From d624a48d2b11c1c2847764c3224319e702613f4b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 26 九月 2025 10:34:55 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(丁奉反伤,孙鲁育技能;增加释放方式1004 - 反伤盾/荆棘;增加buff状态定义:21-承伤盾,22-反伤盾;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   78 +++++++++++++++++++++-----------------
 1 files changed, 43 insertions(+), 35 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 0e8ae44..dbba18d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -124,21 +124,20 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
-    
+    # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+    if batType != ChConfig.TurnBattleType_Enhance:
+        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+        clientPack.Tag = useTag
+        clientPack.Len = len(clientPack.Tag)
+        clientPack.Sign = 0
+        turnFight.addBatPack(clientPack)
+        
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
     else:
-        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
-        if batType != ChConfig.TurnBattleType_Enhance:
-            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
-            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
-            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
-            clientPack.Tag = useTag
-            clientPack.Len = len(clientPack.Tag)
-            clientPack.Sign = 0
-            turnFight.addBatPack(clientPack)
-            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -791,8 +790,10 @@
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
-    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
-    
+    # 记录最后一次总伤害,有伤害目标才记录
+    if useSkill.GetHurtObjList():
+        curObj.SetLastHurtValue(totalHurtValue)
+        
     # 群攻只触发一次特长
     if isSuperHit:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -1379,17 +1380,13 @@
     if hurtValue <= 0:
         return 0, 0, hurtTypes
     
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    buffMgr = defObj.GetBuffManager()
+    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+    if wudiBuffList:
         hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
-        buffMgr = defObj.GetBuffManager()
-        for index in range(buffMgr.GetBuffCount()):
-            buff = buffMgr.GetBuffByIndex(index)
-            if not buff:
-                continue
+        for buff in wudiBuffList:
             skillData = buff.GetSkillData()
-            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
-                continue
-            # 记录免疫的积攒伤害
+            # 记录免疫积攒的伤害
             buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
             updBuffValue = buffValue + hurtValue
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1404,18 +1401,14 @@
     # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
     realHurtHP = hurtValue
     shieldBuffList = []
-    buffMgr = defObj.GetBuffManager()
-    for index in range(buffMgr.GetBuffCount()):
-        buff = buffMgr.GetBuffByIndex(index)
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
         skillData = buff.GetSkillData()
-        # 承伤盾
-        if SkillCommon.isDamageShieldSkill(skillData):
-            remainTime = buff.GetRemainTime() # 剩余回合
-            if not skillData.GetLastTime():
-                remainTime = 999 # 永久盾
-            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
-            shieldBuffList.append([remainTime, buffValue, buff])
-            
+        remainTime = buff.GetRemainTime() # 剩余回合
+        if not skillData.GetLastTime():
+            remainTime = 999 # 永久盾
+        buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+        shieldBuffList.append([remainTime, buffValue, buff])
+        
     if shieldBuffList:
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
@@ -1442,15 +1435,24 @@
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
+    注:反伤/荆棘暂不做属性支持,仅做buff效果支持
     '''
     if not atkObj.GetCanAttack():
         return
     
-    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+    damBackPer = 0
+    buffMgr = defObj.GetBuffManager()
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+        damBackPer += buff.GetValue1()
+        
+    if damBackPer <= 0:
+        return
+    
+    bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
     bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
@@ -1511,6 +1513,12 @@
         cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
         cureHP += cureHPEx
         
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if hurtShareEff:
+        tagCnt = max(1, len(curSkill.GetTagObjList()))
+        cureHP = cureHP / tagCnt
+        GameWorld.DebugLog("    目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
+        
     return max(1, int(cureHP)) # 保底1点
 
 def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):

--
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