//选择目标
        List <ServerNPC> selectTarget(BulletHurtType HurtType, ServerNPC suffer, bool isFinal, WarServerNpcMgr npcMgr, float radius)
        {
            List <ServerNPC> target = new List <ServerNPC>();

            switch (HurtType)
            {
            /// 伤害所有碰见的敌人
            case BulletHurtType.Keep_Dmg:
                target.Add(suffer);
                break;

            /// 伤害最终的敌人
            case BulletHurtType.Final_Target_Radius:
                if (isFinal)
                {
                    /// --- 默认对敌人的各种类型友方产生攻击 ---
                    ///
                    IEnumerable <ServerNPC> itor = SelectorTools.GetNPCInRange(suffer, radius, npcMgr, KindOfNPC.Life, TargetClass.Friendly, NpcStatus.None);
                    target.AddRange(itor);
                }
                break;

            /// 伤害最终的敌人
            case BulletHurtType.Final_Target:
                if (isFinal)
                {
                    target.Add(suffer);
                }
                break;
            }

            return(target);
        }
        /// <summary>
        /// 处理主动打击其他NPC的时候,触发的事情
        /// </summary>
        void HandleOnAttack(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarMsgParam warMsg = msg as WarMsgParam;

            if (warMsg != null)
            {
                if (efSelector == null)
                {
                    efSelector = EffectSufferShared.get(npcMgr);
                }

                int CasterId = warMsg.Sender;
                int SufferId = warMsg.Receiver;
                int EffectId = warMsg.arg1;
                int FinalId  = warMsg.arg2;
                //是否是最终目标
                bool IsfinalTarget = SufferId == FinalId;
                ///
                /// -------- 获取Effect的配置 -------
                ///
                EffectModel      efModel = Core.Data.getIModelConfig <EffectModel>();
                EffectConfigData efCfg   = efModel.get(EffectId);
                Utils.Assert(efCfg == null, "Can't find Effect Configure. effect ID = " + EffectId);
                //半径
                float radius = efCfg.Param9 * Consts.oneHundred;

                ServerNPC caster = npcMgr.GetNPCByUniqueID(CasterId);
                ServerNPC suffer = npcMgr.GetNPCByUniqueID(SufferId);

                ///
                /// ----------- 先坐第一步的选择和解析 ------------
                ///
                IEnumerable <ServerNPC> filter = efSelector.Select(caster, new List <ServerNPC> {
                    suffer
                }, efCfg);
                if (filter.Count() > 0)
                {
                    BulletHurtType   HurtType = (BulletHurtType)Enum.ToObject(typeof(BulletHurtType), efCfg.Param8);
                    List <ServerNPC> targets  = selectTarget(HurtType, suffer, IsfinalTarget, npcMgr, radius);

                    int tarCnt = targets.Count;
                    if (tarCnt > 0)
                    {
                        ///
                        /// ------- 开始运算BulletOp --------
                        ///
                        OperatorMgr OpMgr = OperatorMgr.instance;
                        BulletNpcOp op    = OpMgr.getImplement <BulletNpcOp>(EffectOp.Bullet_NPC);

                        for (int i = 0; i < tarCnt; ++i)
                        {
                            ServerNPC target = targets[i];
                            //alive ?
                            if (target.data.rtData.curHp > 0)
                            {
                                Dmg           damage = op.toTargetDmg(caster.data, target.data, efCfg);
                                SelfDescribed des    = record(CasterId, SufferId, damage, i);

                                WarTarAnimParam param = new WarTarAnimParam()
                                {
                                    OP        = EffectOp.Injury,
                                    OringinOP = EffectOp.Bullet_NPC,
                                    described = des,
                                };
                                ///发送消息
                                npcMgr.SendMessageAsync(CasterId, SufferId, param);
                            }
                        }
                    }
                }
            }
        }