From b830b04b3de84fadca2f03e4d9625ecdfc4429a1 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 20 五月 2019 21:45:55 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |  491 +++++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 406 insertions(+), 85 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index a2c7478..2484859 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -21,7 +21,6 @@
         
 #导入
 import IPY_GameWorld
-import ReadChConfig
 import PassiveBuff
 import GameWorld
 import ChConfig
@@ -44,7 +43,12 @@
 
 GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
 
-
+# 被动关联的技能模块
+# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
+Def_ConnSkill_Template = {
+             ChConfig.Def_SkillFuncType_FbSkill:[1,2],
+             ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
+             }
 
 # --------被动功法设置--------------------------------------------------------------------
 
@@ -122,7 +126,7 @@
     # 刷被动效果和属性
     page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
     if clientData.Page == page:
-        GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+        GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
         PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
         
     EventShell.EventRespons_PassiveSet(curPlayer)
@@ -158,7 +162,7 @@
     NetPackCommon.SendFakePack(curPlayer, sendPack)
     
     # 刷被动效果和属性
-    GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+    GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     return
 
@@ -260,6 +264,8 @@
 
     # 助战神兽技能
     GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
+    
+    GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
 
 #-被动逻辑处理--------------------------------------------------------------------------------------------------
 ##离开地图处理
@@ -276,14 +282,19 @@
 def GetTriggerTypeByEffectID(effectID):
     # 临时配置
     tdict = {
+             2102:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
+             2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
+             2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
+             2106:ChConfig.TriggerType_BeSuperHit,  # 被暴击触发技能
+             
              4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
              4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
-             4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
-             4003:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
+             4002:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4003:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              4004:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              4005:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
              4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
-             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7,
+             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7,
              4008:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
              4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
              4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
@@ -291,7 +302,7 @@
              4013:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
              4014:ChConfig.TriggerType_HappenState,   #必定触发
              4015:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
-             4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
+             #4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
              4017:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14,
              4018:ChConfig.TriggerType_BuffDisappear,   # buff消失后触发技能15,
              4019:ChConfig.TriggerType_BuffTime,   # 延长BUFF时间16,
@@ -299,13 +310,12 @@
              4021:ChConfig.TriggerType_AddSingleSkillPer,   # 持续性攻击的单次攻击逐次增加技能伤害18,
              4022:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
              4023:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
-             4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
+             #4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
              4025:ChConfig.TriggerType_AddIceAtk,    # 攻击附加真实伤害固定值 22
              4026:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
              4027:ChConfig.TriggerType_AttackKill,   # 斩杀 24
              4028:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
              4029:ChConfig.TriggerType_BuffBoom,   # 中毒后爆炸 26
-             4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27
              4031:ChConfig.TriggerType_HurtObjAddBuff,   # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
              4032:ChConfig.TriggerType_BeBoomSeed,   # 被动引爆视野内对象的buff种子 29
              4033:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
@@ -326,7 +336,7 @@
              4048:ChConfig.TriggerType_MissSkill,   # 闪避后触发释放技能
              4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
              4050:ChConfig.TriggerType_OneDamage,   # 伤害降低到1点
-             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
+             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
              4052:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
              4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
              4054:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
@@ -341,8 +351,45 @@
              4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
              4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
              4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
-             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
+             4066:ChConfig.TriggerType_AddPVPDamagePer,   # 提高PVP增加伤害属性值,计算时 3
              4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
+             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
+             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
+             4070:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
+             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
+             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
+             4074:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
+             4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 
+             4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
+             4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4079:ChConfig.TriggerType_IsDealy,  # 是否触发致命一击 72
+             4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
+             4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
+             4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+             4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
+             4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+             4085:ChConfig.TriggerType_SkillSuccess,  # 任何技能释放成功都可触发 76    加印记
+             4086:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4087:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4088:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4089:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4090:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4091:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
+             4092:ChConfig.TriggerType_SkillSuccess,  # 任何技能释放成功都可触发 76  减印记
+             4093:ChConfig.TriggerType_NoControl,   # 使关联技能不受控制 78
+             4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
+             4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
+             4096:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+             4098:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4099:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
+             4100:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4101:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4102:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4103:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
+             4104:ChConfig.TriggerType_HitSuccess,  # 命中成功率 83
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -359,26 +406,46 @@
 # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
 def GetBuffTriggerTypeByEffectID(effectID):
     tdict = {
+             1011:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
              4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
              4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
              4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
-             4503:ChConfig.TriggerType_AddDamagePer,  # BUFF类: 攻击时提高增加伤害
+             4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
              4504:ChConfig.TriggerType_BounceHP,  # BUFF类: 反弹伤害固定值
+             4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
              4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
              4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
              4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
-             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
              4509:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
              4510:ChConfig.TriggerType_Buff_MustBeHit,   # BUFF类: 无视闪避必中
              4511:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
              4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
              4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
-             4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
+             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
+             #4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
              4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
              4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
              4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
              4519:ChConfig.TriggerType_WillDead,   # BUFF类: 进入濒死状态 25
              4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
+             4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
+             4522:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
+             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
+             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
+             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+             4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+             4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+             4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
+             4529:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
+             4530:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
+             4531:ChConfig.TriggerType_BounceHPPerByAttacker,  # 反弹伤害百分比值, 由攻击方决定 77
+             4532:ChConfig.TriggerType_SuperHit,    # buff中对第一目标暴击触发技能
+             4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
+             4534:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
+             4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
+             4536:ChConfig.TriggerType_AddBuffOver, 
+             4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+             
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
              807:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -399,9 +466,11 @@
         self.AffectSkillDict = {}    # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
         self.AffectPassiveSkillSetDict = {}    # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
         self.AffectDogzSkillDict = {}   # 神兽助战技能
+        self.AffectSuperEquipSkillDict = {}   # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
+        self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
     
     #记录会影响其他技能或者被动触发释放技能的BUFF
-    def AddBuffInfoByEffect(self, effect, skillID):
+    def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
         effectID = effect.GetEffectID()
         
         #{(触发方式/点, 关联技能):{BUFFID:【效果】}}
@@ -416,7 +485,7 @@
             
         if skillID not in self.AffectBuffDict[keyTuple]:
             self.AffectBuffDict[keyTuple][skillID] = []
-        self.AffectBuffDict[keyTuple][skillID].append(effect)  # 存储受影响的信息
+        self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType])  # 存储受影响的信息
         return
         
 
@@ -484,16 +553,61 @@
         return self.AffectDogzSkillDict
     
     
+    # 重刷特殊装备技能
+    def RefreshSuperEquipSkillDict(self):
+        self.AffectSuperEquipSkillDict = {}
+        self.AffectSuperEquipEffectCntDict = {}
+        skillsDict = FindSuperEquipSkills(self.gameObj)
+        
+        for skillID, value in skillsDict.items():
+            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+            if not curSkill:
+                continue
+            if not SkillCommon.isPassiveTriggerSkill(curSkill):
+                continue
+            
+            skillTypeID = curSkill.GetSkillTypeID()
+            
+            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
+            for i in xrange(curSkill.GetEffectCount()):
+                curEffect = curSkill.GetEffect(i)
+                effectID = curEffect.GetEffectID()
+                if effectID == 0:
+                    continue
+                
+                triggerType = GetTriggerTypeByEffectID(effectID)
+                if triggerType == -1:
+                    continue
+                
+                key = (triggerType,connSkillID)
+                if key not in self.AffectSuperEquipSkillDict:
+                    self.AffectSuperEquipSkillDict[key] = []
+                    
+                self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
+                # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
+                self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
+        
+        GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
+        
+        return self.AffectSuperEquipSkillDict
+    
+    
     # 重刷可装备的被动技能
-    def RefreshPassiveSkillSet(self):
+    def RefreshPassiveSkillSet(self, isCD=False):
         self.AffectPassiveSkillSetDict = {}
         skillManager = self.gameObj.GetSkillManager()
         skills = FindUsePassiveSkills(self.gameObj)
+        
+        tick = GameWorld.GetGameWorld().GetTick()
         
         for skillID in skills:
             curSkill = skillManager.FindSkillBySkillID(skillID)
             if not curSkill:
                 continue
+            
+            if isCD:
+                # 重切需进入CD
+                SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
             
             skillTypeID = curSkill.GetSkillTypeID()
             connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
@@ -584,17 +698,35 @@
         return self.AffectSkillDict
     
 
-    def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
+    def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
+        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
         skillList = []
         ## bug:2018-03-15
         ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
         skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
         skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
         skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
+        skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
+        
+        # 指定特殊类型可触发
+        # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
+        if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
+            funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), [])
+            for funcType in funcTypeList:
+                skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
+                skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
+                skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
+                skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
+        
+        # 被动再触发被动限制为指定
+        if connSkill and SkillCommon.isPassiveSkill(connSkill):
+            return skillList
+        
         if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
             skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
             skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
             skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
+            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
         return skillList
         
 #所有obj的被动效果管理
@@ -644,16 +776,16 @@
         return
     
     # 人物需同步注册被动技能
-    def RegistPassiveEffSet(self, gameObj):
+    def RegistPassiveEffSet(self, gameObj, isCD=False):
         passiveEff = self.GetPassiveEff(gameObj)
         if not passiveEff:
             # 强制刷新所有被动技能
             passiveEff = PassiveEff(gameObj)
-            if not passiveEff.RefreshPassiveSkillSet():
+            if not passiveEff.RefreshPassiveSkillSet(isCD):
                 return
             self.AddPassiveEff(gameObj, passiveEff)
         else:
-            passiveEff.RefreshPassiveSkillSet()
+            passiveEff.RefreshPassiveSkillSet(isCD)
         return
         
         
@@ -668,6 +800,21 @@
             self.AddPassiveEff(gameObj, passiveEff)
         else:
             passiveEff.RefreshDogzBattleSkill()
+        return
+        
+        
+        
+    # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
+    def RegistSuperEquipSkillDict(self, gameObj):
+        passiveEff = self.GetPassiveEff(gameObj)
+        if not passiveEff:
+            # 强制刷新所有被动技能
+            passiveEff = PassiveEff(gameObj)
+            if not passiveEff.RefreshSuperEquipSkillDict():
+                return
+            self.AddPassiveEff(gameObj, passiveEff)
+        else:
+            passiveEff.RefreshSuperEquipSkillDict()
         return
         
         
@@ -693,6 +840,8 @@
                 buffSkill = curBuff.GetSkill()
                 if not buffSkill:
                     continue
+                
+                onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
                 for effectIndex in range(0, buffSkill.GetEffectCount()):
                     curEffect = buffSkill.GetEffect(effectIndex)
                     effectID = curEffect.GetEffectID()
@@ -703,7 +852,7 @@
                     if triggerType == -1:
                         continue
                     passiveEff = self.InitObjPassiveEff(gameObj)
-                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
+                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
         
         return
     
@@ -719,36 +868,6 @@
         PyGameData.g_PassiveEffManager = PassiveEffManager()
     return PyGameData.g_PassiveEffManager
 
-
-## 当前释放技能 skillData
-#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
-#    #===========================================================================
-#    # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
-#    # if not passiveEff:
-#    #    return
-#    # #影响技能的BUFF
-#    # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
-#    # if not buffTriggerSkillDict:
-#    #    return
-#    # 
-#    # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
-#    #===========================================================================
-#    OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
-
-#===============================================================================
-# # 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
-#===============================================================================
 
 # 查找被动技能时的对象
 def GetPassiveDefender(attacker, defender):
@@ -771,7 +890,167 @@
         return
     
     return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
+
+# 当前有效被动触发技能, 可用于基础使用判定   
+def IsValidPassiveSkill(curSkill):
+    validMap = SkillShell.GetAttrMapID(curSkill)
+    if validMap and validMap != GameWorld.GetMap().GetMapID():
+        # 有效地图可触发
+        return False
+    
+    return True
+
+# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
+# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
+def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
+    attacker = FindRealAttacker(attacker)
+    if not attacker:
+        return 0, 0
+
+    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
+    if connSkill:
+        if not connSkill.GetFuncType():
+            # 非功能类技能,避免死循环
+            return 0, 0
+        if SkillCommon.isPassiveSkill(connSkill):
+            stopPassiveSkill = True
         
+    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
+        # 防范被动技能触发的 非被动技能
+        stopPassiveSkill = True
+    
+    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+    if not passiveEff:
+        return 0, 0
+        
+    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
+    if not skills:
+        return 0, 0
+        
+    defender = GetPassiveDefender(attacker, defender)
+
+    # 当前战斗关系 pvp pve
+    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+    #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+    
+    lockHPPerMax = 0  ## 取有效的最高血量
+    lockHPSkillID = 0
+    for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
+        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+        if not curSkill:
+            continue
+
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
+        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+            # 只有天赋才可以再次被触发
+            continue 
+        
+        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
+        if not effect:
+            continue
+
+        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
+            continue
+        
+        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
+            # PK模式的判定
+            continue
+        
+        pyName = "PassiveSkill_%s" % effectID
+        callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
+        if not callFunc:
+            continue
+        if not callFunc(attacker, defender, effect, curSkill):
+            continue
+        
+        # 最终取最高值来决定当前生命值,卡血设定
+        if effect.GetEffectValue(0) > lockHPPerMax:
+            lockHPPerMax = effect.GetEffectValue(0)
+            lockHPSkillID = skillTypeID
+        
+    return lockHPSkillID, lockHPPerMax
+
+
+# 锁血功能的技能 含人物和宠物
+def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return 0
+    
+    lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
+    rolePet = attacker.GetPetMgr().GetFightPet()
+    if rolePet:
+        lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
+    
+        if lockHPPerMax + lockHPPerMaxPet == 0:
+            # 无触发
+            return 0
+        
+        # 触发宠物技能标志
+        if lockHPPerMaxPet > lockHPPerMax:
+            rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
+            return lockHPPerMaxPet
+    
+    if lockHPPerMax == 0:
+        return 0
+    
+    # 触发人物技能标志
+    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
+    return lockHPPerMax
+
+
+# 从伤血延后到技能结束触发被动技能
+def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    # 检查是宠物还是人物技能
+    skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+    if not skillTypeID:
+        rolePet = attacker.GetPetMgr().GetFightPet()
+        if not rolePet:
+            return
+        skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+        if not skillTypeID:
+            return
+        attacker = rolePet
+        GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
+    
+    # 一定要清标志
+    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
+    
+    curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+    if not curSkill:
+        return
+    
+    GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
+    # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
+    SkillCommon.SetUsingPassiveSkill(attacker, 1)
+    if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+        # 不管技能是否是否成功都必须进入CD
+        SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
+        
+    SkillCommon.SetUsingPassiveSkill(attacker, 0)
+    return
+
+
+# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
+def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    rolePet = attacker.GetPetMgr().GetFightPet()
+    #无出战宠物
+    if rolePet == None:
+        return
+
+    OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
+
 
 # 被动技能触发释放
 def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
@@ -779,28 +1058,17 @@
     if not attacker:
         return False
 
-    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
     if connSkill:
         if not connSkill.GetFuncType():
             # 非功能类技能,避免死循环
             return False
-        if SkillCommon.isPassiveSkill(connSkill):
-            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
-            #return False
-            stopPassiveSkill = True
         
-    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
-        # 防范被动技能触发的 非被动技能
-        #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
-        #return 
-        stopPassiveSkill = True
-    
     passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
     if not passiveEff:
         return False
         
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return False
         
@@ -817,9 +1085,8 @@
         if not curSkill:
             continue
 
-        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
-            # 只有天赋才可以再次被触发
-            continue 
+        if not IsValidPassiveSkill(curSkill):
+            continue
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
@@ -897,7 +1164,7 @@
     if not passiveEff:
         return 0
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return 0
     
@@ -912,6 +1179,10 @@
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
             continue
+        
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
         if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
             # 只有天赋才可以再次被触发
             continue 
@@ -958,7 +1229,7 @@
     if not passiveEff:
         return []
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return []
     
@@ -975,6 +1246,9 @@
         if not curSkill:
             continue
         
+        if not IsValidPassiveSkill(curSkill):
+            continue
+
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
         if not effect:
             continue
@@ -1004,7 +1278,7 @@
     if not passiveEff:
         return
     connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
-    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
     if not skills:
         return
     
@@ -1018,6 +1292,9 @@
             continue
         curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
             continue
         
         effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1068,7 +1345,15 @@
     for skillID, effectList in buffDict.items():
         if tagSkillID == skillID:
             continue
-        for passiveEffect in effectList:
+        
+        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        if not curSkill:
+            continue
+        
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        for effectInfo in effectList:
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1076,7 +1361,7 @@
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, tagSkill):
+            if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
@@ -1127,20 +1412,25 @@
     for skillID, effectList in buffDict.items():
         if skillID == useSkillID:
             continue
-        for passiveEffect in effectList:
+        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+        if not curSkill:
+            continue
+        
+        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+            # 只有天赋才可以再次被触发
+            continue 
+        
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        for effectInfo in effectList:
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
-            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
-            if not curSkill:
-                continue
-            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
-                # 只有天赋才可以再次被触发
-                continue 
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1207,11 +1497,14 @@
         if not curSkill:
             continue
         
-        for passiveEffect in effectList:
+        if not IsValidPassiveSkill(curSkill):
+            continue
+        
+        for effectInfo in effectList:
             if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                 # 只有天赋才可以再次被触发
                 continue 
-            
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1220,7 +1513,7 @@
                 continue
             
             # 条件不满足
-            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
@@ -1228,7 +1521,7 @@
                 continue
             
             # 如被动技能:千幻冥炎真实伤害从2变4倍
-            curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
+            #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
             curValue += callFunc(attacker, defender, passiveEffect)
             
     return curValue
@@ -1296,3 +1589,31 @@
         skills.append(curSkill)
         
     return skills
+
+
+# 遍历身上装备技能以及各自个数,装备技能不需要学习
+# 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
+def FindSuperEquipSkills(gameObj):
+    skillsDict = {}
+    if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return skillsDict
+    
+    equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for i in xrange(equipPack.GetCount()):
+        curEquip = equipPack.GetAt(i)
+        
+        if not curEquip or curEquip.IsEmpty():
+            continue
+        
+        if curEquip.GetAddSkill(0) == 0:
+            #无技能
+            continue
+        
+        for j in xrange(curEquip.GetAddSkillCount()):
+            skillID = curEquip.GetAddSkill(j)
+            if skillID == 0:
+                break
+            
+            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1  
+            
+    return skillsDict

--
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