From d9820f9f7f09c14d270b4cbbe649369c043be7e4 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 16 四月 2019 20:14:45 +0800
Subject: [PATCH] 860312 关闭渠道返利

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |  256 +++++++++++++++++++++++++++++++--------------------
 1 files changed, 155 insertions(+), 101 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 2be3515..e48063b 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
@@ -288,6 +288,8 @@
     #if FBLogic.DoFBOnKill_Player_ValuePrize(curPlayer, defender, tick):
     __GiveKill_Player_ValuePrize(curPlayer, defender, tick)
     
+    NPCCommon.OnPlayerKillNPCPlayer(curPlayer, defender, tick)
+    
     #执行副本杀人逻辑
     if FBLogic.DoFBOnKill_Player(curPlayer, defender, tick):
         return
@@ -1262,7 +1264,7 @@
 # Def_HurtType_SuperHit, 
 # Def_HurtType_Miss, 
 # ) = range(0, 3)
-# #类型: 0-普通 1-致命一击 2-躲闪
+# #类型: 0-普通 1-暴击 2-躲闪
 #===============================================================================
 
 ## 伤害结构体类
@@ -1303,11 +1305,13 @@
                           ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
                           ChConfig.Def_HurtType_Parry:[False, 0, 0],
                           ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
+                          ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
                           }
     
     calcTypeList =  []
     if atkObjType == IPY_GameWorld.gotPlayer:
-        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Zhuxian]
+        calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, 
+                         ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit]
     if defObjType == IPY_GameWorld.gotPlayer:
         calcTypeList += [ChConfig.Def_HurtType_Parry]
     # 暂时只计算玩家
@@ -1320,7 +1324,8 @@
                   ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
                   ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
-                  ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
+                  #ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
+                  ChConfig.Def_HurtType_DeadlyHit:lambda aObj, dObj, hState:__HurtTypeHappen_Deadly(aObj, dObj, hState),
                   }
     
     hadCheckList = [] # 已经处理过的伤害类型列表
@@ -1328,7 +1333,7 @@
     for mutexHurtTypeList in mutexList:
         curMHHappen = False # 当前互斥列表是否有触发的
         for hType in mutexHurtTypeList:
-            if hType not in calcTypeList:
+            if hType not in calcTypeList or hType not in happenFunc:
                 continue
             if hType in hadCheckList:
                 continue
@@ -1344,7 +1349,7 @@
             
     # 再算优先级列表里
     for hType in priorityList:
-        if hType not in calcTypeList:
+        if hType not in calcTypeList or hType not in happenFunc:
             continue
         if hType not in hadCheckList:
             hadCheckList.append(hType)
@@ -1360,11 +1365,11 @@
 
 
 def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState):
-    ''' 判断伤害类型是否发生 - 幸运一击
-    @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
+    ''' 判断伤害类型是否发生 - 会心一击
+    @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
     '''
     if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_LuckyHit):
-        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
+        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
     
     aLuckyHitRate = atkObj.GetLuckyHitRate()
     dLuckyHitRateReduce = PlayerControl.GetLuckyHitRateReduce(defObj)
@@ -1374,16 +1379,16 @@
     if atkLuckyHitRate <= 0:
         return
     if GameWorld.CanHappen(atkLuckyHitRate):
-        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
+        return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
     return
 
 def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState):
     ''' 判断伤害类型是否发生 - 暴击
-    @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
+    @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
     '''
     
     if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_SuperHit):
-        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
+        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
     
     aSuperHitRate = atkObj.GetSuperHitRate()
     dSuperHitRateReduce = PlayerControl.GetSuperHitRateReduce(defObj)
@@ -1393,7 +1398,7 @@
     if superHitRate <= 0:
         return
     if GameWorld.CanHappen(superHitRate):
-        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
+        return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
     return
 
 def __HurtTypeHappen_Parry(atkObj, defObj, happenState):
@@ -1407,15 +1412,22 @@
         return True, 0, chanceDefPer
     return
 
-def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
-    """诛仙一击"""
-    rate = PlayerControl.GetZhuXianRate(atkObj)
-    if not rate:
-        return
-    
-    if GameWorld.CanHappen(rate):
-        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
+#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
+#    """诛仙一击"""
+#    rate = PlayerControl.GetZhuXianRate(atkObj)
+#    if not rate:
+#        return
+#    
+#    if GameWorld.CanHappen(rate):
+#        return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
+#    return
+
+# 致命一击
+def __HurtTypeHappen_Deadly(atkObj, defObj, happenState):
+    if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
+        return True, 0, 0
     return
+
 
 
 def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
@@ -1713,6 +1725,9 @@
         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)
+        
+        elif defObj.GetType() == ChConfig.ntMonsterTime:
+            UpdateTimeMonsterHP(defObj, tick)
             
         else:
             #防守方是怪物NPC,只扣其血
@@ -1744,6 +1759,59 @@
     
     return resultHurtType
 
+def UpdateTimeMonsterHP(curNPC, tick):
+    '''
+    NPC总血量 = 单人每秒掉血量*理论击杀所需时间
+         掉血值 = 单人每秒掉血量*min(攻击人数, 最大人数)*衰减万分率/10000
+    '''
+    
+    npcID = curNPC.GetNPCID()
+    ipyData = IpyGameDataPY.GetIpyGameData("NPCTimeLostHP", npcID)
+    if not ipyData:
+        return
+        
+    lastLostHPTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPTick)
+    curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPTick, tick)
+    if not lastLostHPTick or tick - lastLostHPTick >= 2000:
+        passTick = 1000
+    else:
+        passTick = tick - lastLostHPTick
+    
+    if passTick <= 0:
+        return
+    
+    effPlayerCount = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount)
+    refreshPlayerCountTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick)
+    if not refreshPlayerCountTick or tick - refreshPlayerCountTick >= 3000:
+        curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick, tick)
+        effPlayerCount = 0
+        for i in xrange(curNPC.GetInSightObjCount()):
+            seeObj = curNPC.GetInSightObjByIndex(i)
+            if seeObj == None :
+                continue
+            if not seeObj.GetVisible():
+                continue
+            seeObjType = seeObj.GetGameObjType()
+            if seeObjType == IPY_GameWorld.gotPlayer:
+                effPlayerCount += 1
+        curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount, effPlayerCount)
+        #GameWorld.DebugLog("刷新影响人数: effPlayerCount=%s" % effPlayerCount)
+        
+    lostHPPerSecond = ipyData.GetLostHPPerSecond()
+    maxPlayerCount = ipyData.GetMaxPlayerCount()
+    reduceRate = ipyData.GetReduceRate()
+    if effPlayerCount > 1:
+        hurtValuePerSecond = lostHPPerSecond * min(maxPlayerCount, effPlayerCount) * reduceRate / 10000.0
+    else:
+        hurtValuePerSecond = lostHPPerSecond
+    lostHPTotal = int(hurtValuePerSecond * passTick / 1000.0)
+    
+    remainHP = min(GameObj.GetMaxHP(curNPC), max(0, GameObj.GetHP(curNPC) - lostHPTotal))
+    GameObj.SetHP(curNPC, remainHP, isByTime=True)
+    #GameWorld.DebugLog("怪物按时间掉血: npcID=%s,effPlayerCount=%s,hurtValuePerSecond=%s,passTick=%s,lostHPTotal=%s" 
+    #                   % (npcID, effPlayerCount, hurtValuePerSecond, passTick, lostHPTotal))
+    return
+
 # 计算伤害后,因各种buff和状态的影响处理
 def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
     # 优先处理神兵护盾
@@ -1761,17 +1829,14 @@
                 # 用于回血
                 findBuff.SetValue(int(findBuff.GetValue() + absortValue))
 
+    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbValue):
+        defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, 0) #吸收的单次伤害,单次伤害必须清空
     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)   
         hurtValue -= absortValue
+        defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, absortValue) #吸收的单次伤害
         
-        # 吸收至指定血量比例值
-        absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
-        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
-
     # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
     curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
     if skillID2:
@@ -1850,7 +1915,15 @@
     atkObjType = atkObj.GetGameObjType()
     defObjType = defObj.GetGameObjType()
 
-
+    aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) # 获取境界
+    if defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj) and dRealmLV > aRealmLV:
+        if atkObjType == IPY_GameWorld.gotPlayer:
+            GameWorld.DebugLog("BossRealmHint%s-%s"%(dRealmLV, aRealmLV))
+            PlayerControl.NotifyCode(atkObj, 'BossRealmHint', [dRealmLV])
+            
+        # 攻击高境界的BOSS 伤害固定为1
+        return 1, ChConfig.Def_HurtType_Normal
+        
     atkType = GetBattleType(atkObj, curSkill)
     happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
     happenState += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HappenState)
@@ -1877,11 +1950,13 @@
     #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:
         
-        if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
-            # 境界压制技能不对高等级境界玩家产生攻击
-            aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) 
-            if aRealmLV <= dRealmLV:
-                return 0, ChConfig.Def_HurtType_Immune   # 免疫
+        #=======================================================================
+        # if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
+        #    # 境界压制技能不对高等级境界玩家产生攻击
+        #    aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) 
+        #    if aRealmLV <= dRealmLV:
+        #        return 0, ChConfig.Def_HurtType_Immune   # 免疫
+        #=======================================================================
         
         atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
         if NPCCommon.GetIsLVSuppress(atkObj):
@@ -1935,7 +2010,10 @@
     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
     isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
-    
+    isDeadlyHit = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit][0] # 致命一击
+    aSuperHitPer = PlayerControl.GetSuperHitPer(atkObj) if isSuperHit else 0    # 暴击伤害加成万分率
+    aLuckyHitPer = PlayerControl.GetLuckyHitPer(atkObj) if isLuckyHit else 0   # 会心一击伤害加成万分率
+
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
         return 1, hurtType
     
@@ -1947,9 +2025,17 @@
     
     # 改变技能伤害
     atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
-    
     atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
     
+    # --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
+    if atkObjType == IPY_GameWorld.gotPlayer:
+        if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
+            atkSkillPer += float(PlayerControl.GetNormalHurtPer(atkObj))/ChConfig.Def_MaxRateValue
+            atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
+        elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
+            atkSkillPer += float(PlayerControl.GetFabaoHurtPer(atkObj))/ChConfig.Def_MaxRateValue
+            atkSkillValue += PlayerControl.GetFabaoHurt(atkObj)
+            
     #  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)
     
@@ -1974,7 +2060,7 @@
 
 
     if isLuckyHit:
-        # 会心一击时增加会心伤害百分比 
+        # 会心一击时增加会心伤害固定值 
         aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
         aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
         aLuckyHit = max(aLuckyHit, 0)
@@ -2000,10 +2086,12 @@
     if atkObjType == IPY_GameWorld.gotPlayer:
         aIgnoreDefRate = atkObj.GetIgnoreDefRate()  # 无视防御比率
         aSkillAtkRate = atkObj.GetSkillAtkRate()    # 技能攻击力加成
-        aDamagePer = PlayerControl.GetDamagePer(atkObj)     # 外层伤害加成
+        aDamagePVP = PlayerControl.GetDamagePVP(atkObj)     # PVP固定伤害
+        aDamagePVE = PlayerControl.GetDamagePVE(atkObj)     # PVE固定伤害
+        
         # 被动技能增加伤害
-        aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
-        aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
+        #aDamagePVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
+        #aDamagePVP += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
         
         aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj)     # PVE伤害加成
         aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj)     # 外层PVP伤害加成
@@ -2026,8 +2114,9 @@
             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
+        aDamagePVP = 0      # PVP固定伤害
+        aDamagePVE = 0      # PVE固定伤害
         aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
         aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
         
@@ -2035,21 +2124,24 @@
     if defObjType == IPY_GameWorld.gotPlayer:
         dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj)  # 无视防御比率抗性
         dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
-        dDamReduce = defObj.GetDamageReduceRate() # 外层减伤
-        dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
+        dDamagePVPReduce = PlayerControl.GetDamagePVPReduce(defObj) # PVP固定减伤
+        #dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
         dDamagePerPVPReduce = PlayerControl.GetDamagePerPVPReduce(defObj) # 外层PVP减伤
         dDamagePerPVPReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReducePVP)
         dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
         dBeHurtPer = PlayerControl.GetBeHurtPer(defObj)      # 加深受到伤害百分比
         dFightPower = defObj.GetFightPower()
+        dFinalHurtReducePer = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
+        
     else:
         dIgnoreDefRateReduce = 0    # 无视防御比率抗性
         dSkillAtkRateReduce = 0     # 技能攻击力减少
-        dDamReduce = 0              # 外层减伤 
+        dDamagePVPReduce = 0        # PVP固定减伤
         dDamagePerPVPReduce = 0     # 外层PVP减伤
         dFinalHurtReduce = 0        # 最终固定伤害减少
         dBeHurtPer = 0
         dFightPower = NPCCommon.GetSuppressFightPower(defObj)
+        dFinalHurtReducePer = 0             # 最终伤害减少百分比 默认0
         
     #攻击字典 { 攻击类型 : '公式' }
     hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
@@ -2066,59 +2158,20 @@
             suppressFPFormula = hurtDist[suppressFormulaKeyFP]
             suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
     
-    # 境界压制百分比
-    SuppressValueRealmRate = 10000 # 默认值
-    suppressRealm = 0
-    if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
-        RealmGroupList = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", 1)
-        aRealmLV, dRealmLV = atkObj.GetOfficialRank(), defObj.GetOfficialRank()
-        aRealmGroup, dRealmGroup = 0, 0
-        for g, gMaxRealmLV in enumerate(RealmGroupList, 1):
-            if aRealmLV and aRealmLV <= gMaxRealmLV and not aRealmGroup:
-                aRealmGroup = g
-            if dRealmLV and dRealmLV <= gMaxRealmLV and not dRealmGroup:
-                dRealmGroup = g
-        suppressRealm = aRealmGroup - dRealmGroup
-        suppressFormulaKeyRealm = "PVPSuppressValueRealm"
-        if suppressFormulaKeyRealm in hurtDist:
-            SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
-        #GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s" 
-        #                   % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate))    
-        
-    elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
-        # EVP 境界压制
-        aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) 
-        if aRealmLV + dRealmLV != 0:
-            #有压制
-            suppressRealm = aRealmLV - dRealmLV # 存在负数
-            suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 2) # 境界压制加成百分比,存在负数
-            suppressFormulaKeyRealm = "EVPSuppressValueRealm"
-            if suppressFormulaKeyRealm in hurtDist:
-                SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
-                
-    elif atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC:
-        # PVE 境界压制
-        aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) 
-        if aRealmLV + dRealmLV != 0:
-            #有压制
-            suppressRealm = aRealmLV - dRealmLV # 存在负数
-            suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 3) # 境界压制加成百分比,存在负数
-            suppressFormulaKeyRealm = "PVESuppressValueRealm"
-            if suppressFormulaKeyRealm in hurtDist:
-                SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
+    # 境界压制规则
+    # 1. 其中一方无境界等级则无效, 如普通NPC
+    # 2. 宠物和召唤兽(如水元素)有效, 取主人
+    # 3. 玩家地境界低于BOSS则伤害固定为1 (在函数入口处已处理)
+    # 4. 其他情况统一境界压制 境界差*2%
+    if aRealmLV == 0 or dRealmLV == 0:
+        SuppressValueRealmRate = 10000
+    else:
+        SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula("SuppressValueRealm", hurtDist["SuppressValueRealm"])))
         
         
     # 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
+        ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
             
         if ownerPlayer:
             findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
@@ -2183,14 +2236,20 @@
 # 获取双方境界值
 def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
     if atkObjType == IPY_GameWorld.gotNPC:
-        aRealmLV = NPCCommon.GetRealmLV(atkObj)
-        if aRealmLV == 0:
-            # 0代表不要压制
-            return 0, 0
+        ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
+        if ownerPlayer:
+            # 召唤兽和宠物取主人境界,可以是攻击方需提取
+            aRealmLV = ownerPlayer.GetOfficialRank() 
+        else:
+            aRealmLV = NPCCommon.GetRealmLV(atkObj)
+            if aRealmLV == 0:
+                # 0代表不要压制
+                return 0, 0
     else:
         aRealmLV = atkObj.GetOfficialRank()
         
     if defObjType == IPY_GameWorld.gotNPC:
+        # 召唤兽和宠物取主人境界,但是宠物和人物召唤兽不可被攻击,故不需要
         dRealmLV = NPCCommon.GetRealmLV(defObj)
         if dRealmLV == 0:
             # 0代表不要压制
@@ -2517,6 +2576,7 @@
         1    全体模式    IPY_GameWorld.amAll              对所有玩家都是敌对,家族区域同盟玩家除外  
         2    防卫模式    IPY_GameWorld.amCountry          本服玩家友好,他服玩家都是敌对
         5    强制模式    IPY_GameWorld.amFamily           队友、仙盟成员、同阵营友好,其他玩家敌对
+        7    锁定单一目标模式 IPY_GameWorld.amContest       只对选中目标有伤害, 目前只用于部分BOSS争夺地图
         
     场景区域
         普通区域    IPY_GameWorld.gatNormal    可根据不同PK模式PK,击杀玩家有惩罚
@@ -2557,12 +2617,6 @@
     
     if GetIsNewGuy(tagPlayer):
         return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NotAttackNewGuy
-      
-    #攻守双方同一队伍,不可PK,可加增益buff
-    #if curPlayerAreaType not in [ShareDefine.gatManor] and CanAlikeTeam(curPlayer, tagPlayer):
-    #    #副本队友特殊判断
-    #    if not PlayerCanAttackTeamerInFB(curPlayer, tagPlayer): 
-    #        return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_NotAttackTeam
         
     #恶意攻击的玩家默认都是敌人, 无论什么模式
     if IsMaliciousAttackPlayer(curPlayer, tagPlayer):

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