From e926fc46837c5fb26c537ecb15945a78e2f3423f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 17 十一月 2025 19:53:58 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(完善战斗相关公式参数;竞技增减伤属性、战力系数改为PVP增减伤;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 1595 +++++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 1,279 insertions(+), 316 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 12a06ea..63485a9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,12 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
     @param comboLimit: 是否强制限制连击
+    @param atkBackTag: 反击目标
     @return: 是否成功
     '''
     if not useSkill:
@@ -59,39 +60,61 @@
     if not skillID:
         return
     
-    if not curBatObj.CanAction():
+    if not curBatObj.IsAlive():
         return
     
-    buffStateLimit = useSkill.GetBuffStateLimit()
-    if buffStateLimit:
-        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+    objID = curBatObj.GetID()
+    
+    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
+        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
+        return
+    
+    buffStateGroups = useSkill.GetBuffStateLimit()
+    if buffStateGroups:
+        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
         if limitState:
-            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
+            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
             return
         
+    if CheckSkillUseCntLimit(curBatObj, useSkill):
+        return
+    
     #没有指定目标,则按技能自身的目标逻辑
     if not tagObjList:
-        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
+        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
         rate = useSkill.GetHappenRate()
-        if rate and rate != ChConfig.Def_MaxRateValue: 
+        if rate:
+            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
             for tagObj in tagObjList[::-1]:
                 if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                     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.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
         return
     
-    objID = curBatObj.GetID()
     oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
     if oneActionUseCnt >= 20:
         GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
         return
     oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
     
+    # 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):
+        maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+        angerOverflow = max(curXP - maxXP, 0)
+        curBatObj.SetAngerOverflow(angerOverflow)
+    else:
+        curBatObj.SetAngerOverflow(0)        
+    angerOverflow = curBatObj.GetAngerOverflow()
+    
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" 
-                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
+    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s" 
+                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
     # 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()
@@ -123,31 +146,21 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
-    
+    if IsNeedSyncSkill(useSkill):
+        # 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)
+        Sync_TurnFightTag(turnFight, useTag, 0)
+        
     #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)
     
     if useTag:
-        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
-        clientPack.Tag = useTag
-        clientPack.Len = len(clientPack.Tag)
-        clientPack.Sign = 1
-        turnFight.addBatPack(clientPack)
+        Sync_TurnFightTag(turnFight, useTag, 1)
         
     # 处理反击 或 连击
     if isTurnNormalSkill:
@@ -160,7 +173,41 @@
         poolMgr.release(useSkill)
     return True
 
-def GetSkillTags(turnFight, curBatObj, useSkill):
+def CheckSkillUseCntLimit(batObj, useSkill):
+    ## 检查技能使用次数是否受限
+    # @return: 是否受限
+    if not hasattr(useSkill, "GetEffectByID"):
+        return
+    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
+    if not effect:
+        return
+    useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
+    turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
+    
+    skillID = useSkill.GetSkillID()
+    if useCntLimit:
+        useCnt = batObj.GetSkillUseCnt(skillID)
+        if useCnt >= useCntLimit:
+            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+            return True
+        
+    if turnUseCntLimit:
+        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+        if turnUseCnt >= turnUseCntLimit:
+            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+            return True
+        
+    return
+
+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_CleanBuff]:
+        return True
+    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
+        return True
+    return False
+
+def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
     ## 获取技能目标
     # @return: [主目标, 目标2, ...]
     
@@ -169,54 +216,99 @@
     tagAffect = useSkill.GetTagAffect()
     tagCount = useSkill.GetTagCount()
     
-    curFaction = curBatObj.GetFaction()
-    
+    lineupNumSet = None
+    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+    if changeRet:
+        lineupNumSet, changeTagSet = changeRet
+        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+        
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
     
     tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
     
-    # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
-    # 集火:直接通过效果5015指定了目标,所以这里可不处理
-    # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
-    # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
+    # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
+    # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
+    # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
+    # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
     # 嘲讽: 目标是敌方时强制目标一定包含施法者
+    # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
     
-    sneerObj = None # 嘲讽目标
-    sneerObjID, sneerObjPosNum = 0, 0
+    # 确认敌友
+    inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
+    if changeRet:
+        pass
+    elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
+        inCharm = True
+        tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
+    elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
+        inChaos = True
+        tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
+    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+    isNoSelf = False # 是否不包含自己
+    if inCharm or inChaos:
+        if SkillCommon.isAttackDirectSkill(useSkill):
+            isNoSelf = True
+            #GameWorld.DebugLog("特殊不包含自己")
+            
+    # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
+    sneerObjFirst = True # 嘲讽目标是否优先
+    sneerTagObj = None # 嘲讽目标
+    atkBackTagFrist = True # 反击目标是否优先
+    specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
+    specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
+    curFaction = curBatObj.GetFaction()
     if tagFriendly:
         tagFaction = curFaction
+        sneerTagObj = None
+        atkBackTag = None
     else:
         tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
-        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
-                
-    sneerObjFirst = True # 嘲讽目标优先
-    if sneerObj:
-        sneerObjID = sneerObj.GetID()
-        sneerObjPosNum = sneerObj.GetPosNum()
-    
+        sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+        if sneerTagObj:
+            specMainObj = sneerTagObj
+            #GameWorld.DebugLog("嘲讽特殊主目标")
+        elif atkBackTag:
+            specMainObj = atkBackTag
+            #GameWorld.DebugLog("反击特殊主目标")
+            
+    if specMainObj:
+        specObjID = specMainObj.GetID()
+        specObjPosNum = specMainObj.GetPosNum()
+        sepcObjLineupNum = specMainObj.GetLineupNum()
+        
     batObjMgr = BattleObj.GetBatObjMgr()
     lineupNum = curBatObj.GetLineupNum()
     posNum = curBatObj.GetPosNum()
     
+    # 确认阵容编号顺序,多V多时有用
     batFaction = turnFight.getBatFaction(tagFaction)
-    if tagFaction == curFaction:
+    if lineupNumSet != None and not tagFriendly:
+        lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
+    elif tagFaction == curFaction:
         lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
     else:
-        lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+        # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
+        if specMainObj:
+            lineupNumList = [sepcObjLineupNum]
+        else:
+            lineupNumList = [lineupNum]
         for tagNum in batFaction.lineupDict.keys():
             if tagNum not in lineupNumList:
                 lineupNumList.append(tagNum)
                 
+    batLineup = None
     aimObjList = [] # 先筛选出范围目标
     for num in lineupNumList:
         batLineup = batFaction.getBatlineup(num)
         
         # 对位
         if tagAim == ChConfig.SkillTagAim_Relative:
-            if sneerObj:
-                aimObjList.append(sneerObj)
+            if specMainObj:
+                aimObjList.append(specMainObj)
             else:
                 relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
                 if relativeObj:
@@ -224,11 +316,11 @@
                     
         # 前排
         elif tagAim == ChConfig.SkillTagAim_FrontRow:
-            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
             
         # 后排
         elif tagAim == ChConfig.SkillTagAim_BackRow:
-            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
             
         # 竖排/纵排
         elif tagAim == ChConfig.SkillTagAim_Vertical:
@@ -239,14 +331,14 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            # 优先嘲讽所在纵
-            if sneerObj:
-                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
-                if sneerInColNum in colNumList:
-                    colNumList.remove(sneerInColNum)
-                    colNumList.insert(0, sneerInColNum)
+            # 优先特殊目标所在纵
+            if specMainObj:
+                specInColNum = ChConfig.GetInColNum(specObjPosNum)
+                if specInColNum in colNumList:
+                    colNumList.remove(specInColNum)
+                    colNumList.insert(0, specInColNum)
                     
-            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
             for col in colNumList:
                 for row in range(1, 1 + ChConfig.TurnFightRows):
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
@@ -255,7 +347,7 @@
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
+                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
                     aimObjList.append(tagBatObj)
                 if aimObjList:
@@ -270,7 +362,7 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
             # 按前排优先原则
             for row in range(1, 1 + ChConfig.TurnFightRows):
                 for col in colNumList:
@@ -280,7 +372,7 @@
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
+                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
                     aimObjList.append(tagBatObj)
                     
@@ -305,31 +397,93 @@
         sneerObjFirst = False
         aimObjList.sort(key=lambda o:(o.IsInControlled()))
         GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+                
+    # 灼烧/玄火目标优先
+    elif tagAffect == ChConfig.SkillTagAffect_Burn:
+        atkBackTagFrist = False
+        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+        sortObjList = [] # 优先灼烧目标,再对位
+        for aimObj in aimObjList:
+            sortValue = 0
+            buffMgr = aimObj.GetBuffManager()
+            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
+                sortValue = 2
+            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+                sortValue = 1
+            sortObjList.append([sortValue, aimObj])
+        sortObjList.sort(reverse=True)
+        aimObjList = [s[1] for s in sortObjList]
         
+    # 仅焚血(毒奶)目标
+    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+        atkBackTagFrist = False
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+                aimObjList.remove(aimObj)
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
             random.shuffle(aimObjList)
             
+    # 以下优先级先处理的优先级视为较低
+    if atkBackTagFrist and atkBackTag:
+        if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
+            aimObjList.remove(atkBackTag)
+            aimObjList.insert(0, atkBackTag)
+            
     # 嘲讽优先
-    if sneerObjFirst and sneerObj:
-        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
-            aimObjList.remove(sneerObj)
-            aimObjList.insert(0, sneerObj)
+    if sneerObjFirst and sneerTagObj:
+        if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
+            aimObjList.remove(sneerTagObj)
+            aimObjList.insert(0, sneerTagObj)
             
     # 一定包含自己
-    if tagFriendly == 2:
+    if tagFriendly == 2 and not isNoSelf:
         if curBatObj not in aimObjList:
             aimObjList.append(curBatObj)
             
+    # 最后去除多余的目标
     if tagCount and len(aimObjList) > tagCount:
         aimObjList = aimObjList[:tagCount]
         
     return aimObjList
 
-def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
-    ## 获取行排目标对象列表
+def CheckChangeTagEff(turnFight, curBatObj, useSkill):
+    ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
+    # IPY_Skill 没有  GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+    if not hasattr(useSkill, "GetEffectByID"):
+        return
+    cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+    if not cureWayExEff:
+        return
+    changeTagSet = cureWayExEff.GetEffectValue(0)
+    checkInStates = cureWayExEff.GetEffectValue(1)
+    if not checkInStates:
+        return None, changeTagSet
+    
+    curFaction = curBatObj.GetFaction()
+    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+    batFaction = turnFight.getBatFaction(tagFaction)
+    
+    lineupNum = curBatObj.GetLineupNum()
+    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+    for tagNum in batFaction.lineupDict.keys():
+        if tagNum not in lineupNumList:
+            lineupNumList.append(tagNum)
+            
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for num in lineupNumList:
+        batLineup = batFaction.getBatlineup(num)
+        for tagID in batLineup.posObjIDDict.values():
+            tagObj = batObjMgr.getBatObj(tagID)
+            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+                return lineupNum, changeTagSet
+    return
+
+def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
+    ## 获取横排目标对象列表
     # @param rowReverse: 是否后排优先原则
+    # @param noSelf: 是否限制包含自己
     
     # 前后排顺序
     if rowReverse:
@@ -337,24 +491,24 @@
     else:
         rowNumList = range(1, 1 + ChConfig.TurnFightRows)
         
-    # 优先嘲讽对象所在行
-    sneerObjID, sneerObjPosNum = 0, 0
-    if sneerObj:
-        sneerObjID = sneerObj.GetID()
-        sneerObjPosNum = sneerObj.GetPosNum()
-        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+    # 优先特殊对象所在行
+    specObjID, specObjPosNum = 0, 0
+    if specMainObj:
+        specObjID = specMainObj.GetID()
+        specObjPosNum = specMainObj.GetPosNum()
+        sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
         if sneerInRowNum in rowNumList:
             rowNumList.remove(sneerInRowNum)
             rowNumList.insert(0, sneerInRowNum)
             
-    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+    inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
     # 优先自己所在纵,为主目标
     colNumList = range(1, 1 + ChConfig.TurnFightCols)
     if inColNum in colNumList:
         colNumList.remove(inColNum)
         colNumList.insert(0, inColNum)
         
-    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
     aimObjList = []
     for row in rowNumList:
         for col in colNumList:
@@ -364,7 +518,7 @@
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
-            if not __skillTagFilter(tagBatObj, tagAffect):
+            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                 continue
             aimObjList.append(tagBatObj)
         if aimObjList:
@@ -373,11 +527,7 @@
     return aimObjList
 
 def GetRelativeObj(turnFight, curBatObj):
-    '''获取对位目标,嘲讽时优先对位嘲讽目标
-    对位目标用途: 
-    1. 对位目标并不代表仅攻击该目标
-    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
-    3. 对位目标可用于判断连击、弱疗
+    '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
     '''
     sneerObj = curBatObj.GetSneerTagObj()
     if sneerObj:
@@ -404,12 +554,13 @@
         if relativeObj:
             return relativeObj
         
-    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
     return curBatObj
 
 def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
-    ## 获取在某一阵营中的默认对位目标
-    
+    ## 获取在某一阵容中的默认对位目标,不包括自己
+    if not batLineup:
+        return
     tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
     inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
     # 优先自己所在纵
@@ -426,13 +577,13 @@
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
-            if not __skillTagFilter(tagBatObj, tagAffect):
+            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                 continue
             return tagBatObj
         
     return
 
-def __skillTagFilter(tagBatObj, tagAffect):
+def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
     ## 技能目标过滤器
     # @return: 是否允许添加该单位
     if not tagBatObj:
@@ -441,6 +592,10 @@
         return False
     if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
         return False
+    if isNoSelf:
+        if tagBatObj.GetID() == curBatObj.GetID():
+            #GameWorld.DebugLog("不包含自己")
+            return False
     #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
     #    return False
     return True
@@ -448,8 +603,19 @@
 def __doAddBuff(turnFight, curBatObj, useSkill):
     #执行添加buff
     
-    for tagBatObj in useSkill.GetTagObjList():
-        TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+    #光环技能,需先添加施法者
+    if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
+        curID = curBatObj.GetID()
+        skillID = useSkill.GetSkillID()
+        GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
+        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+            for tagBatObj in useSkill.GetTagObjList():
+                if tagBatObj.GetID() == curBatObj.GetID():
+                    continue
+                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+    else:
+        for tagBatObj in useSkill.GetTagObjList():
+            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
         
     return
 
@@ -457,6 +623,9 @@
     
     atkType = useSkill.GetAtkType()
     GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+    
+    __doHarmSelf(turnFight, curBatObj, useSkill)
+    
     # 通用攻击
     if atkType == 1:
         SkillModule_1(turnFight, curBatObj, useSkill)
@@ -469,9 +638,9 @@
     # 多次攻击(锁目标多次伤害,非前端的多段飘血)
     elif atkType == 4:
         pass
-    # 弹射(多次攻击,切换目标)
+    # 弹射攻击
     elif atkType == 5:
-        pass
+        SkillModule_5(turnFight, curBatObj, useSkill)
     # 怒气增
     elif atkType == 6:
         SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -481,26 +650,185 @@
     # 怒气偷
     elif atkType == 8:
         SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
+    # 弹射治疗
+    elif atkType == 9:
+        SkillModule_9(turnFight, curBatObj, useSkill)
         
+    return
+
+def __doHarmSelf(turnFight, curBatObj, useSkill):
+    ## 施法前自残
+    harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
+    if not harmEff:
+        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
+    curHP = curBatObj.GetHP()
+    maxHP = curBatObj.GetMaxHP()
+    harmHP = int(maxHP * harmPer / 100.0)
+    lostHP = harmHP
+    if curHP <= harmHP:
+        if noEnoughDo == 0:
+            lostHP = 0
+        elif noEnoughDo == 2:
+            lostHP -= 1
+            
+    updHP = max(curHP - lostHP, 0)
+    curBatObj.SetHP(updHP, False)
+    GameWorld.DebugLog("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))
+    
+    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
+    
+    # 单独通知前端表现
+    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+    diffType, diffValue = 0, lostHP
+    skillID = relatedSkillID = useSkill.GetSkillID()
+    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
     return
 
 def SkillModule_1(turnFight, curBatObj, useSkill):
     ## 通用攻击,单攻、群攻
     
+    # 计算伤害
+    calcHurtResults = []
     for tagBatObj in useSkill.GetTagObjList():
-        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
+        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+        calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
+        
+    DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)        
+    return
+
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
+    ## 计算技能伤害,只计算值,不做实际处理
+    # @return: hurtValue, hurtTypes, immuneHurt
+    atkSkillPer = curSkill.GetSkillPer()
+    atkSkillValue = curSkill.GetSkillValue()
+    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+    return hurtValue, hurtTypes, immuneHurt
+
+def SkillModule_5(turnFight, curBatObj, useSkill):
+    ## 弹射(多次攻击,切换目标,单目标可多次)
+    
+    ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
+    
+    # 弹射技能需先从弹射目标里预选好曹仁要防护的对象
+    caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
+    for tagObj in ricochetObjList:
+        tagID = tagObj.GetID()
+        if tagID == ChConfig.HeroID_Caoren:
+            continue
+        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+            continue
+        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
+            caorenProtectObj = tagObj
+    if caorenProtectObj == None:
+        caorenProtectObj = 0 # 标记为已筛选过
+        
+    # 按顺序一个个弹伤害
+    for tagBatObj in ricochetObjList:
+        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+        
+        calcHurtResults = [[tagBatObj, hurtValue, hurtTypes, immuneHurt]]
+        DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults, "RicochetHurt", caorenProtectObj, isManyTimes=True)
         
     return
+
+def GetRicochetObjRankList(turnFight, curBatObj, useSkill):
+    ## 获取弹射目标队列
+    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
+    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
+    if randEffect:
+        valueA = randEffect.GetEffectValue(0)
+        valueB = max(randEffect.GetEffectValue(1), valueA)
+        ricochetCnt = random.randint(valueA, valueB)
+        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
+    
+    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
+    tagObjList = useSkill.GetTagObjList()
+    random.shuffle(tagObjList)
+    objCnt = len(tagObjList)
+    ricochetObjList = []
+    ricochetObjIDList = []
+    for index in range(ricochetCnt):
+        tagObj = tagObjList[index % objCnt]
+        ricochetObjList.append(tagObj)
+        ricochetObjIDList.append(tagObj.GetID())
+        
+    GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList)) 
+    return ricochetObjList
 
 def SkillModule_2(turnFight, curBatObj, useSkill):
     ## 治疗
     
-    skillID = useSkill.GetSkillID()
+    calcCureResults = []
+    relativeObj = GetRelativeObj(turnFight, curBatObj)
     for tagBatObj in useSkill.GetTagObjList():
-        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
-        if cureHP <= 0:
+        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+        poisonCureOwner = GetPoisonCureOwner(tagBatObj)
+        calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
+        
+    DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults)
+    return
+
+def SkillModule_9(turnFight, curBatObj, useSkill):
+    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
+    
+    relativeObj = GetRelativeObj(turnFight, curBatObj)
+    ricochetObjList = GetRicochetObjRankList(turnFight, curBatObj, useSkill)
+    
+    # 弹射技能需先从弹射目标里预选好曹仁要防护的对象,有毒奶的情况
+    poisonCureOwnerDict = {}
+    caorenProtectObj = None # 曹仁保护的目标,血量最低的,曹仁专用,不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
+    for tagObj in ricochetObjList:
+        tagID = tagObj.GetID()
+        if tagID not in poisonCureOwnerDict:
+            poisonCureOwner = GetPoisonCureOwner(tagObj)
+            poisonCureOwnerDict[tagID] = poisonCureOwner
+        poisonCureOwner = poisonCureOwnerDict[tagID]
+        if not poisonCureOwner:
+            continue
+        if tagID == ChConfig.HeroID_Caoren:
+            continue
+        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+            continue
+        if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
+            caorenProtectObj = tagObj
+    if caorenProtectObj == None:
+        caorenProtectObj = 0 # 标记为已筛选过
+        
+    for tagBatObj in ricochetObjList:
+        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+        poisonCureOwner = poisonCureOwnerDict.get(tagBatObj.GetID())
+        calcCureResults = [[tagBatObj, cureHP, poisonCureOwner]]
+        
+        DoSkillCureHP(turnFight, curBatObj, useSkill, calcCureResults, "RicochetCure", caorenProtectObj, isManyTimes=True)
+        
+    return
+
+def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
+    '''结算技能治疗
+    @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
+    @param caorenProtectObj: 曹仁专用,要防护的对象
+    @param isManyTimes: 是否是后端多次计算的
+    '''
+    
+    skillID = curSkill.GetSkillID()
+    calcHurtResults = []
+    for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
+        # 汇总毒奶
+        if poisonCureOwner:
+            hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
+            hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+            hurtValue = cureHP
+            hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
+            calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
             continue
         
+        # 非毒奶的执行治疗
+        dID = tagBatObj.GetID()
         dHP = tagBatObj.GetHP()
         dMapHP = tagBatObj.GetMaxHP()
         
@@ -508,16 +836,103 @@
         realCureHP = max(remainHP - dHP, 0)
         tagBatObj.SetHP(remainHP)
         
-        dID = tagBatObj.GetID()
-        hurtObj = useSkill.AddHurtObj(dID)
-        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+        hurtObj = curSkill.AddHurtObj(dID)
+        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
         GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
         
-        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+        TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
         
+    # 再结算毒奶伤害
+    DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, "PoisonCure", caorenProtectObj, isManyTimes)
+    return
+
+def GetPoisonCureOwner(defObj):
+    ## 获取玩家身上的毒奶buff归属者
+    # @return: buffOwner or None-无毒奶buff
+    buffMgr = defObj.GetBuffManager()
+    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+    if not poisonCureBuff:
+        return
+    ownerID = poisonCureBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    return buffOwner
+
+def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
+    ## 执行持续治疗单次逻辑
+    skillID = curBuff.GetSkillID()
+    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not skillIpyData:
+        return
+    buffID = curBuff.GetBuffID()
+    ownerID = curBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
+    if not buffOwner:
+        return
+    
+    defObj = batObj
+    poisonCureOwner = GetPoisonCureOwner(defObj)
+    atkObj = poisonCureOwner if poisonCureOwner else buffOwner
+    
+    atkID = atkObj.GetID()
+    defID = defObj.GetID()
+    
+    # 结算需要同步标签
+    useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+    Sync_TurnFightTag(turnFight, useTag, 0)
+    
+    dHP = defObj.GetHP()
+    dMaxHP = defObj.GetMaxHP()
+    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" 
+                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        cureHP *= layer
+        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+    #if "FinalDamPer" in kwargs:
+    #    FinalDamPer = kwargs["FinalDamPer"]
+    #    hurtValue *= (10000 + FinalDamPer) / 10000.0
+    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+    
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+    useSkill.SetTagObjList([defObj])
+    useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
+    
+    poisonCureOwner = GetPoisonCureOwner(defObj)
+    if poisonCureOwner:
+        GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
+        hurtValue = cureHP
+        hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+        hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
+        calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+        DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
+    else:
+        remainHP = min(dHP + cureHP, dMaxHP)
+        realCureHP = max(remainHP - dHP, 0)
+        defObj.SetHP(remainHP)
+        
+        hurtObj = useSkill.AddHurtObj(defID)
+        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+        hurtObj.SetHurtHP(cureHP)
+        hurtObj.SetLostHP(realCureHP)
+        hurtObj.SetCurHP(defObj.GetHP())
+        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
+        
+        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
+        
+    Sync_UseSkill(turnFight, atkObj, useSkill)
+    
+    DoBeAttackResult(turnFight, atkObj, useSkill)
+    
+    # 通知结束标签
+    Sync_TurnFightTag(turnFight, useTag, 1)
+    
+    useSkill.ResetUseRec()
+    poolMgr.release(useSkill)
     return
 
 def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -568,7 +983,7 @@
         else:
             diffType = 1
             tagXP = tagBatObj.GetXP()
-            diffValue = calcValue
+            diffValue = GetEnhanceXP(tagBatObj, calcValue)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
             GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -577,10 +992,10 @@
     if curStealTotal > 0:
         diffType = 1
         curXP = curBatObj.GetXP()
-        diffValue = curStealTotal
+        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
         updValue = curXP + diffValue
         curBatObj.SetXP(updValue, False)
-        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
+        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
         Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
         
     return
@@ -591,18 +1006,19 @@
     '''
     
     if curBatObj:
-        # 反弹、吸血 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
+        # 反弹、吸血、平摊伤害自残 的原因,需要统一处理后结算,可能导致HP为负值,修正为0
         if curBatObj.GetHP() < 0:
             curBatObj.SetHP(0)
             
+    if useSkill.GetBatType() == ChConfig.TurnBattleType_AtkBack:
+        curBatObj.AddBigTurnAtkbackCnt()
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
     if useSkill.GetCoolDownTime():
-        useSkill.SetCalcTime(turnFight.getTimeline())
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
     # 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 useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
+    if IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
     __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -629,7 +1045,13 @@
                 纵排: 优先前面的单位
     '''
     
+    if turnFight.winFaction:
+        return
+    
     if not useSkill.ComboEnable():
+        return
+    
+    if not atkObj.IsAlive():
         return
     
     tagFriendly = useSkill.GetTagFriendly()
@@ -640,11 +1062,11 @@
         if not tagObjList:
             return
         tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
-        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+        atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
         if atkBackSkill:
             # 可以反击,打断连击
             GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
-            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
+            OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
             return
         
     if not tagObj:
@@ -671,19 +1093,34 @@
     OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
     return True
 
-def __getCanAtkBackSkill(useSkill, tagObj):
-    ## 获取是否可反击及反击技能
+def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
+    '''获取是否可反击及反击技能
+    B进攻A1 A2 A3,主目标(从A1 A2 A3选)
+    主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
+    若为非攻击类,则按技能原来的目标
+    若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
+    '''
     if not tagObj:
         return
     
+    atkID = atkObj.GetID()
     tagID = tagObj.GetID()
+    if not tagObj.CanAction():
+        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
+        return
+    
+    if atkObj.GetFaction() == tagObj.GetFaction():
+        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+        return
+    
     canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
-    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
-        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
+    if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
+        heroID = atkObj.GetHeroID()
+        GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
         return
     
     canAtkBack = False
-    for hurtObj in useSkill.GetHurtObjList():
+    for hurtObj in useSkill.GetHurtObjListAll():
         if hurtObj.GetObjID() != tagID:
             continue
         if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
@@ -694,6 +1131,14 @@
         GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
         return
     
+    # 大回合单武将反击次数限制
+    bigTurnAtkbackCntMax = IpyGameDataPY.GetFuncCfg("ParryCfg", 4)
+    if bigTurnAtkbackCntMax:
+        atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
+        if atkbackCnt >= bigTurnAtkbackCntMax:
+            GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
+            return
+        
     skillManager = tagObj.GetSkillManager()
     for index in range(0, skillManager.GetSkillCount()):
         useSkill = skillManager.GetSkillByIndex(index)
@@ -741,31 +1186,45 @@
             
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
-    for tagObj in useSkill.GetTagObjList():
+    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
+    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 and tagObj.GetFaction() != curObj.GetFaction():
-            killObjList.append(tagObj)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
+            dieObjList.append(tagObj)
+            if tagObj.GetFaction() != curObj.GetFaction():
+                killObjList.append(tagObj)
             TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
-    if curObj.IsAlive() and curObj.GetHP() <= 0:
+    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
+    selfAlive = curObj.IsAlive()
+    if selfAlive and curObj.GetHP() <= 0:
+        selfAlive = False
+        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
     isSuperHit, isStun, isSuckHP = False, False, False
-    missObjIDList, immuneObjIDList = [], []
-    for hurtObj in useSkill.GetHurtObjList():
+    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+    beHurtObjIDList = [] # 受伤的对象ID列表
+    for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
-        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
             and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
             
         if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
             totalHurtValue += hurtObj.GetHurtHP()
-            
+            if hurtObj.GetLostHP() > 0: # 有掉血的
+                if hurtObjID not in beHurtObjIDList:
+                    beHurtObjIDList.append(hurtObjID)
+                    
         if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
             if hurtObjID not in missObjIDList:
                 missObjIDList.append(hurtObjID)
@@ -787,8 +1246,10 @@
         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 totalHurtValue:
+        curObj.SetLastHurtValue(totalHurtValue)
+        
     # 群攻只触发一次特长
     if isSuperHit:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -803,8 +1264,10 @@
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     effIgnoreObjIDList = missObjIDList + immuneObjIDList
+    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
     # 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
-    __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
+    if selfAlive:
+        __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
     
     # ========== 以下触发被动 ==========
     
@@ -820,37 +1283,68 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
         
+    if dieObjList:
+        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+            batFaction = turnFight.getBatFaction(faction)
+            for lineupNum in batFaction.lineupDict.keys():
+                batLineup = batFaction.getBatlineup(lineupNum)
+                for lineupObjID in batLineup.posObjIDDict.values():
+                    lineupObj = batObjMgr.getBatObj(lineupObjID)
+                    if not lineupObj.IsAlive():
+                        continue
+                    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)
+                        # 己方单位死亡时
+                        else:
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+                            
     triggerOne = False
     batType = useSkill.GetBatType()
-    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
-    for tagObj in useSkill.GetTagObjList():
+    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+    for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         if tagID in effIgnoreObjIDList:
             continue
         
+        isExObj = tagObj in tagObjListEx # 是否额外目标
+        
+        # 掉血时
+        if tagID in beHurtObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+            
         # 直接攻击
-        if isAttackDirect:
+        if isAttackDirect and not isExObj:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
-        else:
+        # 持续伤害
+        elif not isAttackDirect:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
-            
+            # 受到持续伤害
+            if tagID in beHurtObjIDList and not isExObj:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                
         # 使用技能后
-        if isUseSkill:
+        if isUseSkill and not isExObj:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
             
         # 连击
-        if batType == ChConfig.TurnBattleType_Combo:
+        if batType == ChConfig.TurnBattleType_Combo and not isExObj:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
         # 追击
-        elif batType == ChConfig.TurnBattleType_Pursue:
+        elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
             
         triggerOne = True # 设置已经触发过一次
+        
+    # 验证是否结算,最后处理
+    if dieObjList:
+        turnFight.checkOverByKilled()
         
     return
 
@@ -919,6 +1413,7 @@
     if posNum <= 0:
         #非主战单位不加
         return
+    addXP = GetEnhanceXP(gameObj, addXP)
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP)
@@ -932,13 +1427,27 @@
     specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
     if str(specialty) not in specialtyAddXPDict:
         return
+    if not gameObj.IsAlive():
+        return
     addXP = specialtyAddXPDict[str(specialty)]
+    addXP = GetEnhanceXP(gameObj, addXP)
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP, False)
     GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
+
+def GetEnhanceXP(gameObj, addXP):
+    ## 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
+    objID = gameObj.GetID()
+    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
+    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+    return updAddXP
 
 def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
     ## 执行本技能/buff释放后额外效果
@@ -984,11 +1493,20 @@
     if not enhanceSkillData:
         return
     
+    killObjList = useSkill.GetKillObjList()
+    if killObjList:
+        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
+                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
+        if invalidSkillID and invalidSkillID == enhanceSkillID:
+            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+            return
+        
     # 继承主技能目标
     if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
         GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
         # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
         enhanceRate = enhanceSkillData.GetHappenRate()
+        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
         enchanceTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
@@ -1057,10 +1575,15 @@
         #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
         return
     
+    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
+        #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
+        return
+    
     isOK = False
     # 继承主技能目标
     if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
         happenRate = passiveSkill.GetHappenRate()
+        happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
         GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
         if not tagObj:
             return
@@ -1068,7 +1591,7 @@
         if not tagObj.IsAlive():
             GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
             return
-        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
             GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
             return
         passiveTagObjList = [tagObj]
@@ -1079,57 +1602,11 @@
         
     return isOK
 
-def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
-    ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
-    # @return: None - 没有执行成功,即忽略该目标
-    
-    atkObj = attacker
-    atkID = atkObj.GetID()
-    defID = defObj.GetID()
-    skillID = curSkill.GetSkillID()
-    hurtObj = curSkill.AddHurtObj(defID)
-    
-    atkSkillPer = curSkill.GetSkillPer()
-    atkSkillValue = curSkill.GetSkillValue()
-    
-    dHP = defObj.GetHP()                # 防守方当前血量
-    dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
-    
-    zhansha = False # 斩杀特殊处理
-    # 斩杀
-    if zhansha:
-        pass
-    
-    else:
-        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
-        hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
-        
-        #伤害结构体
-        hurtObj.SetHurtTypes(hurtTypes)
-        hurtObj.SetHurtHP(hurtValue)
-        hurtObj.SetRealHurtHP(realHurtHP)
-        remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
-        
-    remainHP = int(remainHP)    #防范
-    lostHP = dHP - remainHP # 实际掉血量
-    hurtObj.SetLostHP(lostHP)
-    hurtObj.SetCurHP(remainHP)
-    defObj.SetHP(remainHP)
-    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)
-    
-    #反弹伤害
-    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
-    
-    #吸血
-    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
-    return
-
-def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
-    '''计算伤害,默认按攻击计算
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+    '''按公式计算伤害,默认按攻击计算
     '''
     
+    #mapID = turnFight.mapID
     skillID = curSkill.GetSkillID()
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -1147,17 +1624,18 @@
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
-    angerOverflow = 0 # 怒气溢出值
     
     mustHit = False # 是否必命中
-    if isAngerSkill:
+    if not isTurnNormalSkill: # 仅普攻判断是否闪避
         mustHit = True
+        
+    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
+    if isAngerSkill:
         curXP = atkObj.GetXP()
-        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
     #命中公式 攻击方类型不同,公式不同
-    if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
+    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
         dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = curSkill.GetTagMissNum(defID)
@@ -1182,13 +1660,18 @@
         
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
-        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
-        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+        aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
+        aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+        
+        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
         
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtType_Parry)
         
     if ignoreDef:
+        GameWorld.DebugLog("无视防御/真实伤害!")
         hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
         
     if isStun:
@@ -1202,10 +1685,7 @@
     dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
     dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1219,9 +1699,17 @@
         
     aAngerSkillPer, dAngerSkillPerDef = 0, 0
     if isAngerSkill:
-        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
-        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-            
+        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
+        aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
+        
+        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
+        
+    aDOTPer, dDOTPerDef = 0, 0
+    if isDot:
+        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+        
     aAddSkillPer = 0 # 技能增伤
     aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
     
@@ -1233,13 +1721,32 @@
         aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
         dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
         
-    aComboDamPer = 0 # 连击增伤
+    # 阵营增减伤
+    aCountry = atkObj.GetCountry()
+    dCountry = defObj.GetCountry()
+    countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef], 
+                         2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+                         3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+                         4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+                         }
+    aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+    dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+    
+    aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
     if batType == ChConfig.TurnBattleType_Combo:
         aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+        dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
         
-    aPursueDamPer = 0 # 追击增伤
+    aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
     if batType == ChConfig.TurnBattleType_Pursue:
         aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
+        
+    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+    if turnFight.getPVPPlayerID() > 0:
+        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -1247,6 +1754,8 @@
     dNormalSkillPerDef /= 10000.0
     aAngerSkillPer /= 10000.0
     dAngerSkillPerDef /= 10000.0
+    aDOTPer /= 10000.0
+    dDOTPerDef /= 10000.0
     aAddSkillPer /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
@@ -1254,21 +1763,27 @@
     dSuperDamPerDef /= 10000.0
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
+    aCountryDamPer /= 10000.0
+    dCountryDamPerDef /= 10000.0
     aComboDamPer /= 10000.0
+    dComboDamPerDef /= 10000.0
     aPursueDamPer /= 10000.0
+    dPursueDamPerDef /= 10000.0
+    aPVPDamPer /= 10000.0
+    dPVPDamPerDef /= 10000.0
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
     
-    # 持续性伤害
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
-        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
-        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
         GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
@@ -1279,7 +1794,7 @@
         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))
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
         
     if isParry:
@@ -1308,6 +1823,16 @@
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
+
+def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
+    ## 获取额外增加的技能万分比
+    atkSkillPer = 0
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
+    return atkSkillPer
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
     if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
@@ -1360,100 +1885,444 @@
         return True
     return False
 
-def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0):
-    ## 计算伤害后,因各种buff和状态的影响处理
-    # @return: hurtValue, realHurtHP, hurtTypes
+def CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes=0):
+    '''计算buff影响得到最终伤害: 如无敌、增减伤盾等
+    @param hurtValue: 公式计算的伤害值
+    @return: hurtValue, hurtTypes, immuneHurt
+    '''
     
+    immuneHurt = 0 # 免疫伤害值
     if hurtValue <= 0:
-        return 0, 0, hurtTypes
+        hurtValue = 0
+        return hurtValue, hurtTypes, immuneHurt
     
+    hurtValue = int(hurtValue)
     if defObj.CheckInState(ChConfig.BatObjState_Wudi):
         hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+        immuneHurt = hurtValue
+        hurtValue = 0
+        return hurtValue, hurtTypes, immuneHurt
+    
+    # 增减伤盾, 会改变 hurtValue,区别与计算公式中的增减伤,这里处理的是对公式计算结果的再次增减
+    
+    hurtValue = max(0, hurtValue)
+    return hurtValue, hurtTypes, immuneHurt
+
+def DoSkillHurtHP(turnFight, atkObj, curSkill, calcHurtResults, lostType="", caorenProtectObj=None, isManyTimes=False):
+    '''结算计算好的技能伤害
+    @param calcHurtResults: 技能公式计算后的伤害结果 [[tagBatObj, hurtValue, hurtTypes, immuneHurt], ...]
+    @param caorenProtectObj: 曹仁专用,要防护的对象
+    @param isManyTimes: 是否是后端多次计算伤害的
+    '''
+    if not calcHurtResults:
+        return
+    
+    isAttackDirect = SkillCommon.isAttackDirectSkill(curSkill) # 是否直接攻击
+    # 计算平摊
+    finalHurtResults = __calcAverageHurt(turnFight, atkObj, curSkill, calcHurtResults, caorenProtectObj, isAttackDirect)
+    
+    # 执行最终伤害结算
+    mainHurtObj = None
+    for hurtInfo in finalHurtResults:
+        defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
+        isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
+        
+        lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+        
+        #伤害结构体
+        defID = defObj.GetID()
+        if isEx:
+            if isManyTimes and mainHurtObj:
+                hurtObj = mainHurtObj.AddHurtObjEx(defID)
+            else:
+                hurtObj = curSkill.AddHurtObj(defID, isEx=True)
+            curSkill.AddTagObjEx(defObj)
+        else:
+            hurtObj = curSkill.AddHurtObj(defID)
+            if not mainHurtObj:
+                mainHurtObj = hurtObj
+                
+        hurtObj.SetHurtTypes(hurtTypes)
+        hurtObj.SetHurtHP(hurtValue)
+        hurtObj.SetLostHP(lostHP)
+        hurtObj.SetCurHP(max(defObj.GetHP(), 0))
+        
+        #反弹伤害:仅非dot的技能造成的伤害技能本身目标才反弹,附属目标不反弹(平摊、溅射  附属目标),反弹伤害不平摊
+        if isAttackDirect:
+            CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
+        #吸血:除反弹外的任意伤害都吸
+        CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
+        
+    return mainHurtObj
+
+def __calcAverageHurt(turnFight, curBatObj, useSkill, calcHurtResults, caorenProtectObj=None, isAttackDirect=False):
+    '''计算伤害均摊承伤
+    @return: finalHurtResults  [[tagBatObj, hurtValue, hurtTypes, immuneHurt, <isEx>], ...]
+    '''
+    if not calcHurtResults:
+        return calcHurtResults
+    
+    # 是否在内层筛选曹仁防护目标,外层如果处理过了但是为None时会设置为0
+    checkCaoren = True if (caorenProtectObj == None and isAttackDirect) else False
+    if not isAttackDirect or caorenProtectObj == 0:
+        caorenProtectObj = None
+        
+    srcHurtTotal = 0 # 源总伤害
+    hurtValueDict = {} # 最终伤害 {objID:hurtValue, ...}
+    immuneHurtDict = {} # 最终免疫伤害 {objID:immuneHurt, ...} # 无敌目标可摊伤害,但免疫该伤害
+    tagFaction, tagLineupNum = 0, 0
+    for calcInfo in calcHurtResults:
+        tagObj, hurtValue, _, immuneHurt = calcInfo
+        srcHurtTotal = srcHurtTotal + hurtValue + immuneHurt
+        tagID = tagObj.GetID()
+        hurtValueDict[tagID] = hurtValue
+        if immuneHurt > 0:
+            immuneHurtDict[tagID] = immuneHurt
+            
+        if not tagFaction:
+            tagFaction = tagObj.GetFaction()
+            tagLineupNum = tagObj.GetLineupNum()
+            
+        # 不挡自己,不挡无敌,顺延直到一个可以挡的最低血量目标,如果没有就不挡
+        if checkCaoren and tagID != ChConfig.HeroID_Caoren and not immuneHurt and (not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP()):
+            caorenProtectObj = tagObj
+            
+    isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
+    if not isAve:
+        #GameWorld.DebugLog("没有分摊伤害原值返回")
+        return calcHurtResults
+    GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s" 
+                       % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
+    
+    # 均摊给其他阵营的算非直接伤害,即曹仁无效
+    for key, otherHurtDict in otherFactionHurtDict.items():
+        aveFaction, aveLineupNum = key
+        isAveEx, _, otherFactionHurtDictEx = __calcFactionAverageHurt(turnFight, aveFaction, aveLineupNum, otherHurtDict, immuneHurtDict)
+        
+        # 其他阵营分摊后的最终伤害累加到实际最终伤害
+        for objID, aveHurt in otherHurtDict.items():
+            hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
+        GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s" 
+                           % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
+        
+        # 其他阵营再次分摊给其他阵营的,董白效果引起
+        # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
+        for keyEx, otherHurtDictEx in otherFactionHurtDictEx.items():
+            factionEx, lineupNumEx = keyEx
+            if factionEx != tagFaction or lineupNumEx != tagLineupNum:
+                continue
+            
+            for objID, aveHurt in otherHurtDictEx.items():
+                hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
+            GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s" 
+                               % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
+            
+    finalHurtTotal = 0
+    finalHurtResults = []
+    # 主要目标伤害更新
+    for calcInfo in calcHurtResults:
+        tagObj, _, hurtTypes, _ = calcInfo
+        tagID = tagObj.GetID()
+        finalHurt = int(hurtValueDict.pop(tagID, 0))
+        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
+        # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
+        if caorenProtectID == tagID:
+            hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+        finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
+        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
+        GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+        
+    # 剩下伤害则默认为额外目标伤害,放主要目标后面
+    isEx = 1
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for tagID in set(hurtValueDict.keys() + immuneHurtDict.keys()):
+        tagObj = batObjMgr.getBatObj(tagID)
+        if not tagObj:
+            continue
+        hurtTypes = pow(2, ChConfig.HurtType_Normal)
+        finalHurt = int(hurtValueDict.pop(tagID, 0))
+        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
+        if immuneHurt > 0:
+            hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
+        GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+        if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
+            finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
+            
+    if finalHurtTotal != srcHurtTotal:
+        GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
+    return finalHurtResults
+
+def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
+    '''计算某个阵营的伤害平摊,每个阵营独立计算即可,减少复杂度
+        优先级: 甄宓 > 曹仁 > 董白;
+        减少复杂度,固定把董白最后算,这样每个阵营的伤害单独计算均摊即可
+        @param hurtValueDict: 目标伤害字典
+        @param immuneHurtDict: 目前最终免疫伤害字典
+        @param caorenProtectObj: 曹仁防护对象,可能为 None 或 0 或 某一个对象
+    '''
+    
+    # 甄宓    潜能1    织命    战斗开始,甄宓链接全体队友,使任意队友受到的伤害由全体均摊,持续2回合
+    # 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
+    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
+    caorenProtectID = 0 # 曹仁成功防护的对象ID,有值代表有防护
+    otherFactionHurtDict = {} # 分摊给其他阵营的伤害 {(faction, lineupNum):{objID:aveHurt, ...}, ...}
+    batFaction = turnFight.getBatFaction(faction)
+    batLineup = batFaction.getBatlineup(lineupNum)
+    batObjMgr = BattleObj.GetBatObjMgr()
+    GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s" 
+                       % (faction, lineupNum, hurtValueDict, immuneHurtDict))
+    # 按优先级顺序处理拥有分摊效果的武将
+    for effHeroID in effHeroIDList:
+        if effHeroID not in batLineup.heroObjIDDict:
+            continue
+        objID = batLineup.heroObjIDDict[effHeroID]
+        batObj = batObjMgr.getBatObj(objID)
+        if not batObj or not batObj.IsAlive():
+            continue
+        buffMgr = batObj.GetBuffManager()
+        
+        inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
+        aveBuff = None
+        aveObjList = [] # 可均摊伤害的对象列表
+        if effHeroID == ChConfig.HeroID_Caoren:
+            if not caorenProtectObj:
+                GameWorld.DebugLog("没有曹仁可防护的对象")
+                continue
+            hpLowestID = caorenProtectObj.GetID()
+            if hpLowestID == objID:
+                GameWorld.DebugLog("曹仁不防护自己")
+                continue
+            if not inHurt and hpLowestID not in hurtValueDict:
+                GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
+                continue
+            if batObj.IsInControlledHard():
+                GameWorld.DebugLog("曹仁被硬控中不防护")
+                continue
+            caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
+            if not caoRenSkill:
+                GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
+                continue
+            if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
+                GameWorld.DebugLog("曹仁概率未触发防护")
+                continue
+            inHurt = True
+            aveObjList = [batObj, caorenProtectObj]
+            GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
+            
+        elif effHeroID == ChConfig.HeroID_Zhenfu:
+            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
+            
+        elif effHeroID == ChConfig.HeroID_Dongbai:
+            aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Link)
+            
+        else:
+            continue
+        
+        if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
+            if not aveBuff:
+                GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
+                continue
+            haloObjIDList = aveBuff.GetHaloObjIDList()
+            GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
+            for haloObjID in haloObjIDList:
+                haloObj = batObjMgr.getBatObj(haloObjID)
+                if not haloObj or not haloObj.IsAlive():
+                    continue
+                aveObjList.append(haloObj)
+                if not inHurt and haloObjID in hurtValueDict:
+                    inHurt = True
+                    
+        if not inHurt:
+            GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
+            continue
+        
+        aveObjCnt = len(aveObjList)
+        if aveObjCnt < 2:
+            GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
+            continue
+        
+        if not isAve:
+            isAve = True
+            
+        if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
+            caorenProtectID = caorenProtectObj.GetID()
+            GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
+            
+        aveHurtTotal = 0
+        for aveObj in aveObjList:
+            aveObjID = aveObj.GetID()
+            if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
+                GameWorld.DebugLog("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
+                continue
+            if aveObjID not in hurtValueDict:
+                continue
+            hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
+            if hurtValue <= 0:
+                GameWorld.DebugLog("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
+                continue
+            aveHurtTotal += hurtValue
+            GameWorld.DebugLog("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
+            
+        # 大家分摊
+        aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
+        aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
+        GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
+        for aveObj in aveObjList:
+            aveObjID = aveObj.GetID()
+            aveFaction = aveObj.GetFaction()
+            
+            immuneHurt = immuneHurtDict.get(aveObjID)
+            if immuneHurt == None:
+                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
+                    immuneHurt = 0
+                else:
+                    immuneHurt = -1 # 标记没有无敌
+                immuneHurtDict[aveObjID] = immuneHurt
+                
+            if immuneHurt >= 0:
+                immuneHurtDict[aveObjID] = immuneHurt + aveHurt
+                GameWorld.DebugLog("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
+                continue
+            
+            if aveFaction == faction:
+                aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
+                GameWorld.DebugLog("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
+            else:
+                aveLineupNum = aveObj.GetLineupNum()
+                key = (aveFaction, aveLineupNum)
+                if key not in otherFactionHurtDict:
+                    otherFactionHurtDict[key] = {}
+                otherHurtDict = otherFactionHurtDict[key]
+                otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
+                GameWorld.DebugLog("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
+                
+        # 汇总最新伤害
+        for aveObjID, aveHurt in aveHurtDict.items():
+            hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
+        GameWorld.DebugLog("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
+        
+    return isAve, caorenProtectID, otherFactionHurtDict
+
+def DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType="", hpCanNegative=False, immuneHurt=0):
+    '''仅执行掉血逻辑: 承伤盾抵扣  + 剩余扣血
+    @param hurtValue: 掉血伤害值,一般是各种计算后的最终伤害值
+    @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
+    '''
+    
+    if immuneHurt > 0:
         buffMgr = defObj.GetBuffManager()
-        for index in range(buffMgr.GetBuffCount()):
-            buff = buffMgr.GetBuffByIndex(index)
-            if not buff:
-                continue
-            skillData = buff.GetSkillData()
-            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
-                continue
-            # 记录免疫的积攒伤害
+        wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+        for buff in wudiBuffList:
+            buffSkillID = buff.GetSkillID()
+            # 记录免疫积攒的伤害
             buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
-            updBuffValue = buffValue + hurtValue
+            updBuffValue = buffValue + immuneHurt
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
             buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
-            GameWorld.DebugLog("    无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s" 
-                               % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue))
-        return 0, 0, hurtTypes
+            GameWorld.DebugLog("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s" 
+                               % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
+            
+    if hurtValue <= 0:
+        return 0
     
-    # 减伤盾减伤, 会改变 hurtValue
-    hurtValue = max(0, hurtValue)
-        
-    # 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
+    atkID = atkObj.GetID()
+    defID = defObj.GetID()
+    skillID = curSkill.GetSkillID()
+    
+    # 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 lostHP
+    lostHP = 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:
+        #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
+        shieldHurtPer = 10000 # 对护盾伤害比
+        shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
+        shieldHurtPer /= 10000.0
+        shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
+        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
-            if realHurtHP <= 0:
+            if shieldHurtValue <= 0:
                 break
             buffID = buff.GetBuffID()
-            if realHurtHP < buffValue:
-                damageShieldValue = realHurtHP
+            buffSkillID = buff.GetSkillID()
+            if shieldHurtValue < buffValue:
+                decShieldValue = shieldHurtValue
             else:
-                damageShieldValue = buffValue
-            GameWorld.DebugLog("    承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
-            realHurtHP -= damageShieldValue # 承伤值
-            if damageShieldValue >= buffValue:
-                GameWorld.DebugLog("        删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+                decShieldValue = buffValue
+            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+            shieldHurtValue -= decShieldValue # 承伤值
+            if decShieldValue >= buffValue:
+                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
                 TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
             else:
-                updShieldValue = buffValue - damageShieldValue
-                GameWorld.DebugLog("        更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+                updShieldValue = buffValue - decShieldValue
+                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
                 buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                 buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                 curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                 
-    return hurtValue, max(0, realHurtHP), hurtTypes
+        lostHP = int(shieldHurtValue / shieldHurtPer)
+        GameWorld.DebugLog("        承伤后剩余伤血: lostHP=%s" % (lostHP))
+        
+    dHP = defObj.GetHP()
+    remainHP = dHP - lostHP # 剩余血量
+    if not hpCanNegative and remainHP < 0:
+        remainHP = 0
+    lostHP = dHP - remainHP # 实际掉血量
+    defObj.SetHP(remainHP)
+    
+    GameWorld.DebugLog("    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
 
 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()))
-    bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
+    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
         return
     hurtObj.SetBounceHP(bounceHP)
-    
-    if realBounceHP > 0:
-        remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
-        atkObj.SetHP(remainHP)
-        GameWorld.DebugLog("        bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
-        
-    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
+    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
     return
 
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算吸血
     '''
     
@@ -1462,9 +2331,31 @@
         return
     
     aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+    aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
+    
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+    dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+    
+    aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+    aCurePer /= float(ChConfig.Def_MaxRateValue)
+    dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+    
     suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
+        return
+    
+    # 吸血毒奶
+    poisonCureOwner = GetPoisonCureOwner(atkObj)
+    if poisonCureOwner:
+        atkObj, defObj = poisonCureOwner, atkObj
+        hurtValue = suckHP
+        hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
+        GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
+        DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
+        
+        hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
+        hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
         return
     
     curHP = atkObj.GetHP()
@@ -1474,62 +2365,64 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s" 
+                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
     
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
     return
 
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
     ''' 计算治疗值
     '''
+    
+    # 对位目标
+    if not relativeObj:
+        relativeObj = GetRelativeObj(turnFight, userObj)
+        
+    skillID = curSkill.GetSkillID()
     cureType = curSkill.GetCalcType()
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
-    skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
-    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+    aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+    dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
     
+    angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+    
+    skillPer /= float(ChConfig.Def_MaxRateValue)
+    aCurePer /= float(ChConfig.Def_MaxRateValue)
+    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+    
+    baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
+    
+    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
+    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s" 
+                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
+    
+    # 额外治疗值
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
     if cureWayExEff:
         cureType = cureWayExEff.GetEffectValue(0)
         skillPer = cureWayExEff.GetEffectValue(1)
-        GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
-        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+        skillPer /= float(ChConfig.Def_MaxRateValue)
+        baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
+        cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
         cureHP += cureHPEx
+        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
         
-    return max(1, int(cureHP)) # 保底1点
-
-def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
-    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
-    
-    # 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 SkillCommon.isAngerSkill(curSkill):
-        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        #enemyObj = TurnAttack.GetEnemyObj(userObj)
-        #curePer += GameObj.GetCurePer(userObj)
-        #if enemyObj:
-        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
+    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))
         
-    skillPer /= float(ChConfig.Def_MaxRateValue)
-    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 = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
-    if not largeNum:
-        cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
-    cureHP = max(1, int(cureHP)) # 保底1点
-    
-    GameWorld.DebugLog("计算治疗值(%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
+    if cureHP < 1:
+        cureHP = 1
+        GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
+    return int(cureHP)
 
 def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
     ##获得基础计算值
@@ -1549,9 +2442,23 @@
         if byBuff:
             baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
             GameWorld.DebugLog("根据buff值: %s" % baseValue)
-    return baseValue
+    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
+        baseValue = curObj.GetHarmSelfHP()
+        GameWorld.DebugLog("根据自残值: %s" % baseValue)
+    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
+        bySkill = curSkill.GetBySkill()
+        bySkillID = 0
+        if bySkill:
+            bySkillID = bySkill.GetSkillID()
+            curID = curObj.GetID()
+            for hurtObj in bySkill.GetHurtObjListAll():
+                if curID == hurtObj.GetObjID():
+                    baseValue += hurtObj.GetHurtHP()
+        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+        
+    return max(0, baseValue)
 
-def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
+def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
     ## 执行单次dot逻辑
     skillID = curBuff.GetSkillID()
     skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -1568,44 +2475,57 @@
     
     atkID = ownerID
     defID = defObj.GetID()
-    tagObjList = [defObj]
     
-    poolMgr = ObjPool.GetPoolMgr()
-    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
-    useSkill.SetTagObjList(tagObjList)
-    useSkill.ClearHurtObj()
-    hurtObj = useSkill.AddHurtObj(defID)
+    # 结算需要同步标签
+    useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+    Sync_TurnFightTag(turnFight, useTag, 0)
     
     dHP = defObj.GetHP()
-    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, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
+    dMaxHP = defObj.GetMaxHP()
+    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
+                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        hurtValue *= layer
+        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+    if "FinalDamPer" in kwargs:
+        FinalDamPer = kwargs["FinalDamPer"]
+        hurtValue *= (10000 + FinalDamPer) / 10000.0
+        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+        
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+    useSkill.SetTagObjList([defObj])
+    useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
     
-    # dot的反弹、吸血待定
+    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "DOT")
     
-    remainHP = max(0, dHP - realHurtHP) # 剩余血量
-    lostHP = dHP - remainHP # 实际掉血量
-    defObj.SetHP(remainHP)
-    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
-    
-    hurtObj.SetHurtTypes(hurtTypes)
-    hurtObj.SetHurtHP(hurtValue)
-    hurtObj.SetRealHurtHP(realHurtHP)
-    hurtObj.SetLostHP(lostHP)
-    hurtObj.SetCurHP(remainHP)
-    
-    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
-    
-    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
+    Sync_UseSkill(turnFight, atkObj, useSkill)
     
     DoBeAttackResult(turnFight, atkObj, useSkill)
+    
+    # 通知结束标签
+    Sync_TurnFightTag(turnFight, useTag, 1)
     
     useSkill.ResetUseRec()
     poolMgr.release(useSkill)
     return
 
+def Sync_TurnFightTag(turnFight, useTag, sign):
+    ## 通知技能标签
+    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
+    clientPack.Tag = useTag
+    clientPack.Len = len(clientPack.Tag)
+    clientPack.Sign = sign
+    turnFight.addBatPack(clientPack)
+    return
+
 def Sync_UseSkill(turnFight, curBatObj, useSkill):
     ## 通知释放技能
+    bySkill = useSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     poolMgr = ObjPool.GetPoolMgr()
     clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
     clientPack.ObjID = curBatObj.GetID()
@@ -1614,6 +2534,8 @@
     clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
     clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
     clientPack.SkillID = useSkill.GetSkillID()
+    clientPack.RelatedSkillID = relatedSkillID
+    # 技能的主要伤害
     clientPack.HurtList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
@@ -1625,7 +2547,36 @@
         hurt.CurHPEx = hurtObj.GetCurHP() / ChConfig.Def_PerPointValue
         hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
         hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord)
+        hurt.HurtListEx = []
+        # 单个伤害的额外伤害,如弹射+平摊伤害
+        for hurtObjEx in hurtObj.GetHurtObjListEx():
+            hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+            hurtEx.ObjID = hurtObjEx.GetObjID()
+            hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
+            hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
+            hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
+            hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
+            hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
+            hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
+            hurt.HurtListEx.append(hurtEx)
+        hurt.HurtCountEx = len(hurt.HurtListEx)
         clientPack.HurtList.append(hurt)
+    
+    # 技能的额外伤害,如常规技能的平摊伤害
+    clientPack.HurtListEx = []
+    for hurtObjEx in useSkill.GetHurtObjListEx():
+        hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+        hurtEx.ObjID = hurtObjEx.GetObjID()
+        hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
+        hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
+        hurtEx.HurtHPEx = hurtObjEx.GetHurtHP() / ChConfig.Def_PerPointValue
+        hurtEx.CurHP = hurtObjEx.GetCurHP() % ChConfig.Def_PerPointValue
+        hurtEx.CurHPEx = hurtObjEx.GetCurHP() / ChConfig.Def_PerPointValue
+        hurtEx.SuckHP = min(hurtObjEx.GetSuckHP(), ChConfig.Def_UpperLimit_DWord)
+        clientPack.HurtListEx.append(hurtEx)
+    clientPack.HurtCountEx = len(clientPack.HurtListEx)
+    
+    # 没有主要伤害时视为没有伤害,如纯buff的技能,需要通知目标给前端
     if not clientPack.HurtList:
         for tagObj in useSkill.GetTagObjList():
             tagID = tagObj.GetID()
@@ -1671,3 +2622,15 @@
     clientPack.RelatedSkillID = relatedSkillID
     turnFight.addBatPack(clientPack)
     return
+
+def Sync_HPRefresh(turnFight, curBatObj):
+    hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
+    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
+    clientPack.ObjID = curBatObj.GetID()
+    clientPack.HP = hp % ShareDefine.Def_PerPointValue
+    clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
+    clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
+    clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
+    turnFight.addBatPack(clientPack)
+    return
+    
\ No newline at end of file

--
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