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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package TurnAttack
#
# @todo:»ØºÏÖÆ¹¥»÷Âß¼­
# @author hxp
# @date 2023-11-30
# @version 1.0
#
# ÏêϸÃèÊö: »ØºÏÖÆ¹¥»÷Âß¼­£¬¾ùʹÓÃNPCʵÀý×÷Ϊս¶·Ö÷Ìå
#        ÊµÊ±Õ½¶·£º  ½öÓÃÓÚÖ÷Ïߣ¬Ã¿¸öÍæ¼Ò×î¶à½öÔÊÐí´æÔÚÒ»¸öʵʱս¶·
#                    ÓÉǰ¶Ë¿ØÖÆÕ½¶·Á÷³Ì£¬ºó¶Ë½øÐмÆËã
#        Ë²Ê±Õ½¶·£º  ÓÃÓÚ·ÇÖ÷ÏßÍâµÄ¸÷ÖÖÕ½¶·£¬È縱±¾PVEÌôÕ½£¬PVPÌôÕ½µÈ£¬Ò»Ñù½öÓÐÒ»¸ö˲ʱս¶·£¬
#                    Ò»´ÎÐÔ´¦ÀíÍ꣬ºó¶Ë¿ØÖÆÕûÌåÕ½¶·Á÷³Ì¼°¼ÆË㣬ǰ¶Ë½ö×öÕ½±¨½âÎö±íÏÖÕ½¶·¹ý³Ì
#
#-------------------------------------------------------------------------------
#"""Version = 2023-11-30 15:30"""
#-------------------------------------------------------------------------------
 
import ChConfig
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import GameWorld
import GameObj
import FBCommon
import IpyGameDataPY
import PlayerOnline
import NPCCommon
import ShareDefine
import PyGameData
import IPY_GameWorld
import ItemControler
import SkillCommon
import SkillShell
import BaseAttack
 
import random
import time
import json
 
PosNumMax = 10 # ×î´óվλ±àºÅ
ActionNumStart = -1 # ÆðʼÐж¯Î»ÖñàºÅ£¬Ò»°ãÊÇ´Ó1¿ªÊ¼£¬Èç¹ûÓмÓÖ÷¹«¡¢ºìÑÕµÈÔò¿Û³ýÏàӦλÖÃÖµ£¬Èç´Ó0»ò-1¿ªÊ¼
 
# »ØºÏÕ½¶·Á÷³Ì״̬
(
FightState_Start, # 0 Æðʼ״̬£¬ÎÞÌØÊâÒâÒ壬½ö´ú±í¿ªÊ¼ÁË£¬ÓëOver¶ÔÓ¦
FightState_PrepareOK, # 1 ×¼±¸Íê±Ï£¬°üº¬¶ÔÕ½NPCÕÙ»½OK¡¢ÆäËûµÈ
FightState_Fighting, # 2 Õ½¶·ÖÐ
FightState_FightEnd, # 3 Õ½¶·½áÊø
FightState_Award, # 4 ½áËã½±Àø
FightState_Over, # 5 ½áÊø×´Ì¬£¬ÎÞÌØÊâÒâÒ壬½ö´ú±íËùÓд¦Àí½áÊøÁË£¬ÓëStart¶ÔÓ¦
) = range(6)
 
Def_FactionA = 1
Def_FactionB = 2
 
class BatLineup():
    ## Õ½¶·ÕóÈÝ
    
    def __init__(self, faction, num, fightMgr):
        self.fightMgr = fightMgr
        self.faction = faction # ËùÊôÕóÓª
        self.num = num # ¸ÃÕóÈÝËùÔÚÕóÓªÖеıàºÅ£¬²»Í¬ÕóÓª¿ÉÖØ¸´£¬¶àV¶à
        self.ownerID = 0 # ÕóÈÝËùÊôÍæ¼ÒID£¬¿ÉÄÜΪ0£¬0´ú±í·ÇÍæ¼ÒÕóÈÝ
        self.npcPosDict = {} # ÕóÈÝNPC {վλ±àºÅ:curNPC, ...}, Õ¾Î»±àºÅСÓÚ0Ϊ·ÇÖ÷Õ½µ¥Î»£¬ÈçÖ÷¹«¡¢ºìÑÕµÈ
        self.npcObjIDDict = {} # NPCʵÀýID×Öµä {objID:curNPC, ...}
        self.shapeType = 0 # ÕóÐÍ
        self.actionNum = ActionNumStart # Ðж¯Î»Ö㬴Ó1¿ªÊ¼
        self.lordAttrDict = {} # Ö÷¹«ÊôÐÔ
        self.npcAttrDict = {} # ÕóÈÝNPCÊôÐÔ {npcID:{attrID:value, ...}, ...}
        self.fightPower = 0 # ÕóÈÝ×ÜÕ½Á¦
        
        # Õ½¶·Í³¼Æ
        self.hurtStatDict = {} # Êä³öͳ¼Æ {objID:totalValue, ...}
        self.defStatDict = {} # ³ÐÉËͳ¼Æ {objID:totalValue, ...}
        self.cureStatDict = {} # ÖÎÁÆÍ³¼Æ {objID:totalValue, ...}
        return
    
    def getGUID(self): return self.fightMgr.guid
    def getPlayerID(self): return self.fightMgr.playerID # ·¢ÆðµÄÍæ¼ÒID
    
    def isEmpty(self): return not self.npcPosDict
    
    def setLineup(self, lineupInfo):
        ## ÉèÖÃÕóÈÝ
        # @param lineupInfo: ÕóÈÝÐÅÏ¢
        self.clearLineup()
        self.ownerID = lineupInfo.get("PlayerID", 0) # ÕóÈÝËùÊôµÄÍæ¼ÒID
        self.shapeType = lineupInfo.get("Shape", 0)
        self.lordAttrDict = lineupInfo.get("LordAttrDict", {})
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        return
    
    def refreshFightPower(self):
        ## Ë¢ÐÂÕóÈÝ×ÜÕ½Á¦
        if self.fightPower:
            return self.fightPower
        
        return self.fightPower
    
    def __resetStat(self):
        ## ÖØÖÃÕ½¶·Í³¼Æ
        self.actionNum = ActionNumStart
        self.hurtStatDict = {}
        self.defStatDict = {}
        self.cureStatDict = {}
        return
    
    def __resetAttrState(self, isReborn=True):
        ## ÖØÖÃÊôÐÔ״̬
        # @param isReborn: ÊÇ·ñ¸´»î
        initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
        for curNPC in self.npcPosDict.values():
            if not curNPC:
                continue
            if GameObj.GetHP(curNPC) <= 0 and not isReborn:
                continue
            # »ØÂúѪ£¬Çå³ýbuff
            GameObj.SetHPFull(curNPC, False)
            # ÖØÖÃÅ­Æø
            GameObj.SetXP(curNPC, initXP, False)
            # ...
            
        return
    
    def resetLineup(self, isReborn=True):
        ## ÖØÖÃÕóÈÝ
        self.__resetAttrState(isReborn)
        self.__resetStat()
        return
    
    def clearLineup(self):
        ## Çå³ýÕóÈÝ
        if not self.npcPosDict:
            return
        for curNPC in self.npcPosDict.values():
            if not curNPC:
                continue
            NPCCommon.SetDeadEx(curNPC)
        self.npcPosDict = {}
        self.npcObjIDDict = {}
        self.npcAttrDict = {}
        self.fightPower = 0
        self.__resetStat()
        return
    
    def statHurtValue(self, objID, hurtValue):
        ## Í³¼ÆÊä³ö
        if objID not in self.npcObjIDDict:
            return
        updValue = self.hurtStatDict.get(objID, 0) + hurtValue
        self.hurtStatDict[objID] = updValue
        return updValue
    
    def statDefValue(self, objID, lostHP):
        ## Í³¼Æ³ÐÉË
        if objID not in self.npcObjIDDict:
            return
        updValue = self.defStatDict.get(objID, 0) + lostHP
        self.defStatDict[objID] = updValue
        return updValue
    
    def statCureValue(self, objID, cureValue):
        ## Í³¼ÆÖÎÁÆ
        if objID not in self.npcObjIDDict:
            return
        updValue = self.cureStatDict.get(objID, 0) + cureValue
        self.cureStatDict[objID] = updValue
        return updValue
    
class BatFaction():
    ## Õ½¶·ÕóÓª
    
    def __init__(self, faction, fightMgr):
        self.fightMgr = fightMgr
        self.faction = faction
        self.lineupDict = {} # ¸ÃÕóÓªËùÓÐÕóÈÝÐÅÏ¢ {±àºÅ:BatLineup, ...}
        return
    
    def getBatlineup(self, num=1):
        ## »ñȡս¶·ÕóÈÝ
        lineup = None
        if num in self.lineupDict:
            lineup = self.lineupDict[num]
        else:
            lineup = BatLineup(self.faction, num, self.fightMgr)
            self.lineupDict[num] = lineup
        return lineup
    
    def resetLineups(self):
        ## ÖØÖÃËùÓÐÕ½¶·ÕóÈÝ
        for lineup in self.lineupDict.values():
            lineup.resetLineup()
        return
    
    def clearLineups(self):
        ## Çå³ýËùÓÐÕ½¶·ÕóÈÝ
        for lineup in self.lineupDict.values():
            lineup.clearLineup()
        return
    
class TurnFight():
    '''ij³¡»ØºÏÕ½¶·£¬Ö§³Ö¶àV¶à£¬ËùÓÐÕ½¶·Í¨Óã¬Ö÷Ïß¡¢ÅÀËþ¡¢PVPµÈ
    ¿ÉÄÜΪϵͳºǫ́·¢ÆðµÄ£¬Ôò¹¥»÷·½¡¢·ÀÊØ·½ÕóÈÝÒÔÍæ¼ÒËù±£´æµÄÕóÈݾµÏñ½øÐÐÕ½¶·
    Èç¹ûÍæ¼Ò·¢ÆðµÄ£¬Ôò¹¥»÷·½Îª·¢Æð·½Íæ¼Ò£¬Ä¿±êΪ·ÀÊØ·½£¬Ö§³Ö¶àV¶à£¬Èç×é¶ÓPK
    ¶àV¶àµÄÇé¿öÒ²ÊÇij¸ö¶ÓÔ±¸÷×Ô·¢ÆðÕ½¶·£¬Ö»ÊÇÓõ½¶ÓÓѵľµÏñÕóÈÝÒ»ÆðÕ½¶·£¬¶ÓÓÑÎÞ¸ÐÖª
    
    ¶àV¶à¿ÉʹÓÃÁ½ÖÖģʽ£º
    1. ¶à¸öÕóÈÝÒ»Æð³ö³¡£¬ÔÚÒ»³¡Õ½¶·ÖÐÍê³É
    2. ÒÔµ¥ÕóÈÝ·½Ê½ÂÖÁ÷³ö³¡Õ½¶·£¬¸Ã·½Ê½Í¬Ñù¿ÉÒÔʹÓ÷½Ê½1µÄÂß¼­ÊµÏÖ£¬¹ÌÓÅÏÈʹÓ÷½Ê½1Õ½¶·Âß¼­£¬·½±ãÀ©Õ¹
    '''
    
    def __init__(self, mapID=0, funcLineID=0, playerID=0, isNeedReport=False):
        self.guid = GameWorld.GetGUID() # Ä³³¡Õ½¶·µÄΨһguid£¬¿ÉÓÃÓÚ´æ´¢¼Ç¼ÈçÕ½±¨µÈ
        self.playerID = playerID # ¿ÉÄÜΪ0£¬ÏµÍ³ºǫ́×Ô¶¯´¦ÀíµÄÕ½¶·Ê±Îª0£¬Ä³¸öÍæ¼Ò·¢ÆðÔòΪ·¢ÆðÍæ¼ÒID£¬Í¬¸öÍæ¼ÒID¿ÉÄÜͬʱ´æÔڶೡս¶·£¬ÈçÖ÷Ïß+ÆäËû
        self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
        self.mapID = mapID
        self.funcLineID = funcLineID
        self.turnNum = 1 # µ±Ç°µÚx»ØºÏ£¬Ä¬ÈϵÚ1»ØºÏ¿ªÊ¼
        self.turnMax = 15 # ×î´ó»ØºÏÊý
        self.enterLogic = False # ÊÇ·ñÒÑÖ´Ðнø³¡Âß¼­
        self.turnStart = 0 # ÒÑÖ´ÐлغϿªÊ¼Öµ£¬ÈçµÚ1»ØºÏ¿ªÊ¼ÒÑÖ´ÐÐÔòΪ1£¬µÚ2»ØºÏΪ2
        self.turnEnd = 0 # ÒÑÖ´ÐлغϽáÊøÖµ£¬ÈçµÚ1»ØºÏ½áÊøÒÑÖ´ÐÐÔòΪ1£¬µÚ2»ØºÏΪ2
        self.winFaction = 0 # ±¾³¡Õ½¶·½áÊø±ê¼Ç£¬»ñʤÕóÓª£¬Îª0ʱ´ú±íδ½áÊø£¬ËùÓÐС¶Ó´òÍê»òʧ°Ü²ÅÓнá¹û£¬0-δ½áÊø£¬>0-»ñʤµÄÕóÓª
        self.batBuffer = "" # Õ½±¨buffer£¬Õ½±¨ÔÝʱֻ±£Áô×îºóÒ»¸öС¶ÓµÄ
        self.isNeedReport = isNeedReport # ÊÇ·ñÐèÒªÕ½±¨
        self.msgDict = {} # À©Õ¹ÐÅÏ¢×ֵ䣬һ°ãÓÉMapID°ó¶¨µÄ¹¦Äܾö¶¨ÐÅÏ¢ÄÚÈÝ  {k:v, ...}
        
        self.factionDict = {} # Õ½¶·ÕóÓª {faction:BatFaction, ...}£¬Ò»°ãÊÇÖ»ÓÐÁ½¸öÕóÓª£¬factionΪ1»ò2£¬Ã¿¸öÕóÓªÖ§³Ö¶à¸öÕóÈÝ
        self.actionSortList = [] # ÕóÈÝÐж¯Ë³Ðò [[faction, num], ...]
        self.actionIndex = 0 # Ðж¯Ë³ÐòË÷Òý
        
        self.startTime = 0 # ¿ªÊ¼Ê±¼ä´Á£¬Ö§³ÖºÁÃëСÊý
        self.costTime = 0 # µ¥³¡Õ½¶·×ܺÄʱ£¬Ö§³ÖºÁÃëСÊý
        return
    
    def setTurn(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
        ## ÉèÖñ¾³¡»ØºÏÕ½¶·É趨
        self.mapID = mapID
        self.funcLineID = funcLineID
        self.turnMax = turnMax # ×î´ó»ØºÏÊý
        self.isNeedReport = isNeedReport
        self.msgDict = {}
        self.resetTurn(msgDict)
        return
    
    def resetTurn(self, msgDict):
        ## Ò»°ãÓÃÓÚÍæ¼Ò·¢ÆðµÄÕ½¶·£¬ÔÚÐèÒª±£ÁôÍæ¼ÒÕóÈÝÊôÐÔ¼°×´Ì¬µÄÇé¿öÏ£¬ÖØÖûغϽøÈëÏÂÒ»³¡Õ½¶·
        self.turnNum = 1
        self.enterLogic = False
        self.turnStart = 0
        self.turnEnd = 0
        self.winFaction = 0
        self.batBuffer = "" # Õ½±¨buffer
        self.msgDict.update(msgDict)
        self.startTime = time.time()
        self.costTime = 0
        return
    
    def setFactionLineup(self, faction, lineupDict, onlyReset=False):
        ## ÉèÖÃÕóÓªÕóÈÝ
        # @param lineupDict: {ÕóÈݱàºÅ:ÕóÈÝÐÅÏ¢, ...} Ã¿¸öÕóÓªÖ§³Ö¶à¸öÕóÈÝ£¬¼´Ö§³Ö¶àV¶à
        # @param onlyReset: ÊÇ·ñ½öÖØÖã¬Ò»°ãÓÃÓÚÍæ¼ÒµÄÕóÈÝ£¬Öظ´ÀûÓÃÕóÈÝʵÀý£¬
        batFaction = self.getBatFaction(faction)
        if onlyReset:
            batFaction.resetLineups()
        else:
            batFaction.clearLineups()
        for num, lineupInfo in lineupDict.items():
            batLineup = batFaction.getBatlineup(num)
            if onlyReset and not batLineup.isEmpty():
                continue
            if not lineupInfo:
                continue
            batLineup.setLineup(lineupInfo)
            batLineup.refreshFightPower()
        return
    
    def sortActionQueue(self):
        ## Ë¢Ð³öÊÖ˳Ðò¶ÓÁÐ
        sortList = []
        for batFaction in self.factionDict.values():
            faction = batFaction.faction
            for num, batLineup in batFaction.lineupDict.items():
                fightPower = batLineup.refreshFightPower()
                sortValue = -(faction * 10 + num)
                sortList.append([fightPower, sortValue, faction, num])
        sortList.sort(reverse=True) # Õ½Á¦¸ßµÄÏÈÊÖ
        
        self.actionIndex = 0
        self.actionSortList = []
        for _, _, faction, num in sortList:
            self.actionSortList.append([faction, num])
            
        GameWorld.DebugLog("ÕóÈÝÕ½Á¦ÅÅÐò[fp, sortV, f, n]: %s" % sortList)
        GameWorld.DebugLog("ÕóÈÝÐж¯Ë³Ðò[f, n]: %s" % self.actionSortList)
        return
    
    def getBatFaction(self, faction=Def_FactionA):
        ## Ä¬ÈÏÕóÓª1
        batFaction = None
        if faction in self.factionDict:
            batFaction = self.factionDict[faction]
        else:
            batFaction = BatFaction(faction, self)
            self.factionDict[faction] = batFaction
        return batFaction
    
    def checkOverByKilled(self):
        ##¼ì²éÊÇ·ñ»÷ɱ½áÊø
        # @return: 0-ÎÞ»ñʤÕóÓª£¬Í¬Ê±Ò²´ú±íÕ½¶·Î´½áÊø£»>0-»ñʤµÄÕóÓªID£¬Í¬Ê±Ò²´ú±íÕ½¶·ÒÑÈ«²¿½áÊø
        
        if self.winFaction:
            return self.winFaction
        
        for faction, batFaction in self.factionDict.items():
            allKilled = True
            for batLineup in batFaction.lineupDict.values():
                if not allKilled:
                    break
                for posNum, curNPC in batLineup.npcPosDict.items():
                    if posNum <= 0:
                        # ·ÇÖ÷սλÖò»ÅжÏ
                        continue
                    if GameObj.GetHP(curNPC) > 0:
                        allKilled = False
                        break
                    
            if allKilled:
                self.winFaction = Def_FactionA if faction == Def_FactionB else Def_FactionA
                DoTurnFightOver(self.guid)
                return self.winFaction
            
        return 0
    
    def clearBatFaction(self, faction):
        batFaction = self.getBatFaction(faction)
        batFaction.clearLineups()
        return
    
    def clearFight(self):
        self.syncState(FightState_Over)
        for batFaction in self.factionDict.values():
            batFaction.clearLineups()
        return
    
    def syncInit(self):
        ## ³õʼ»¯Í¨Öª
        msg = json.dumps(self.msgDict, ensure_ascii=False)
        msg = msg.replace(" ", "")
        clientPack = ChPyNetSendPack.tagSCTurnFightInit()
        clientPack.MapID = self.mapID
        clientPack.FuncLineID = self.funcLineID
        clientPack.TurnMax = self.turnMax
        clientPack.Msg = msg
        clientPack.Len = len(clientPack.Msg)
        clientPack.FactionList = []
        for faction in self.factionDict.keys():
            batFaction = self.getBatFaction(faction)
            tfFaction = ChPyNetSendPack.tagSCTurnFightFaction()
            tfFaction.Faction = faction
            tfFaction.LineupList = []
            for num in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(num)
                tfLineup = ChPyNetSendPack.tagSCTurnFightLineup()
                tfLineup.Num = num
                tfLineup.OwnerID = batLineup.ownerID
                tfLineup.ShapeType = batLineup.shapeType
                tfLineup.ObjList = []
                for posNum, curNPC in batLineup.npcPosDict.items():
                    tfObj = ChPyNetSendPack.tagSCTurnFightObj()
                    tfObj.ObjID = curNPC.GetID()
                    tfObj.NPCID = curNPC.GetNPCID()
                    tfObj.HP = curNPC.GetHP()
                    tfObj.HPEx = curNPC.GetHPEx()
                    tfObj.MaxHP = curNPC.GetMaxHP()
                    tfObj.MaxHPEx = curNPC.GetMaxHPEx()
                    tfObj.LV = NPCCommon.GetNPCLV(curNPC)
                    tfObj.PosNum = posNum
                    tfObj.AngreXP = GameObj.GetXP(curNPC)
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
                tfFaction.LineupList.append(tfLineup)
            tfFaction.LineupCnt = len(tfFaction.LineupList)
            clientPack.FactionList.append(tfFaction)
        clientPack.FactionCnt = len(clientPack.FactionList)
        self.addBatPack(clientPack)
        return
    
    def syncState(self, state, msgDict={}):
        msg = json.dumps(msgDict, ensure_ascii=False)
        msg = msg.replace(" ", "")
        clientPack = ChPyNetSendPack.tagMCTurnFightState()
        clientPack.Clear()
        clientPack.MapID = self.mapID
        clientPack.FuncLineID = self.funcLineID
        clientPack.State = state
        clientPack.TurnNum = self.turnNum
        clientPack.Msg = msg
        clientPack.Len = len(clientPack.Msg)
        self.addBatPack(clientPack)
        return
    
    def syncObjAction(self, turnNum, objType, objID):
        clientPack = ChPyNetSendPack.tagMCTurnFightObjAction()
        clientPack.Clear()
        clientPack.TurnNum = turnNum
        clientPack.ObjID = objID
        self.addBatPack(clientPack)
        return
    
    def addBatPack(self, clientPack):
        ## Ìí¼ÓÕ½¶·¹ý³Ì·â°ü£¬·ÇÕ½¶·Ïà¹ØµÄ·â°ü¿ÉÒÔ²»Ê¹Óøú¯Êý·¢ËÍ£¬Èç¼Ó¾­Ñé¡¢µôÂäµÈ
        ## ×¢£ºÕ½¶·Ïà¹ØµÄ·â°üÐèµ÷Óñ¾º¯Êý·½±ãͳһ¹ÜÀíÕ½±¨
        if hasattr(clientPack, "Head"):
            headStr = "%02x%02x" % (clientPack.Head.Cmd, clientPack.Head.SubCmd)
        else:
            headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
        GameWorld.DebugLog("»ØºÏÕ½¶·¹ý³Ì·â°ü: %s, isNeedReport=%s,%s" % (headStr, self.isNeedReport, self.guid))
        if self.isNeedReport:
            self.batBuffer += clientPack.GetBuffer()
        # ÓÐÍæ¼ÒµÄͳһÿ¸ö°üµ¥¶À·¢ËÍ£¬Í¬ÑùÒ²Ö§³ÖÕ½±¨Í³¼Æ
        if self.curPlayer:
            NetPackCommon.SendFakePack(self.curPlayer, clientPack)
        return
    
class TurnFightMgr():
    ## »ØºÏÕ½¶·¹ÜÀíÆ÷
    
    def __init__(self):
        self.turnFightDict = {} # {guid:TurnFight, ...}
        self.npcGUIDDict = {} # npcËùÊôµÄij³¡Õ½¶·guid {objID:guid, ...}
        return
    
    def addTurnFight(self, mapID, funcLineID=0, playerID=0):
        tf = TurnFight(mapID, funcLineID, playerID, False)
        self.turnFightDict[tf.guid] = tf
        return tf
    
    def delTurnFight(self, guid):
        turnFight = self.getTurnFight(guid)
        if not turnFight:
            return
        turnFight.clearFight()
        self.turnFightDict.pop(guid, None)
        return
    
    def getTurnFight(self, guid):
        tf = None
        if guid in self.turnFightDict:
            tf = self.turnFightDict[guid]
        elif False:
            tf = TurnFight()
        return tf
    
    def getNPCTurnFight(self, objID):
        ## »ñÈ¡NPCËùÔڵĻغÏÕ½¶·£¬Èç¹û¸Ãnpc²»ÊôÓÚij³¡»ØºÏÕ½¶·Ôò·µ»ØNone
        tf = None
        if objID in self.npcGUIDDict:
            guid = self.npcGUIDDict[objID]
            if guid in self.turnFightDict:
                tf = self.turnFightDict[guid]
        if not tf and False:
            tf = TurnFight()
        return tf
    
    def setNPCGUID(self, objID, guid):
        ## ÉèÖÃNPCËùÊô»ØºÏÕ½¶·guid
        self.npcGUIDDict[objID] = guid
        GameWorld.DebugLog("ÉèÖÃNPCËùÊô»ØºÏÕ½¶·guid: %s,%s" % (objID, guid))
        return
    def delNPCGUID(self, objID):
        guid = self.npcGUIDDict.pop(objID, None)
        GameWorld.DebugLog("ɾ³ýNPCËùÊô»ØºÏÕ½¶·guid: %s,%s" % (objID, guid))
        return
    
def GetTurnFightMgr():
    tfMgr = None
    if PyGameData.g_turnFightMgr:
        tfMgr = PyGameData.g_turnFightMgr
    else:
        tfMgr = TurnFightMgr()
        PyGameData.g_turnFightMgr = tfMgr
    return tfMgr
    
class MainFight():
    ## Ö÷ÏßÕ½¶·¹ÜÀí
    
    def __init__(self, playerID):
        self.playerID = playerID
        self.chapterID = 0 # Õ½ÚID
        self.levelNum = 0 # ¹Ø¿¨±àºÅ
        self.waveMax = 6 # ±¾¹Ø×î´ó²¨Êý£¬Ã¿²¨Óжà¸öС¶Ó£¬Ã¿¸öС¶Ó¼´ÎªÒ»ÕÅÕ½¶· TurnFight
        self.wave = 0 # µ±Ç°Ë¢¹Ö²¨£¬×¢Òâ²»ÊÇÍæ¼Òµ±Ç°½ø¶È²¨£¬±ÈÈç±»»÷ɱ»á»ØÍËÒ»²¨
        self.teamNum = 1 # µ±Ç°Ð¡¶Ó
        self.teamMax = 1 # µ±Ç°²¨×î´óС¶Ó£¬Ä³³¡Õ½¶·¿ÉÄܰüº¬¶à¸öС¶Ó£¬ËùÓÐС¶Ó»ìÁ÷»÷ɱÍê²ÅËã¹ýÁ˱¾²¨
        self.nextTeam = False # Ï´Îǰ¶ËÇëÇóÕ½¶·ÊÇ·ñÊÇÏÂһС¶Ó£¬·ñÔò¶¼ÊÇÖØÐÂˢе±Ç°½ø¶È¹Ö
        self.waveLineupList = [] # Ð¡¶ÓÁбí
        self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
        return
    
    def isLevelBoss(self):
        ## µ±Ç°Õ½¶·ÊÇ·ñ¹Ø¿¨boss
        return self.turnFight.mapID == ChConfig.Def_FBMapID_MainBoss
    
    def clear(self):
        self.turnFight.clearFight()
        return
    
    def playerLogin(self, curPlayer):
        self.turnFight.curPlayer = curPlayer
        return
    
    def playerOffline(self, curPlayer):
        self.turnFight.curPlayer = None
        return
    
def GetMainFightMgr(curPlayer):
    ## »ñÈ¡Ö÷ÏßÕ½¶·¹ÜÀí
    olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer)
    return olPlayer.mainFight
 
def OnPlayerLogin(curPlayer):
    chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
    nowChapterID, _, _ = PlayerControl.GetMainLevelNowInfo(curPlayer)
    if chapterID != nowChapterID:
        if IpyGameDataPY.GetIpyGameDataNotLog("MainChapter", chapterID) and IpyGameDataPY.GetIpyGameDataNotLog("MainLevel", chapterID, levelNum):
            fixNowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, 1)
            GameWorld.Log("µ±Ç°Ö÷Ï߹ؿ¨Õ½ÚÓë¹ý¹ØÕ½ڲ»Ò»ÖÂʱ£¬ÇÒ¹ý¹Ø½ø¶ÈÕ½ÚÒѾ­´æÔÚ£¬Ç¿ÖÆÐÞÕýµ±Ç°Ë¢¹Ö½ø¶ÈΪ¹ý¹ØÕ½ڽø¶È! passChapterID-LV=%s-%s,nowChapterID=%s,fixNowValue=%s" 
                          % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
    return
 
def GetPlayerLineupByCache(playerID, lineupID):
    ## »ñÈ¡Íæ¼ÒÕóÈÝÐÅÏ¢ - ¸ù¾ÝÍæ¼Ò²é¿´»º´æ
    return {}
 
def GetPlayerLineup(curPlayer, lineupID):
    ## »ñÈ¡Íæ¼ÒÕóÈÝÐÅÏ¢
    # @param lineupID: ÕóÈÝID
    # @return: ÕóÈÝÈ«²¿ÐÅÏ¢json×ֵ䣬ǰ¶ËͨÓøñʽ
    
    playerID = curPlayer.GetPlayerID()
    
    # Î佫
    heroDict = {}
    heroCount = 0
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
        posNum = 0 # Õ¾Î»
        for lpIndex in range(lineupCount):
            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            #ÕóÈÝÀàÐÍ*10000+ÕóÐÍÀàÐÍ*100+λÖñàºÅ
            if lineupValue / 10000 != lineupID:
                continue
            posNum = lineupValue % 100
            break
        
        if not posNum:
            continue
        
        heroID = heroItem.GetItemTypeID()
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        
        npcID = heroIpyData.GetSkinNPCIDList()[0]
        heroDict[str(posNum)] = {
                                 "ID":heroID,
                                 "Data":heroItem.GetUserData(),
                                 "NPCID":npcID
                                 }
        
        heroCount += 1
        if heroCount >= ShareDefine.LineupObjMax:
            break
        
    # Ö÷¹«ÊôÐÔ
    lordAttrDict = PlayerControl.GetLordAttr(curPlayer)
    
    # ÆäËû
    
    lineupInfo = {"PlayerID":playerID, "LordAttrDict":lordAttrDict, "Hero":heroDict}
    return lineupInfo
 
def GetNPCLineup(lineupID):
    ## »ñÈ¡NPCÕóÈÝÐÅÏ¢
    # @param lineupID: ÕóÈÝID
    # @return: ÕóÈÝÈ«²¿ÐÅÏ¢json×ֵ䣬ǰ¶ËͨÓøñʽ
    ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
    if not ipyData:
        return {}
    
    heroDict = {}
    for posNum in range(1, 1 + 10):
        if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
            break
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        
        heroDict[str(posNum)] = {"NPCID":npcID}
        
    lineupInfo = {"Hero":heroDict}
    return lineupInfo
 
def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
    '''ÕÙ»½ÕóÈÝÕ½¶·ÊµÀý
    @param faction: ËùÊôÕóÓª£¬Ä¿Ç°Ö§³ÖÁ½¸öÕóÓª£¬1»ò2
    @param num: Õ½¶·ÕóÈÝÔÚ¸ÃÕóÓªÉϵıàºÅ£¬1V1ʱĬÈÏ1£¬¶à¶Ô¶àʱ1~n
    @param lineupInfo: ÕóÈÝÐÅÏ¢
    @param playerID: ·¢ÆðµÄÍæ¼ÒID£¬ÏµÍ³³¡´ÎΪ0
    '''
    
    '''¹ØÓÚÊÓÒ°²ã¼¶ËµÃ÷ sightLevel
        Íæ¼Ò·¢ÆðµÄÕ½¶·ÊÓÒ°²ã¼¶Ö»ÄÜÓÃÍæ¼ÒID£¬²ÅÄܴﵽֻ֪ͨ¸ÃÍæ¼ÒµÄЧ¹û
        µ«ÊÇÓÉÓÚͬ¸öÍæ¼Ò¿ÉÄÜͬʱ´æÔڶೡս¶·£¬ÈçÖ÷ÏßÕ½¶· + ÆäËûÕ½¶·£¬ËùÒÔÊÓÒ°²ã¼¶Ö»ÄÜÓÃ×÷½ö֪ͨ¸ÃÍæ¼ÒµÄ×÷Óã¬
        ²»ÄÜÓÃÓÚ´¦ÀíNPCÊÓÒ°À´±éÀúÉ˺¦¶ÔÏóµÈ£¬ÒòΪ²»Í¬Õ½³¡µÄNPCÊÓÒ°²ã¼¶¿ÉÄÜÏàͬ£¬¶ÔÓÚͬ³¡Õ½¶·NPCµÄ±éÀú´¦ÀíÖ»ÄÜÓàturnFight ¹ÜÀí±éÀú
        ¼øÓÚÊÓÒ°²ã¼¶½öÓÃÓÚ֪ͨµÄ×÷Ó㬹Êϵͳ³¡´ÎÀíÂÛÉÏ¿ÉÒÔÖ»ÓÃÒ»¸öÊÓÒ°²ã¼¶£¬µ«ÊÇΪÁ˼õÉÙ²»±ØÒªµÄÎÊÌ⣬ϵͳ³¡´ÎµÄÊÓÒ°²ã¼¶»¹ÊǾ¡Á¿Çø·Ö¿ªÀ´
        ÕâÀïÔÝʱÓÃʱ¼ä´ÁµÄºó4λÀ´×ö¶Ìʱ¼äÄÚµÄÀíÂÛÉÏΨһÊÓÒ°²ã¼¶
    '''
    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,lineupInfo=%s" % (faction, num, lineupInfo), playerID)
    if playerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
        if not curPlayer:
            return
        posX, posY = curPlayer.GetPosX(), curPlayer.GetPosY()
        sightLevel = playerID
        
        # ¿ª·¢¹ý³ÌÖпÉÒÔÏÈ¿ªÆôÊÓÒ°²ã¼¶¼°ÊÓÒ°£¬·½±ã¼ì²éÕ½¶·Ïà¹ØÊÇ·ñÓÐÒÅ©
        if curPlayer.GetSightLevel() != sightLevel:
            PlayerControl.SetPlayerSightLevel(curPlayer, sightLevel)
        sight = ChConfig.Def_PlayerSight_Default * 5
        if curPlayer.GetSight() != sight:
            PlayerControl.SetSight(curPlayer, sight)
    else:
        gameMap = GameWorld.GetMap()
        posX, posY = gameMap.GetRebornMapX(), gameMap.GetRebornMapY() # ÏµÍ³Õ½¶·Ä¬ÈÏÈ¡µ±Ç°µØÍ¼µÄ¸´»îµã£¬ÐèÒªÓÅ»¯
        sightLevel = 2000000000 + int(time.time()) % 10000
        
    GameWorld.DebugLog("sightLevel=%s,pos=(%s,%s)" % (sightLevel, posX, posY), playerID)
    
    lineupPlayerID = lineupInfo.get("PlayerID", 0) # ÕóÈÝËùÊôÍæ¼ÒID
    heroDict = lineupInfo.get("Hero", {})
    tick = GameWorld.GetGameWorld().GetTick()
    
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    tfMgr = GetTurnFightMgr()
    space = 3
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
        skillIDList = []
        if lineupPlayerID:
            heroID = heroInfo.get("ID", 0)
            npcID = heroInfo.get("NPCID", 0)
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
            if not heroIpyData:
                continue
            normalSkillID = heroIpyData.GetNormalSkillID()
            angerSkillID = heroIpyData.GetAngerSkillID()
            skillIDList += [normalSkillID, angerSkillID]
        else:
            npcID = heroInfo.get("NPCID", 0)
            npcDataEx = NPCCommon.GetNPCDataEx(npcID)
            if not npcDataEx:
                continue
            skillIDList += npcDataEx.GetSkillIDList()
            
        if not npcID:
            continue
        
        npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
        if not npcData:
            continue
        curSummon = GameWorld.GetNPCManager().AddPlayerSummonNPC()
        if not curSummon:
            continue
        objID = curSummon.GetID()
        batLineup.npcPosDict[posNum] = curSummon
        batLineup.npcObjIDDict[objID] = curSummon
        tfMgr.setNPCGUID(objID, batLineup.getGUID())
        
        curSummon.SetNPCTypeID(npcID)
        curSummon.SetBornTime(tick)
        curSummon.SetAIType(0)
        curSummon.SetSightLevel(sightLevel)
        curSummon.SetIsNeedProcess(False)
        curSummon.SetCanAttack(True)
        curSummon.SetVisible(True)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_TurnFightPosInfo, num * 100 + posNum)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_LineupPlayerID, lineupPlayerID)
        GameObj.SetFaction(curSummon, faction)
        GameObj.SetXP(curSummon, initXP, False)
        
        skillManager = curSummon.GetSkillManager()
        #ÓÐÖ¸¶¨µÄ¼¼ÄÜ£¬ÖØÐÂѧϰ
        if skillIDList:
            skillManager.ResetSkill()
            for skillID in skillIDList:
                skillManager.LVUPSkillByID(skillID)
                
        rebornX = posX - space + (faction - 1) * space * 3 + ((posNum - 1) / 3 * space * 2 * (-1 if faction == 1 else 1))
        rebornY = posY + (posNum - 1) % 3 * space
        #GameWorld.DebugLog("Reborn ID:%s, faction:%s,posNum=%s, (%s,%s), %s" % (curSummon.GetID(), faction, posNum, rebornX, rebornY, skillIDList))
        curSummon.Reborn(rebornX, rebornY, False)
        NPCCommon.NPCControl(curSummon).DoNPCRebornCommLogic(tick)
        
    return
 
#// B4 13 Ö÷ÏßÕ½¶·ÇëÇó #tagCSMainFightReq
#
#struct    tagCSMainFightReq
#{
#    tagHead        Head;
#    BYTE        ReqType;        // 0-Í£Ö¹Õ½¶·»Ø³Ç£»1-ÉèÖÃÏûºÄ±¶Öµ£»2-ÌôÕ½¹Ø¿¨Ð¡¹Ö£»3-ÌôÕ½¹Ø¿¨boss£»4-¼ÌÐøÕ½¶·£»
#    DWORD        ReqValue;    // ÇëÇóÖµ£¬ReqTypeΪ1ʱ·¢ËÍÏûºÄ±¶Öµ
#};
def OnMainFightReq(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    reqType = clientData.ReqType
    reqValue = clientData.ReqValue
    
    if reqType == 0:
        __doExitMainFight(curPlayer)
        return
    elif reqType == 1:
        __doSetFightPoint(curPlayer, reqValue)
        return
    
    clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
    clientPack.Sign = 0
    NetPackCommon.SendFakePack(curPlayer, clientPack) # ±ê¼Ç¿ªÊ¼
    
    if reqType == 2: # Ç°¶ËÖ÷¶¯ÇëÇó¿ªÊ¼¹Ø¿¨Ð¡¹ÖµÄÊÓΪ´ÓÐÝÏ¢ÖпªÊ¼
        __doMainLevelWave(curPlayer, True)
    elif reqType == 3:
        __doMainBossStart(curPlayer, tick)
    elif reqType == 4:
        __doMainFight(curPlayer, tick)
    else:
        pass
    
    # ±ê¼Ç½áÊø
    clientPack.Sign = 1
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
 
def __doExitMainFight(curPlayer):
    ## Ö÷ÏßÍ˳öÕ½¶· - »Ø³ÇÐÝÏ¢
    mainFightMgr = GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    if turnFight:
        turnFight.clearFight()
    return
 
def __doSetFightPoint(curPlayer, fightPoint):
    ## ÉèÖÃÏûºÄ±¶Öµ
    GameWorld.DebugLog("ÉèÖÃÕ½´¸ÏûºÄ±¶Öµ: %s" % fightPoint)
    if fightPoint == 1:
        pass
    elif fightPoint == 2:
        # Ìõ¼þÑéÖ¤
        pass
    elif fightPoint == 3:
        # Ìõ¼þÑéÖ¤
        pass
    else:
        return
    curPlayer.SetFightPoint(fightPoint)
    return
 
def __doMainLevelWave(curPlayer, isRestStart=False):
    ## ¿ªÊ¼ÐµĹؿ¨²¨
    # @param isRestStart: ÊÇ·ñ´ÓÐÝÏ¢×´Ì¬ÖØÐ¿ªÊ¼µÄ
    playerID = curPlayer.GetPlayerID()
    chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
    if not chapterID:
        chapterID = 1
    if not levelNum:
        levelNum =1
    if not wave:
        wave = 1
    GameWorld.DebugLog("ÇëÇó¹Ø¿¨²¨Õ½¶·: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
    fightPoint = max(curPlayer.GetFightPoint(), 1)
    if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
        GameWorld.DebugLog("Õ½´¸²»×㣬ÎÞ·¨¿ªÊ¼!")
        return
    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
    if not chapterIpyData:
        return
    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
    if not levelIpyData:
        # ÈçÉÏÏߺó¼õÉÙij¸öÕ½ڹؿ¨ÊýµÄÇé¿ö£¬µ¼ÖÂÕÒ²»µ½£¬Ôò´Ó¸ÃÕ½ڻØÍ˵½´æÔڵĹؿ¨¿ªÊ¼
        while levelNum > 1:
            levelNum -= 1 
            levelIpyData = IpyGameDataPY.GetIpyGameDataNotLog("MainLevel", chapterID, levelNum)
            if levelIpyData:
                break
    if not levelIpyData:
        return
    
    # ±¾¹Ø¿¨×î´ó²¨Êý£¬ÔÝʱ֧³Ö×î´ó6²¨
    waveMax = 6
    while waveMax >= 1 and (not hasattr(levelIpyData, "GetWaveLineupIDList%s" % waveMax) or not getattr(levelIpyData, "GetWaveLineupIDList%s" % waveMax)()):
        waveMax -= 1
    if waveMax < 1:
        return
    if wave > waveMax:
        wave = waveMax
        
    waveLineupList = getattr(levelIpyData, "GetWaveLineupIDList%s" % wave)() # Ð¡¶Ó1ÕóÈÝID|С¶Ó2ÕóÈÝID|...
    if not waveLineupList:
        return
    teamMax = len(waveLineupList)
    teamNum = 1
    lineupID = waveLineupList[teamNum - 1] # NPCÕóÈÝID
    
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    mainFightMgr.chapterID = chapterID
    mainFightMgr.levelNum = levelNum
    mainFightMgr.waveMax = waveMax
    mainFightMgr.wave = wave
    mainFightMgr.waveLineupList = waveLineupList
    mainFightMgr.teamNum = teamNum
    mainFightMgr.teamMax = teamMax
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
    mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    GameWorld.DebugLog("ÉèÖÃÆðʼ¹Ø¿¨²¨: ¹Ø¿¨%s-%s,²¨=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s" 
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(Def_FactionA, {1:GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)}, True)
    turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
    turnFight.sortActionQueue()
    turnFight.syncInit()
    return
 
def __doMainBossStart(curPlayer, tick):
    ## ¿ªÊ¼ÌôÕ½¹Ø¿¨boss
    playerID = curPlayer.GetPlayerID()
    chapterID, levelNum, wave = PlayerControl.GetMainLevelPassInfo(curPlayer)
    if not chapterID:
        chapterID = 1
    if not levelNum:
        levelNum = 1
    GameWorld.DebugLog("ÇëÇóÌôÕ½¹Ø¿¨Boss! passInfo: chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID)
    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
    if not chapterIpyData:
        return
    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
    if not levelIpyData:
        return
    
    nowChapterID, nowLevelNum, _ = PlayerControl.GetMainLevelNowInfo(curPlayer)
    if chapterID != nowChapterID or levelNum != nowLevelNum:
        '''Ò»°ãÓÐÁ½ÖÖÇé¿ö»áµ¼ÖÂ
        1. ÀíÂÛÉÏÍæ¼Òµ±Ç°Ë¢¹ÖµÄÕ½ڹؿ¨Ò»¶¨ÊÇÓë¹ý¹ØµÄÕ½ڹؿ¨ÊÇÒ»Öµģ¬³ýÁËÈ«²¿Õ½ÚÒÑͨ¹Ø
                                µ±Í¨¹ØÊ±£¬Òѹý¹ØµÄ¼Ç¼»á±»ÉèÖÃΪÏÂÒ»Õ½ڵÚ1¹Ø£¨°æ±¾¹Ø¿¨±íʵ¼Ê²»´æÔڸùؿ¨£©
                                µ«Êǵ±Ç°Ë¢¹ÖµÄ»¹Êǰ汾µÄ×îºóÒ»¹Ø£¬¹Ì»á³öÏÖ²»Ò»ÖµÄÇé¿ö
                                ÔÚÔö¼ÓÕ½ڹؿ¨Ð°汾¸üкóÍæ¼ÒÖØµÇ»á×Ô¶¯½øÐÐÐÞ¸´µ±Ç°Ë¢¹Ö½ø¶ÈΪ×îÐÂÕ½ڵÚ1¹Ø
        2. ÕæµÄ³öÏÖÎÊÌâÁË£¬¿ÉÄÜÊÇbugÒýÆð£¬ÕâÖÖÇé¿öÖ»ÄܽøÐÐbugÐÞ¸´¼°Õë¶ÔÒì³£Õ˺ÅÌØÊâ´¦Àí£¬»òÕßÖØµÇºóÒ²»á×Ô¶¯½øÐÐÐÞÕý
        '''
        GameWorld.ErrLog("µ±Ç°Ë¢¹ÖÕ½ڹؿ¨ÓëÌôÕ½µÄbossÕ½ڹؿ¨²»Ò»Ö£¬ÎÞ·¨ÌôÕ½! chapterID=%s,levelNum=%s,nowChapterID=%s,nowLevelNum=%s" 
                         % (chapterID, levelNum, nowChapterID, nowLevelNum), playerID)
        return
    
    # ±¾¹Ø¿¨×î´ó²¨Êý
    waveMax = 6
    while waveMax >= 1 and (not hasattr(levelIpyData, "GetWaveLineupIDList%s" % waveMax) or not getattr(levelIpyData, "GetWaveLineupIDList%s" % waveMax)()):
        waveMax -= 1
        
    if wave < waveMax:
        GameWorld.DebugLog("×îºóÒ»²¨Î´Í¨¹ý£¬ÎÞ·¨ÌôÕ½±¾¹Øboss! passWave=%s < %s" % (wave, waveMax))
        return
    
    waveLineupList = levelIpyData.GetBossLineupIDList() # Boss²¨ÕóÈÝIDÁÐ±í£¬Ð¡¶Ó1ÕóÈÝID|С¶Ó2ÕóÈÝID|...
    if not waveLineupList:
        return
    teamMax = len(waveLineupList)
    teamNum = 1
    lineupID = waveLineupList[teamNum - 1] # NPCÕóÈÝID
    
    wave = waveMax = 1 # ¹Ø¿¨boss¹Ì¶¨Ö»ÓÐÒ»²¨
    
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    mainFightMgr.chapterID = chapterID
    mainFightMgr.levelNum = levelNum
    mainFightMgr.waveMax = waveMax
    mainFightMgr.wave = wave
    mainFightMgr.waveLineupList = waveLineupList
    mainFightMgr.teamNum = teamNum
    mainFightMgr.teamMax = teamMax
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
    mapID, funcLineID = ChConfig.Def_FBMapID_MainBoss, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    GameWorld.DebugLog("ÉèÖùؿ¨boss: ¹Ø¿¨%s-%s,²¨=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s" 
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(Def_FactionA, {1:GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)}, True)
    turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
    turnFight.sortActionQueue()
    turnFight.syncInit()
    
    # ÌôÕ½bossÎÞÖмä¹ý³Ì£¬Ã¿´ÎÖ´ÐÐÖ±½ÓÌôÕ½Ò»¶Ó½á¹û
    __processTurnFight(turnFight.guid, tick)
    return
 
def __doMainFight(curPlayer, tick):
    ## Ö÷ÏßÖ´ÐÐÕ½¶·
    mainFightMgr = GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    
    isLevelBoss = mainFightMgr.isLevelBoss()
    winFaction = turnFight.winFaction
    if winFaction:
        if mainFightMgr.nextTeam:
            # ×Ô¶¯¿ªÊ¼ÏÂһС¶Ó
            teamNum = mainFightMgr.teamNum = mainFightMgr.teamNum + 1
            GameWorld.DebugLog("¿ªÊ¼½øÈëÏÂһС¶Ó: teamNum=%s" % teamNum)
            if teamNum < 1 or teamNum > len(mainFightMgr.waveLineupList):
                GameWorld.DebugLog("111111 teamNum=%s,mainFightMgr.waveLineupList=%s" % (teamNum, mainFightMgr.waveLineupList))
                return
            lineupID = mainFightMgr.waveLineupList[teamNum - 1] # NPCÕóÈÝID
            GameWorld.DebugLog("teamNum=%s,lineupID=%s" % (teamNum, lineupID))
            
            mainFightMgr.nextTeam = False
            turnFight.resetTurn({"teamNum":teamNum})
            # Çл»Ð¡¶Óʱ£¬Íæ¼ÒÕóÈݲ»ÐèÒª´¦Àí£¬±£Áô״̬
            turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
            turnFight.sortActionQueue()
            turnFight.syncInit()
            
            if mainFightMgr.isLevelBoss():
                # Ã¿´Î´¦ÀíһС¶ÓµÄÍêÕûÕ½¶·£¬Ï൱ÓÚÒ»´ÎÍêÕûÕ½±¨
                __processTurnFight(turnFight.guid, tick)
                return
        else:
            __doMainLevelWave(curPlayer, False)
        return
    
    if isLevelBoss:
        ## ¹Ø¿¨bossÊÇÒ»´ÎÐÔ´¦ÀíÍêµÄ£¬Ò»°ã²»¿ÉÄÜ×ßµ½ÕâÀÕâ±ß×öÏ·À·¶
        return
    
    # ÒÔϾùÊÇ´¦Àí¹Ø¿¨Ð¡¹Ö·Ö¶Îʵʱս¶·
    
    EntryLogic(turnFight)
    
    # Ð¡¹ÖÕ½¶·£¬Ã¿´ÎÏûºÄ1¸öÕ½´¸
    fightPoint = max(curPlayer.GetFightPoint(), 1) # Ö÷ÏßÕ½¶·ÏûºÄ±¶Öµ£¬Ä¬ÈÏ1
    
    # °´ÕóÓªÕóÈÝÖ´ÐÐ˳Ðò£¬Öð¸ö±éÀú
    doCnt = 0
    doMax = (PosNumMax + 2) * len(turnFight.actionSortList) # ·ÀÖ¹ËÀÑ­»·£¬×ö×î´óÑ­»·´ÎÊýÏÞÖÆ = (×î´óλÖÃÊý + Ö÷¹«¡¢ºìÑÕλÖÃ)*Ðж¯ÕóÈÝÊý
    overLineupList = [] # ±¾»ØºÏÒѾ­½áÊøÐж¯µÄÕóÈÝÁбí [(faction, num), ...]£¬ ËùÓÐÕóÈÝÈ«²¿½áÊø´ú±í±¾»ØºÏ½áÊø
    
    turnNum = turnFight.turnNum
    unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
    GameWorld.DebugLog("unXiantaoCnt=%s,turnNum=%s,doMax=%s,actionIndex=%s,%s" % (unXiantaoCnt, turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
        doCnt += 1
        turnNum = turnFight.turnNum
        # Ö´ÐлغϿªÊ¼Âß¼­
        if turnFight.turnStart < turnNum:
            GameWorld.DebugLog("Ö´ÐÐÐж¯: turnNum=%s, »ØºÏ¿ªÊ¼" % (turnFight.turnNum))
            turnFight.syncState(FightState_Fighting)
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("»ØºÏ¿ªÊ¼Ê±Õ½´¸²»×ã!")
                return
            turnFight.turnStart = turnNum
            turnFight.actionIndex = 0
            for faction, num in turnFight.actionSortList:
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = ActionNumStart
                for curNPC in batLineup.npcPosDict.values():
                    TurnFightObjPerTurnStart(curNPC, None, turnNum, tick)
                    
        if turnFight.actionIndex >= len(turnFight.actionSortList):
            turnFight.actionIndex = 0
            
        faction, num = turnFight.actionSortList[turnFight.actionIndex]
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        if batLineup.actionNum > max(batLineup.npcPosDict):
            if (faction, num) not in overLineupList:
                overLineupList.append((faction, num))
                
            turnFight.actionIndex += 1
            continue
        
        if faction == Def_FactionA:
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("Õ½´¸²»×ã!")
                return
        GameWorld.DebugLog("Ö´ÐÐÐж¯: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
        
        # Ö÷¹«
        if batLineup.actionNum == -1:
            pass
        
        # ºìÑÕ
        elif batLineup.actionNum == 0:
            pass
        
        # Î佫
        elif batLineup.actionNum > 0:
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum
                if posNum not in batLineup.npcPosDict:
                    continue
                curNPC = batLineup.npcPosDict[posNum]
                if not curNPC or GameObj.GetHP(curNPC) <= 0:
                    continue
                objType = curNPC.GetGameObjType()
                objID = curNPC.GetID()
                turnFight.syncObjAction(turnNum, objType, objID)
                
                objName = GetObjName(curNPC)
                curHP = GameObj.GetHP(curNPC)
                
                GameWorld.DebugLog("¡ï»ØºÏ%s %s Ðж¯ : curHP=%s" % (turnNum, objName, curHP))
                if not DoAttack(curNPC, None, tick):
                    GameWorld.DebugLog("        ¹¥»÷ʧ°Ü")
                    continue
                
                if faction == Def_FactionA:
                    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint, isNotify=False):
                        return
                break
            
        turnFight.actionIndex += 1
        batLineup.actionNum += 1
        if batLineup.actionNum > max(batLineup.npcPosDict):
            GameWorld.DebugLog("¸ÃÕóÈݱ¾»ØºÏÒѾ­È«²¿Ðж¯ÍêÁË: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
            if (faction, num) not in overLineupList:
                overLineupList.append((faction, num))
                
        if turnFight.checkOverByKilled():
            break
        
        nowUnXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
        if unXiantaoCnt != nowUnXiantaoCnt:
            # Íæ¼ÒÓÐÏûºÄÕ½´¸ÔòÍ£Ö¹£¬Ò»¶Î¶ÎÖ´ÐÐ
            GameWorld.DebugLog("Íæ¼ÒÓÐÏûºÄÕ½´¸ÔòÍ£Ö¹,nowUnXiantaoCnt=%s" % (nowUnXiantaoCnt))
            break
        
    if turnFight.winFaction:
        return
    
    GameWorld.DebugLog("turnNum=%s,doCnt=%s,overLineupList=%s" % (turnNum, doCnt, overLineupList))
    if len(overLineupList) >= len(turnFight.actionSortList):
        GameWorld.DebugLog("Ö´ÐÐÐж¯: turnNum=%s, »ØºÏ½áÊø" % (turnFight.turnNum))
        if turnFight.turnEnd < turnNum:
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("»ØºÏ½áÊøÊ±Õ½´¸²»×ã!")
                return
            turnFight.turnEnd = turnNum
            for faction, num in turnFight.actionSortList:
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                for curNPC in batLineup.npcPosDict.values():
                    pass
                
            if turnFight.checkOverByKilled():
                return
            
        if turnNum < turnFight.turnMax:
            turnFight.turnNum += 1
        else:
            OnTurnAllOver(turnFight.guid)
            
    return
 
def __processTurnFight(guid, tick):
    ## Ò»´ÎÐÔ´¦ÀíÍêÒ»¸öС¶ÓµÄÕ½¶·
    turnFight = GetTurnFightMgr().getTurnFight(guid)
    curPlayer = turnFight.curPlayer
    turnMax = turnFight.turnMax
    EntryLogic(turnFight)
    for turnNum in range(1, turnMax + 1):
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("¡¾----- »ØºÏÖÆÕ½¶·ÂÖ´Î: %s -----¡¿" % turnNum)
        if curPlayer:
            turnFight.syncState(FightState_Fighting)
            
        # »ØºÏ¿ªÊ¼
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("»ØºÏ¿ªÊ¼Âß¼­: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            batLineup.actionNum = 1
            for curNPC in batLineup.npcPosDict.values():
                TurnFightObjPerTurnStart(curNPC, None, turnNum, tick)
                
        # Ö÷¹«
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("Ö÷¹«Âß¼­: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            
        # ºìÑÕ
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("ºìÑÕÂß¼­: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            
        if turnFight.checkOverByKilled():
            break
        
        # Î佫
        doMax = PosNumMax * len(turnFight.actionSortList)
        doCnt = 0
        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
            doCnt += 1
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.npcPosDict:
                    continue
                curNPC = batLineup.npcPosDict[posNum]
                if not curNPC or GameObj.GetHP(curNPC) <= 0:
                    continue
                objType = curNPC.GetGameObjType()
                objID = curNPC.GetID()
                turnFight.syncObjAction(turnNum, objType, objID)
                
                objName = GetObjName(curNPC)
                curHP = GameObj.GetHP(curNPC)
                
                GameWorld.DebugLog("¡ï»ØºÏ%s %s Ðж¯ : curHP=%s" % (turnNum, objName, curHP))
                if not DoAttack(curNPC, None, tick):
                    continue
                
                break
            
            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
                turnFight.actionIndex = 0
            else:
                turnFight.actionIndex += 1
                
        # »ØºÏ½áÊø
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("»ØºÏ½áÊøÂß¼­: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for curNPC in batLineup.npcPosDict.values():
                pass
            
        if turnFight.checkOverByKilled():
            break
        
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
    return
 
#// B4 10 »ØºÏÖÆÕ½¶· #tagCMTurnFight
#
#struct    tagCMTurnFight
#{
#    tagHead        Head;
#    DWORD        MapID;        // ×Ô¶¨ÒåµØÍ¼ID£¬¿ÉÓÃÓÚ°ó¶¨Õ½¶·µØÍ¼³¡¾°¹¦ÄÜ£¨ÈçÖ÷Ï߹ؿ¨¡¢Ö÷Ïßboss¡¢ÅÀËþ¡¢¾º¼¼³¡µÈ£©
#    DWORD        FuncLineID;    // MapID¶ÔÓ¦µÄÀ©Õ¹Öµ£¬Èç¾ßÌåij¸ö¹Ø¿¨µÈ
#    BYTE        TagType;    // Ä¿±êÀàÐÍ£¬0-NPCÕóÈÝ£¬1-Íæ¼Ò
#    DWORD        TagID;    // Ä¿±êÀàÐͶÔÓ¦µÄID£¬ÈçÕóÈÝID»òÍæ¼ÒID
#    BYTE        ValueCount;
#    DWORD        ValueList[ValueCount]; // ¸½¼ÓÖµÁÐ±í£¬¿ÉÑ¡£¬¾ßÌ庬ÒåÓÉMapID¾ö¶¨
#};
def OnTurnFight(index, clientData, tick):
    #curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    #mapID = clientData.MapID
    #funcLineID = clientData.FuncLineID
    return
 
def GetObjName(gameObj):
    objName = gameObj.GetName()
    faction = GameObj.GetFaction(gameObj)
    posInfo = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
    npcID = gameObj.GetNPCID()
    return "%s%s %s[%s-%s]" % ("A" if faction == Def_FactionA else "B", posInfo, objName, gameObj.GetID(), npcID)
 
def EntryLogic(turnFight):
    ## Ö´Ðнø³¡Âß¼­
    if turnFight.enterLogic:
        return
    GameWorld.DebugLog("Ö´Ðнø³¡Âß¼­...")
    
    turnFight.enterLogic = True
    return
 
def TurnFightObjPerTurnStart(gameObj, tagObj, turnNum, tick):
    ## »ØºÏÖÆÕ½¶·ÊµÀý - Ã¿»ØºÏ¿ªÊ¼Ê±´¦Àí
    if not gameObj:
        return
    
#    SetTimeline(gameObj, turnNum, 0)
#    # ÖØÖÃÁ¬»÷¡¢·´»÷Êý
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0)
#    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # »÷ÔÎCD
#    
#    objType = gameObj.GetGameObjType()
#    objID = gameObj.GetID()
#    objName = GetObjName(gameObj)
#    GameWorld.DebugLog("ObjPerTurnStart: »ØºÏ%s, %s objType-ID-HP(%s-%s-%s)" % (turnNum, objName, objType, objID, GameObj.GetHP(gameObj)))
#    
#    # Ã¿»ØºÏ¿ªÊ¼¼õ¼¼ÄÜCD
#    skillManager = gameObj.GetSkillManager()
#    for i in range(skillManager.GetSkillCount()):
#        skill = skillManager.GetSkillByIndex(i)
#        remainTime = skill.GetRemainTime()
#        if not remainTime:
#            continue
#        skillID = skill.GetSkillID()
#        updRemainTime = max(0, remainTime - ChConfig.Def_PerTurnTick)
#        skill.SetRemainTime(updRemainTime)
#        GameWorld.DebugLog("    skillID=%s,remainTime=%s,updRemainTime=%s" % (skillID, remainTime, updRemainTime))
#        
#    # Ë¢Ð¶¨Ê±´¦ÀíµÄbuffЧ¹û
#    SkillShell.ProcessPersistBuff(gameObj, tick)
#    
#    PassiveBuffEffMng.OnPassiveSkillTrigger(gameObj, tagObj, None, ChConfig.TriggerType_TurnNum, tick)
#    
#    __logGameObjAttr(gameObj)
    return
 
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
    ## »ØºÏ¶ÔÏóÌí¼ÓÖÎÁÆÖµ
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    
    curFaction = GameObj.GetFaction(curObj)
    if not srcObj or curFaction != GameObj.GetFaction(srcObj):
        # Í¬ÕóÓªµÄÖÎÁƲÅͳ¼Æ
        return
    
    curID = curObj.GetID()
    srcID = srcObj.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(curID)
    if not turnFight:
        return
    
    curBatFaction = turnFight.getBatFaction(curFaction)
    for num in curBatFaction.lineupDict.keys():
        batLineup = curBatFaction.getBatlineup(num)
        updStatValue = batLineup.statCureValue(srcID, cureHP)
        if updStatValue == None:
            continue
        GameWorld.DebugLog("        Í³¼ÆÖÎÁÆ: curTD=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s" 
                       % (curID, srcID, skillID, addValue, cureHP, updStatValue))
        break
    
    return
 
def AddTurnObjHurtValue(curObj, tagObj, hurtType, hurtValue, lostHP, curSkill=None):
    ## »ØºÏ¶ÔÏóÌí¼ÓÉ˺¦Öµ
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    curID = curObj.GetID()
    tagID = tagObj.GetID()
    skillID = curSkill.GetSkillID() if curSkill else 0
    turnFight = GetTurnFightMgr().getNPCTurnFight(curID)
    if not turnFight:
        return
    
    if curID != tagID:
        curBatFaction = turnFight.getBatFaction(GameObj.GetFaction(curObj))
        for num in curBatFaction.lineupDict.keys():
            batLineup = curBatFaction.getBatlineup(num)
            updStatValue = batLineup.statHurtValue(curID, lostHP)
            if updStatValue == None:
                continue
            GameWorld.DebugLog("        Í³¼ÆÉËѪ: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s" 
                           % (curID, tagID, skillID, hurtType, hurtValue, lostHP, updStatValue, GameObj.GetHP(tagObj)))
            break
        
        tagBatFaction = turnFight.getBatFaction(GameObj.GetFaction(tagObj))
        for num in tagBatFaction.lineupDict.keys():
            batLineup = tagBatFaction.getBatlineup(num)
            updStatValue = batLineup.statDefValue(tagID, lostHP)
            if updStatValue == None:
                continue
            GameWorld.DebugLog("        Í³¼Æ³ÐÉË: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s" 
                           % (tagID, curID, skillID, hurtType, hurtValue, lostHP, updStatValue, GameObj.GetHP(tagObj)))
            break
        
    else:
        # È绻ѪÀ༼ÄÜ£¬×ԲеÄÉ˺¦²»ËãÊä³ö
        GameWorld.DebugLog("        ×Ô²Ð: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,curHP=%s" 
                           % (curID, tagID, skillID, hurtType, hurtValue, lostHP, GameObj.GetHP(curObj)))
        
    if lostHP and curID != tagID:
        AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID)
    return
 
def __GetAddXP_Attack(attack, curSkill):
    ## ¹¥»÷·½Ôö¼ÓµÄXPÖµ¸ù¾ÝÖ÷¶¯ÆÕ¹¥¼¼ÄÜ»ñµÃ
    if not curSkill:
        return 0
    if not SkillCommon.isNormalAtkSkill(curSkill):
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 3)
 
def __GetAddXP_Defender(defender, lostHP):
    ## µôѪ·½Ôö¼ÓµÄXPÖµ¸ù¾ÝµôѪ°Ù·Ö±È»ñµÃ
    if lostHP <= 0:
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 4)
 
def AddTurnFightXP(gameObj, addXP, reason=""):
    ## »ØºÏÕ½¶·Ôö¼ÓXP
    if addXP <= 0 or not addXP:
        #GameWorld.DebugLog("        Ã»ÓÐÔö¼ÓXP! curID=%s" % (gameObj.GetID()))
        return
    posNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 10
    if posNum <= 0:
        #·ÇÖ÷Õ½µ¥Î»²»¼Ó
        return
    curXP = GameObj.GetXP(gameObj)
    updXP = curXP + addXP
    GameObj.SetXP(gameObj, updXP)
    GameWorld.DebugLog("        ¸üÐÂXP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
 
def DoAttack(curNPC, tagNPC, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
    curID = curNPC.GetID()
    npcID = curNPC.GetNPCID()
    objName = GetObjName(curNPC)
    GameWorld.DebugLog("    ¡ñ %s DoAttack: curID=%s,,turnBattleType=%s" % (objName, curID, turnBattleType))
    
    atkOK = False
    tagObj = tagNPC
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, turnBattleType)
    
    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
        if not tagObj:
            return
        atkOK = BaseAttack.Attack(curNPC, tagObj, None, tick) # ·´»÷Ϊµ¥ÌåÆÕ¹¥
    elif turnBattleType == ChConfig.TurnBattleType_Combo:
        if not tagObj:
            return
        atkOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
    else:
        curXP = GameObj.GetXP(curNPC)
        xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
        skillManager = curNPC.GetSkillManager()
        useSkillList = []
        GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
        for index in range(0, skillManager.GetSkillCount()):
            useSkill = skillManager.GetSkillByIndex(index)
            #ÒѾ­µ½Î²²¿ÁË
            if not useSkill or useSkill.GetSkillTypeID() == 0:
                break
            #±»¶¯¼¼ÄÜÎÞ·¨Ê¹ÓÃ
            if SkillCommon.isPassiveSkill(useSkill):
                continue
            #»¹ÔÚÀäȴʱ¼äÄÚÎÞ·¨ÊÍ·Å
            if SkillCommon.RefreshSkillRemainTime(useSkill, tick) != 0:
                continue
            skillTypeID = useSkill.GetSkillTypeID()
            # ³£¹æ¹¥»÷ÓÅÏÈxp
            if SkillCommon.isXPSkill(useSkill) and turnBattleType == ChConfig.TurnBattleType_Normal:
                if curXP < xpMax:
                    continue
                useCnt = -1 # xp¼¼ÄÜÓÅÏÈÊÍ·Å
            else:
                useCnt = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillTypeID) # ¸Ã¼¼ÄÜÒÑʹÓôÎÊý
            useSkillList.append([useCnt, index, skillTypeID, useSkill])
            
        useSkillList.sort() # °´Ê¹ÓôÎÊýÓÅÏÈÉýÐòÅÅ£¬Ê¹ÓôÎÊýµÍµÄÓÅÏÈÅжÏʹÓÃ
        #GameWorld.DebugLog('    ¼¼ÄÜʹÓÃ˳Ðò = useSkillList%s' % str(useSkillList), npcID)
        
        for useInfo in useSkillList:
            useSkill = useInfo[-1]
            skillID = useSkill.GetSkillID()
            atkOK, tagObj = DoNPCUseSkill(curNPC, useSkill, tick)
            if atkOK:
                AddTurnFightXP(curNPC, __GetAddXP_Attack(curNPC, useSkill), "skillID:%s" % skillID)
                break
            
        if not atkOK:
            tagObj = GetEnemyObj(curNPC)
            if tagObj:
                GameWorld.DebugLog('    ÎÞ¼¼Äܿɹ¥»÷£¬Ö±½ÓʹÓÃÆÕ¹¥! tagID=%s(%s)' % (tagObj.GetID(), GetObjName(tagObj)), npcID)
                atkOK = BaseAttack.Attack(curNPC, tagObj, None, tick)
                
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # ÎÞÂÛ¹¥»÷³É¹¦Óë·ñ¶¼ÖØÖÃÕ½¶·ÀàÐÍ
    
    tagID = 0
    tagHP = 0
    if tagObj:
        tagID = tagObj.GetID()
        tagHP = GameObj.GetHP(tagObj)
    GameWorld.DebugLog('        atkOK=%s,tagID=%s,tagHP=%s' % (atkOK, tagID, tagHP), npcID)
    if not atkOK:
        return
    
    if not tagObj:
        return
    
    if GameObj.GetFaction(curNPC) == GameObj.GetFaction(tagObj):
        # Í¬ÕóÓªÖ±½Ó·µ»Ø£¬²»´¦ÀíÁ¬»÷¡¢·´»÷
        return True
    
    curHP = GameObj.GetHP(curNPC)
    tagHP = GameObj.GetHP(tagObj)
    tagID = tagObj.GetID()
    GameWorld.DebugLog("            curID-HP=(%s-%s),tagID-HP=(%s-%s)" % (curID, curHP, tagID, tagHP))
    if tagHP <= 0 or curHP <= 0:
        return True
    
    # ·´»÷£¬·´»÷¿É´ò¶ÏÁ¬»÷£¬ËùÒÔÓÅÏÈÅжÏ
    if CanAtkBack(curNPC, tagObj):
        DoAttack(tagObj, curNPC, tick, ChConfig.TurnBattleType_AtkBack)
        return True
    
    # Á¬»÷
    if CanCombo(curNPC, tagObj):
        DoAttack(curNPC, tagObj, tick, ChConfig.TurnBattleType_Combo, useSkill)
        
    return True
 
def CanAtkBack(atkObj, defObj):
    ## ¿É·ñ·´»÷
    posNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 100
    if posNum <= 0:
        GameWorld.DebugLog("            ±»·ÇÖ÷Õ½µ¥Î»¹¥»÷ʱÎÞ·¨´¥·¢·´»÷: atkID=%s,posNum=%s" % (atkObj.GetID(), posNum))
        return False
    defAtkBackRate = GameObj.GetAtkBackRate(defObj) # ·À·½·´»÷ÂÊ
    atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # ÒÑ·´»÷´ÎÊý
    if atkBackNum > 10:
        # ÄÚÖÃ×î¸ß·´»÷Êý·À·¶
        return False
    if atkBackNum > 0:
        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 4)
        vaildPer = validPerList[atkBackNum - 1] if len(validPerList) >= atkBackNum else 0
        defAtkBackRate = int(defAtkBackRate * vaildPer / 100.0)
        
    atkAtkBackDefRate = GameObj.GetAtkBackDefRate(atkObj) # ¹¥·½µÖ¿¹·´»÷ÂÊ
    atkBackRate = max(0, defAtkBackRate - atkAtkBackDefRate)
    if atkBackRate <= 0 or not GameWorld.CanHappen(atkBackRate):
        GameWorld.DebugLog("            ÎÞ·¨·´»÷: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)" 
                           % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
        return False
    GameWorld.DebugLog("            ¿ÉÒÔ·´»÷: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)" 
                       % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
    return True
 
def CanCombo(atkObj, defObj):
    ## ¿É·ñÁ¬»÷
    
    atkComboRate = GameObj.GetComboRate(atkObj) # ¹¥·½Á¬»÷ÂÊ
    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) # ÒÑÁ¬»÷´ÎÊý
    if comboNum > 10:
        # ÄÚÖÃ×î¸ßÁ¬»÷Êý·À·¶
        return False
    if comboNum > 0:
        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 3)
        vaildPer = validPerList[comboNum - 1] if len(validPerList) >= comboNum else 0
        atkComboRate = int(atkComboRate * vaildPer / 100.0)
        
    defComboReduce = GameObj.GetComboDefRate(defObj) # ·À·½µÖ¿¹Á¬»÷ÂÊ
    comboRate = max(0, atkComboRate - defComboReduce)
    if comboRate <= 0 or not GameWorld.CanHappen(comboRate):
        GameWorld.DebugLog("            ÎÞ·¨Á¬»÷: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
                           % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
        return False
    GameWorld.DebugLog("            ¿ÉÒÔÁ¬»÷: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
    return True
 
def DoNPCUseSkill(curNPC, useSkill, tick):
    '''NPCʹÓü¼ÄÜ
    @return: ÊÇ·ñ³É¹¦, tagObj
    '''
    if not useSkill or useSkill.GetSkillTypeID() == 0:
        return False, None
    
    #¼ì²éÊÇ·ñ¼¸ÂÊ´¥·¢
    rate = useSkill.GetHappenRate()
    if rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
        #GameWorld.Log('¼ì²éÊÇ·ñ¼¸ÂÊ´¥·¢ = %sʧ°Ü = %s'%(rate, useSkill.GetSkillName()))
        return False, None
    
    tagObj = None
    skillTag = SkillShell.GetSkillAffectTag(useSkill)
    skillAim = SkillShell.GetSkillFireAim(useSkill)
    
    # ×¢£º ¶àV¶àµÄÇé¿öÓѺÃÄ¿±ê½öÕë¶Ô±¾ÕóÈÝ¡¢µÐ¶ÔÄ¿±ê¿ÉÕë¶ÔÈÎÒâµÐ¶ÔÕóÈÝ
    
    #---¶Ô×Ô¼ºÊÍ·Å,»òÕßÎÞÄ¿±ê¼¼ÄÜ---
    if skillTag in ChConfig.Def_ST_CanNPCUseSkill or skillAim == ChConfig.Def_UseSkillAim_None:
        #ÊÍ·Å×ÔÉíÀ༼ÄÜ
        tagObj = curNPC
        isOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
        return isOK, tagObj
    
    # ÕÙ»½ÊÞ¶ÔÖ÷ÈËÊͷż¼ÄÜ
    elif skillTag == ChConfig.Def_UseSkillTag_SummonMaster:
        if not NPCCommon.IsSummonNPC(curNPC):
            GameWorld.ErrLog("¸ÃNPC·ÇÕÙ»½ÊÞ£¬ÎÞ·¨»ñµÃÖ÷ÈËÊͷż¼ÄÜ")
            return False, None
        
        curSummonOwner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)    
        if curSummonOwner == None:
            curSummonOwner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotNPC, curNPC)
            
        if curSummonOwner == None:
            GameWorld.ErrLog("ÕÙ»½ÊÞ£¨%s£©¶ÔÖ÷ÈËÊͷż¼ÄÜ£¬ÕÒ²»µ½Ö÷ÈË" % curNPC.GetNPCID())
            return False, None
        
        tagObj = curSummonOwner
        
    # ÓѺÃËÀÍöÄ¿±ê£¬Ò»°ãÊǸ´»î¼¼ÄÜ
    elif skillTag == ChConfig.Def_UseSkillTag_FriendDeath:
        deathList = GetFriendDeathList(curNPC)
        if not deathList:
            return False, None
        tagObj = random.choice(deathList) # Ëæ»úѡһ¸ö
        
    # ÓѺÃÄ¿±ê
    elif skillTag in ChConfig.Def_ST_CanNPCUseSkillFriend:
        friendList = GetFriendObjList(curNPC)
        if not friendList:
            return False, None
        tagObj = random.choice(friendList) # Ëæ»úѡһ¸ö£¬¿ÉÀ©Õ¹ÆäËûÑ¡Ôñ¹æÔò
        
    # µÐ·½Ä¿±ê
    else:
        tagObj = GetEnemyObj(curNPC)
        
    if not tagObj:
        return False, None
    
    GameWorld.DebugLog("    ¼¼ÄÜÊÍ·Å: skillID=%s,atkID=%s,def=%s,HP:%s/%s" 
                       % (useSkill.GetSkillID(), curNPC.GetID(), GetObjName(tagObj), GameObj.GetHP(tagObj), GameObj.GetMaxHP(tagObj)))
    isOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
    return isOK, tagObj
 
def GetFriendDeathList(curNPC):
    ## »ñÈ¡ÓÑ·½ËÀÍöµ¥Î»£¬½öÕë¶Ô±¾ÕóÈÝÖ÷Õ½µ¥Î»
    objID = curNPC.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return []
    batFaction = turnFight.getBatFaction(GameObj.GetFaction(curNPC))
    num = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) / 100
    batLineup = batFaction.getBatlineup(num)
    deathList = []
    for posNum, tagNPC in batLineup.npcPosDict.items():
        if posNum <= 0 or not tagNPC:
            continue
        if GameObj.GetHP(tagNPC) > 0:
            continue
        deathList.append(tagNPC)
        
    return deathList
 
def GetFriendObjList(curNPC):
    ## »ñÈ¡ÓÑ·½µ¥Î»£¬½öÕë¶Ô±¾ÕóÈÝÖ÷Õ½µ¥Î»
    objID = curNPC.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return []
    batFaction = turnFight.getBatFaction(GameObj.GetFaction(curNPC))
    num = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) / 100
    batLineup = batFaction.getBatlineup(num)
    friendList = []
    for posNum, tagNPC in batLineup.npcPosDict.items():
        if posNum <= 0 or not tagNPC:
            continue
        if GameObj.GetHP(tagNPC) <= 0:
            continue
        friendList.append(tagNPC)
    return friendList
 
def GetEnemyObj(curNPC, ruleType=0):
    ## »ñȡһ¸öµÐ¶Ôµ¥Î»£¬Õë¶ÔËùÓежÔÕóÈÝÖ÷Õ½µ¥Î»£¬ÓÅÏÈÑ¡Ôñ¶ÔλÕóÈݵ¥Î»£¬½öÏÞ»î×ŵĵ¥Î»
    # @param ruleType: Ñ¡Ôñ¹æÔò£¬Ä¬ÈÏ0ÈÎÒ⣬1-×îµÍѪÁ¿£»2-×î¸ßѪÁ¿
    objID = curNPC.GetID()
    faction = GameObj.GetFaction(curNPC)
    posInfo = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
    num = posInfo / 100 # ÕóÈݱàºÅ
    posNum = posInfo % 100 # ËùÔÚÕóÈÝվλ
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return
    
    tagBatFaction = turnFight.getBatFaction(Def_FactionB if faction == Def_FactionA else Def_FactionA)
    
    tagLineupNumList = [num] # Ä¿±êÕóÈÝÑ¡Ôñ˳Ðò£¬ÓÅÏȶÔλÕóÈÝ£¬ÔÙÆäËûÕóÈÝ
    if num in tagBatFaction.lineupDict:
        tagLineupNumList = [num]
    for tagNum in tagBatFaction.lineupDict.keys():
        if tagNum not in tagLineupNumList:
            tagLineupNumList.append(tagNum)
            
    for tagNum in tagLineupNumList:
        tagLineup = tagBatFaction.getBatlineup(tagNum)
        tagPosNumList = [posNum] # ÓÅÏȶÔλλÖã¬ÔÙÆäËûλÖð´Ë³Ðò±éÀú
        pNumList = tagLineup.npcPosDict.keys()
        pNumList.sort()
        for pNum in pNumList:
            if pNum > 0 and pNum not in tagPosNumList:
                tagPosNumList.append(pNum)
        for pNum in tagPosNumList:
            tagNPC = tagLineup.npcPosDict.get(pNum)
            if not tagNPC:
                continue
            if GameObj.GetHP(tagNPC) <= 0:
                continue
            return tagNPC
    return
 
def SetKilled(gameObj, killer=None):
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        #GameWorld.DebugLog("·Ç»ØºÏÕ½¶·Ö÷Ìå±»»÷ɱ: curID=%s" % gameObj.GetID())
        return
    
    GameWorld.DebugLog("        %s »ØºÏÕ½¶·Ö÷Ìå±»»÷ɱ: curID=%s" % (GetObjName(gameObj), gameObj.GetID()))
    GameObj.SetHP(gameObj, 0) # »ØºÏÖÆËÀÍö½öÉèÖÃΪ0£¬ÊµÀýÔÝʱ²»»ØÊÕ
    gameObj.SetVisible(False)
    
    turnFight = GetTurnFightMgr().getNPCTurnFight(gameObj.GetID())
    if turnFight:
        clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
        clientPack.ObjID = gameObj.GetID()
        turnFight.addBatPack(clientPack)
        
    return True
 
def OnTurnAllOver(guid):
    ## ËùÓлغÏÒѾ­È«²¿Ö´ÐÐÍê±Ï
    GameWorld.DebugLog("ËùÓлغϽáÊø")
    turnFight = GetTurnFightMgr().getTurnFight(guid)
    if not turnFight:
        return
    
    if turnFight.winFaction:
        return
    
    if turnFight.playerID:
        # Íæ¼Ò·¢ÆðµÄ£¬Î´»÷ɱ¶Ô·½£¬ËãÍæ¼ÒÊä
        turnFight.winFaction = Def_FactionB
    else:
        # ÏµÍ³³¡´Î£¬°´Ò»¶¨¹æÔòÀ´£¬ÕâÀïÏÈËæ»ú
        turnFight.winFaction = random.choice([Def_FactionA, Def_FactionB])
        
    DoTurnFightOver(guid)
    return
 
def DoTurnFightOver(guid):
    ## Ö´ÐлغÏÕ½¶·½áËãÂß¼­
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.getTurnFight(guid)
    if not turnFight:
        return
    
    turnFight.costTime = time.time() - turnFight.startTime
    winFaction = turnFight.winFaction
    GameWorld.DebugLog("--- Õ½¶·½áÊø´¦Àí --- %s, winFaction=%s, costTime=%ss" % (guid, winFaction, turnFight.costTime))
    
    # Í³¼ÆÃ÷ϸ
    statInfo = {}
    for faction in turnFight.factionDict.keys():
        if str(faction) not in statInfo:
            statInfo[str(faction)] = {}
        facStatInfo = statInfo[str(faction)]
        batFaction = turnFight.getBatFaction(faction)
        for num in batFaction.lineupDict.keys():
            if str(num) not in facStatInfo:
                facStatInfo[str(num)] = {}
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            hurtStatDict = batLineup.hurtStatDict
            defStatDict = batLineup.defStatDict
            cureStatDict = batLineup.cureStatDict
            GameWorld.DebugLog("ÕóÈÝÃ÷ϸ: faction=%s,num=%s" % (faction, num))
            for posNum, curNPC in batLineup.npcPosDict.items():
                objID = curNPC.GetID()
                npcID = curNPC.GetNPCID()
                atkHurt = hurtStatDict.get(objID, 0)
                defHurt = defStatDict.get(objID, 0)
                cureHP = cureStatDict.get(objID, 0)
                GameWorld.DebugLog("    Pos:%s ID=%s-%s,,HP=%s/%s, Êä³ö=%s,³ÐÉË=%s,ÖÎÁÆ=%s" 
                                   % (posNum, objID, npcID, GameObj.GetHP(curNPC), GameObj.GetMaxHP(curNPC), atkHurt, defHurt, cureHP))
                lineupStatInfo[str(posNum)] = {"ObjID":objID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
                
    awardItemList = []
    playerID = turnFight.playerID
    if playerID:
        curPlayer = turnFight.curPlayer
        isWin = (winFaction == Def_FactionA)
        # Ö÷ÏßС¹Ö
        if turnFight.mapID == ChConfig.Def_FBMapID_Main:
            OnOver_MainLevel(curPlayer, isWin, awardItemList)
        # Ö÷Ïßboss
        elif turnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
            OnOver_MainLevelBoss(curPlayer, isWin, awardItemList)    
        else:
            pass
        
    overMsg = {"winFaction":winFaction, "statInfo":statInfo, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(awardItemList)}
    turnFight.syncState(FightState_Award, overMsg)
    
    # ³ýÁËÖ÷ÏßÍ⣬ÆäÓàÕ½¶·½áÊøºó¾ùÖ±½Óɾ³ý
    if not turnFight.playerID:
        tfMgr.delTurnFight(guid)
    return
 
def OnOver_MainLevel(curPlayer, isWin, awardItemList):
    ## Õ½¶·½áÊø¶îÍâ´¦Àí - Ö÷Ï߹ؿ¨
    if not curPlayer:
        return
    playerID = curPlayer.GetPlayerID()
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
    
    if not isWin:
        nextWave = max(1, wave - 1)
        nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, nextWave)
        GameWorld.DebugLog("Ö÷ÏßС¹ÖÕ½¶·Ê§°Ü£¬½µÒ»²¨! chapterID=%s,levelNum=%s,wave=%s,nextWave=%s,nowValue=%s" 
                           % (chapterID, levelNum, wave, nextWave, nowValue), playerID)
        return
    
    if mainFightMgr.teamNum < mainFightMgr.teamMax:
        mainFightMgr.nextTeam = True
        GameWorld.DebugLog("Ö÷ÏßС¹ÖÕ½¶·Ê¤Àû£¬ÏÂһС¶Ó! chapterID=%s,levelNum=%s,wave=%s,teamNum=%s/%s" 
                           % (chapterID, levelNum, wave, mainFightMgr.teamNum, mainFightMgr.teamMax), playerID)
        return
    
    # »ñʤ¹ý²¨
    if wave < mainFightMgr.waveMax:
        nextWave = min(mainFightMgr.waveMax, wave + 1)
        nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, nextWave)
        GameWorld.DebugLog("Ö÷ÏßС¹Ö²¨Õ½¶·Ê¤Àû£¬ÏÂÒ»²¨! chapterID=%s,levelNum=%s,wave=%s,nextWave=%s,nowValue=%s" 
                           % (chapterID, levelNum, wave, nextWave, nowValue), playerID)
    else:
        GameWorld.DebugLog("Ö÷ÏßС¹Ö²¨Õ½¶·Ê¤Àû£¬×îºóÒ»²¨Ñ­»·Ë¢! chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID)
        
    # Ð¡¹Ö¿ÉÄÜ»áÍ˲¨£¬ËùÒÔÖ»ÔÚÓг¬¹ýÒѹý¹Ø¿¨½ø¶Èʱ²Å¸üÐÂÖµ
    hisPassValue = PlayerControl.GetMainLevelPassValue(curPlayer)
    curPassValue = PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    if curPassValue > hisPassValue:
        GameWorld.DebugLog("¸üе±Ç°¹ý¹Ø½ø¶È! curPassValue=%s,hisPassValue=%s" % (curPassValue, hisPassValue), playerID)
        PlayerControl.SetMainLevelPassValue(curPlayer, curPassValue)
    else:
        GameWorld.DebugLog("䳬¹ýµ±Ç°¹ý¹Ø½ø¶È£¬²»¸üÐÂ! curPassValue=%s <= hisPassValue=%s" % (curPassValue, hisPassValue), playerID)
        
    return
 
def OnOver_MainLevelBoss(curPlayer, isWin, awardItemList):
    ## Õ½¶·½áÊø¶îÍâ´¦Àí - Ö÷Ï߹ؿ¨boss
    if not curPlayer:
        return
    playerID = curPlayer.GetPlayerID()
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
    if not isWin:
        nowValue = PlayerControl.GetMainLevelNowValue(curPlayer)
        GameWorld.DebugLog("Ö÷ÏßbossÕ½¶·Ê§°Ü£¡±£³Öµ±Ç°Ë¢¹Ö²¨½ø¶È²»±ä! nowValue=%s" % nowValue, playerID)
        return
    
    if mainFightMgr.teamNum < mainFightMgr.teamMax:
        mainFightMgr.nextTeam = True
        GameWorld.DebugLog("Ö÷ÏßbossС¶ÓÕ½¶·Ê¤Àû£¬ÏÂһС¶Ó! chapterID=%s,levelNum=%s,teamNum=%s/%s" 
                           % (chapterID, levelNum, mainFightMgr.teamNum, mainFightMgr.teamMax), playerID)
        return
    
    isAllPass = False # ÊÇ·ñͨ¹Ø
    if IpyGameDataPY.GetIpyGameDataNotLog("MainLevel", chapterID, levelNum + 1):
        nextChapterID, nextLevelNum = chapterID, levelNum + 1
        GameWorld.DebugLog("Ö÷Ïßboss²¨Õ½¶·Ê¤Àû£¡ÏÂÒ»¹Ø! chapterID=%s,levelNum=%s,nextLevelNum=%s" 
                           % (chapterID, levelNum, nextLevelNum), playerID)
    elif IpyGameDataPY.GetIpyGameDataNotLog("MainLevel", chapterID + 1, 1):
        nextChapterID, nextLevelNum = chapterID + 1, 1
        GameWorld.DebugLog("Ö÷Ïßboss²¨Õ½¶·Ê¤Àû£¡ÏÂÒ»ÕÂ! chapterID=%s,levelNum=%s,nextChapterID=%s,nextLevelNum=%s" 
                           % (chapterID, levelNum, nextChapterID, nextLevelNum), playerID)
    else:
        # ÒÑͨ¹ØµÄÔÝʱÏȱ£³Ö²»±ä
        # ×¢Òâ·À·¶×îºóÒ»¹Ø½±ÀøÖظ´»ñµÃ
        nextChapterID, nextLevelNum = chapterID + 1, 1
        GameWorld.DebugLog("Ö÷Ïßboss²¨Õ½¶·Ê¤Àû£¡ÒÑͨ¹Ø! chapterID=%s,levelNum=%s,nextChapterID=%s,nextLevelNum=%s" 
                            % (chapterID, levelNum, nextChapterID, nextLevelNum), playerID)
        isAllPass = True
        
    updPassValue = PlayerControl.SetMainLevelPassInfo(curPlayer, nextChapterID, nextLevelNum, 0)
    if isAllPass:
        # ÒÑͨ¹ØµÄË¢¹Ö½ø¶È±£³Ö²»±ä
        updNowValue = PlayerControl.GetMainLevelNowValue(curPlayer)
        GameWorld.DebugLog("ÒÑͨ¹ØµÄË¢¹Ö½ø¶È±£³Ö²»±ä: updNowValue=%s" % updNowValue, playerID)
    else:
        updNowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, nextChapterID, nextLevelNum, 1)
        GameWorld.DebugLog("Ϊͨ¹ØµÄË¢¹Ö½ø¶ÈÉèÖÃΪÏÂÒ»¹ØµÄµÚ1²¨: updNowValue=%s" % updNowValue, playerID)
    GameWorld.DebugLog("updPassValue=%s,updNowValue=%s" % (updPassValue, updNowValue), playerID)
    
    # ·¢·Å¹ý¹Ø½±Àø
    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
    if not levelIpyData:
        return
    itemList = levelIpyData.GetAwardItemList()
    GameWorld.DebugLog("¹ý¹Ø½±Àø: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
    
    ItemControler.GivePlayerItemOrMail(curPlayer, itemList, event=["MainLevelBoss", False, {}], isNotifyAward=False)
    
    awardItemList += itemList
    return
 
 
#// B4 14 ²é¿´Õ½±¨ #tagCSTurnFightReportView
#
#struct    tagCSTurnFightReportView
#{
#    tagHead        Head;
#    char        GUID[40];    //Õ½±¨guid
#};
def OnTurnFightReportView(index, clientData, tick):
    return