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/Skill/GameSkills/SkillCommon.py |  148 ++++++++++++++++++++++--------------------------
 1 files changed, 68 insertions(+), 80 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index 50c5d8a..25f8750 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -34,6 +34,7 @@
 import GameObj
 import PassiveBuffEffMng
 import IpyGameDataPY
+import TurnAttack
 #---------------------------------------------------------------------
 
 #---------------------------------------------------------------------
@@ -573,7 +574,7 @@
     lvSummonNPC = curPlayer.GetLV()
     summonNPC.SetLV(lvSummonNPC)
     summonNPC.SetCountry(curPlayer.GetCountry())
-    summonNPC.SetDict(ChConfig.Def_NpcDictKey_CampType, curPlayer.GetFaction())
+    GameObj.SetFaction(summonNPC, curPlayer.GetFaction())
     summonNPC.GetNPCAngry().Init(ChConfig.Def_SummonNPC_Angry_Count)
     #设置召唤兽属性
     SetSummonNPCProperty(curPlayer, summonNPC, curSkill)
@@ -1225,21 +1226,17 @@
 #  @param addValue 添加值
 #  @return None
 #  @remarks 函数详细说明.
-def SkillAddHP(curObj, skillTypeID, addValue, isNotify=True):
+def SkillAddHP(curObj, skillID, addValue, isNotify=True, srcObj=None):
+    if not srcObj:
+        srcObj = curObj
     curObjType = curObj.GetGameObjType()
     
-    #=======================================================================
-    # if curObj.GetMapID() in ChConfig.CanNotRecoverMapIDList and skillTypeID not in ChConfig.ForceRecoverSkillList:
-    #    GameWorld.DebugLog("该地图无法使用技能恢复血量!")
-    #    return
-    #=======================================================================
     if GameObj.GetPyPlayerState(curObj, ChConfig.Def_PlayerState_LimitAddHP):
         #GameWorld.DebugLog("当前禁疗状态下,无法恢复!")
         return
-
     
     if addValue <= 0:
-        GameWorld.Log('###技能回复血量异常,数值错误 = %s,技能类型ID = %s' % (addValue , skillTypeID))
+        GameWorld.Log('###技能回复血量异常,数值错误 = %s,技能ID = %s' % (addValue , skillID))
         return
     
     curHP = GameObj.GetHP(curObj)
@@ -1253,23 +1250,26 @@
         return
     
     # 治疗加成
-    curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue 
-    addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
+    #curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue 
+    #addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
     
     maxHP = GameObj.GetMaxHP(curObj)
     
     #血已最大值,不再恢复,跳出
-    if curHP == maxHP:
+    if curHP >= maxHP:
+        GameWorld.DebugLog("满血不用回血,只通知回血表现!")
         #广播加血类型
         if isNotify:
-            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
-        return
+            AttackCommon.ChangeHPView(curObj, srcObj, skillID, addValue, ChConfig.Def_HurtTYpe_Recovery)
+        return addValue
     
     remainHP = min(curHP + addValue, maxHP)
+    cureHP = remainHP - curHP # 实际治疗量
+    TurnAttack.AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID)
     
     #---玩家处理---
     if curObjType == IPY_GameWorld.gotPlayer:
-        GameObj.SetHP(curObj, remainHP, not isNotify)
+        GameObj.SetHP(curObj, remainHP, False) # 先不通知
         FBLogic.OnFBAddHP(curObj, addValue)
     
     #---NPC处理---
@@ -1279,15 +1279,12 @@
             PetControl.SetPetHP(curObj, remainHP)
         #普通NPC回血
         else:
-            GameObj.SetHP(curObj, remainHP)
-            if not isNotify:
-                #已广播的不重复
-                curObj.Notify_HP()
-           
+            GameObj.SetHP(curObj, remainHP, False) # 先不通知
+            
     #广播加血类型
     if isNotify:
-        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
-            
+        AttackCommon.ChangeHPView(curObj, srcObj, skillID, addValue, ChConfig.Def_HurtTYpe_Recovery)
+        
     return
 
 ## 直接扣血不走公式
@@ -1355,6 +1352,8 @@
     else:
         # 已广播的不重复
         GameObj.SetHP(curObj, remainHP, not view)
+        
+    lostHP = curObjHP_BeforeAttack - GameObj.GetHP(curObj) # 实际掉血量
     
     AttackCommon.WriteHurtLog(buffOwner, curObj, curSkill, lostValue, hurtType, "持续掉血")
     if view:
@@ -1408,10 +1407,12 @@
         elif curObjType == IPY_GameWorld.gotNPC:
             AttackCommon.NPCAddObjInHurtList(attackerOwner, curObj, curObjHP_BeforeAttack, lostValue)
             
+    TurnAttack.AddTurnObjHurtValue(buffOwner, curObj, hurtType, lostValue, lostHP, curSkill)
+    
     #统一调用攻击结束动作
     if isDoAttackResult:
         BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
-    return
+    return lostHP
 
 ## 检查增加淬毒buff
 #  @param skillTypeID 使用的技能typeID
@@ -1968,7 +1969,15 @@
     if not curSkill:
         return ChConfig.Def_BattleRelationType_Comm
     #0通哟  1 PVP类型  2PVE类型  
-    return curSkill.GetHurtType()
+    return curSkill.GetHurtType() % 10
+
+def isXPSkill(curSkill):
+    ## 是否xp怒气技能
+    return curSkill and curSkill.GetXP() > 0
+
+def isNormalAtkSkill(curSkill):
+    ## 是否普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
+    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack
 
 ## 检查技能是否为被动技能, 用于控制不可释放技能
 def isPassiveSkill(curSkill):
@@ -2057,34 +2066,7 @@
 #  @param useSkill 使用的技能
 #  @return 基础治疗值
 #  @remarks 函数详细说明.
-def GetCureBaseValue(attacker, useSkill):
-    return GetAttackerHurtValueByAtkType(attacker, AttackCommon.GetBattleType(attacker, useSkill))
-
-## 获得基础伤害值(目前用于持续性技能的计算)
-#  @param attacker 攻击者
-#  @param useSkill 使用的技能
-#  @return 基础伤害值
-#  @remarks 获得基础伤害值
-def GetHurtBaseValue(attacker, useSkill):
-    return GetAttackerHurtValueByAtkType(attacker, AttackCommon.GetBattleType(attacker, useSkill))
-
-#---------------------------------------------------------------------
-## 通过攻击类型获得攻击方伤害值
-#  @param attacker 攻击者
-#  @param atkType 攻击类型(物理攻击、摩法攻击)
-#  @return 攻击方伤害值
-#  @remarks 通过攻击类型获得攻击方伤害值
-def GetAttackerHurtValueByAtkType(attacker, atkType):
-    
-    return (attacker.GetMinAtk() + random.random() * (attacker.GetMaxAtk() - attacker.GetMinAtk()))
-    #===========================================================================
-    # if atkType == IPY_GameWorld.ghtPhy:
-    #    #(最小攻击 + rand()*( 最大攻击伤害-最小攻击伤害 )
-    #    return (attacker.GetMinAtk() + random.random() * (attacker.GetMaxAtk() - attacker.GetMinAtk()))
-    # 
-    # #(最小剑气伤害 + rand()*( 最大剑气伤害-最小剑气伤害 )
-    # return (attacker.GetMAtkMin() + random.random() * (attacker.GetMAtkMax() - attacker.GetMAtkMin()))
-    #===========================================================================
+def GetCureBaseValue(attacker, useSkill): return attacker.GetMaxAtk()
 
 #---------------------------------------------------------------------
 ## 获得某技能管理器是否有特定技能
@@ -2202,19 +2184,6 @@
     curePercent = 1.0     #治疗加成值
     cureBaseValue = 0     #治疗基础值
     
-    #passiveSkill = GetSkillFromOtherSkillByEffectID(userObj, curSkill, ChConfig.Def_Skill_Effect_PassiveSkillID)
-    
-    #该被动技能已学, 则处理被动影响的效果
-    #===========================================================================
-    # if passiveSkill != None and isPassiveSkill(passiveSkill):
-    #    cureEffect = GetSkillEffectByEffectID(passiveSkill, ChConfig.Def_Skill_Effect_CureUpper)
-    # 
-    #    #计算治疗加成,按几率触发
-    #    if GameWorld.CanHappen(passiveSkill.GetHappenRate(), ChConfig.Def_MaxRateValue) \
-    #    and cureEffect != None:
-    #        curePercent += cureEffect.GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
-    #===========================================================================
-    
     #特殊技能的附加值
     addExValue = 0 
     
@@ -2233,27 +2202,46 @@
         cureBaseValue = GameObj.GetLastHurtValue(userObj)
     elif cureType == ChConfig.Def_Cure_TagMaxHP:
         cureBaseValue = 0 if not tagObj else GameObj.GetMaxHP(tagObj)
-        
-        
-    #这边写死了效果1,基本已经定型
-    #获得技能的计算参数值
-    if cureType == ChConfig.Def_Cure_PHY:
-        # 根据敏捷,力量差值及效果系数计算恢复比例
-        skillPer = max(0, userObj.GetPHY() - userObj.GetSTR()) / float(curSkill.GetEffect(0).GetEffectValue(0))
-        GameWorld.DebugLog("英勇复苏: 敏=%s,力=%s,skillPer=%s" % (userObj.GetPHY(), userObj.GetSTR(), skillPer))
-    else: 
-        skillPer = curSkill.GetEffect(0).GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
-    #技能附加
+    #elif cureType == ChConfig.Def_Cure_TagAtk:
+    #    cureBaseValue = 0 if not tagObj else GetCureBaseValue(tagObj, curSkill)
+    #elif cureType == ChConfig.Def_Cure_LostHP:
+    #    cureBaseValue = max(0, GameObj.GetMaxHP(userObj) - GameObj.GetHP(userObj))
+    #elif cureType == ChConfig.Def_Cure_BeHurtValue:
+    #    cureBaseValue = GameObj.GetLastBeHurtValue(userObj)
+    
+    skillPer = curSkill.GetEffect(0).GetEffectValue(0)
+    #技能附加固定值
     skillValue = curSkill.GetEffect(0).GetEffectValue(1)
     
-    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)/float(ChConfig.Def_MaxRateValue)
+    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
+    skillPer /= float(ChConfig.Def_MaxRateValue)
+    
+    # 回合制
+    curePer = 0 # 治疗加成
+    cureDefPer = 0 # 敌方的弱化治疗
+    angerOverflow = 0 # 怒气溢出值
+    if userObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+        if isXPSkill(curSkill):
+            angerOverflow = max(GameObj.GetXP(userObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+        #enemyObj = TurnAttack.GetEnemyObj(userObj)
+        #curePer += GameObj.GetCurePer(userObj)
+        #if enemyObj:
+        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
+        
+    curePer /= float(ChConfig.Def_MaxRateValue)
+    cureDefPer /= float(ChConfig.Def_MaxRateValue)
+    
+    baseValue = max(0, cureBaseValue) # 防止基值被弱化为负值,在恢复比例也是负值的情况下负负得正导致可以恢复血量
+    
     #公式计算治疗值 
-    cureHP = int((cureBaseValue * skillPer + skillValue + addExValue) * curePercent)
+    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
+    #cureHP = (cureHP + skillValue + addExValue) * curePercent # 策划没有要求,但是支持的,先屏蔽
     if not largeNum:
         cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
+    cureHP = max(1, int(cureHP)) # 保底1点
     
-    #GameWorld.DebugLog("获取治疗值(%s):cureType=%s,cureBaseValue=%s,skillPer=%s,skillValue=%s" 
-    #                   % (cureHP, cureType, cureBaseValue, skillPer, skillValue))
+    GameWorld.DebugLog("获取治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
+                       % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
     return cureHP
 
 

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