From 3047503c169b6f73a383335d0953b489412ce154 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 27 十月 2025 16:44:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孙坚技能;增加释放方式1005支持:根据击中的目标状态目标数额外buff属性; buff状态组限制改为支持配置数组;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  144 +++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 130 insertions(+), 14 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 74c9966..af1e1e4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,11 +62,11 @@
     if not curBatObj.CanAction():
         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
@@ -81,6 +81,7 @@
                     
     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()
@@ -168,8 +169,13 @@
     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]
@@ -182,6 +188,7 @@
     # 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:
@@ -200,7 +207,9 @@
     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
@@ -208,6 +217,7 @@
             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)
@@ -304,7 +314,27 @@
         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:
@@ -325,6 +355,38 @@
         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
@@ -408,7 +470,8 @@
 
 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
@@ -500,6 +563,11 @@
         if cureHP <= 0:
             continue
         
+        dID = tagBatObj.GetID()
+        hurtObj = useSkill.AddHurtObj(dID)
+        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+            continue
+        
         dHP = tagBatObj.GetHP()
         dMapHP = tagBatObj.GetMaxHP()
         
@@ -507,8 +575,6 @@
         realCureHP = max(remainHP - dHP, 0)
         tagBatObj.SetHP(remainHP)
         
-        dID = tagBatObj.GetID()
-        hurtObj = useSkill.AddHurtObj(dID)
         hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
@@ -628,7 +694,13 @@
                 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()
@@ -807,6 +879,7 @@
         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)
     
@@ -855,6 +928,10 @@
             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
 
@@ -1129,7 +1206,7 @@
     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):
@@ -1189,6 +1266,8 @@
     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:
@@ -1466,7 +1545,7 @@
     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
     '''
     
@@ -1478,6 +1557,9 @@
     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()
@@ -1492,6 +1574,39 @@
     # 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
@@ -1604,8 +1719,6 @@
         GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
     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
     defObj.SetHP(remainHP)
@@ -1629,6 +1742,8 @@
 
 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()
@@ -1637,6 +1752,7 @@
     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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