From 1890f0643483194e41668032aa75eb755c8a1aad Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 12 八月 2025 17:23:43 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主阵容变更时重新开始战斗;主阵容属性变化时实时更新主线战斗;主线战斗请求CD限制1秒;计算buff属性、buff添加删除通用逻辑;4012效果状态逻辑;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  120 +++++++++++++++++++++++++++++++++--------------------------
 1 files changed, 67 insertions(+), 53 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 7cbef56..b41a26b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
     ## 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, enhanceBySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
     '''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 enhanceBySkill: 由哪个主技能额外触发的
+    @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
     @return: 是否成功
     '''
     if not useSkill:
@@ -65,9 +66,9 @@
         tagCount = useSkill.GetTagCount()
         tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
         
-    enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
+    bySkillID = bySkill.GetSkillID() if bySkill else 0
+    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
     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
         return
@@ -83,7 +84,8 @@
         
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
-    useSkill.SetEnhanceBySkill(enhanceBySkill)
+    useSkill.SetBySkill(bySkill)
+    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
     useSkill.ClearHurtObj()
     
     curBatObj.ClearSkillTempAttr()
@@ -92,7 +94,7 @@
         
     objID = curBatObj.GetID()
     useTag = ""
-    if not enhanceBySkill:
+    if not isEnhanceSkill:
         # 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)
@@ -114,9 +116,10 @@
         clientPack.Sign = 1
         turnFight.addBatPack(clientPack)
         
-    # 最后重置、清空回收对象池
+    # 最后重置、回收对象
     useSkill.SetTagObjList([])
-    useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
+    useSkill.SetBySkill(None) # 需重置,防止被误回收
+    useSkill.SetIsEnhanceSkill(False)
     useSkill.ClearHurtObj()
     if usePoolSkill:
         poolMgr.release(useSkill)
@@ -243,11 +246,13 @@
     # 血量最低
     if tagAffect == ChConfig.SkillTagAffect_HPLowest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
+        #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         aimObjList = aimObjList[:tagCount]
-    
+        
     # 血量最高
     elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
+        #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         aimObjList = aimObjList[:tagCount]
         
     else:
@@ -357,13 +362,15 @@
     
     curID = curBatObj.GetID()
     skillID = useSkill.GetSkillID()
-    enhanceBySkill = useSkill.GetEnhanceBySkill()
-    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+    bySkill = useSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     
-    effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
-    angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
-    angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
-    calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
+    angerPer, angerValue, calcType = 0, 0, 0
+    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_Anger)
+    if effect:
+        angerPer = effect.GetEffectValue(0)
+        angerValue = effect.GetEffectValue(1)
+        calcType = effect.GetEffectValue(2)
     xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
     calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
     attrID = ChConfig.AttrID_XP
@@ -431,10 +438,11 @@
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
     
-    # 需先通知伤血 - 前端按顺序优先表现主技能内容,
-    enhanceBySkill = useSkill.GetEnhanceBySkill()
-    if not enhanceBySkill:
+    # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
+    isEnhanceSkill = useSkill.GetIsEnhanceSkill()
+    if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
+    if not isEnhanceSkill:
         __doCostZhanchui(turnFight, curBatObj, useSkill)
         __doSkillUserAnger(turnFight, curBatObj, useSkill)
         
@@ -442,9 +450,10 @@
     killObjIDList = [] # 击杀的目标ID列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        hurtObj = useSkill.GetHurtObj(tagID)
-        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
-            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+        # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
+        for hurtObj in useSkill.GetHurtObjList():
+            if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
+                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
         if tagObj.GetHP() <= 0:
             killObjIDList.append(tagID)
             TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
@@ -537,7 +546,7 @@
     return
 
 def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
-    if useSkill.GetEnhanceBySkill():
+    if useSkill.GetIsEnhanceSkill():
         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()
@@ -562,12 +571,16 @@
                 if tagObj.GetHP() <= 0:
                     GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                     continue
-                hurtObj = useSkill.GetHurtObj(tagID)
-                if not hurtObj:
+                inHurt = False
+                for hurtObj in useSkill.GetHurtObjList():
+                    if hurtObj.GetObjID() != tagID:
+                        continue
+                    if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+                        continue
+                    inHurt = True
+                    break
+                if not inHurt:
                     GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
-                    continue
-                if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                    GameWorld.DebugLog("    闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
                     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))
@@ -576,12 +589,12 @@
                 enchanceTagObjList.append(tagObj)
                 
             if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
+                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
                 
             continue
         
         GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
+        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
         
     return
 
@@ -594,8 +607,8 @@
     defID = defObj.GetID()
     hurtObj = curSkill.AddHurtObj(defID)
     
-    #检查是否几率触发
-    if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
+    #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
+    if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): # 额外触发的技能概率在触发时判断
         rate = curSkill.GetHappenRate()
         if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
             #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
@@ -604,9 +617,9 @@
             hurtObj.SetCurHP(defObj.GetHP())
             return hurtObj
         
-    atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
+    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
     atkSkillValue = 0
-    atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
+    atkSkillPer = effect.GetEffectValue(0) if effect else 0
     
     dHP = defObj.GetHP()                # 防守方当前血量
     dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
@@ -662,13 +675,14 @@
     mustHit = False
     if isAngerSkill:
         mustHit = True
-        GameWorld.DebugLog("        XP必命中")
+        curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
     #命中公式 攻击方类型不同,公式不同
     if not mustHit:
-        aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
-        dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
+        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
+        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
@@ -690,31 +704,31 @@
     #参与运算的数值
     rand = random.random()                #种子数 0~1
     
-    aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
     
     dHP = defObj.GetHP()
-    dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
     
-    aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
-    dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
+    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
     
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
-        aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
-        dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
+        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
+        dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
         
     aAngerSkillPer, dAngerSkillPerDef = 0, 0
     if isAngerSkill:
-        aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
-        dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
+        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
+        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
         
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
-        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
-        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
+        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
+        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
     else: # 物伤
-        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer) 
-        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
+        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
+        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -767,7 +781,7 @@
     remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
     hurtObj.SetBounceHP(bounceHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
+    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
     
     TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
     return
@@ -798,9 +812,9 @@
     ''' 计算治疗值
     '''
     cureBaseValue = 0     #治疗基础值
-    effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
-    skillPer = curSkill.GetEffectValue(effIDNum, 0)
-    cureType = curSkill.GetEffectValue(effIDNum, 1)
+    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Cure)
+    skillPer = effect.GetEffectValue(0) if effect else 0
+    cureType = effect.GetEffectValue(1) if effect else 0
     
     #获得基础治疗值
     if cureType == ChConfig.Def_Cure_Attack:

--
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