From 48c780320dc826c50015d31dea1bbe55e7cf5173 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 26 十二月 2018 18:19:55 +0800
Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(增加强制退出跨服状态;增加相关提示;增加部分匹配限制;组队匹配进入副本增加验证是否跨服匹配中)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  219 ++++++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 178 insertions(+), 41 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 4d99ba7..dae7c55 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -58,6 +58,7 @@
 import NetPackCommon
 import FamilyRobBoss
 import FBCommon
+import ChNPC
 
 import datetime
 import math
@@ -441,6 +442,18 @@
     
     return ChConfig.Def_BattleRelationType_PVE
 
+# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
+def CheckBattleRelationType(skillBattleType, battleRelationType):
+    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+        return True
+    
+    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+    #    return True
+    
+    if skillBattleType != battleRelationType:
+        # PK模式的判定
+        return False
+    return True
 
 ## 获取攻击类型
 #  @param attack 攻击方对象
@@ -1458,11 +1471,58 @@
     if npcType == IPY_GameWorld.ntElf:
         # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
         # 那么ntElf执行人物的伤害计算和被动触发效果
-        owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+        # 2018-11-16 Elf 支持主人为NPC
+        # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+        
+        owner = NPCCommon.GetSummonOwnerDetel(attacker)
         return attacker if not owner else owner
     
     return attacker
+   
+# 检查对象是否属于玩家,比如用于纯PVP验证
+def CheckIsPlayerOnwer(gameObj):
+    if not gameObj:
+        return False
     
+    objType = gameObj.GetGameObjType()
+    
+    if objType == IPY_GameWorld.gotPlayer:
+        return True
+    
+    objNPCType = gameObj.GetGameNPCObjType()
+    if objNPCType == IPY_GameWorld.gnotNormal:
+        return False
+    
+    if objNPCType == IPY_GameWorld.gnotSummon:
+        owner = NPCCommon.GetSummonOwnerDetel(gameObj)
+        if not owner:
+            return False
+        if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            return False
+            
+    return True
+    
+# 攻击时防守方神兵护盾的处理
+def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
+    if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return hurtValue
+    
+    if not CheckIsPlayerOnwer(atkObj):
+        return hurtValue
+
+    curProDef = PlayerControl.GetProDef(defObj)
+    if not curProDef:
+        return hurtValue
+    
+    absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
+    
+    PlayerControl.SetProDef(defObj, curProDef - absortValue)
+    
+    # 被动技能触发
+    defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
+    PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
+    return hurtValue - absortValue
+
 ## 计算伤血值
 #  @param atkObj 攻击者
 #  @param defObj 防御者
@@ -1474,8 +1534,8 @@
 #  @param finalHurtPer 对最终计算出来的伤害影响效果(有正负,默认10000)
 #  @return None or HurtType 伤害结构体类 
 #  @remarks 函数详细说明.
-def GetHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
-    atkObj = ElfChangeAttacker(atkObj)  # Elf灵为替身攻击,要取玩家的属性
+def GetHurtHP(attacker, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
+    atkObj = ElfChangeAttacker(attacker)  # Elf灵为替身攻击,要取玩家的属性
     
     resultHurtType = HurtType()
     defObjType = defObj.GetGameObjType()
@@ -1495,7 +1555,7 @@
             # 理论伤害一致, 多加点预算伤害避免计算误差
             #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
             #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
-            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit()   # 加入被动计算不准确改成估算
+            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
             
         clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
         if clientValue <= hurtValue:
@@ -1507,8 +1567,23 @@
         #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
 
     else:
-        hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick)
+        hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
     
+    # 优先处理神兵护盾
+    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
+
+    # 伤害吸收盾回血型
+    buffManager = defObj.GetBuffState()
+    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
+    if skillID:
+        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
+        if absortValue:
+            hurtValue -= absortValue
+            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
+            if findBuff:
+                # 用于回血
+                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
+
     if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
         # 麒麟护盾吸收伤害,将抵消的伤害存储
         absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
@@ -1519,15 +1594,16 @@
         if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
             maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
             defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
-    
+
     # buff减少伤害百分比
     reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
+    
     # 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
     defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
     reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
     hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
     
-    
+
     # 斩杀,濒死等情况的处理
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
         # 斩杀
@@ -1550,9 +1626,21 @@
         remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
     
     remainHP = int(remainHP)    #防范
-
     if defObjType == IPY_GameWorld.gotPlayer:
+        curHP = GameObj.GetHP(defObj)
         GameObj.SetHP(defObj, remainHP, False)
+        
+        lockHPPer = PassiveBuffEffMng.OnObjsPassiveSkillLockHP(defObj, atkObj, curSkill, ChConfig.TriggerType_LockHP, tick)
+        if lockHPPer:
+            # 锁血情况
+            lockHP = GameObj.GetMaxHP(defObj)*lockHPPer/ChConfig.Def_MaxRateValue
+            if lockHP < curHP and remainHP < lockHP:
+                remainHP = lockHP
+            elif lockHP >= curHP:
+                remainHP = curHP
+            
+            #锁血纠正血量
+            GameObj.SetHP(defObj, remainHP, False)
             
     elif defObjType == IPY_GameWorld.gotNPC:
         if defObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
@@ -1562,6 +1650,11 @@
         elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
             remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
             GameObj.SetHP(defObj, remainHP)
+        
+        elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
+            remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
+            GameObj.SetHP(defObj, remainHP)
+            
         else:
             #防守方是怪物NPC,只扣其血
             GameObj.SetHP(defObj, remainHP)
@@ -1582,7 +1675,7 @@
         
     #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
     #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
-    AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
+    AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
     #===========================================================================
     # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
     #    GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
@@ -1603,22 +1696,23 @@
 
 # 计算攻击伤害
 # maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, maxHurt=False):
+def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs):
     # 翻滚闪避特殊处理
     if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500:
         return 0, ChConfig.Def_HurtType_Miss
     
     summonAtkPer = 1    # 召唤继承提高基础攻击力,取表
-    if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
-        summonAtkPerValue = atkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
+    summonAtkObj = atkwargs.get('orgAtkObj', None) if atkwargs.get('orgAtkObj', None) else atkObj
+    if summonAtkObj.GetGameObjType() == IPY_GameWorld.gotNPC and summonAtkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+        summonAtkPerValue = summonAtkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner)
         if summonAtkPerValue > 0:
             # 暴风雪类召唤兽转化为主人计算伤害
-            atkObj = NPCCommon.GetSummonOwnerDetel(atkObj)
-            if not atkObj:
+            ownerAtkObj = NPCCommon.GetSummonOwnerDetel(summonAtkObj)
+            if not ownerAtkObj:
                 return 0, ChConfig.Def_HurtType_Miss
             
             summonAtkPer = summonAtkPerValue*1.0/ChConfig.Def_MaxRateValue
-            #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(atkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
+            #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(ownerAtkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer))
         
     atkObjType = atkObj.GetGameObjType()
     defObjType = defObj.GetGameObjType()
@@ -1646,6 +1740,7 @@
     suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
     suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
     suppressNPCFightPower = 0 # 压制NPC战力
+    fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
     #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
     if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
         
@@ -1665,11 +1760,26 @@
         if suppressNPCFightPower:
             suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
             
+    mustHit = False
+    helpBattleFormatKey = ""
+    if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
+        mustHit = True
+        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
+        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
+        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
+        helpBattleFormatKey = "HelpRobot_Atk"
+    if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
+        mustHit = True
+        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
+        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
+        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
+        helpBattleFormatKey = "HelpRobot_Def"
+        
     #命中公式 攻击方类型不同,公式不同
     hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
     
-    if not maxHurt and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
-                           ChConfig.TriggerType_Buff_MustBeHit):     # maxHurt用于模拟计算, 被动有必命中效果
+    if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, 
+                           ChConfig.TriggerType_Buff_MustBeHit):
         # 技能对指定BOSS无效果的返回MISS
         if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
         and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
@@ -1685,18 +1795,12 @@
             and eval(hitFormula) < 0:
             return 0, ChConfig.Def_HurtType_Miss
     
-    if maxHurt:     # 用于模拟计算最大伤害
-        rand = 1
-        isLuckyHit, aLuckyHit, dLuckyHitReduce = True, atkObj.GetLuckyHitVal(), 0
-        isSuperHit, aSuperHit, dSuperHitReduce = True, atkObj.GetSuperHit(), 0
-        dDamChanceDef = 0
-        hurtType = ChConfig.Def_HurtType_SuperHit
-    else:
-        hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
-        #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
-        isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
-        isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
-        dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
+
+    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
+    #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
+    isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
+    isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
+    dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
 
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
         return 1, hurtType
@@ -1710,6 +1814,7 @@
     
     #  atkSkillPer 包含普攻,所以不是用技能增强处理
     atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
+    
     atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
     
     
@@ -1728,7 +1833,9 @@
     if isLuckyHit:
         # 会心一击时增加会心伤害百分比 
         aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
-
+        aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
+        aLuckyHit = max(aLuckyHit, 0)
+        
     #参与运算的数值
     rand = random.random()                #种子数 0~1
     
@@ -1758,6 +1865,8 @@
         aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj)     # PVE伤害加成
         aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj)     # 外层PVP伤害加成
         aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
+        aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer)
+        
         aFinalHurt = PlayerControl.GetFinalHurt(atkObj)     # 最终固定伤害
         # 被动增加最终伤害
         aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
@@ -1768,13 +1877,14 @@
         
     else:
         aIgnoreDefRate = 0  # 无视防御比率
+        aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
         aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj)   # 技能攻击力加成
         if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
             aSkillAtkRate += atkObj.GetSkillAtkRate()
+            
         aNPCHurtAddPer = 0  # PVE伤害加成
         aDamagePer = 0      # 外层伤害加成
         aDamagePerPVP = 0   # 外层PVP伤害加成
-        aFinalHurtPer = 0 # 最外层伤害加成, 可能为负值
         aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
         aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
         
@@ -1853,10 +1963,22 @@
             suppressFormulaKeyRealm = "PVESuppressValueRealm"
             if suppressFormulaKeyRealm in hurtDist:
                 SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
+        
+        
+    # 骑宠争夺最终伤害衰减           
+    if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
+        ownerPlayer = None
+        # 召唤兽和宠物需要从人物获取状态
+        if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
+            if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
+                ownerPlayer = PetControl.GetPetOwner(atkObj)
+            elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+                ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
+        else:
+            ownerPlayer = atkObj
             
-        # 骑宠争夺最终伤害衰减           
-        if FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
-            findBuff = SkillCommon.FindBuffByID(atkObj, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
+        if ownerPlayer:
+            findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
             if findBuff:
                 reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
                 aFinalHurtPer -= reduceFinalHurtPer
@@ -1879,13 +2001,17 @@
         suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
         if suppressLVHurtKey in hurtDist:
             hurtFormulaKey = suppressLVHurtKey
-            
+    
+    # 助战机器人特殊伤血key
+    if helpBattleFormatKey:
+        hurtFormulaKey = helpBattleFormatKey
+        
     if hurtFormulaKey not in hurtDist:
         GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
         return 0, ChConfig.Def_HurtType_Miss
     hurtFormula = hurtDist[hurtFormulaKey]
     hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
-    
+
     if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
         # 存在压制
         return hurtValue, ChConfig.Def_HurtType_RealmSupress
@@ -1935,16 +2061,18 @@
 ## 攻击时事件处理,反弹吸血或者额外触发技能等
 #  @param resultHurtType 伤害结构体
 #  @return 
-def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
+def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
     
     #反弹伤害
     CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
     #吸血
-    CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
+    CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
         
     if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
         # 记录最后一次伤害值
         atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
+        if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
+            atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
         
     return
 
@@ -1955,6 +2083,12 @@
     if objType == IPY_GameWorld.gotPlayer:
         return "P"
     
+    if objType == IPY_GameWorld.gotNPC:
+        if obj.GetType() == ChConfig.ntRobot:
+            return "Robot"
+        if obj.GetType() == ChConfig.ntHelpBattleRobot:
+            return "HelpRobot"
+        
     objType = obj.GetGameNPCObjType()
     if objType == IPY_GameWorld.gnotPet:
         return "Pet"
@@ -2062,7 +2196,7 @@
 #  @param atkObj 攻击者
 #  @param defObj 防守者
 #  @return None
-def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
+def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
 
     if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return
@@ -2089,7 +2223,7 @@
         atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
         # 百分比吸血
         atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
-        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
         
         atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
 
@@ -2444,7 +2578,7 @@
 # @param curObjDetel 对象实例
 # @return 返回值无意义
 # @remarks 理对象死亡逻辑
-def DoLogic_ObjDead(curObjDetel):
+def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
     if GameObj.GetHP(curObjDetel) > 0:
         return
     
@@ -2455,6 +2589,9 @@
         return
     
     #---NPC处理---
+    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
+        return
+    
     npcControl = NPCCommon.NPCControl(curObjDetel)
     npcControl.SetKilled()
     return

--
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