From 849f499eceec264b1abd0bae174f7b7a10b99433 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 27 一月 2026 19:39:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(战斗初始化同步命格PosNum=99)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  133 ++++++++++++++++++++++++++++++++++++--------
 1 files changed, 108 insertions(+), 25 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 6851048..d206ba3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -163,8 +163,8 @@
     angerOverflow = curBatObj.GetAngerOverflow()
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLogEx("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s", 
-                         objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
+    GameWorld.DebugLogEx("◆使用技能: skillID=%s,curID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s", 
+                         skillID, objID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, 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
     
     if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
@@ -1422,6 +1422,7 @@
     relatedSkillID = useSkill.GetSkillID()
     delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
     beControlledHardDict = {} # 受控目标 {objID:buff, ...}
+    beDotBuffDict = {} # 被添加dot的目标 {objID:buff, ...}
     afterLogicList = useSkill.GetAfterLogicList()
     for logicType, logicData in afterLogicList:
         if logicType == ChConfig.AfterLogic_DelBuff:
@@ -1446,6 +1447,8 @@
             if buffOwner.GetID() == curID:
                 if triggerType == ChConfig.TriggerWay_BeControlledHard:
                     beControlledHardDict[batObj.GetID()] = buff
+                elif triggerType == ChConfig.TriggerWay_AddDOTBuff:
+                    beDotBuffDict[batObj.GetID()] = buff
                     
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
@@ -1566,6 +1569,10 @@
     
     # ========== 以下触发被动 ==========
     
+    curBatLineup = curObj.GetTFBatLineup()
+    curMGObj = curBatLineup.getMinggeObj()
+    mgTriggerWayList = [] # 命格本次技能已触发方式列表,命格固定只触发一次
+    
     # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式  ChConfig.TriggerWay_BuffDel(立即触发)
     for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
         triggerWay, effInfoList = afterTriggerData
@@ -1612,6 +1619,9 @@
         TurnBuff.DoBuffByRevive(turnFight, tagObj)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+    if reviveObjList and curMGObj:
+        tagObj = reviveObjList[0]
+        TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Revive, tagObj, connSkill=useSkill, byFriendObj=curObj)
         
     # 曹仁防护触发,暂写死
     for tagObj in caorenProtectList:
@@ -1630,8 +1640,6 @@
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
-    curBatLineup = curObj.GetTFBatLineup()
-    curMGObj = curBatLineup.getMinggeObj()
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         
@@ -1639,7 +1647,11 @@
         if tagID in missObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
-            
+            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
+            if tagMGObj and ChConfig.TriggerWay_Miss not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Miss)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill, byBatObj=tagObj)
+                
         # 免疫
         if tagID in immuneObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
@@ -1687,40 +1699,64 @@
         if tagID in stunObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
-            
+            if curMGObj and ChConfig.TriggerWay_Stun not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Stun)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 控制
         if tagID in beControlledHardDict:
             buff = beControlledHardDict[tagID]
             if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
-                if curMGObj:
+                if curMGObj and ChConfig.TriggerWay_Frozen not in mgTriggerWayList:
+                    mgTriggerWayList.append(ChConfig.TriggerWay_Frozen)
                     TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
             
+        # 附加dot
+        if tagID in beDotBuffDict:
+            if curMGObj and ChConfig.TriggerWay_AddDOTBuff not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_AddDOTBuff)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_AddDOTBuff, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 暴击
         if tagID in superHitObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
-            
+            if curMGObj and ChConfig.TriggerWay_SuperHit not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_SuperHit)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 格挡
         if tagID in parryObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
-            
+            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
+            if tagMGObj and ChConfig.TriggerWay_Parry not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Parry)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill, byBatObj=tagObj)
+                
         # 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)
-            
+            if curMGObj and ChConfig.TriggerWay_SuckHPOne not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_SuckHPOne)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
+            if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Combo)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill, byBatObj=curObj)
         # 追击
         elif batType == ChConfig.TurnBattleType_Pursue:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
             if isAttackDirect:
-                if curMGObj:
+                if curMGObj and ChConfig.TriggerWay_PursueAtk not in mgTriggerWayList:
+                    mgTriggerWayList.append(ChConfig.TriggerWay_PursueAtk)
                     TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
         # 反击
@@ -2031,7 +2067,7 @@
     @param effectID: 被动效果ID
     注:可能由A引起触发B技能的效果释放技能C
     '''
-    if not passiveSkill:
+    if not passiveSkill or not batObj:
         return
     if isinstance(passiveSkill, int):
         passiveSkillID = passiveSkill
@@ -2048,9 +2084,11 @@
         bySkillID = connBuff.GetSkillID()
     passiveSkillID = passiveSkill.GetSkillID()
     if passiveSkillID == bySkillID:
-        #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
-        return
-    
+        if not connSkill or connSkill.GetObjID() == batObj.GetID():
+            GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
+            return
+        # 不同施法者的相同技能ID可触发,如双方都有相同武将相同技能的情况下,如吕玲绮
+        
     if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
         #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
         return
@@ -2132,23 +2170,31 @@
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
     
-    mustHit = False # 是否必命中
-    if not isTurnNormalSkill: # 仅普攻判断是否闪避
-        mustHit = True
-        
-    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
-    
-    #命中公式 攻击方类型不同,公式不同
-    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
+    # 常规闪避 - 仅针对普攻
+    if isTurnNormalSkill 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)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
             GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
-            curSkill.SetTagMissNum(defID, missRate + 1)
+            curSkill.SetTagMissNum(defID, missNum + 1)
             return 0, pow(2, ChConfig.HurtAtkType_Miss)
         
+    # 绝对闪避 - 除dot外的所有技能,因为绝对闪避不触发常规闪避的被动,所以在常规闪避后判断
+    if not isDot:
+        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRateDef)
+        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
+        missNum = curSkill.GetTagMissNum(defID)
+        if dMissRate > 0:
+            missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
+            if GameWorld.CanHappen(missRate):
+                GameWorld.DebugLogEx("绝对闪避了! missRate=%s,dAbsoluteMissRate=%s,aAbsoluteMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
+                curSkill.SetTagMissNum(defID, missNum + 1)
+                return 0, pow(2, ChConfig.HurtAtkType_AbsoluteMiss)
+            
+    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
+    
     hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
     
     isSuperHit, isParry, isStun = False, False, False
@@ -2879,7 +2925,7 @@
     damBackPer = 0
     buffMgr = defObj.GetBuffManager()
     for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
-        damBackPer += buff.GetValue1()
+        damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
         connSkillTypeID = buff.GetSkillTypeID()
         damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
         
@@ -3103,6 +3149,43 @@
     useSkill.ResetUseRec()
     return
 
+def DoHurtExAtk(turnFight, atkObj, defObj, hurtValue, skillID, hurtTypes=0):
+    ## 额外结算指定伤害
+    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not skillIpyData:
+        return
+    
+    atkID = atkObj.GetID()
+    defID = defObj.GetID()
+    
+    # 结算需要同步标签
+    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue()) # 复用dot的标签
+    Sync_TurnFightTag(turnFight, useTag, 0)
+    
+    dHP = defObj.GetHP()
+    dMaxHP = defObj.GetMaxHP()
+    GameWorld.DebugLogEx("额外结算指定伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,,dHP=%s/%s", 
+                         atkID, defID, skillID, hurtValue, dHP, dMaxHP)
+    
+    useSkill = BattleObj.PySkill(skillIpyData, atkID)
+    useSkill.SetTagObjList([defObj])
+    useSkill.SetBatType(ChConfig.TurnBattleType_Dot) # 要修改表现的话等前端同步修改
+    
+    hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt) # 确保有基础的伤害类型
+    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "HurtExAtk")
+    
+    Sync_UseSkill(turnFight, atkObj, useSkill)
+    
+    DoBeAttackResult(turnFight, atkObj, useSkill)
+    
+    # 通知结束标签
+    Sync_TurnFightTag(turnFight, useTag, 1)
+    
+    useSkill.ResetUseRec()
+    return True
+
 def Sync_TurnFightTag(turnFight, useTag, sign):
     ## 通知技能标签
     clientPack = ChPyNetSendPack.tagSCTurnFightTag()

--
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