From e59a91e461c1bc03d0012f0a1403e0b97351fb4a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 26 十二月 2025 16:38:45 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(甄宓技能,除了最后一个觉醒技能;目标细分增加10-血量百分比最低;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  298 ++++++++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 231 insertions(+), 67 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 c77146a..8fd79b3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,13 +59,14 @@
     if not skillID:
         return
     
-    triggerWay = kwargs["triggerWay"] if "triggerWay" in kwargs else 0
+    skillType = useSkill.GetSkillType()
+    byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
     if not curBatObj.IsAlive():
-        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
-            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
+        if skillType == ChConfig.Def_SkillType_Revive:
+            GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
         else:
-            if triggerWay in ChConfig.DeadCanTriggerWayList:
-                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+            if byTriggerWay in ChConfig.DeadCanTriggerWayList:
+                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
             elif batType == ChConfig.TurnBattleType_Enhance:
                 GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)                
             else:
@@ -103,10 +104,16 @@
             if not tagObjList and isRemove:
                 return
             
+    if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
+        for tagObj in tagObjList[::-1]:
+            if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
+                GameWorld.DebugLogEx("    目标被禁止复活不处理! tagID=%s", tagObj.GetID())
+                tagObjList.remove(tagObj)
+                
     if not tagObjList:
         # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
         GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
-        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+        if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
             otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
             if otherEff:
                 otherSkillID = otherEff.GetEffectValue(0)
@@ -126,12 +133,13 @@
     
     # 子技能怒气溢出值也有效,所以子技能不处理
     curXP = curBatObj.GetXP()
-    if batType == ChConfig.TurnBattleType_Enhance:
-        pass
-    elif SkillCommon.isAngerSkill(useSkill):
+    if SkillCommon.isAngerSkill(useSkill):
         maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
         angerOverflow = max(curXP - maxXP, 0)
         curBatObj.SetAngerOverflow(angerOverflow)
+        GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
+    elif batType == ChConfig.TurnBattleType_Enhance:
+        pass
     else:
         curBatObj.SetAngerOverflow(0)        
     angerOverflow = curBatObj.GetAngerOverflow()
@@ -150,7 +158,7 @@
     useSkill.SetBatType(batType)
     useSkill.SetBySkill(bySkill)
     useSkill.SetByBuff(byBuff)
-    useSkill.SetByTriggerWay(triggerWay)
+    useSkill.SetByTriggerWay(byTriggerWay)
     
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     if isTurnNormalSkill:
@@ -179,7 +187,7 @@
     else:
         __doUseSkill(turnFight, curBatObj, useSkill)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
+    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
     
     if useTag:
         Sync_TurnFightTag(turnFight, useTag, 1)
@@ -195,7 +203,7 @@
 
 def CheckSkillUseCntLimit(batObj, useSkill):
     ## 检查技能使用次数是否受限
-    # @return: 是否受限
+    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
     if not hasattr(useSkill, "GetEffectByID"):
         return
     effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -217,11 +225,12 @@
             GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
             return True
         
-    return
+    return False
 
 def IsNeedSyncSkill(useSkill):
     ## 使用需要同步B427使用技能
-    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
+    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff, 
+                                   ChConfig.Def_SkillType_AtkEx]:
         return True
     if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
         return True
@@ -402,6 +411,13 @@
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
+                    
+                    if tagAim == ChConfig.SkillTagAim_Male:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Male:
+                            continue
+                    elif tagAim == ChConfig.SkillTagAim_Female:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Female:
+                            continue
                     aimObjList.append(tagBatObj)
                     
     # 目标细分
@@ -409,6 +425,11 @@
     if tagAffect == ChConfig.SkillTagAffect_HPLowest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
         #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+        
+    # 血量百分比最低
+    elif tagAffect == ChConfig.SkillTagAffect_HPPerLowest:
+        aimObjList.sort(key=lambda o:(o.GetHP() / float(o.GetMaxHP())), reverse=False)
+        #GameWorld.DebugLogEx("血量百分比最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP(), o.GetHP() / float(o.GetMaxHP())] for o in aimObjList])
         
     # 血量最高
     elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
@@ -442,6 +463,14 @@
         for aimObj in aimObjList[::-1]:
             if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                 aimObjList.remove(aimObj)
+        
+    # 仅流血目标
+    elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+        atkBackTagFrist = False
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+                aimObjList.remove(aimObj)
+                
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
@@ -732,9 +761,13 @@
         return
     harmPer = harmEff.GetEffectValue(0) # 自残百分比
     noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+    calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
     curHP = curBatObj.GetHP()
     maxHP = curBatObj.GetMaxHP()
-    harmHP = int(maxHP * harmPer / 100.0)
+    if calcType == 1:
+        harmHP = int(curHP * harmPer / 100.0)
+    else:
+        harmHP = int(maxHP * harmPer / 100.0)
     lostHP = harmHP
     if curHP <= harmHP:
         if noEnoughDo == 0:
@@ -744,8 +777,8 @@
             
     updHP = max(curHP - lostHP, 0)
     curBatObj.SetHP(updHP, False)
-    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s", 
-                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
+    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s", 
+                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
     
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
@@ -772,22 +805,24 @@
             addPer = addPerMax
         GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
         
+    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+    
     # 计算伤害
     calcHurtResults = []
     for tagBatObj in useSkill.GetTagObjList():
-        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
+        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
         calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
         
     DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)        
     return
 
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=0):
     ## 计算技能伤害,只计算值,不做实际处理
     # @param addPer: 外部指定增加的比例
     # @return: hurtValue, hurtTypes, immuneHurt
     atkSkillPer = curSkill.GetSkillPer() + addPer
     atkSkillValue = curSkill.GetSkillValue()
-    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
     hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
     return hurtValue, hurtTypes, immuneHurt
 
@@ -802,7 +837,7 @@
         tagID = tagObj.GetID()
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -880,7 +915,7 @@
             continue
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -1106,7 +1141,7 @@
         else:
             diffType = 1
             tagXP = tagBatObj.GetXP()
-            diffValue = GetEnhanceXP(tagBatObj, calcValue)
+            diffValue = GetEnhanceXP(tagBatObj, calcValue, useSkill)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
             GameWorld.DebugLogEx("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
@@ -1123,7 +1158,7 @@
         
     return
 
-def DoAttackResult(turnFight, curBatObj, useSkill):
+def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
     '''执行攻击结果
     @param curBatObj: 施法方或buff归属方
     '''
@@ -1140,13 +1175,21 @@
     if useSkill.GetCoolDownTime():
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
+    if "byEffSkill" in kwargs:
+        byEffSkill = kwargs["byEffSkill"]
+        cdTime = byEffSkill.GetCoolDownTime()
+        if cdTime:
+            if hasattr(byEffSkill, "GetRemainTime"):
+                byEffSkill.SetRemainTime(cdTime)
+                GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
+                
     __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
     
     # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
     if IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
-    __doSkillUserAnger(turnFight, curBatObj, useSkill)
+    __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
     
     DoBeAttackResult(turnFight, curBatObj, useSkill)
     return
@@ -1273,13 +1316,14 @@
             return useSkill
     return
 
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
     '''
     
-    #curID = curObj.GetID()
-    isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
+    curID = curObj.GetID()
+    isUseSkill = False if timeBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
@@ -1309,34 +1353,43 @@
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
     dieObjList = [] # 死亡的单位列表,包含友方单位或自己
+    nodeadObjList = [] # 不死的单位列表
     tagObjList = useSkill.GetTagObjList() # 主要目标列表
     tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
     tagObjListAll = tagObjList + tagObjListEx
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         if tagObj.IsAlive() and tagObj.GetHP() <= 0:
-            dieObjList.append(tagObj)
-            if tagObj.GetFaction() != curObj.GetFaction():
-                killObjList.append(tagObj)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+            if tagObj.CanNoDead():
+                tagObj.SetHP(1, True) # 触发不死,保留1点血量
+                nodeadObjList.append(tagObj)
+            else:
+                dieObjList.append(tagObj)
+                if tagObj.GetFaction() != curObj.GetFaction():
+                    killObjList.append(tagObj)
+                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
-    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
-    if curObj.IsAlive() and curObj.GetHP() <= 0:
-        dieObjList.append(curObj)
-        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
     totalHurtValue = 0
-    isSuckHP = False
+    suckObjIDList = [] # 吸血的对象ID列表
     missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
     stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
     beHurtObjIDList = [] # 受伤的对象ID列表
     reviveObjList = [] # 复活的对象列表
+    bounceObjList = [] # 有反弹的对象列表
+    caorenProtectList = [] # 有被曹仁防护的对象列表
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
+        
+        bounceHP = hurtObj.GetBounceHP()
+        if bounceHP:
+            if tagObj not in bounceObjList:
+                bounceObjList.append(tagObj)
+                
         if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
             and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
@@ -1373,9 +1426,24 @@
             if hurtObjID not in stunObjIDList:
                 stunObjIDList.append(hurtObjID)
                 
-        if hurtObj.GetSuckHP() > 0:
-            isSuckHP = True
-            
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
+            if tagObj not in caorenProtectList:
+                caorenProtectList.append(tagObj)
+                
+        if hurtObj.GetSuckHP() > 0 and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_PoisonCureSuck):
+            if hurtObjID not in suckObjIDList:
+                suckObjIDList.append(hurtObjID)
+                
+    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
+    if curObj.IsAlive() and curObj.GetHP() <= 0:
+        if curObj.CanNoDead():
+            curObj.SetHP(1, True) # 触发不死,保留1点血量
+            nodeadObjList.append(curObj)
+        else:
+            dieObjList.append(curObj)
+            killer = bounceObjList[0] if bounceObjList else None
+            TurnAttack.SetObjKilled(turnFight, curObj, killer)
+        
     # 记录最后一次总伤害,有伤害目标才记录
     if totalHurtValue:
         curObj.SetLastHurtValue(totalHurtValue)
@@ -1385,7 +1453,7 @@
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
     if stunObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
-    if isSuckHP:
+    if suckObjIDList:
         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
@@ -1431,11 +1499,15 @@
                     for dieObj in dieObjList:
                         # 敌方单位死亡时
                         if lineupObj.GetFaction() != dieObj.GetFaction():
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
                         # 己方单位死亡时
                         else:
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-                 
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
+    
+    # 触发不死
+    for tagObj in nodeadObjList:
+        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_NoDead, curObj, connSkill=useSkill)
+        
     # 复活时
     for tagObj in reviveObjList:
         # 同步最新的怒气及buff,血量已经在技能中通知了
@@ -1444,9 +1516,24 @@
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
         
+    # 曹仁防护触发,暂写死
+    for tagObj in caorenProtectList:
+        tagBatLineup = tagObj.GetBatLineup()
+        caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
+        if not caorenObj or not caorenObj.IsAlive():
+            continue
+        caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
+        if not caoRenSkill:
+            continue
+        passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
+        GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
+        if passiveSkillID:
+            OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
+            
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+    curBatLineup = None
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         
@@ -1454,6 +1541,10 @@
         if tagID in missObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+            
+        # 免疫
+        if tagID in immuneObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
             
         if tagID in effIgnoreObjIDList:
             continue
@@ -1463,6 +1554,7 @@
         # 掉血时
         if tagID in beHurtObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill)
             
         #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
         if not isAttackDirect:
@@ -1472,6 +1564,7 @@
         if isExObj:
             continue
         
+        isDotHurt = False
         # 直接攻击
         if isAttackDirect:
             if not triggerOne:
@@ -1482,7 +1575,9 @@
         elif not isAttackDirect:
             # 受到持续伤害
             if tagID in beHurtObjIDList:
-                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                isDotHurt = True
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
                 
         # 使用技能后
         if isUseSkill:
@@ -1505,6 +1600,12 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
             
+        # 吸血
+        if tagID in suckObjIDList:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
+            
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
@@ -1518,6 +1619,35 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
             
+            
+        # 敌友方
+        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
+            if not curBatLineup:
+                curBatLineup = curObj.GetBatLineup()
+            for lineupObjID in curBatLineup.posObjIDDict.values():
+                lineupObj = batObjMgr.getBatObj(lineupObjID)
+                if not lineupObj.IsAlive():
+                    continue
+                
+                # 直接攻击
+                if isAttackDirect:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        if curID != lineupObj.GetID():
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                # 持续伤害
+                elif isDotHurt:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        
+                # 连击
+                if batType == ChConfig.TurnBattleType_Combo:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                    
+                # 追击
+                elif batType == ChConfig.TurnBattleType_Pursue:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                    
         triggerOne = True # 设置已经触发过一次
         
     # 验证是否结算,最后处理
@@ -1590,10 +1720,14 @@
         
     return
 
-def __doSkillUserAnger(turnFight, curBatObj, useSkill):
+def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
     ## 技能释放者怒气相关
     if SkillCommon.isAngerSkill(useSkill):
-        curBatObj.SetXP(0)
+        if "noUseXP" in kwargs:
+            kwargs.pop("noUseXP")
+            GameWorld.DebugLogEx("本次不消耗怒气")
+        else:
+            curBatObj.SetXP(0)
     elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
         addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
         AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
@@ -1643,11 +1777,14 @@
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
-def GetEnhanceXP(gameObj, addXP):
+def GetEnhanceXP(gameObj, addXP, useSkill=None):
     ## 获取提升后的xp值
     addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
     # 其他强化、弱化
     if addPer == 0:
+        return addXP
+    if useSkill and useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PotentialSkill and useSkill.GetSkillValue() == 50:
+        GameWorld.DebugLogEx("潜能初始50点暂时写死不受限: objID=%s,addXP=%s,skillID=%s", gameObj.GetID(), addXP, useSkill.GetSkillID())
         return addXP
     objID = gameObj.GetID()
     updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
@@ -1718,8 +1855,11 @@
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
             if not tagObj.IsAlive():
-                GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
-                continue
+                if enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
+                    GameWorld.DebugLogEx("    禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
+                else:
+                    GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
+                    continue
             if tagID in effIgnoreObjIDList:
                 GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                 continue
@@ -1770,7 +1910,7 @@
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, batType=ChConfig.TurnBattleType_Passive, **kwargs):
     '''被动触发使用技能
     @param passiveSkill: 释放的被动技能 或 技能ID
     @param connSkill: 由什么技能引起的
@@ -1820,19 +1960,27 @@
             GameWorld.DebugLogEx("    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, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
         if not connSkill:
             return
         passiveTagObjList = connSkill.GetTagObjList()
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+        if "byFriendObj" not in kwargs:
+            return
+        byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+        passiveTagObjList = [byFriendObj]
+        GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s", 
+                             effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     else:
         GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
-def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
     '''按公式计算伤害,默认按攻击计算
     '''
     
@@ -1942,11 +2090,17 @@
         aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
         dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
         GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
-        
+        if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
+            aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
+            dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
+            GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+            
     #aAddSkillPer = 0 # 技能增伤
-    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+    dBatDamPerDef = 0 # 战斗增减伤
+    aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+    aBatDamPer += addBatDamPer
     
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -2045,6 +2199,7 @@
         
     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:
+        hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
         aAtk = atkObj.GetAtk()
         hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
         hurtValue = min(hurtValue, hurtValueMax)
@@ -2134,7 +2289,7 @@
         return hurtValue, hurtTypes, immuneHurt
     
     hurtValue = int(hurtValue)
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    if defObj.CheckInState(ChConfig.ImmuneHurtStateList):
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         immuneHurt = hurtValue
         hurtValue = 0
@@ -2164,7 +2319,7 @@
         defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
         isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
         
-        lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+        lostHP, ignoreShield, hurtValue = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
         if ignoreShield:
             hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
             
@@ -2305,7 +2460,7 @@
     # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
     # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
     # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
-    caorenSkillID = 1015070
+    caorenSkillID = ChConfig.SkillID_CaorenProtect
     effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
     
     isAve = False
@@ -2418,7 +2573,7 @@
             
             immuneHurt = immuneHurtDict.get(aveObjID)
             if immuneHurt == None:
-                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
+                if aveObj.CheckInState(ChConfig.ImmuneHurtStateList):
                     immuneHurt = 0
                 else:
                     immuneHurt = -1 # 标记没有无敌
@@ -2454,7 +2609,7 @@
     @param hpCanNegative: 扣除后的生命是否允许负值
     @param immuneHurt: 免疫的伤害值
     @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
-    @return: lostHP, ignoreShield
+    @return: lostHP, ignoreShield, hurtValue
     '''
     
     ignoreShield = None
@@ -2472,8 +2627,14 @@
                                  defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
             
     if hurtValue <= 0:
-        return 0, ignoreShield
+        return 0, ignoreShield, hurtValue
     
+    # 伤血上限保护
+    lostHPProtect = TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_LostHPProtect, curSkill)
+    if lostHPProtect > 0 and hurtValue > lostHPProtect:
+        GameWorld.DebugLogEx("    扣血时最大伤血保护: defID=%s,hurtValue=%s,lostHPProtect=%s", defObj.GetID(), hurtValue, lostHPProtect)
+        hurtValue = lostHPProtect
+        
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     skillID = curSkill.GetSkillID()
@@ -2539,7 +2700,7 @@
     GameWorld.DebugLogEx("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s", 
                          atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
-    return lostHP, ignoreShield
+    return lostHP, ignoreShield, hurtValue
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
@@ -2561,12 +2722,12 @@
         return
     
     GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
-    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
+    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLogEx("        bounceHP=%s", bounceHP)
         return
     hurtObj.SetBounceHP(bounceHP)
-    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
+    DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
     return
 
 def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -2664,6 +2825,9 @@
         cureHP += cureHPEx
         GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
         
+    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddCureMultiBySkillType, curSkill)
+    if addCureMulti:
+        multiValue += addCureMulti / 100.0
     if multiValue and multiValue != 1:
         cureHP = int(cureHP * multiValue)
         GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)

--
Gitblit v1.8.0