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 |  216 +++++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 174 insertions(+), 42 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 3b23e4c..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
@@ -84,7 +86,6 @@
         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)
@@ -531,9 +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")
@@ -543,6 +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
 
@@ -554,35 +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)
         
-        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)
+    
+    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+    for tagBatObj in ricochetObjList:
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
         
-        dHP = tagBatObj.GetHP()
-        dMapHP = tagBatObj.GetMaxHP()
-        
-        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)
         
-        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):
@@ -667,7 +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)
@@ -747,10 +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))
@@ -879,6 +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)
     
@@ -1232,14 +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)
@@ -1457,6 +1576,7 @@
     if hurtValue <= 0:
         return 0, 0, hurtTypes
     
+    hurtValue = int(hurtValue)
     buffMgr = defObj.GetBuffManager()
     wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
     if wudiBuffList:
@@ -1474,7 +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 = []
@@ -1487,27 +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):
@@ -1684,7 +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)
@@ -1716,6 +1844,10 @@
     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)
     
     remainHP = max(0, dHP - realHurtHP) # 剩余血量

--
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