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 |  122 ++++++++++++++++++++++++++++++++--------
 1 files changed, 98 insertions(+), 24 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..c670c0e 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):
@@ -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
@@ -656,9 +658,10 @@
                        % (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()
@@ -681,24 +684,27 @@
                 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
+    isSuperHit, isStun, isSuckHP = False, False, False
     missObjIDList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurtObjID = hurtObj.GetObjID()
@@ -709,15 +715,32 @@
             __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():
-        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 +756,7 @@
             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)
             
@@ -780,7 +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
@@ -810,6 +833,21 @@
     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):
     ## 执行本技能/buff释放后额外效果
     for index in xrange(useSkill.GetEffectCount()):
@@ -818,6 +856,7 @@
             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 +864,7 @@
         
         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 +941,39 @@
     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
@@ -960,7 +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
     
@@ -989,12 +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)
@@ -1006,6 +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
@@ -1062,9 +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))
@@ -1270,6 +1342,8 @@
     buffID = curBuff.GetBuffID()
     ownerID = curBuff.GetOwnerID()
     buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    if not buffOwner:
+        return
     
     atkObj = buffOwner
     defObj = batObj

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