From 9ec66731c8a551035958aebe1fa974a140b99cf1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 02 七月 2025 17:34:10 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(初版战斗,支持基础的三维属性战斗,支持简单的普攻技能、怒气技能、回血技能;主线章节关卡过关支持;阵容保存支持多阵容;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  419 ++++++++++++++++++++++++-----------------------------------
 1 files changed, 169 insertions(+), 250 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 5dd3c73..389e148 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -55,6 +55,8 @@
 import ChNPC
 import BossHurtMng
 import NPCHurtMgr
+import ChNetSendPack
+import TurnAttack
 
 import datetime
 import math
@@ -429,20 +431,22 @@
 #  @return 攻击类型 如 IPY_GameWorld.ghtPhy
 #  @remarks 获取攻击类型
 def GetBattleType(attack, attackUseSkill):
-    # GetHurtType用法改成 pvp pve标识
-    return IPY_GameWorld.ghtPhy
-#    #---技能攻击, 读表获取攻击类型---
-#    if attackUseSkill != None:
-#        return attackUseSkill.GetHurtType()
-#
-#    #---普通攻击---
-#
-#    #玩家算普通攻击
-#    if attack.GetGameObjType() == IPY_GameWorld.gotPlayer:
-#        return IPY_GameWorld.ghtPhy
-#
-#    #NPC读表取
-#    return attack.GetHurtType()
+    # GetHurtType 个位数用法改成 pvp pve标识,十位数-物攻法攻 IPY_GameWorld.ghtPhy = 1
+    #---技能攻击, 读表获取攻击类型---
+    if attackUseSkill != None:
+        ght = attackUseSkill.GetHurtType() / 10
+        if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
+            return IPY_GameWorld.ghtMag
+        return IPY_GameWorld.ghtPhy
+    
+    #---普通攻击---
+
+    #玩家算普通攻击
+    if attack.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        return IPY_GameWorld.ghtPhy
+    
+    #NPC读表取
+    return attack.GetHurtType()
 
 ## 输入基础数值,返回增强后的值 - 技能加强
 #  @param value 基础值
@@ -1145,18 +1149,20 @@
 #  @return True or False
 #  @remarks 函数详细说明.
 def CheckNPCAttackDist(curNPC, curTag, skill):
-    #获取距离
-    dist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
-                             curTag.GetPosX(), curTag.GetPosY())
-    #普通攻击
-    if skill == None:
-        if dist > curNPC.GetAtkDist():
-            return
-    #技能攻击
-    elif dist > skill.GetAtkDist():
-        return
-    
+    #卡牌暂不限制
     return True
+#    #获取距离
+#    dist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
+#                             curTag.GetPosX(), curTag.GetPosY())
+#    #普通攻击
+#    if skill == None:
+#        if dist > curNPC.GetAtkDist():
+#            return
+#    #技能攻击
+#    elif dist > skill.GetAtkDist():
+#        return
+#    
+#    return True
 
 ## 检查被攻击后,特殊Buff消失
 #  @param curTagPlayer 被攻击方
@@ -1285,34 +1291,35 @@
     hurtType = ChConfig.Def_HurtType_Normal
     # 伤害类型结果信息, 默认值{伤害类型:[是否触发, 伤害计算值, 触发时防守方的伤害减免值], ...}
     hurtTypeResultDict = {
-                          ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
+                          #ChConfig.Def_HurtType_LuckyHit:[False, 0, 0],
                           ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
                           ChConfig.Def_HurtType_Parry:[False, 0, 0],
-                          ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
-                          ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
+                          #ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
+                          #ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
                           ChConfig.Def_HurtType_ThumpHit:[False, 0, 0],
                           }
     
-    calcTypeList =  []
-    if atkObjType == IPY_GameWorld.gotPlayer:
-        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, 
-                         ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit,
-                         ChConfig.Def_HurtType_ThumpHit]
-    if defObjType == IPY_GameWorld.gotPlayer:
-        calcTypeList += [ChConfig.Def_HurtType_Parry]
-    # 暂时只计算玩家
+    #calcTypeList =  []
+    #if atkObjType == IPY_GameWorld.gotPlayer:
+    #    calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, 
+    #                     ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit,
+    #                     ChConfig.Def_HurtType_ThumpHit]
+    #if defObjType == IPY_GameWorld.gotPlayer:
+    #    calcTypeList += [ChConfig.Def_HurtType_Parry]
+    calcTypeList = [ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Parry]
     if not calcTypeList:
         return hurtType, hurtTypeResultDict
     
-    # 优先级列表, 互斥列表
-    priorityList, mutexList = ReadChConfig.GetEvalChConfig("CalcHurtTypeInfo")
+    # 优先级列表
+    priorityList = [ChConfig.Def_HurtType_Parry, ChConfig.Def_HurtType_SuperHit]
+    mutexList = [] # 互斥列表
     happenFunc = {
-                  ChConfig.Def_HurtType_LuckyHit:__HurtTypeHappen_LuckyHit,
+                  #ChConfig.Def_HurtType_LuckyHit:__HurtTypeHappen_LuckyHit,
                   ChConfig.Def_HurtType_SuperHit:__HurtTypeHappen_SuperHit,
                   ChConfig.Def_HurtType_Parry:__HurtTypeHappen_Parry,
                   #ChConfig.Def_HurtType_Zhuxian:__HurtTypeHappen_Zhuxian,
-                  ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
-                  ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
+                  #ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
+                  #ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
                   }
     
     hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1375,10 +1382,10 @@
     '''
     
     if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_SuperHit):
-        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
+        return True, atkObj.GetSuperHit(), GameObj.GetSuperHitReduce(defObj)
     
     aSuperHitRate = atkObj.GetSuperHitRate()
-    dSuperHitRateReduce = PlayerControl.GetSuperHitRateReduce(defObj)
+    dSuperHitRateReduce = GameObj.GetSuperHitRateReduce(defObj)
     superHitRate = eval(ReadChConfig.GetChConfig("CalcSuperHitRate"))
     superHitRate += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
                                                                        ChConfig.TriggerType_Buff_AddSuperHitRate)
@@ -1387,7 +1394,7 @@
     if superHitRate <= 0:
         return
     if GameWorld.CanHappen(superHitRate):
-        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
+        return True, atkObj.GetSuperHit(), GameObj.GetSuperHitReduce(defObj)
     return
 
 def __HurtTypeHappen_Parry(atkObj, defObj, happenState, curSkill):
@@ -1422,7 +1429,7 @@
 def __HurtTypeHappen_ThumpHit(atkObj, defObj, happenState, curSkill):
     
     if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_ThumpHit):
-        return True, int(atkObj.GetSuperHit()*1.5), PlayerControl.GetSuperHitReduce(defObj)
+        return True, int(atkObj.GetSuperHit()*1.5), GameObj.GetSuperHitReduce(defObj)
     
     thumpHitRate = 0  
     thumpHitRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, 
@@ -1432,7 +1439,7 @@
     if thumpHitRate <= 0:
         return
     if GameWorld.CanHappen(thumpHitRate):
-        return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
+        return True, atkObj.GetSuperHit()*2, GameObj.GetSuperHitReduce(defObj)
     return
 
 
@@ -1965,9 +1972,6 @@
 # 计算攻击伤害
 # maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高
 def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs):
-    # 翻滚闪避特殊处理
-    if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500:
-        return 0, ChConfig.Def_HurtType_Miss
     
     multiValue = 1 # 伤害倍值
     summonAtkPer = 1    # 召唤继承提高基础攻击力,取表
@@ -1985,106 +1989,61 @@
         
     atkObjType = atkObj.GetGameObjType()
     defObjType = defObj.GetGameObjType()
-
-    aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) # 获取境界
-    if defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj) and dRealmLV > aRealmLV:
-        aRealmIpyData = IpyGameDataPY.GetIpyGameDataNotLog("Realm", aRealmLV)
-        dRealmIpyData = IpyGameDataPY.GetIpyGameDataNotLog("Realm", dRealmLV)
-        aRealmLVLarge = aRealmIpyData.GetLvLarge() if aRealmIpyData else 0
-        dRealmLVLarge = dRealmIpyData.GetLvLarge() if dRealmIpyData else 0
-        if dRealmLVLarge > aRealmLVLarge:
-            if atkObjType == IPY_GameWorld.gotPlayer:
-                GameWorld.DebugLog("BossRealmHint%s-%s"%(dRealmLV, aRealmLV))
-                PlayerControl.NotifyCode(atkObj, 'BossRealmHint', [dRealmLVLarge])
-                
-            # 攻击高境界的BOSS 伤害固定为1
-            return 1, ChConfig.Def_HurtType_Normal
-        
+    
     atkType = GetBattleType(atkObj, curSkill)
     happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
     happenState += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HappenState)
-
-    aLV = atkObj.GetLV()                # 攻击方等级
-    dLV = defObj.GetLV()                # 防守方等级
-
-    aHit = atkObj.GetHit()
-    if curSkill and atkObjType == IPY_GameWorld.gotPlayer and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_NormalAttack:
-        aHit = aHit*IpyGameDataPY.GetFuncCfg("FightHappenRate", 2)
-        
-    aHitSuccessRate = PlayerControl.GetHitSucessRate(atkObj) if atkObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
-    aHitSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HitSuccess)
-    dMiss = defObj.GetMiss()
+    
+    atkID = atkObj.GetID()
+    defID = defObj.GetID()
+    #aLV = atkObj.GetLV()                # 攻击方等级
+    #dLV = defObj.GetLV()                # 防守方等级
+    
+    aHit = GameObj.GetMissDefRate(atkObj)#atkObj.GetHit() # 抗闪避率 - 命中
+    #aHitSuccessRate = PlayerControl.GetHitSucessRate(atkObj) if atkObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
+    #aHitSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HitSuccess)
+    dMiss = GameObj.GetMissRate(defObj)#defObj.GetMiss()
     dMiss += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissPer)
-    dMissSuccessRate = PlayerControl.GetMissSucessRate(defObj) if defObjType == IPY_GameWorld.gotPlayer else 0
-    dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
+    #dMissSuccessRate = PlayerControl.GetMissSucessRate(defObj) if defObjType == IPY_GameWorld.gotPlayer else 0
+    #dMissSuccessRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_MissSuccessPer)
     skillID = curSkill.GetSkillID() if curSkill else 0
     
-    
     atkIsBoss = 0 # 攻击方是否boss
-    suppressValueLV = 0 # 等级最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
-    suppressValueFP = 0 # 战力最终压制值, 由压制规则及相关参数计算得出,可作为伤害公式计算参数使用
-    suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
-    suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
-    suppressNPCFightPower = 0 # 压制NPC战力
-    fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
-    #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
-    if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
-        
-        if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
-            # 境界压制技能不对高等级境界玩家产生攻击
-            aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType)
-            if aRealmLV <= dRealmLV:
-                return 0, ChConfig.Def_HurtType_Immune   # 免疫
-            
-        atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
-        if NPCCommon.GetIsLVSuppress(atkObj):
-            suppressLV = max(0, aLV - dLV)
-            if suppressLV:
-                suppressLVIpyData = PlayerControl.GetPlayerLVIpyData(aLV)
-                suppressReMaxHP = 0 if not suppressLVIpyData else suppressLVIpyData.GetReMaxHP()
-        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
-        if suppressNPCFightPower:
-            suppressFightPower = max(0, suppressNPCFightPower - PlayerControl.GetFightPower(defObj))
-            
-    mustHit = False
-    helpBattleFormatKey = ""
-    if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
-        mustHit = True
-        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
-        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
-        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
-        helpBattleFormatKey = "HelpRobot_Atk"
-    if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
-        mustHit = True
-        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
-        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
-        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
-        helpBattleFormatKey = "HelpRobot_Def"
-        
-    #命中公式 攻击方类型不同,公式不同
-    hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
+    angerOverflow = 0 # 怒气溢出值
     
+    turnFightPosInfo = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
+    mustHit = False
+    if SkillCommon.isXPSkill(curSkill):
+        mustHit = True
+        GameWorld.DebugLog("        XP必命中")
+        angerOverflow = max(GameObj.GetXP(atkObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+        
+    if not mustHit:
+        if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_HitOn):
+            mustHit = True
+            GameWorld.DebugLog("        技能必命中: skillID=%s" % skillID)
+            
+    pow = math.pow
+    #命中公式 攻击方类型不同,公式不同
     if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
                            ChConfig.TriggerType_Buff_MustBeHit):
         # 技能对指定BOSS无效果的返回MISS
-        if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
-        and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss and SkillShell.IsNPCSkillResist(defObj):
-            return 0, ChConfig.Def_HurtType_Miss
+        #if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
+        #and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss and SkillShell.IsNPCSkillResist(defObj):
+        #    return 0, ChConfig.Def_HurtType_Miss
         
         #攻击方处于嘲讽,防守方处于免疫嘲讽者攻击则miss
-        if GameObj.GetPyPlayerState(atkObj, ChConfig.Def_PlayerState_Sneer) and \
-        GameObj.GetPyPlayerState(defObj, ChConfig.Def_PlayerState_MissSneerAtk):
+        #if GameObj.GetPyPlayerState(atkObj, ChConfig.Def_PlayerState_Sneer) and \
+        #GameObj.GetPyPlayerState(defObj, ChConfig.Def_PlayerState_MissSneerAtk):
+        #    return 0, ChConfig.Def_HurtType_Miss
+        
+        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
+        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
+        if GameWorld.CanHappen(missRate):
             return 0, ChConfig.Def_HurtType_Miss
         
-        #添加是否必命中
-        if not IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_HitOn) \
-            and eval(hitFormula) < 0:
-            return 0, ChConfig.Def_HurtType_Miss
-    
-
     hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill)
     #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
-    isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
     
     # 重击和暴击互斥,并且使用同一个参数
     isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_ThumpHit] 
@@ -2104,17 +2063,11 @@
         aSuperHit = aSuperHit*(thumpPer + ChConfig.Def_MaxRateValue)/ChConfig.Def_MaxRateValue
         
     dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
-    isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
-    isDeadlyHit, deadlyHitMultiValue, _ = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit] # 致命一击
-
+    #isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
+    #isDeadlyHit, deadlyHitMultiValue, _ = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit] # 致命一击
+    
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
         return 1, hurtType
-    
-    wReFightPower = 0
-    worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
-    if worldLV:
-        wLVIpyData = PlayerControl.GetPlayerLVIpyData(worldLV)
-        wReFightPower = 0 if not wLVIpyData else wLVIpyData.GetReFightPower() # 当前世界等级参考战力
     
     # 改变技能伤害
     atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
@@ -2149,31 +2102,28 @@
         PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
     elif hurtType == ChConfig.Def_HurtType_ThumpHit:
         atkSkillValue += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_ThumpSkillValue)
-
-    if isLuckyHit:
-        # 会心一击时增加会心伤害固定值 
-        aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
-        aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
-        aLuckyHit = max(aLuckyHit, 0)
-        
+    
     #参与运算的数值
     rand = random.random()                #种子数 0~1
     
     #------- 攻击方
-    aMinAtk = atkObj.GetMinAtk() * summonAtkPer        # 攻击方最小攻击
-    aMaxAtk = atkObj.GetMaxAtk() * summonAtkPer       # 攻击方最大攻击
+    #aMinAtk = atkObj.GetMinAtk() * summonAtkPer        # 攻击方最小攻击
+    aAtk = atkObj.GetMaxAtk() * summonAtkPer       # 攻击方最大攻击
     
     aIceAtk = atkObj.GetIceAtk()        # 冰攻, 元素真伤, 玩家及NPC通用
     aIceAtk += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtk)
     #------- 防守方
-    dMinAtk = defObj.GetMinAtk()        # 防守方最小攻击
-    dMaxAtk = defObj.GetMaxAtk()        # 防守方最大攻击
+    #dMinAtk = defObj.GetMinAtk()        # 防守方最小攻击
+    #dAtk = defObj.GetMaxAtk()        # 防守方最大攻击
     dDef = defObj.GetDef()              # 防守方防御力
-    dHP = GameObj.GetHP(defObj)                # 防守方当前血量
-    dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
+    #dHP = GameObj.GetHP(defObj)                # 防守方当前血量
+    #dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
     dIceDef = defObj.GetIceDef()        # 冰防, 元素真防, 玩家及NPC通用
     
     # 攻击方
+    aNormalAtkPer = 0
+    aFinalHurtPer = GameObj.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
+    aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
     if atkObjType == IPY_GameWorld.gotPlayer:
         aIgnoreDefRate = atkObj.GetIgnoreDefRate()  # 无视防御比率
         aSkillAtkRate = atkObj.GetSkillAtkRate()    # 技能攻击力加成
@@ -2183,8 +2133,6 @@
         aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj)     # PVE伤害加成
         aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj)     # 外层PVP伤害加成
         aDamagePerPVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddPVPDamagePer)
-        aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
-        aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
         
         aFinalHurt = PlayerControl.GetFinalHurt(atkObj)     # 最终固定伤害
         # 被动增加最终伤害
@@ -2193,12 +2141,8 @@
         
         aOnlyFinalHurt = PlayerControl.GetOnlyFinalHurt(atkObj) # 额外固定伤害
         aFightPower = PlayerControl.GetFightPower(atkObj)
-        
-        
-        
     else:
         aIgnoreDefRate = 0  # 无视防御比率
-        aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
         aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj)   # 技能攻击力加成
         if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
             aSkillAtkRate += atkObj.GetSkillAtkRate()
@@ -2208,9 +2152,13 @@
         aDamagePVP = 0      # PVP固定伤害
         aDamagePVE = 0      # PVE固定伤害
         aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
+        aOnlyFinalHurt = 0 # 额外固定伤害
         aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
         
     #防守方的类型
+    dNormalAtkDefPer = 0
+    dFinalHurtReducePer = GameObj.GetFinalHurtReducePer(defObj)
+    dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
     if defObjType == IPY_GameWorld.gotPlayer:
         dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj)  # 无视防御比率抗性
         dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
@@ -2221,8 +2169,6 @@
         dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
         dBeHurtPer = PlayerControl.GetBeHurtPer(defObj)      # 加深受到伤害百分比
         dFightPower = PlayerControl.GetFightPower(defObj)
-        dFinalHurtReducePer = PlayerControl.GetFinalHurtReducePer(defObj)
-        dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
         
     else:
         dIgnoreDefRateReduce = 0    # 无视防御比率抗性
@@ -2232,108 +2178,55 @@
         dFinalHurtReduce = 0        # 最终固定伤害减少
         dBeHurtPer = 0
         dFightPower = NPCCommon.GetSuppressFightPower(defObj)
-        dFinalHurtReducePer = 0             # 最终伤害减少百分比 默认0
         
-    #攻击字典 { 攻击类型 : '公式' }
-    mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
-    hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
-
-    if suppressLV:
-        suppressFormulaKeyLV = "SuppressValueLV_%s" % (atkIsBoss)
-        if suppressFormulaKeyLV in hurtDist:
-            suppressLVFormula = hurtDist[suppressFormulaKeyLV]
-            suppressValueLV = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyLV, suppressLVFormula))
-            
-    if suppressFightPower:
-        suppressFormulaKeyFP = "SuppressValueFP_%s" % (atkIsBoss)
-        if suppressFormulaKeyFP in hurtDist:
-            suppressFPFormula = hurtDist[suppressFormulaKeyFP]
-            suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
+    aPMHurtPer = 0 # 物法增伤
+    dPMHurtReduce = 0 # 物法减伤
+    if atkType == IPY_GameWorld.ghtMag: # 法伤
+        pass
+    else: # 物伤
+        pass
     
-    # 境界压制规则
-    # 1. 其中一方无境界等级则无效, 如普通NPC
-    # 2. 宠物和召唤兽(如水元素)有效, 取主人
-    # 3. 玩家地境界低于BOSS则伤害固定为1 (在函数入口处已处理)
-    # 4. 其他情况统一境界压制 境界差*2%
-    if aRealmLV == 0 or dRealmLV == 0:
-        SuppressValueRealmRate = 10000
-    else:
-        suppressRealmRateMapKey = "SuppressValueRealm_%s" % mapID
-        if suppressRealmRateMapKey not in hurtDist:
-            suppressRealmRateMapKey = "SuppressValueRealm"
-        SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressRealmRateMapKey, hurtDist[suppressRealmRateMapKey])))
-        
-    # 骑宠争夺最终伤害衰减
-    if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
-        ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
-            
-        if ownerPlayer:
-            findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
-            if findBuff:
-                reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
-                aFinalHurtPer -= reduceFinalHurtPer
+    # 所有万分率参数统一除10000.0
+    atkSkillPer /= 10000.0
+    aNormalAtkPer /= 10000.0
+    dNormalAtkDefPer /= 10000.0
+    aFinalHurtPer /= 10000.0
+    dFinalHurtReducePer /= 10000.0
     
-    # 仙盟boss最终伤害加成
-    if atkObjType == IPY_GameWorld.gotPlayer and mapID == ChConfig.Def_FBMapID_FamilyBossMap:
-        aFinalHurtPer += PlayerControl.GetFamilyBossHurtPer(atkObj)
-        
-    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj):
-        killBossCntLimitDict = IpyGameDataPY.GetFuncEvalCfg('KillBossCntLimit') 
-        limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, defObj.GetNPCID())
-        if limitIndex != None:
-            aFinalHurtPer += PlayerControl.GetBossFinalHurtPer(atkObj)
-            
-    atkStateMark = GetObjAtkStateMark(atkObj)
-    defStateMark = GetObjAtkStateMark(defObj)
-    hurtFormulaKey = "%sV%s_%s" % (atkStateMark, defStateMark, atkType)
+    #PVP PVE 之后再扩展
+    #atkStateMark = GetObjAtkStateMark(atkObj)
+    #defStateMark = GetObjAtkStateMark(defObj)
     
-    suppressLVGroup = 0 # NPC压制等级组编号
-    mapHurtKey = "%s_%s" % (hurtFormulaKey, mapID)
-    if mapHurtKey in hurtDist:
-        hurtFormulaKey = mapHurtKey
-    elif atkStateMark == "E" and defStateMark == "P":
-        suppressLVGroup = NPCCommon.GetIsLVSuppress(atkObj)
-    elif atkStateMark == "P" and defStateMark == "E":
-        suppressLVGroup = NPCCommon.GetIsLVSuppress(defObj)
-        
-    if suppressLVGroup:
-        suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
-        if suppressLVHurtKey in hurtDist:
-            hurtFormulaKey = suppressLVHurtKey
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, GameObj.GetHP(defObj)))
     
-    # 助战机器人特殊伤血key
-    if helpBattleFormatKey:
-        hurtFormulaKey = helpBattleFormatKey
-        
-    if hurtFormulaKey not in hurtDist:
-        GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
-        return 0, ChConfig.Def_HurtType_Miss
-    
-    if atkwargs.get('hurtFormulaKey', None):
-        # 指定公式
+    if "hurtFormulaKey" in atkwargs:
         aBurnValue = atkwargs.get('burnValue', 0)
         aBurnPer = atkwargs.get('burnPer', 0)
         hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
-
-    hurtFormula = hurtDist[hurtFormulaKey]
-    
-    hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
-    if isDeadlyHit:
-        hurtValue *= deadlyHitMultiValue
-        
-    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC and mapID == ChConfig.Def_FBMapID_CrossBattlefield:
-        multiValue = FBLogic.GetFBPlayerHurtNPCMultiValue(atkObj, defObj)
+        #if hurtFormulaKey == "Burn":
+        #    pass
+        #else:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+    elif not curSkill:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
+        GameWorld.DebugLog("    普攻伤害=%s" % (hurtValue))
+    elif SkillCommon.isNormalAtkSkill(curSkill):
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
+        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
+    elif SkillCommon.isXPSkill(curSkill):
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
+        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
+    else:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
+        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
         
     if multiValue != 1:
         hurtValue = int(hurtValue * multiValue)
-        
-    #hurtValue = min(max(hurtValue, 0), ChConfig.Def_UpperLimit_DWord)
+    hurtValue = int(hurtValue)
     
     if hurtType == ChConfig.Def_HurtType_Normal and atkSkillPerYinji > 0:
         return hurtValue, ChConfig.Def_HurtType_Yinji
-    elif hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
-        # 存在压制
-        return hurtValue, ChConfig.Def_HurtType_RealmSupress
     
     return hurtValue, hurtType
 
@@ -2400,6 +2293,12 @@
             atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
         else:
             defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
+            
+    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, resultHurtType.HurtType, resultHurtType.RealHurtHP, resultHurtType.LostHP, curSkill)
+    
+    #if resultHurtType.RealHurtHP:
+    #    PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_BeHurt, tick)
+        
     return
 
 
@@ -2410,6 +2309,8 @@
         return "P"
     
     if objType == IPY_GameWorld.gotNPC:
+        if obj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID):
+            return "P"
         if obj.GetType() == ChConfig.ntRobot:
             return "Robot"
         if obj.GetType() == ChConfig.ntHelpBattleRobot:
@@ -2894,6 +2795,9 @@
     if GameObj.GetHP(curObjDetel) > 0:
         return
     
+    if TurnAttack.SetKilled(curObjDetel):
+        return
+        
     #---玩家处理---
     if curObjDetel.GetGameObjType() == IPY_GameWorld.gotPlayer:
         playerControl = PlayerControl.PlayerControl(curObjDetel)
@@ -2970,6 +2874,21 @@
     srcID, srcType = 0, 0
     if srcObj:
         srcID, srcType = srcObj.GetID(), srcObj.GetGameObjType()
+    turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(curObj.GetID())
+    if turnFight:
+        clientPack = ChNetSendPack.tagObjPropertyRefreshView()
+        clientPack.ObjID = curObj.GetID()
+        clientPack.ObjType = curObj.GetGameObjType()
+        clientPack.SkillID = skillID
+        clientPack.DiffValue = changeHP % ShareDefine.Def_PerPointValue
+        clientPack.DiffValueEx = changeHP / ShareDefine.Def_PerPointValue
+        clientPack.AttackType = changType
+        clientPack.SrcObjID = srcID
+        clientPack.SrcObjType = srcType
+        clientPack.HP = curObj.GetHP()
+        clientPack.HPEx = curObj.GetHPEx()
+        turnFight.addBatPack(clientPack)
+        return
     curObj.ChangeHPView(skillID, changeHP % ShareDefine.Def_PerPointValue, changeHP / ShareDefine.Def_PerPointValue, 
                         changType, srcID, srcType, curObj.GetHP(), curObj.GetHPEx())
     return
\ No newline at end of file

--
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