From c35e176a3b05f745600c6e60f168313d2b9e7b30 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 17 九月 2025 12:00:19 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   80 ++++++++++++++++++++++++---------------
 1 files changed, 49 insertions(+), 31 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 1aea3dd..25b07f3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -77,8 +77,8 @@
         return
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
+    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
     # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
     
     poolMgr = ObjPool.GetPoolMgr()
@@ -659,7 +659,7 @@
 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
+    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
     '''
     
     curID = curObj.GetID()
@@ -736,8 +736,7 @@
         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
-    if isUseSkill:
-        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
         
     # ========== 以下触发被动 ==========
     
@@ -846,15 +845,20 @@
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
-def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
     ## 执行本技能/buff释放后额外效果
     for index in xrange(useSkill.GetEffectCount()):
         curEffect = useSkill.GetEffect(index)
-        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
-            continue
-        
+        triggerWay = curEffect.GetTriggerWay()
+        if isUseSkill:
+            if triggerWay != ChConfig.TriggerWay_CurSkillEff:
+                continue
+        else:
+            if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
+                continue
+            
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+        GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -997,6 +1001,7 @@
     hurtObj.SetLostHP(lostHP)
     hurtObj.SetCurHP(remainHP)
     defObj.SetHP(remainHP)
+    atkObj.SetLastHurtValue(hurtValue)
     GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" 
                        % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -1024,23 +1029,21 @@
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     
+    calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
     angerOverflow = 0 # 怒气溢出值
     
-    mustHit = False
+    mustHit = False # 是否必命中
     if isAngerSkill:
         mustHit = True
         curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
         GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
-    if isDot:
-        mustHit = True
-        
     #命中公式 攻击方类型不同,公式不同
-    if not mustHit:
+    if isTurnNormalSkill and not mustHit:
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
         dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
@@ -1052,13 +1055,15 @@
         
     hurtTypes = pow(2, ChConfig.HurtType_Normal)
     
-    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
-    
     isSuperHit, isParry, isStun = False, False, False
     aSuperDamPer, dSuperDamPerDef = 0, 0
+    # 暴击(dot除外)
     if not isDot:
         isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
-        isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
+        
+    # 闪避、击晕、格挡
+    if isTurnNormalSkill:
+        isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
         isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
@@ -1078,10 +1083,10 @@
     #参与运算的数值
     #rand = random.random()                #种子数 0~1
     
-    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+    aAtk = atkObj.GetAtk() # 攻击方最大攻击
     
     dHP = defObj.GetHP()
-    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+    dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1121,19 +1126,24 @@
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
     
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
+    if calcType != ChConfig.Def_Calc_Attack:
+        aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
     
     # 持续性伤害
-    if isDot:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
-        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
-    elif isTurnNormalSkill:
+    if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
         GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
         GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
+    elif isDot:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
+    elif calcType != ChConfig.Def_Calc_Attack:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
+        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
     else:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
@@ -1147,6 +1157,13 @@
     if multiValue and multiValue != 1:
         hurtValue = int(hurtValue * multiValue)
         GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+        
+    hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
+    if hurtAtkPerMax:
+        aAtk = atkObj.GetAtk()
+        hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
+        hurtValue = min(hurtValue, hurtValueMax)
+        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
@@ -1340,8 +1357,8 @@
         baseValue = curObj.GetAtk()
     elif calcType == ChConfig.Def_Calc_MaxHP:
         baseValue = curObj.GetMaxHP()
-    #elif cureType == ChConfig.Def_Calc_HurtValue:
-    #    baseValue = GameObj.GetLastHurtValue(userObj)
+    elif calcType == ChConfig.Def_Calc_LastHurt:
+        baseValue = curObj.GetLastHurtValue()
     elif calcType == ChConfig.Def_Calc_TagMaxHP:
         baseValue = 0 if not tagObj else tagObj.GetMaxHP()
     return baseValue
@@ -1361,6 +1378,7 @@
     atkObj = buffOwner
     defObj = batObj
     
+    atkID = ownerID
     defID = defObj.GetID()
     tagObjList = [defObj]
     
@@ -1371,8 +1389,8 @@
     hurtObj = useSkill.AddHurtObj(defID)
     
     dHP = defObj.GetHP()
-    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
-                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
+                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
     hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
     
     # dot的反弹、吸血待定
@@ -1380,7 +1398,7 @@
     remainHP = max(0, dHP - realHurtHP) # 剩余血量
     lostHP = dHP - remainHP # 实际掉血量
     defObj.SetHP(remainHP)
-    
+    atkObj.SetLastHurtValue(hurtValue)
     GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
     
     hurtObj.SetHurtTypes(hurtTypes)

--
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