
+            if decShieldValue >= buffValue:
+                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
                 TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
             else:
-                updShieldValue = buffValue - damageShieldValue
-                GameWorld.DebugLog("        更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+                updShieldValue = buffValue - decShieldValue
+                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
                 buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                 buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                 curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                 
+        realHurtHP = int(shieldHurtValue / shieldHurtPer)
+        GameWorld.DebugLog("        承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
     return hurtValue, max(0, realHurtHP), hurtTypes
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -1609,23 +1935,28 @@
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
     return True
 
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False, relativeObj=None):
     ''' 计算治疗值
     '''
+    
+    # 对位目标
+    if not relativeObj:
+        relativeObj = GetRelativeObj(turnFight, userObj)
+        
     cureType = curSkill.GetCalcType()
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
     skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
-    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+    cureHP = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
     
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
     if cureWayExEff:
         cureType = cureWayExEff.GetEffectValue(0)
         skillPer = cureWayExEff.GetEffectValue(1)
         GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
-        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
         cureHP += cureHPEx
         
     hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
@@ -1636,19 +1967,15 @@
         
     return max(1, int(cureHP)) # 保底1点
 
-def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
+def __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum=False):
     cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
     
     # 回合制
-    curePer = 0 # 治疗加成
-    cureDefPer = 0 # 敌方的弱化治疗
+    curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+    cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
     angerOverflow = 0 # 怒气溢出值
     if SkillCommon.isAngerSkill(curSkill):
         angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        #enemyObj = TurnAttack.GetEnemyObj(userObj)
-        #curePer += GameObj.GetCurePer(userObj)
-        #if enemyObj:
-        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
         
     skillPer /= float(ChConfig.Def_MaxRateValue)
     curePer /= float(ChConfig.Def_MaxRateValue)
@@ -1684,6 +2011,20 @@
         if byBuff:
             baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
             GameWorld.DebugLog("根据buff值: %s" % baseValue)
+    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
+        baseValue = curObj.GetHarmSelfHP()
+        GameWorld.DebugLog("根据自残值: %s" % baseValue)
+    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
+        bySkill = curSkill.GetBySkill()
+        bySkillID = 0
+        if bySkill:
+            bySkillID = bySkill.GetSkillID()
+            curID = curObj.GetID()
+            for hurtObj in bySkill.GetHurtObjList():
+                if curID == hurtObj.GetObjID():
+                    baseValue += hurtObj.GetHurtHP()
+        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+        
     return baseValue
 
 def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
@@ -1815,3 +2156,15 @@
     clientPack.RelatedSkillID = relatedSkillID
     turnFight.addBatPack(clientPack)
     return
+
+def Sync_HPRefresh(turnFight, curBatObj):
+    hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
+    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
+    clientPack.ObjID = curBatObj.GetID()
+    clientPack.HP = hp % ShareDefine.Def_PerPointValue
+    clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
+    clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
+    clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
+    turnFight.addBatPack(clientPack)
+    return
+    
\ No newline at end of file

--
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