From 1388ea949201a3fedc71f39c671cacb7389df8a3 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 18 六月 2019 21:58:09 +0800
Subject: [PATCH] 7338 子 【开发】【2.0】称号,灵宠,技能附带效果 / 【后端】【2.0】新增技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |  459 ++++++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 343 insertions(+), 116 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index 21abbde..e2db5dc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
 import PlayerControl
 import NPCCommon
 import ChConfig
-import ChEquip
 import SkillCommon
 import AttackLogic
 import ItemControler
@@ -36,7 +35,6 @@
 import OperControlManager
 import DataRecordPack
 import ChItem
-import ReadChConfig
 import GameObj
 import ChPyNetSendPack
 import ChNetSendPack
@@ -45,6 +43,11 @@
 import PlayerGeTui
 #---------------------------------------------------------------------
 g_skillHurtList = IPY_GameWorld.IPY_HurtList()
+
+
+# 特殊处理搜索范围,一般用于副本
+Def_SearchMap_NPC = 200 # 本线全图搜索NPC
+Def_SearchMap_Player = 201 # 本线全图搜索玩家
 
 #伤害结构体
 #hurtTypeIndance = None
@@ -74,7 +77,7 @@
 #    global hurtTypeIndance
 #    hurtTypeIndance = indance
 #
-### 获得本次攻击是否是致命一击
+### 获得本次攻击是否是暴击
 ##  @param 无参数
 ##  @return True or False
 ##  @remarks 函数详细说明.
@@ -209,6 +212,46 @@
     
     return None
 
+
+    
+# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
+# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
+def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+    AttackCommon.ClearFirstDefender(attacker)
+    
+    skillHurtLists = [] # 内部触发清除g_skillHurtList
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+    
+    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
+    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
+    
+    
+    for hurtList in skillHurtLists:
+        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+        if not defender:
+            continue
+        
+        if GameObj.GetHP(defender) > 0:
+            continue
+        
+        if hurtList[1] == IPY_GameWorld.gotPlayer:
+            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
+                
+            # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
+            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
 #---------------------------------------------------------------------
 ## 攻击通用函数
 #  @param attacker 攻击Obj
@@ -221,7 +264,7 @@
 # @param isEnhanceSkill 是否为附加技能
 #  @return True 攻击成功    None 不可攻击
 #  @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值
-def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
+def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
     global g_skillHurtList
     
     if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
@@ -286,6 +329,8 @@
         __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
         #调用触发附加技能
         SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
         
     #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
     if AttackCommon.GetIsDead(defender):
@@ -552,6 +597,10 @@
         #关系
         relation = GetTagRelation(attacker, defender, curSkill, tick)
         return relation[0] == ChConfig.Type_Relation_Friend
+    elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
+        if defender and GameObj.GetHP(defender) > 0 :
+            return True
+        return False
     
     return __CheckCanAttack(attacker , defender , curSkill , tick)
 
@@ -607,7 +656,7 @@
     # 防守者自己通知
     __Sync_AttackResult(defender, defender, curSkill)
     
-
+    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
     DoLogic_AttackResult(attacker, defender, curSkill, tick)
     
     return True
@@ -809,7 +858,9 @@
                     SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
             else:
                 SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+    else:
+        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+        
     for defObj in attackList:
             
         #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -868,12 +919,19 @@
     if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return None
     
-    useSkillTagID = attacker.GetUseSkillTagID()
-    useSkillTagType = attacker.GetUseSkillTagType()
-    
-    curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+    curTag = None
+    if attacker.GetAttackMode() == IPY_GameWorld.amContest:
+        # 单一目标锁定模式
+        curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID), 
+                                  attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType))
+        
     if not curTag:
-        return None
+        useSkillTagID = attacker.GetUseSkillTagID()
+        useSkillTagType = attacker.GetUseSkillTagType()
+        
+        curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+        if not curTag:
+            return None
     
     if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
         if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
@@ -916,20 +974,22 @@
         if not curTag:
             continue
         
-        if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
-            if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
-                #npc主人是玩家不能攻击
+        #非自定义场景才需要判断
+        if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
+                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
+                    #npc主人是玩家不能攻击
+                    continue
+            
+            if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
+                # 最远距离防范
+                GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
                 continue
-    
-        if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
-            # 最远距离防范
-            GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
-            continue
-    
-        if CheckFunc != None:
-            #检查是否受影响
-            if not CheckFunc(attacker, curTag, curSkill, tick):
-                continue
+            
+            if CheckFunc != None:
+                #检查是否受影响
+                if not CheckFunc(attacker, curTag, curSkill, tick):
+                    continue
         
         resultList.append(curTag)
             
@@ -948,13 +1008,11 @@
         GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag)
         return resultList
     
-    gameMap = GameWorld.GetMap()
-   
     if skillMatrix == None:
         #作用范围 作用矩阵
         attackDis = curSkill.GetAtkRadius()
-        skillMatrix = ChConfig.MatrixDict.get(attackDis)
-        if skillMatrix == None:
+        skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
+        if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
             GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" 
                              % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
             return resultList
@@ -962,7 +1020,6 @@
     #技能攻击最大数量
     hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
     
-    ownerTag = None
     ownerPlayerID = 0
     isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
     if isSummonNPCAtker:
@@ -975,7 +1032,29 @@
     if attackAim:
         hurtCount -= 1
         resultList.append(attackAim)
-           
+        
+    if skillMatrix:
+        # 按范围搜索
+        resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
+                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList)
+    elif attackDis == Def_SearchMap_Player:
+        # 搜索本地图当前线路玩家
+        ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+    elif attackDis == Def_SearchMap_NPC:
+        # 搜索本地图当前线路NPC
+        ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+    return resultList
+
+
+# 按范围搜索目标对象
+def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
+                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList):
+    ownerTag = None
+    gameMap = GameWorld.GetMap()
     for curPos in skillMatrix:
         #伤害次数到了
         if hurtCount <= 0:
@@ -995,41 +1074,103 @@
                 break
         
             curObj = mapObj.GetObjByIndex(i)
-            curObjType = curObj.GetGameObjType()
-            
-            #不在影响对象列表中
-            if curObjType not in hurtTypeList:
-                continue
-            
-            #攻击对象
-            curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+            curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, 
+                                             CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
             if not curTag:
+                if ownerTag:
+                    hurtCount -= 1
                 continue
             
-            if attackAim and attackAim.GetID() == curTag.GetID():
-                # 不在攻击主目标
-                continue
-            
-            #群攻技能不能对镖车释放, 永恒版本屏蔽此限制
-            #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
-            #    continue
-            
-            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
-                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
-                    #npc主人是玩家不能攻击
-                    continue
-            
-            if CheckFunc != None:
-                #检查是否受影响
-                if not CheckFunc(attacker, curTag, curSkill, tick):
-                    continue
-            
-            # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
-            if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
-                ownerTag = curTag
-                continue
             hurtCount -= 1
             resultList.append(curTag)
+            
+    if ownerTag:
+        resultList.append(ownerTag)
+    return resultList
+
+
+def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
+    curObjType = curObj.GetGameObjType()
+    
+    #不在影响对象列表中
+    if curObjType not in hurtTypeList:
+        return None, None
+    
+    if attacker.GetSightLevel() != curObj.GetSightLevel():
+        return None, None
+    
+    #攻击对象
+    if not curTag:
+        curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+    if not curTag:
+        return None, None
+    
+    if attackAim and attackAim.GetID() == curTag.GetID():
+        # 不在攻击主目标
+        return None, None
+    
+    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
+        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
+            #npc主人是玩家不能攻击
+            return None, None
+    
+    if CheckFunc != None:
+        #检查是否受影响
+        if not CheckFunc(attacker, curTag, curSkill, tick):
+            return None, None
+    
+    # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
+    if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
+        ownerTag = curTag
+        return None, ownerTag
+    return curTag, None
+
+
+# 搜索本地图当前线路NPC
+def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+    gameNPCManager = GameWorld.GetNPCManager()
+    for index in xrange(gameNPCManager.GetNPCCount()):
+        curNPC = gameNPCManager.GetNPCByIndex(index)
+        if curNPC == None or curNPC.GetID() == 0:
+            continue
+        
+        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
+        if not curTag:
+            if ownerTag:
+                hurtCount -= 1
+            continue
+        
+        hurtCount -= 1
+        resultList.append(curTag)
+            
+    if ownerTag:
+        resultList.append(ownerTag)
+        
+    return resultList
+
+
+# 搜索本地图当前线路玩家
+def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
+    for i in range(copyMapPlayerManager.GetPlayerCount()):
+        curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
+        
+        if curPlayer == None or curPlayer.IsEmpty():
+            continue
+        
+        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
+        if not curTag:
+            if ownerTag:
+                hurtCount -= 1
+            continue
+        
+        hurtCount -= 1
+        resultList.append(curTag)
             
     if ownerTag:
         resultList.append(ownerTag)
@@ -1293,6 +1434,21 @@
         PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
     
     return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    defender = None
+    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+        useSkillTagID = attacker.GetUseSkillTagID()
+        useSkillTagType = attacker.GetUseSkillTagType()
+        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+    
+    __Sync_AttackResult(attacker, defender, curSkill)
+
+
 ##############################主动攻击成功#############################
 ## 玩家攻击成功
 #  @param curPlayer 攻击Obj
@@ -1319,9 +1475,13 @@
         if curPlayerSkill:
             SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
         
-        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+        if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]:
             UseSkillOver(curPlayer, target, curSkill, tick)
+        else:
+            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
         return True
+    
+    AttackCommon.ClearFirstDefender(curPlayer)
     
     #玩家进入战斗状态
     #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
@@ -1356,9 +1516,10 @@
         curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         
         if curPlayerSkill:
-
-            #设置玩家所学技能冷却CD
-            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+            
+            if not IsSkipSkillCD(curPlayer, target, curSkill, tick):
+                #设置玩家所学技能冷却CD
+                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
             #调用任务触发器
             #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
             #执行连环被动技能处理
@@ -1373,10 +1534,52 @@
     # 普攻和对敌技能
     UseSkillOver(curPlayer, target, curSkill, tick)
     return True
+
+# 无冷却状态
+def IsSkipSkillCD(curPlayer, target, curSkill, tick):
+    # 暴击情况下
+    isSuperHit = False
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
+            isSuperHit = True
+            break
     
+    if isSuperHit:
+        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+    return False
+    
+### 不管什么技能都会到此处
+#只对第一目标造成某伤害类型时触发技能
+def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
+    if g_skillHurtList.GetHurtCount() == 0:
+        return
+    
+    hurtObj = g_skillHurtList.GetHurtAt(0)
+    if not hurtObj:
+        return
+    
+    objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()   
+    
+    defender = GameWorld.GetObj(objID, objType)
+    if not defender:
+        return
+    if hurtType == ChConfig.Def_HurtType_SuperHit:
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
+        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
+    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
+    return
+
+
 # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
-    isSuperHit = False
     usePassiveSkillResult = True    # 第一次判断不能调用,即代表都不可用无需循环
     usePassiveSkillResultOnSuperHit = True    # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
     
@@ -1388,41 +1591,49 @@
         
         skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
     
+    # #持续攻击类BUFF 类剑刃风暴是先给自身一个持续性buff,这一次不算伤害不可触发
+    if curSkill and ChConfig.Def_SkillType_LstPlsBuffAtk != curSkill.GetSkillType():
+        #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
+        OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
     
     skillIDSet = set()
     for hurtList in skillHurtLists:
-        if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
-            # 暴击只对主目标做处理
-            PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
-            isSuperHit = True
-        
-        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+        objID, objType, hurtType = hurtList
+        defender = GameWorld.GetObj(objID, objType)
         if not defender:
             continue
         
         if GameObj.GetHP(defender) <= 0:
-            if hurtList[1] == IPY_GameWorld.gotPlayer:
+            if objType == IPY_GameWorld.gotPlayer:
+                if hurtType == ChConfig.Def_HurtType_Zhansha:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+                elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                 # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
             continue
         
         if usePassiveSkillResult:
             usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                 ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
         
-        if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
+        if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
             # 暴击对目标一一触发被动
             usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                         ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
-        if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
+        if hurtType == ChConfig.Def_HurtType_SuperHit:
             #被暴击触发技能
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
-        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
+        elif hurtType == ChConfig.Def_HurtType_Miss:
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-        
-
-        if hurtList[2] in ChConfig.Def_RealAttack_Type:
+        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
+            
+        if hurtType in ChConfig.Def_RealAttack_Type:
             # 被攻击处理层级
             PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
         
@@ -1461,6 +1672,10 @@
     else:
         PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick)
     
+    #释放技能即可处理的 不区分攻击和非攻击
+    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
+    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick)
+    
     return
 
 
@@ -1492,7 +1707,8 @@
 
     tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
 
-    rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+    # 添加最高60%击晕效果
+    rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
     if not GameWorld.CanHappen(rate):
         return
 
@@ -1551,32 +1767,34 @@
 #  @return None
 #  @remarks 设置玩家属性消耗,如魔法,XP点,HP
 def SetSkillLostAttr(curPlayer, curSkill, tick):
-    #-----------扣魔法
-    lostMPValue = curSkill.GetMP()
-    curPlayerMP = curPlayer.GetMP()
-    
-    if curPlayerMP < lostMPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
-    
-    if lostMPValue > 0:
-        curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
-        #自动回魔
-        PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
-    
-    #----------扣XP点
-    lostXPValue = curSkill.GetXP()
-    curPlayerXP = curPlayer.GetXP()
-    
-    if curPlayerXP < lostXPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
-    
-    if lostXPValue > 0:
-        remain = curPlayer.GetXP() - lostXPValue
-        remain = max(0, remain)
-        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
-        curPlayer.SetXP(remain)
+    #===========================================================================
+    # #-----------扣魔法
+    # lostMPValue = curSkill.GetMP()
+    # curPlayerMP = curPlayer.GetMP()
+    # 
+    # if curPlayerMP < lostMPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
+    # 
+    # if lostMPValue > 0:
+    #    curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
+    #    #自动回魔
+    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
+    # 
+    # #----------扣XP点
+    # lostXPValue = curSkill.GetXP()
+    # curPlayerXP = curPlayer.GetXP()
+    # 
+    # if curPlayerXP < lostXPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
+    # 
+    # if lostXPValue > 0:
+    #    remain = curPlayer.GetXP() - lostXPValue
+    #    remain = max(0, remain)
+    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
+    #    curPlayer.SetXP(remain)
+    #===========================================================================
 
     #----------扣HP点
     lostHPValue = curSkill.GetHP()
@@ -1720,8 +1938,13 @@
 
     # 暂且只有玩家被攻击触发
     if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
+        # 优先触发,如无敌可以抵挡后续的被动伤害技能
+        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
+        
         PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
         PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
+        # 由主人条件触发宠物被动技能
+        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
     return
 
 ## NPC被攻击(当前NPC,技能,当前时间)
@@ -2043,7 +2266,7 @@
         dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(),
                          defender.GetPosX(), defender.GetPosY())
         
-        skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue)
+        skillPer = (skillPercent - dist * changePer)
         
         #GameWorld.Log("skillPer :%s"%skillPer)
         #执行群攻 并取得被攻击对象列表
@@ -2190,6 +2413,7 @@
     #===========================================================================
     Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
         
+    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
     skillIDSet = set()
     #攻击结果 不处理触发逻辑
     for defObj in attackList:
@@ -2203,14 +2427,17 @@
                                                 isEnhanceSkill=False, skillIDSet=skillIDSet)
         
         DoLogic_AttackResult(attacker, defObj, curSkill, tick)
-        skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
-        if skillEffect:
-            skillID = skillEffect.GetEffectValue(2)
-            if skillID != 0:
-                triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
-                if not triggerSkill:
-                    continue
-                SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
+        #=======================================================================
+        # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
+        # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
+        # if skillEffect:
+        #    skillID = skillEffect.GetEffectValue(2)
+        #    if skillID != 0:
+        #        triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        #        if not triggerSkill:
+        #            continue
+        #        SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
+        #=======================================================================
 
     # 一一触发技能需要在最后设置CD
     for skillTypeID in skillIDSet:
@@ -2405,7 +2632,7 @@
             if not hurtEffect:
                 
                 continue
-            hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue  # 单层伤害
+            hurtPer = hurtEffect.GetEffectValue(0)  # 单层伤害
         
         # 伤害乘以层
         skillPercent = hurtPer * max(buff.GetLayer(), 1)
@@ -2511,7 +2738,7 @@
         
     sendPack.HurtCount = len(sendPack.HurtList)
 
-    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0)
+    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
 
 
 # py重现View_UseSkillPos效果,对地通知,只用于玩家

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