From 9b67e4335f655af8c8aef8aa1e7d41e509c50b76 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 12 九月 2025 17:38:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(反击改为使用普攻,去除通用反击技能设定;武将特长支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   55 ++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 44 insertions(+), 11 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 a763895..c670c0e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -605,6 +605,7 @@
     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))
+        DoHeroSpecialty(turnFight, curBatObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
         OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
         
     return
@@ -615,8 +616,9 @@
         return
     
     tagID = tagObj.GetID()
-    if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
-        GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
+    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
+        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
         return
     
     canAtkBack = False
@@ -636,7 +638,7 @@
         useSkill = skillManager.GetSkillByIndex(index)
         if not useSkill:
             continue
-        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
             GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
             return useSkill
     return
@@ -702,6 +704,7 @@
         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
+    isSuperHit, isStun, isSuckHP = False, False, False
     missObjIDList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurtObjID = hurtObj.GetObjID()
@@ -712,7 +715,23 @@
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
         if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
             missObjIDList.append(hurtObjID)
-            
+            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
+        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+            isSuperHit = True
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+            isStun = True
+        if hurtObj.GetSuckHP() > 0:
+            isSuckHP = True
+    # 群攻只触发一次特长
+    if isSuperHit:
+        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
+    if isStun:
+        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
+    if isSuckHP:
+        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
     curPlayer = turnFight.curPlayer
     if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
@@ -784,7 +803,7 @@
     ## 技能释放者怒气相关
     if SkillCommon.isAngerSkill(useSkill):
         curBatObj.SetXP(0)
-    elif SkillCommon.isTurnNormalSkill(useSkill):
+    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
         addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
         AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
     return
@@ -812,6 +831,21 @@
     updXP = curXP + addXP
     gameObj.SetXP(updXP)
     GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
+    return
+
+def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
+    ## 执行武将特长
+    if gameObj.GetSpecialty() != specialty:
+        return
+    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
+    if str(specialty) not in specialtyAddXPDict:
+        return
+    addXP = specialtyAddXPDict[str(specialty)]
+    curXP = gameObj.GetXP()
+    updXP = curXP + addXP
+    gameObj.SetXP(updXP, False)
+    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
+    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
 def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
@@ -999,7 +1033,6 @@
     skillID = curSkill.GetSkillID()
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
-    isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
     angerOverflow = 0 # 怒气溢出值
     
@@ -1028,12 +1061,12 @@
     
     #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
     
-    isSuperHit, isParry = False, False
+    isSuperHit, isParry, isStun = False, 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
+        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
@@ -1045,6 +1078,9 @@
         
     if ignoreDef:
         hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+        
+    if isStun:
+        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
         
     #参与运算的数值
     #rand = random.random()                #种子数 0~1
@@ -1101,9 +1137,6 @@
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
         GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
-    elif isAtkbackSkill:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
-        GameWorld.DebugLog("    反击伤害=%s" % (hurtValue))
     else:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))

--
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