From 30dd8ff93a00ada8262a35da0ede9c2088a7fd37 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 16:52:52 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(诸葛亮技能; 目标细分增加攻击力最高5; buff状态增加军令19;增加效果6006增加本次技能万分比验证职业;增加效果5015集火攻击军令目标;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   48 +++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 39 insertions(+), 9 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 67bb230..0c989bb 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 +45,11 @@
     ## 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, bySkill=None, byBuff=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=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 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,即主技能拆分成多个技能,额外释放的
+    @param comboLimit: 是否强制限制连击
     @return: 是否成功
     '''
     if not useSkill:
@@ -59,6 +59,16 @@
     if not skillID:
         return
     
+    if not curBatObj.CanAction():
+        return
+    
+    buffStateLimit = useSkill.GetBuffStateLimit()
+    if buffStateLimit:
+        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+        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))
+            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)
@@ -80,7 +90,7 @@
     oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("●使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" 
+    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" 
                        % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
     # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
     
@@ -141,7 +151,7 @@
         
     # 处理反击 或 连击
     if isTurnNormalSkill:
-        if not DoCombo(turnFight, curBatObj, useSkill):
+        if comboLimit or not DoCombo(turnFight, curBatObj, useSkill):
             useSkill.ComboInterrupt()
             
     # 最后重置、回收对象
@@ -166,6 +176,12 @@
         return [curBatObj]
     
     tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+    
+    # 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
+    # 嘲讽: 目标是敌方时强制目标一定包含施法者
     
     sneerObj = None # 嘲讽目标
     sneerObjID, sneerObjPosNum = 0, 0
@@ -278,6 +294,11 @@
     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])
+        
+    # 攻击力最高
+    elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
+        aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
+        #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 未被控制优先
     elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
@@ -783,7 +804,7 @@
     effIgnoreObjIDList = missObjIDList + immuneObjIDList
     # 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)
-        
+    
     # ========== 以下触发被动 ==========
     
     # 破盾时
@@ -792,6 +813,7 @@
         tagObj = batObjMgr.getBatObj(tagObjID)
         TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
         
+    batType = useSkill.GetBatType()
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
         if tagID in effIgnoreObjIDList:
@@ -805,6 +827,13 @@
         # 使用技能后
         if isUseSkill:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+            
+        # 连击
+        if batType == ChConfig.TurnBattleType_Combo:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
+        # 追击
+        elif batType == ChConfig.TurnBattleType_Pursue:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
             
     if killObjList:
         tagObj = killObjList[0]
@@ -913,7 +942,7 @@
                 continue
             
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
+        GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -1097,7 +1126,7 @@
         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 isTurnNormalSkill and not mustHit:
+    if isTurnNormalSkill and not 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)
@@ -1143,6 +1172,7 @@
     dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1268,8 +1298,8 @@
     return False
 
 def CanParry(turnFight, atkObj, defObj, curSkill):
-    if defObj.IsInControlled():
-        #被控制无法格挡
+    if defObj.IsInControlledHard():
+        #被硬控无法格挡
         return False
     
     defID = defObj.GetID()

--
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