From 1c4fc8c9115f81e106fa09d9a6dc44e8c1ef5d97 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 28 十月 2025 18:22:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孟获技能;增加效果7005-必命中;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  364 +++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 307 insertions(+), 57 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 dbba18d..cde32e1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,14 +59,16 @@
     if not skillID:
         return
     
+    objID = curBatObj.GetID()
     if not curBatObj.CanAction():
+        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
         return
     
-    buffStateLimit = useSkill.GetBuffStateLimit()
-    if buffStateLimit:
-        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+    buffStateGroups = useSkill.GetBuffStateLimit()
+    if buffStateGroups:
+        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
         if limitState:
-            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
+            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
             return
         
     #没有指定目标,则按技能自身的目标逻辑
@@ -81,9 +83,9 @@
                     
     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)
         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)
@@ -124,20 +126,19 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
-    # 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)
-        
     #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)
@@ -169,8 +170,13 @@
     tagAffect = useSkill.GetTagAffect()
     tagCount = useSkill.GetTagCount()
     
-    curFaction = curBatObj.GetFaction()
-    
+    lineupNumSet = None
+    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+    if changeRet:
+        lineupNumSet, changeTagSet = changeRet
+        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+        
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
@@ -183,6 +189,7 @@
     # 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
     # 嘲讽: 目标是敌方时强制目标一定包含施法者
     
+    curFaction = curBatObj.GetFaction()
     sneerObj = None # 嘲讽目标
     sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
@@ -201,7 +208,9 @@
     posNum = curBatObj.GetPosNum()
     
     batFaction = turnFight.getBatFaction(tagFaction)
-    if tagFaction == curFaction:
+    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
@@ -209,6 +218,7 @@
             if tagNum not in lineupNumList:
                 lineupNumList.append(tagNum)
                 
+    batLineup = None
     aimObjList = [] # 先筛选出范围目标
     for num in lineupNumList:
         batLineup = batFaction.getBatlineup(num)
@@ -305,7 +315,27 @@
         sneerObjFirst = False
         aimObjList.sort(key=lambda o:(o.IsInControlled()))
         GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+                
+    # 灼烧/玄火目标优先
+    elif tagAffect == ChConfig.SkillTagAffect_Burn:
+        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+        sortObjList = [] # 优先灼烧目标,再对位
+        for aimObj in aimObjList:
+            sortValue = 0
+            buffMgr = aimObj.GetBuffManager()
+            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
+                sortValue = 2
+            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+                sortValue = 1
+            sortObjList.append([sortValue, aimObj])
+        sortObjList.sort(reverse=True)
+        aimObjList = [s[1] for s in sortObjList]
         
+    # 仅焚血(毒奶)目标
+    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+                aimObjList.remove(aimObj)
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
@@ -326,6 +356,38 @@
         aimObjList = aimObjList[:tagCount]
         
     return aimObjList
+
+def CheckChangeTagEff(turnFight, curBatObj, useSkill):
+    ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
+    # IPY_Skill 没有  GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+    if not hasattr(useSkill, "GetEffectByID"):
+        return
+    cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+    if not cureWayExEff:
+        return
+    changeTagSet = cureWayExEff.GetEffectValue(0)
+    checkInStates = cureWayExEff.GetEffectValue(1)
+    if not checkInStates:
+        return None, changeTagSet
+    
+    curFaction = curBatObj.GetFaction()
+    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+    batFaction = turnFight.getBatFaction(tagFaction)
+    
+    lineupNum = curBatObj.GetLineupNum()
+    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+    for tagNum in batFaction.lineupDict.keys():
+        if tagNum not in lineupNumList:
+            lineupNumList.append(tagNum)
+            
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for num in lineupNumList:
+        batLineup = batFaction.getBatlineup(num)
+        for tagID in batLineup.posObjIDDict.values():
+            tagObj = batObjMgr.getBatObj(tagID)
+            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+                return lineupNum, changeTagSet
+    return
 
 def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
     ## 获取行排目标对象列表
@@ -409,7 +471,8 @@
 
 def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
     ## 获取在某一阵营中的默认对位目标
-    
+    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
     inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
     # 优先自己所在纵
@@ -469,9 +532,9 @@
     # 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")
@@ -481,6 +544,9 @@
     # 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
 
@@ -492,32 +558,146 @@
         
     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()
     for tagBatObj in useSkill.GetTagObjList():
-        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
-        if cureHP <= 0:
-            continue
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
         
-        dHP = tagBatObj.GetHP()
-        dMapHP = tagBatObj.GetMaxHP()
+    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)
+    
+    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+    for tagBatObj in ricochetObjList:
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
         
-        remainHP = min(dHP + cureHP, dMapHP)
+    return
+
+def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
+    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
+    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)
         
-        dID = tagBatObj.GetID()
-        hurtObj = useSkill.AddHurtObj(dID)
-        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):
@@ -602,7 +782,7 @@
         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 useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
     __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -629,7 +809,13 @@
                 纵排: 优先前面的单位
     '''
     
+    if turnFight.winFaction:
+        return
+    
     if not useSkill.ComboEnable():
+        return
+    
+    if not atkObj.IsAlive():
         return
     
     tagFriendly = useSkill.GetTagFriendly()
@@ -676,10 +862,11 @@
     if not tagObj:
         return
     
-    if not tagObj.IsAlive():
+    tagID = tagObj.GetID()
+    if not tagObj.CanAction():
+        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
         return
     
-    tagID = tagObj.GetID()
     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))
@@ -808,6 +995,7 @@
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     effIgnoreObjIDList = missObjIDList + immuneObjIDList
+    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
     # 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, effIgnoreObjIDList, isUseSkill)
     
@@ -856,6 +1044,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
             
         triggerOne = True # 设置已经触发过一次
+        
+    # 有击杀时验证是否结算,最后处理
+    if killObjList:
+        turnFight.checkOverByKilled()
         
     return
 
@@ -1130,7 +1322,7 @@
     CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
     
     #吸血
-    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
+    CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
     return
 
 def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
@@ -1157,14 +1349,16 @@
     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)
@@ -1190,6 +1384,8 @@
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
         aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+        
         dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
         
     if isParry:
@@ -1380,6 +1576,7 @@
     if hurtValue <= 0:
         return 0, 0, hurtTypes
     
+    hurtValue = int(hurtValue)
     buffMgr = defObj.GetBuffManager()
     wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
     if wudiBuffList:
@@ -1397,7 +1594,7 @@
     
     # 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 = []
@@ -1410,27 +1607,35 @@
         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
+            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,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, 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):
@@ -1467,7 +1672,7 @@
     TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
     return
 
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算吸血
     '''
     
@@ -1479,6 +1684,9 @@
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
     suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
+        return
+    
+    if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
         return
     
     curHP = atkObj.GetHP()
@@ -1493,6 +1701,39 @@
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
     return
+
+def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
+    ## 毒奶逻辑
+    buffMgr = curObj.GetBuffManager()
+    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+    if not poisonCureBuff:
+        return
+    ownerID = poisonCureBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    if not buffOwner:
+        return
+    atkObj, defObj = buffOwner, curObj
+    
+    hurtTypes = hurtObj.GetHurtTypes()
+    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
+    
+    dHP = defObj.GetHP()
+    remainHP = max(0, dHP - realHurtHP) # 剩余血量
+    lostHP = dHP - remainHP # 实际掉血量
+    defObj.SetHP(remainHP)
+    GameWorld.DebugLog("    毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
+    
+    if isSuck:
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
+        hurtObj.SetSuckHP(hurtValue)
+    else:
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+        hurtObj.SetHurtHP(hurtValue)
+        hurtObj.SetLostHP(lostHP)
+    hurtObj.SetHurtTypes(hurtTypes)
+    
+    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
+    return True
 
 def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
     ''' 计算治疗值
@@ -1571,7 +1812,7 @@
             GameWorld.DebugLog("根据buff值: %s" % baseValue)
     return baseValue
 
-def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
+def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
     ## 执行单次dot逻辑
     skillID = curBuff.GetSkillID()
     skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1599,9 +1840,15 @@
     dHP = defObj.GetHP()
     GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
                        % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        hurtValue *= layer
+        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+    if "FinalDamPer" in kwargs:
+        FinalDamPer = kwargs["FinalDamPer"]
+        hurtValue *= (10000 + FinalDamPer) / 10000.0
+        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
     hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
-    
-    # dot的反弹、吸血待定
     
     remainHP = max(0, dHP - realHurtHP) # 剩余血量
     lostHP = dHP - remainHP # 实际掉血量
@@ -1626,6 +1873,8 @@
 
 def Sync_UseSkill(turnFight, curBatObj, useSkill):
     ## 通知释放技能
+    bySkill = useSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     poolMgr = ObjPool.GetPoolMgr()
     clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
     clientPack.ObjID = curBatObj.GetID()
@@ -1634,6 +1883,7 @@
     clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
     clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
     clientPack.SkillID = useSkill.GetSkillID()
+    clientPack.RelatedSkillID = relatedSkillID
     clientPack.HurtList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)

--
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