From 46dbf29a22bd25d8e9c6ea4c34fea35a4828d712 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 31 十二月 2025 12:13:01 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将重置突破支持消耗货币;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  153 +++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 129 insertions(+), 24 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 2670102..ffed692 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -185,7 +185,7 @@
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
     else:
-        __doUseSkill(turnFight, curBatObj, useSkill)
+        __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
         
     DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
     
@@ -426,6 +426,11 @@
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
         #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
+    # 血量百分比最低
+    elif tagAffect == ChConfig.SkillTagAffect_HPPerLowest:
+        aimObjList.sort(key=lambda o:(o.GetHP() / float(o.GetMaxHP())), reverse=False)
+        #GameWorld.DebugLogEx("血量百分比最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP(), o.GetHP() / float(o.GetMaxHP())] for o in aimObjList])
+        
     # 血量最高
     elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
@@ -586,6 +591,64 @@
         
     return aimObjList
 
+def __getSameRowObjList(tagObj):
+    ## 获取目标对应的同排对象列表,只算活着的
+    
+    posNum = tagObj.GetPosNum()
+    inRowNum = ChConfig.GetInRowNum(posNum)
+    inColNum = ChConfig.GetInColNum(posNum)
+    # 优先目标所在纵,为主目标
+    colNumList = range(1, 1 + ChConfig.TurnFightCols)
+    if inColNum in colNumList:
+        colNumList.remove(inColNum)
+        colNumList.insert(0, inColNum)
+        
+    row = inRowNum # 目标玩家所在横排
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    batLineup = tagObj.GetBatLineup()
+    aimObjList = []
+    for col in colNumList:
+        pNum = (row - 1) * ChConfig.TurnFightCols + col
+        if pNum not in batLineup.posObjIDDict:
+            continue
+        tagObjID = batLineup.posObjIDDict[pNum]
+        tagBatObj = batObjMgr.getBatObj(tagObjID)
+        if not tagBatObj.IsAlive():
+            continue
+        aimObjList.append(tagBatObj)
+        
+    return aimObjList
+
+def __getSameColObjList(tagObj):
+    ## 获取目标对应的同列对象列表,只算活着的
+    
+    posNum = tagObj.GetPosNum()
+    inRowNum = ChConfig.GetInRowNum(posNum)
+    inColNum = ChConfig.GetInColNum(posNum)
+    
+    rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+    if inRowNum in rowNumList:
+        rowNumList.remove(inRowNum)
+        rowNumList.insert(0, inRowNum)
+        
+    col = inColNum # 目标玩家所在纵排
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    batLineup = tagObj.GetBatLineup()
+    aimObjList = []
+    for row in range(1, 1 + ChConfig.TurnFightRows):
+        pNum = (row - 1) * ChConfig.TurnFightCols + col
+        if pNum not in batLineup.posObjIDDict:
+            continue
+        tagObjID = batLineup.posObjIDDict[pNum]
+        tagBatObj = batObjMgr.getBatObj(tagObjID)
+        if not tagBatObj.IsAlive():
+            continue
+        aimObjList.append(tagBatObj)
+        
+    return aimObjList
+
 def GetRelativeObj(turnFight, curBatObj):
     '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
     '''
@@ -679,7 +742,7 @@
         
     return
 
-def __doUseSkill(turnFight, curBatObj, useSkill):
+def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
     
     atkType = useSkill.GetAtkType()
     GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -689,7 +752,7 @@
     
     # 通用攻击
     if atkType == 1:
-        SkillModule_1(turnFight, curBatObj, useSkill)
+        SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
     # 治疗
     if atkType == 2:
         SkillModule_2(turnFight, curBatObj, useSkill)
@@ -784,7 +847,7 @@
     Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
     return
 
-def SkillModule_1(turnFight, curBatObj, useSkill):
+def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
     ## 通用攻击,单攻、群攻
     
     addPer = 0
@@ -800,7 +863,10 @@
             addPer = addPerMax
         GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
         
-    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+    addBatDamPer = 0
+    if "addBatDamPer" in kwargs:
+        addBatDamPer += kwargs.pop("addBatDamPer", 0)
+    addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
     
     # 计算伤害
     calcHurtResults = []
@@ -832,7 +898,7 @@
         tagID = tagObj.GetID()
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -910,7 +976,7 @@
             continue
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -1367,7 +1433,7 @@
     
     # 统计伤血,可能单个技能对同一目标造成多次伤害
     totalHurtValue = 0
-    isSuckHP = False
+    suckObjIDList = [] # 吸血的对象ID列表
     missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
     stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
     beHurtObjIDList = [] # 受伤的对象ID列表
@@ -1425,9 +1491,10 @@
             if tagObj not in caorenProtectList:
                 caorenProtectList.append(tagObj)
                 
-        if hurtObj.GetSuckHP() > 0:
-            isSuckHP = True
-            
+        if hurtObj.GetSuckHP() > 0 and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_PoisonCureSuck):
+            if hurtObjID not in suckObjIDList:
+                suckObjIDList.append(hurtObjID)
+                
     # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
     if curObj.IsAlive() and curObj.GetHP() <= 0:
         if curObj.CanNoDead():
@@ -1447,7 +1514,7 @@
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
     if stunObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
-    if isSuckHP:
+    if suckObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
         
     # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
@@ -1536,6 +1603,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
             
+        # 免疫
+        if tagID in immuneObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
+            
         if tagID in effIgnoreObjIDList:
             continue
         
@@ -1544,7 +1615,7 @@
         # 掉血时
         if tagID in beHurtObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
-            #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill)
             
         #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
         if not isAttackDirect:
@@ -1589,6 +1660,12 @@
         if tagID in parryObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+            
+        # 吸血
+        if tagID in suckObjIDList:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
             
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
@@ -1828,6 +1905,10 @@
             GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
             return
         
+    if checkHeroSex:
+        if TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_IgnoreSex, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID):
+            checkHeroSex = 0
+            
     # 继承主技能目标
     if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
         GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
@@ -1894,7 +1975,7 @@
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, batType=ChConfig.TurnBattleType_Passive, **kwargs):
     '''被动触发使用技能
     @param passiveSkill: 释放的被动技能 或 技能ID
     @param connSkill: 由什么技能引起的
@@ -1944,12 +2025,12 @@
             GameWorld.DebugLogEx("    概率不触发: tagID=%s,happenRate=%s", tagID, happenRate)
             return
         passiveTagObjList = [tagObj]
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
         if not connSkill:
             return
         passiveTagObjList = connSkill.GetTagObjList()
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
         if "byFriendObj" not in kwargs:
             return
@@ -1957,10 +2038,24 @@
         passiveTagObjList = [byFriendObj]
         GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s", 
                              effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    # 继承主技能目标同横排 11
+    elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
+        if not tagObj:
+            return
+        GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+        passiveTagObjList = __getSameRowObjList(tagObj)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    # 继承主技能目标同纵排 12
+    elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
+        if not tagObj:
+            return
+        GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+        passiveTagObjList = __getSameColObjList(tagObj)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     else:
         GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
@@ -2190,14 +2285,25 @@
         GameWorld.DebugLogEx("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
         
     # 均摊
-    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
-    if hurtShareEff:
+    if HaveShareEff(atkObj, curSkill):
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         hurtValue = hurtValue / tagCnt
         GameWorld.DebugLogEx("    目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
+
+def HaveShareEff(atkObj, curSkill):
+    ## 玩家技能是否有分摊效果: 均摊伤害/治疗/承伤盾值
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if not hurtShareEff:
+        return False
+    needLearnSkillID = hurtShareEff.GetEffectValue(0)
+    if needLearnSkillID:
+        if not atkObj.GetSkillManager().FindSkillByID(needLearnSkillID):
+            GameWorld.DebugLogEx("所需技能未学习,分摊效果不生效! skillID=%s,needLearnSkillID=%s", curSkill.GetSkillID(), needLearnSkillID)
+            return False
+    return True
 
 def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
     ## 获取额外增加的技能万分比
@@ -2273,7 +2379,7 @@
         return hurtValue, hurtTypes, immuneHurt
     
     hurtValue = int(hurtValue)
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    if defObj.CheckInState(ChConfig.ImmuneHurtStateList):
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         immuneHurt = hurtValue
         hurtValue = 0
@@ -2557,7 +2663,7 @@
             
             immuneHurt = immuneHurtDict.get(aveObjID)
             if immuneHurt == None:
-                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
+                if aveObj.CheckInState(ChConfig.ImmuneHurtStateList):
                     immuneHurt = 0
                 else:
                     immuneHurt = -1 # 标记没有无敌
@@ -2816,8 +2922,7 @@
         cureHP = int(cureHP * multiValue)
         GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
         
-    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
-    if hurtShareEff:
+    if HaveShareEff(userObj, curSkill):
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         cureHP = cureHP / tagCnt
         GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)

--
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