From 97fef842ed56dfd7c7dd73f9c7acf20df55b9a23 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 11:35:20 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   65 ++++++++++++++++++++++++++------
 1 files changed, 52 insertions(+), 13 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 5322745..e9f1b23 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -559,7 +559,7 @@
     __doCostZhanchui(turnFight, curBatObj, useSkill)
     __doSkillUserAnger(turnFight, curBatObj, useSkill)
     
-    DoBeAttackResult(turnFight, curBatObj, useSkill)
+    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
     return
 
 def DoCombo(turnFight, curBatObj, useSkill):
@@ -656,9 +656,10 @@
                        % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
     return False
 
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param isUseSkill: 是否是直接使用技能的攻击结果
     '''
     
     curID = curObj.GetID()
@@ -681,21 +682,23 @@
                 shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
                 
         elif logicType == ChConfig.AfterLogic_AddBuff:
-            batObj, buff, _ = logicData
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+            batObj = logicData[0]
+            buff = logicData[1]
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
             
         elif logicType == ChConfig.AfterLogic_SyncBuff:
-            buffObj, buff, _, _ = logicData
+            buffObj = logicData[0]
+            buff = logicData[1]
             TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
             
     # 统计击杀
-    killObjIDList = [] # 击杀的目标ID列表
+    killObjList = [] # 击杀其他阵营目标列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
-            killObjIDList.append(tagID)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+            killObjList.append(tagObj)
             TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
-    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
+    if curObj.IsAlive() and curObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curObj)
         
     # 统计伤血,可能单个技能对同一目标造成多次伤害
@@ -713,11 +716,12 @@
     # 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 curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
-        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
+        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     # 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, missObjIDList)
-    
+    if isUseSkill:
+        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+        
     # ========== 以下触发被动 ==========
     
     # 破盾时
@@ -733,7 +737,7 @@
             continue
         
         # 直接攻击
-        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
             
@@ -818,6 +822,7 @@
             continue
         
         effID = curEffect.GetEffectID()
+        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -825,6 +830,7 @@
         
         for tagObj in useSkill.GetTagObjList():
             tagID = tagObj.GetID()
+            GameWorld.DebugLog("    tagID=%s" % (tagID))
             if tagID in missObjIDList:
                 # 闪避了不触发
                 continue
@@ -901,6 +907,39 @@
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+    '''被动触发使用技能
+    @param passiveSkill: 释放的被动技能
+    @param connSkill: 由什么技能引起的
+    @param effSkillID: 被动效果所属的技能ID
+    @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:
+        return
+    isOK = False
+    passiveSkillID = passiveSkill.GetSkillID()
+    # 继承主技能目标
+    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+        happenRate = passiveSkill.GetHappenRate()
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+        if not tagObj:
+            return
+        tagID = tagObj.GetID()
+        if not tagObj.IsAlive():
+            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+            return
+        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+            GameWorld.DebugLog("    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)
+    else:
+        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+        
+    return isOK
+
 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

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