From 957597f4baf9db39d67dfc37f09757d269cd9ec0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 26 九月 2025 11:32:47 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孙策技能;按回合触发伤害的dot支持单buff可算多层伤害;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   79 ++++++++++++++++++++++++---------------
 1 files changed, 48 insertions(+), 31 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 7e5c8a3..74c9966 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -124,7 +124,6 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
-    
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
@@ -138,7 +137,6 @@
             clientPack.Len = len(clientPack.Tag)
             clientPack.Sign = 0
             turnFight.addBatPack(clientPack)
-            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -791,8 +789,10 @@
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
-    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
-    
+    # 记录最后一次总伤害,有伤害目标才记录
+    if useSkill.GetHurtObjList():
+        curObj.SetLastHurtValue(totalHurtValue)
+        
     # 群攻只触发一次特长
     if isSuperHit:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -1208,10 +1208,7 @@
     dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
     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_AddSkillPerByHP, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1315,6 +1312,15 @@
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
 
+def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
+    ## 获取额外增加的技能万分比
+    atkSkillPer = 0
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    return atkSkillPer
+
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
     if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
         GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
@@ -1373,17 +1379,13 @@
     if hurtValue <= 0:
         return 0, 0, hurtTypes
     
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    buffMgr = defObj.GetBuffManager()
+    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+    if wudiBuffList:
         hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
-        buffMgr = defObj.GetBuffManager()
-        for index in range(buffMgr.GetBuffCount()):
-            buff = buffMgr.GetBuffByIndex(index)
-            if not buff:
-                continue
+        for buff in wudiBuffList:
             skillData = buff.GetSkillData()
-            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
-                continue
-            # 记录免疫的积攒伤害
+            # 记录免疫积攒的伤害
             buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
             updBuffValue = buffValue + hurtValue
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1398,18 +1400,14 @@
     # 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)
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
         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])
-            
+        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:
@@ -1436,15 +1434,24 @@
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
+    注:反伤/荆棘暂不做属性支持,仅做buff效果支持
     '''
     if not atkObj.GetCanAttack():
         return
     
-    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+    damBackPer = 0
+    buffMgr = defObj.GetBuffManager()
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+        damBackPer += buff.GetValue1()
+        
+    if damBackPer <= 0:
+        return
+    
+    bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
     bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
@@ -1493,7 +1500,7 @@
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
-    skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
     cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
     
@@ -1504,6 +1511,12 @@
         GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
         cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
         cureHP += cureHPEx
+        
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if hurtShareEff:
+        tagCnt = max(1, len(curSkill.GetTagObjList()))
+        cureHP = cureHP / tagCnt
+        GameWorld.DebugLog("    目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
         
     return max(1, int(cureHP)) # 保底1点
 
@@ -1585,6 +1598,10 @@
     dHP = defObj.GetHP()
     GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
                        % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        hurtValue *= layer
+        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

--
Gitblit v1.8.0