From 912176de9ed5b45e5fe0edbb15b8796f54c56ba2 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 八月 2025 19:26:52 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将表、NPC表 增加性别)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  739 ++++++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 546 insertions(+), 193 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 b35f747..5701a0c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -24,6 +24,7 @@
 import ChPyNetSendPack
 import PlayerControl
 import ShareDefine
+import TurnPassive
 import TurnAttack
 import TurnBuff
 import ObjPool
@@ -44,7 +45,7 @@
     ## 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, isEnhanceSkill=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None):
     '''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
@@ -76,8 +77,8 @@
         return
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
+    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
     # 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
     
     poolMgr = ObjPool.GetPoolMgr()
@@ -87,11 +88,10 @@
         # 统一使用 BattleObj.PySkill
         useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
         
+    useSkill.ResetUseRec()
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
     useSkill.SetBySkill(bySkill)
-    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
-    useSkill.ClearHurtObj()
     
     curBatObj.ClearSkillTempAttr()
     for tagObj in tagObjList:
@@ -99,7 +99,11 @@
         
     objID = curBatObj.GetID()
     useTag = ""
-    if not isEnhanceSkill:
+    
+    #这个技能是Buff
+    if SkillCommon.IsBuff(useSkill):
+        __doAddBuff(turnFight, curBatObj, useSkill)
+    else:
         # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
         useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
         clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
@@ -108,12 +112,10 @@
         clientPack.Sign = 0
         turnFight.addBatPack(clientPack)
         
-    #这个技能是Buff
-    if SkillCommon.IsBuff(useSkill):
-        __doAddBuff(turnFight, curBatObj, useSkill)
-    else:
         __doUseSkill(turnFight, curBatObj, useSkill)
         
+    DoAttackResult(turnFight, curBatObj, useSkill)
+    
     if useTag:
         clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
         clientPack.Tag = useTag
@@ -121,6 +123,9 @@
         clientPack.Sign = 1
         turnFight.addBatPack(clientPack)
         
+    # 处理反击 或 连击
+    DoCombo(turnFight, curBatObj, useSkill)
+    
     # 最后重置、回收对象
     useSkill.ResetUseRec()
     if usePoolSkill:
@@ -128,18 +133,28 @@
     return True
 
 def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
-    ## 获取技能目标    
+    ## 获取技能目标
+    # @return: [主目标, 目标2, ...]
+    
     curFaction = curBatObj.GetFaction()
     
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
     
+    sneerObj = None # 嘲讽目标
+    sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
         tagFaction = curFaction
     else:
         tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
-        
+        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+                
+    sneerObjFirst = True # 嘲讽目标优先
+    if sneerObj:
+        sneerObjID = sneerObj.GetID()
+        sneerObjPosNum = sneerObj.GetPosNum()
+    
     batObjMgr = BattleObj.GetBatObjMgr()
     lineupNum = curBatObj.GetLineupNum()
     posNum = curBatObj.GetPosNum()
@@ -159,123 +174,224 @@
         
         # 对位
         if tagAim == ChConfig.SkillTagAim_Relative:
-            posNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
-            pNumList = batLineup.posObjIDDict.keys()
-            pNumList.sort()
-            for pNum in pNumList:
-                if pNum > 0 and pNum not in posNumList:
-                    posNumList.append(pNum)
-            for pNum in posNumList:
-                if pNum not in batLineup.posObjIDDict:
-                    continue
-                tagObjID = batLineup.posObjIDDict[pNum]
-                tagBatObj = batObjMgr.getBatObj(tagObjID)
-                if not __skillTagFilter(tagBatObj, tagAffect):
-                    continue
-                aimObjList.append(tagBatObj) # 对位的默认只选1个
-                break
-            
+            if sneerObj:
+                aimObjList.append(sneerObj)
+            else:
+                relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+                if relativeObj:
+                    aimObjList.append(relativeObj)
+                    
         # 前排
         elif tagAim == ChConfig.SkillTagAim_FrontRow:
-            # 优先前排,如果没有则后排亦是前排
-            for pNumList in [[1, 2, 3], [4, 5, 6]]:
-                hasObj = False
-                for pNum in pNumList:
-                    if pNum not in batLineup.posObjIDDict:
-                        continue
-                    tagObjID = batLineup.posObjIDDict[pNum]
-                    tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
-                        continue
-                    hasObj = True
-                    aimObjList.append(tagBatObj)
-                if hasObj:
-                    break
-                
+            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+            
         # 后排
         elif tagAim == ChConfig.SkillTagAim_BackRow:
-            # 优先后排,如果没有则前排亦是后排
-            for pNumList in [[4, 5, 6], [1, 2, 3]]:
-                hasObj = False
-                for pNum in pNumList:
-                    if pNum not in batLineup.posObjIDDict:
-                        continue
-                    tagObjID = batLineup.posObjIDDict[pNum]
-                    tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
-                        continue
-                    hasObj = True
-                    aimObjList.append(tagBatObj)
-                if hasObj:
-                    break
-                
+            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+            
         # 竖排/纵排
         elif tagAim == ChConfig.SkillTagAim_Vertical:
-            verticalNumList = [[1, 4], [2, 5], [3, 6]]
-            for pNumList in verticalNumList:
-                # 优先对位排
-                if posNum in pNumList:
-                    verticalNumList.remove(pNumList)
-                    verticalNumList.insert(0, pNumList)
-                    break
-            for pNumList in verticalNumList:
-                hasObj = False
-                for pNum in pNumList:
+            # 优先自己所在纵
+            inColNum = ChConfig.GetInColNum(posNum)
+            colNumList = range(1, 1 + ChConfig.TurnFightCols)
+            if inColNum in colNumList:
+                colNumList.remove(inColNum)
+                colNumList.insert(0, inColNum)
+                
+            # 优先嘲讽所在纵
+            if sneerObj:
+                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
+                if sneerInColNum in colNumList:
+                    colNumList.remove(sneerInColNum)
+                    colNumList.insert(0, sneerInColNum)
+                    
+            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            for col in colNumList:
+                for row in range(1, 1 + ChConfig.TurnFightRows):
+                    pNum = (row - 1) * ChConfig.TurnFightCols + col
+                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
                     if pNum not in batLineup.posObjIDDict:
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(tagBatObj, tagAffect):
                         continue
-                    hasObj = True
                     aimObjList.append(tagBatObj)
-                if hasObj:
+                if aimObjList:
                     break
                 
         # 其他,默认全部
         else:
-            pNumList = batLineup.posObjIDDict.keys()
-            for pNum in pNumList:
-                if pNum <= 0:
-                    continue
-                tagObjID = batLineup.posObjIDDict[pNum]
-                tagBatObj = batObjMgr.getBatObj(tagObjID)
-                if not __skillTagFilter(tagBatObj, tagAffect):
-                    continue
-                aimObjList.append(tagBatObj)
+            inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+            # 优先自己所在纵
+            colNumList = range(1, 1 + ChConfig.TurnFightCols)
+            if inColNum in colNumList:
+                colNumList.remove(inColNum)
+                colNumList.insert(0, inColNum)
                 
+            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            # 按前排优先原则
+            for row in range(1, 1 + ChConfig.TurnFightRows):
+                for col in colNumList:
+                    pNum = (row - 1) * ChConfig.TurnFightCols + col
+                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
+                    if pNum not in batLineup.posObjIDDict:
+                        continue
+                    tagObjID = batLineup.posObjIDDict[pNum]
+                    tagBatObj = batObjMgr.getBatObj(tagObjID)
+                    if not __skillTagFilter(tagBatObj, tagAffect):
+                        continue
+                    aimObjList.append(tagBatObj)
+                    
     # 目标细分
     # 血量最低
     if tagAffect == ChConfig.SkillTagAffect_HPLowest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
         #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
-        aimObjList = aimObjList[:tagCount]
         
     # 血量最高
     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])
-        aimObjList = aimObjList[:tagCount]
+        
+    # 未被控制优先
+    elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
+        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])
         
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
             random.shuffle(aimObjList)
-            aimObjList = aimObjList[:tagCount]
             
+    # 嘲讽优先
+    if sneerObjFirst and sneerObj:
+        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
+            aimObjList.remove(sneerObj)
+            aimObjList.insert(0, sneerObj)
+            
+    if tagCount and len(aimObjList) > tagCount:
+        aimObjList = aimObjList[:tagCount]
+        
     return aimObjList
+
+def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
+    ## 获取行排目标对象列表
+    # @param rowReverse: 是否后排优先原则
+    
+    # 前后排顺序
+    if rowReverse:
+        rowNumList = range(1, 1 + ChConfig.TurnFightRows)[::-1]
+    else:
+        rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+        
+    # 优先嘲讽对象所在行
+    sneerObjID, sneerObjPosNum = 0, 0
+    if sneerObj:
+        sneerObjID = sneerObj.GetID()
+        sneerObjPosNum = sneerObj.GetPosNum()
+        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+        if sneerInRowNum in rowNumList:
+            rowNumList.remove(sneerInRowNum)
+            rowNumList.insert(0, sneerInRowNum)
+            
+    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+    # 优先自己所在纵,为主目标
+    colNumList = range(1, 1 + ChConfig.TurnFightCols)
+    if inColNum in colNumList:
+        colNumList.remove(inColNum)
+        colNumList.insert(0, inColNum)
+        
+    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+    aimObjList = []
+    for row in rowNumList:
+        for col in colNumList:
+            pNum = (row - 1) * ChConfig.TurnFightCols + col
+            #GameWorld.DebugLog("    row=%s,col=%s,pNum=%s" % (row, col, pNum))
+            if pNum not in batLineup.posObjIDDict:
+                continue
+            tagObjID = batLineup.posObjIDDict[pNum]
+            tagBatObj = batObjMgr.getBatObj(tagObjID)
+            if not __skillTagFilter(tagBatObj, tagAffect):
+                continue
+            aimObjList.append(tagBatObj)
+        if aimObjList:
+            break
+        
+    return aimObjList
+
+def GetRelativeObj(turnFight, curBatObj):
+    '''获取对位目标,嘲讽时优先对位嘲讽目标
+    对位目标用途: 
+    1. 对位目标并不代表仅攻击该目标
+    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
+    3. 对位目标可用于判断连击、弱疗
+    '''
+    sneerObj = curBatObj.GetSneerTagObj()
+    if sneerObj:
+        # 有嘲讽目标优先直接对位
+        return sneerObj
+    
+    curFaction = curBatObj.GetFaction()
+    # 默认对位敌对阵营
+    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    lineupNum = curBatObj.GetLineupNum()
+    posNum = curBatObj.GetPosNum()
+    
+    batFaction = turnFight.getBatFaction(tagFaction)
+    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容,支持多阵容对战
+    for tagNum in batFaction.lineupDict.keys():
+        if tagNum not in lineupNumList:
+            lineupNumList.append(tagNum)
+            
+    for num in lineupNumList:
+        batLineup = batFaction.getBatlineup(num)
+        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+        if relativeObj:
+            return relativeObj
+        
+    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+    return curBatObj
+
+def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
+    ## 获取在某一阵营中的默认对位目标
+    
+    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
+    colNumList = range(1, 1 + ChConfig.TurnFightCols)
+    if inColNum in colNumList:
+        colNumList.remove(inColNum)
+        colNumList.insert(0, inColNum)
+        
+    # 按前排优先原则
+    for row in range(ChConfig.TurnFightRows):
+        for col in colNumList:
+            pNum = row * ChConfig.TurnFightCols + col
+            if pNum not in batLineup.posObjIDDict:
+                continue
+            tagObjID = batLineup.posObjIDDict[pNum]
+            tagBatObj = batObjMgr.getBatObj(tagObjID)
+            if not __skillTagFilter(tagBatObj, tagAffect):
+                continue
+            return tagBatObj
+        
+    return
 
 def __skillTagFilter(tagBatObj, tagAffect):
     ## 技能目标过滤器
     # @return: 是否允许添加该单位
     if not tagBatObj:
         return False
-    if tagAffect != ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() <= 0:
+    if tagAffect != ChConfig.SkillTagAffect_Death and not tagBatObj.IsAlive():
         return False
-    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() > 0:
+    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
         return False
-    if not tagBatObj.GetCanAttack():
-        return False
+    #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
+    #    return False
     return True
 
 def __doAddBuff(turnFight, curBatObj, useSkill):
@@ -284,7 +400,6 @@
     for tagBatObj in useSkill.GetTagObjList():
         TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def __doUseSkill(turnFight, curBatObj, useSkill):
@@ -294,50 +409,36 @@
     # 通用攻击
     if atkType == 1:
         SkillModule_1(turnFight, curBatObj, useSkill)
-        return
-    
     # 治疗
     if atkType == 2:
         SkillModule_2(turnFight, curBatObj, useSkill)
-        return
-    
     # 复活
-    if atkType == 3:
-        return
-    
+    elif atkType == 3:
+        pass
     # 多次攻击(锁目标多次伤害,非前端的多段飘血)
-    if atkType == 4:
-        return
-    
+    elif atkType == 4:
+        pass
     # 弹射(多次攻击,切换目标)
-    if atkType == 5:
-        return
-    
+    elif atkType == 5:
+        pass
     # 怒气增
-    if atkType == 6:
+    elif atkType == 6:
         SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
-        return
-    
     # 怒气减
-    if atkType == 7:
+    elif atkType == 7:
         SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
-        return
-    
     # 怒气偷
-    if atkType == 8:
+    elif atkType == 8:
         SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
-        return
-    
+        
     return
 
 def SkillModule_1(turnFight, curBatObj, useSkill):
     ## 通用攻击,单攻、群攻
     
-    #执行攻击结果
     for tagBatObj in useSkill.GetTagObjList():
-        __doSkillHurtHP(curBatObj, tagBatObj, useSkill)
+        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -366,7 +467,6 @@
         
         TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -432,7 +532,6 @@
         GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
         Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def DoAttackResult(turnFight, curBatObj, useSkill):
@@ -451,52 +550,192 @@
         useSkill.SetCalcTime(turnFight.getTimeline())
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
-    # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
-    isEnhanceSkill = useSkill.GetIsEnhanceSkill()
-    if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
+    # 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()):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
-    if not isEnhanceSkill:
-        __doCostZhanchui(turnFight, curBatObj, useSkill)
-        __doSkillUserAnger(turnFight, curBatObj, useSkill)
         
-    DoBeAttackOver(turnFight, curBatObj, useSkill)
+    __doCostZhanchui(turnFight, curBatObj, useSkill)
+    __doSkillUserAnger(turnFight, curBatObj, useSkill)
     
-    # 最后处理反击 或 连击
-    
+    DoBeAttackResult(turnFight, curBatObj, useSkill)
     return
 
-def DoBeAttackOver(turnFight, curBatObj, useSkill):
-    '''被攻击结果
-    @param curBatObj: 施法方或buff归属方
+def DoCombo(turnFight, curBatObj, useSkill):
+    '''
+        格挡、反击、连击规则
+        1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
+        2. 仅普攻时可被反击,反判断本次技能目标中的主目标(即对位目标)是否产生格挡,且是近战武将,是的话可反击
+        
+        连击:
+        1. 仅普攻可连击,反击打断连击
+        2. 非对敌技能,如奶妈回血普攻,判断对位目标抗连属性是否可连击
+        3. 对敌技能,判断本次技能目标中的主目标(即对位目标)抗连属性是否可连击
+        
+        对敌技能主目标:
+                单体: 默认该目标
+                嘲讽: 优先被嘲讽的目标
+                横排: 优先该排中与自己同列的,否则按顺序
+                纵排: 优先前面的单位
     '''
     
+    if not SkillCommon.isTurnNormalSkill(useSkill):
+        #GameWorld.DebugLog("非普攻不处理反击连击")
+        return
+    
+    tagFriendly = useSkill.GetTagFriendly()
+    if tagFriendly:
+        tagObj = GetRelativeObj(turnFight, curBatObj)
+    else:
+        tagObjList = useSkill.GetTagObjList()
+        if not tagObjList:
+            return
+        tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
+        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+        if atkBackSkill:
+            # 可以反击,打断连击
+            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
+            OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
+            return
+        
+    if not tagObj:
+        return
+    
+    if CanCombo(curBatObj, tagObj):
+        # 连击根据技能目标配置逻辑重新选择目标
+        GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
+        OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
+        
+    return
+
+def __getCanAtkBackSkill(useSkill, tagObj):
+    ## 获取是否可反击及反击技能
+    if not tagObj:
+        return
+    
+    tagID = tagObj.GetID()
+    if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
+        GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+        return
+    
+    canAtkBack = False
+    for hurtObj in useSkill.GetHurtObjList():
+        if hurtObj.GetObjID() != tagID:
+            continue
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+            canAtkBack = True
+            break
+        
+    if not canAtkBack:
+        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
+        return
+    
+    skillManager = tagObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        useSkill = skillManager.GetSkillByIndex(index)
+        if not useSkill:
+            continue
+        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
+            return useSkill
+    return
+
+def CanCombo(atkObj, defObj):
+    ## 可否连击
+    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
+    aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
+    dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
+    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
+    if GameWorld.CanHappen(happenRate):
+        GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
+                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+        atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
+        return True
+    GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
+                       % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+    return False
+
+def DoBeAttackResult(turnFight, curObj, useSkill):
+    '''被攻击结果
+    @param curObj: 施法方或buff归属方
+    '''
+    
+    curID = curObj.GetID()
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
-    # 统计死亡
+    batObjMgr = BattleObj.GetBatObjMgr()
+    
+    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
+    relatedSkillID = useSkill.GetSkillID()
+    shieldBrokenList = [] # 记录盾破
+    afterLogicList = useSkill.GetAfterLogicList()
+    for logicType, logicData in afterLogicList:
+        if logicType == ChConfig.AfterLogic_DelBuff:
+            buffObjID, buff, tagObjID = logicData
+            buffSkillData = buff.GetSkillData()
+            buffSkillTypeID = buffSkillData.GetSkillTypeID()
+            TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
+            if SkillCommon.isDamageShieldSkill(buffSkillData):
+                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
+                
+        elif logicType == ChConfig.AfterLogic_AddBuff:
+            batObj, buff, _ = logicData
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+            
+        elif logicType == ChConfig.AfterLogic_SyncBuff:
+            buffObj, buff, _, _ = logicData
+            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
+            
+    # 统计结果
     killObjIDList = [] # 击杀的目标ID列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
-        for hurtObj in useSkill.GetHurtObjList():
-            if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill):
-                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
-        if tagObj.GetHP() <= 0:
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
             killObjIDList.append(tagID)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
-    if curBatObj and curBatObj.GetHP() <= 0:
-        TurnAttack.SetObjKilled(turnFight, curBatObj)
+            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
+        TurnAttack.SetObjKilled(turnFight, curObj)
         
+    # 可能单个技能对同一目标造成多次伤害
+    missObjIDList = []
+    for hurtObj in useSkill.GetHurtObjList():
+        hurtObjID = hurtObj.GetObjID()
+        tagObj = batObjMgr.getBatObj(hurtObjID)
+        if not tagObj:
+            continue
+        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
+            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+            missObjIDList.append(hurtObjID)
+            
     # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
     curPlayer = turnFight.curPlayer
-    if curPlayer and curBatObj and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
-        FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-        
+    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
+        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
+            
     # 额外触发技能
-    __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
+    __doUseEnhanceSkill(turnFight, curObj, useSkill)
     
-    # 循环触发被动,待扩展
+    # ========== 以下触发被动 ==========
     
+    # 破盾时
+    for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
+        buffObj = batObjMgr.getBatObj(buffObjID)
+        tagObj = batObjMgr.getBatObj(tagObjID)
+        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+        
+    for tagObj in useSkill.GetTagObjList():
+        tagID = tagObj.GetID()
+        if tagID == curID or tagID in missObjIDList:
+            # 自己或对方闪避了不再触发被动
+            continue
+        
+        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
+        # 直接攻击
+        if not SkillCommon.IsBuff(useSkill):
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
+            
     return
 
 def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -573,15 +812,13 @@
 def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
     if not curBatObj:
         return
-    if useSkill.GetIsEnhanceSkill():
+    if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
         #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
         return
     enhanceSkillIDList = useSkill.GetEnhanceSkillList()
     if not enhanceSkillIDList:
         return
     GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
-    # 根据触发技能的特点决定是触发一次还是 触发多次
-    # 群体BUFF的请参考 IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
     tagObjList = useSkill.GetTagObjList()
     for enhanceSkillID in enhanceSkillIDList:
         enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -589,7 +826,7 @@
             continue
         # 继承主技能目标
         if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-            GameWorld.DebugLog("    额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+            GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
             # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
             enhanceRate = enhanceSkillData.GetHappenRate()
             enchanceTagObjList = []
@@ -602,7 +839,7 @@
                 for hurtObj in useSkill.GetHurtObjList():
                     if hurtObj.GetObjID() != tagID:
                         continue
-                    if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+                    if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
                         continue
                     inHurt = True
                     break
@@ -616,16 +853,16 @@
                 enchanceTagObjList.append(tagObj)
                 
             if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
+                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
                 
             continue
         
-        GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
+        GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
+        OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
         
     return
 
-def __doSkillHurtHP(attacker, defObj, curSkill):
+def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
     ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
     # @return: None - 没有执行成功,即忽略该目标
     
@@ -647,33 +884,32 @@
         pass
     
     else:
-        hurtValue, hurtTypes = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
-        
-        # 各种减伤 吸收盾处理
-        #hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
+        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+        hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
         
         #伤害结构体
         hurtObj.SetHurtTypes(hurtTypes)
         hurtObj.SetHurtHP(hurtValue)
-        remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
+        hurtObj.SetRealHurtHP(realHurtHP)
+        remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
         
     remainHP = int(remainHP)    #防范
     lostHP = dHP - remainHP # 实际掉血量
     hurtObj.SetLostHP(lostHP)
     hurtObj.SetCurHP(remainHP)
     defObj.SetHP(remainHP)
-    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" 
+                       % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
     
     #反弹伤害
-    CalcBounceHP(atkObj, defObj, hurtObj, curSkill)
+    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
     
     #吸血
     CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
-    
-    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
     return
 
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
     '''计算伤害,默认按攻击计算
     '''
     pmType = GetPMType(atkObj, curSkill)
@@ -696,6 +932,9 @@
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
         GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
+    if isDot:
+        mustHit = True
+        
     #命中公式 攻击方类型不同,公式不同
     if not mustHit:
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
@@ -703,19 +942,26 @@
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
+            GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
+            defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
             return 0, pow(2, ChConfig.HurtType_Miss)
         
     hurtTypes = pow(2, ChConfig.HurtType_Normal)
     
     #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
     
-    isSuperHit = False # 是否暴击
-    if isDot:
-        isSuperHit = False
+    isSuperHit, isParry = False, False
+    aSuperDamPer, dSuperDamPerDef = 0, 0
+    if not isDot:
+        isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
+        isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
+        CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
+        
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
         
-    isParry = False # 是否格挡
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtType_Parry)
         
@@ -723,7 +969,7 @@
         hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
         
     #参与运算的数值
-    rand = random.random()                #种子数 0~1
+    #rand = random.random()                #种子数 0~1
     
     aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
     
@@ -759,6 +1005,8 @@
     dAngerSkillPerDef /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
+    aSuperDamPer /= 10000.0
+    dSuperDamPerDef /= 10000.0
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
     
@@ -782,35 +1030,132 @@
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
         
+    if isParry:
+        parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
+        hurtValue = hurtValue * (1 - parryReduceRatio)
+        GameWorld.DebugLog("    格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
+        
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范
-    
     return hurtValue, hurtTypes
 
-def CalcBounceHP(atkObj, defObj, hurtObj, curSkill):
+def CanSuperHit(atkObj, defObj):
+    aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
+    dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
+    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
+    if GameWorld.CanHappen(happenRate):
+        GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
+        return True
+    return False
+
+def CanStun(turnFight, atkObj, defObj, curSkill):
+    aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
+    dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
+    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
+    if not GameWorld.CanHappen(happenRate):
+        return False
+    GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+    stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
+    TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
+    return True
+
+def CanParry(atkObj, defObj):
+    if defObj.IsInControlled():
+        #被控制无法格挡
+        return False
+    aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
+    dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
+    parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
+    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
+    if GameWorld.CanHappen(happenRate):
+        GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
+        defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
+        return True
+    return False
+
+def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
+    ## 计算伤害后,因各种buff和状态的影响处理
+    # @return: hurtValue, realHurtHP
+    
+    if hurtValue <= 0:
+        return 0, 0
+    
+    # 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 = []
+    buffMgr = defObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount()):
+        buff = buffMgr.GetBuffByIndex(index)
+        skillData = buff.GetSkillData()
+        # 承伤盾
+        if SkillCommon.isDamageShieldSkill(skillData):
+            remainTime = buff.GetRemainTime() # 剩余回合
+            if not skillData.GetLastTime():
+                remainTime = 999 # 永久盾
+            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+            shieldBuffList.append([remainTime, buffValue, buff])
+            
+    if shieldBuffList:
+        shieldBuffList.sort()
+        for _, buffValue, buff in shieldBuffList:
+            if realHurtHP <= 0:
+                break
+            buffID = buff.GetBuffID()
+            if realHurtHP < buffValue:
+                damageShieldValue = realHurtHP
+            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))
+                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))
+                buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
+                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
+                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
+                
+    return hurtValue, max(0, realHurtHP)
+
+def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
     '''
     if not atkObj.GetCanAttack():
         return
     
     bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
-    
     if bounceHP <= 0:
         return
     
-    remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+    bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
+    if bounceHP <= 0:
+        return
     hurtObj.SetBounceHP(bounceHP)
-    atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
     
-    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
+    if realBounceHP > 0:
+        remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
+        atkObj.SetHP(remainHP)
+        GameWorld.DebugLog("        bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+        
+    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
     return
 
 def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
     '''计算吸血
     '''
     
-    suckHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+    hurtHP = hurtObj.GetHurtHP()
+    if hurtHP <= 1:
+        return
     
+    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
         return
     
@@ -821,7 +1166,7 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s" % (suckHP, remainHP, maxHP))
+    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
     
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -830,21 +1175,12 @@
 def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
     ''' 计算治疗值
     '''
-    cureBaseValue = 0     #治疗基础值
     cureType = curSkill.GetCalcType()
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
-    #获得基础治疗值
-    if cureType == ChConfig.Def_Cure_Attack:
-        cureBaseValue = userObj.GetAtk()
-    elif cureType == ChConfig.Def_Cure_MaxHP:
-        cureBaseValue = userObj.GetMaxHP()
-    #elif cureType == ChConfig.Def_Cure_HurtValue:
-    #    cureBaseValue = GameObj.GetLastHurtValue(userObj)
-    elif cureType == ChConfig.Def_Cure_TagMaxHP:
-        cureBaseValue = 0 if not tagObj else tagObj.GetMaxHP()
-        
+    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
+    
     #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
     
     # 回合制
@@ -874,6 +1210,18 @@
                        % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
     return cureHP
 
+def GetCalcBaseValue(calcType, curObj, tagObj):
+    ##获得基础计算值
+    if calcType == ChConfig.Def_Calc_Attack:
+        baseValue = curObj.GetAtk()
+    elif calcType == ChConfig.Def_Calc_MaxHP:
+        baseValue = curObj.GetMaxHP()
+    #elif cureType == ChConfig.Def_Calc_HurtValue:
+    #    baseValue = GameObj.GetLastHurtValue(userObj)
+    elif calcType == ChConfig.Def_Calc_TagMaxHP:
+        baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+    return baseValue
+
 def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
     ## 执行单次dot逻辑
     skillID = curBuff.GetSkillID()
@@ -887,34 +1235,39 @@
     atkObj = buffOwner
     defObj = batObj
     
-    tagObjList = [defObj]
-    dHP = defObj.GetHP()
     defID = defObj.GetID()
-    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
-                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, defObj.GetMaxHP()))
+    tagObjList = [defObj]
     
     poolMgr = ObjPool.GetPoolMgr()
     useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
     useSkill.SetTagObjList(tagObjList)
     useSkill.ClearHurtObj()
+    hurtObj = useSkill.AddHurtObj(defID)
     
-    remainHP = max(0, dHP - hurtValue) # 剩余血量
+    dHP = defObj.GetHP()
+    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
+                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
+    
+    # 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)
     
-    hurtObj = useSkill.AddHurtObj(defID)
+    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+    
     hurtObj.SetHurtTypes(hurtTypes)
     hurtObj.SetHurtHP(hurtValue)
+    hurtObj.SetRealHurtHP(realHurtHP)
     hurtObj.SetLostHP(lostHP)
     hurtObj.SetCurHP(remainHP)
-    
-    # dot的反弹、吸血待定
     
     TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
     
     Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
     
-    DoBeAttackOver(turnFight, atkObj, useSkill)
+    DoBeAttackResult(turnFight, atkObj, useSkill)
     
     useSkill.ResetUseRec()
     poolMgr.release(useSkill)

--
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