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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
#
#-------------------------------------------------------------------------------
#"""Version = 2023-11-30 15:30"""
#-------------------------------------------------------------------------------
 
import ChConfig
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import GameWorld
import GameObj
import FBCommon
import FBLogic
 
# »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)
 
#// B4 10 »ØºÏÖÆÕ½¶· #tagCMTurnFight
#
#struct    tagCMTurnFight
#{
#    tagHead        Head;
#    DWORD        MapID;    // ×Ô¶¨ÒåµØÍ¼ID£¬¿ÉÓÃÓÚ°ó¶¨Õ½¶·³¡¾°¹¦ÄÜ£¨ÈçÒ°Íâ¹Ø¿¨£¬ÅÀËþ¹¦ÄÜ£¬¾º¼¼³¡µÈ£©
#    WORD        FuncLineID;
#    BYTE        TagType;    // Õ½¶·Ä¿±êÀàÐÍ£¬0-NPC£¬1-Íæ¼Ò£¬2-¶ÓÎé
#    DWORD        TagID;    // Õ½¶·Ä¿±êÀàÐͶÔÓ¦µÄID
#    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
    tagType = clientData.TagType
    tagID = clientData.TagID
    valueList = clientData.ValueList
    
    playerID = curPlayer.GetPlayerID()
    if tagType == ChConfig.TurnBattle_TagType_Player:
        if tagID == playerID:
            GameWorld.DebugLog("²»ÄÜ´ò×Ô¼º!", playerID)
            return
        
    reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
    if not reqRet:
        return
    
    # ÐèÒª·¢Ë͵½GameServerÑéÖ¤
    if mapID in ChConfig.Def_TFMapID_SendToGameServer:
        SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagType, tagID, valueList])
        return
    
    DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
    return
 
def SendToGameServer_TurnFight(curPlayer, msgType, dataMsg=""):
    playerID = curPlayer.GetPlayerID()
    msgList = str([msgType, dataMsg])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(playerID, 0, 0, "TurnFight", msgList, len(msgList))
    GameWorld.Log("»ØºÏÕ½¶··¢ËÍGameServer: %s, %s" % (msgType, dataMsg), playerID)
    return
 
def GameServer_TurnFight_DoResult(curPlayer, msgData, tick):
    
    msgType, dataMsg, ret = msgData
    
    if not ret:
        return
    
    if msgType == "TurnFightRequest":
        mapID, funcLineID, tagType, tagID, valueList = dataMsg
        DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
        
    elif msgType == "TurnFightOver":
        mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList = dataMsg
        FBLogic.OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
        
    elif msgType == "TurnFightTagPlayerInfo":
        mapID, funcLineID, tagType, tagID, valueList = dataMsg
        DoTrunFightVSPlayer(curPlayer, tagID, [mapID, funcLineID, valueList], ret)
           
    return
 
def DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick):
    ## Ö´ÐлغÏÖÆÕ½¶·µÄÍêÕûÁ÷³Ì
    
    #if curPlayer.GetSightLevel() != curPlayer.GetID():
    #    PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
        
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Start)
    
    tagPlayerInfo = {}
    if tagType == ChConfig.TurnBattle_TagType_Player and tagID >= 10000 :
        tagPlayer = GameWorld.GetMapCopyPlayerManager().FindPlayerByID(tagID)
        if tagPlayer:
            tagPlayerInfo = __GetPlayerInfo(tagPlayer)
        else:
            SendToGameServer_TurnFight(curPlayer, "TurnFightTagPlayerInfo", [mapID, funcLineID, tagType, tagID, valueList])
            return
        
    DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick, tagPlayerInfo)
    
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
    return
 
def __GetPlayerInfo(curPlayer):
    infoDict = {
                "Name":curPlayer.GetPlayerName(),
                "Job":curPlayer.GetJob(),
                "LV":curPlayer.GetLV(),
                "RealmLV":curPlayer.GetOfficialRank(),
                "MaxHP":GameObj.GetMaxHP(curPlayer),
                "FightPower":PlayerControl.GetFightPower(curPlayer),
                }
    return infoDict
 
def DoTrunFightVSPlayer(curPlayer, tagPlayerID, callData, tagPlayerInfo):
    tagType = ChConfig.TurnBattle_TagType_Player
    tagID = tagPlayerID
    mapID, funcLineID, valueList = callData
    if tagPlayerInfo and curPlayer.GetPlayerID() != tagPlayerID:
        tick = GameWorld.GetGameWorld().GetTick()
        DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick, tagPlayerInfo)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
    return
 
def DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick, tagInfo=None):
    if not tagID:
        return
    if not tagInfo:
        tagInfo = {}
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("»ØºÏÕ½¶·: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s,tagInfo=%s" 
                       % (mapID, funcLineID, tagType, tagID, valueList, tagInfo), playerID)
    
    factionSyncInfoA = __GetPlayerInfo(curPlayer)
    factionSyncInfoB = tagInfo
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
    
    turnNum, turnMax = 1, 15
    
    curFightPower = PlayerControl.GetFightPower(curPlayer)
    tagFightPower = tagInfo.get("FightPower", 0)
    isWin = 1 if curFightPower >= tagFightPower else 0
    GameWorld.DebugLog("    Õ½¶·½á¹û: isWin=%s,curFightPower=%s,tagFightPower=%s" % (isWin, curFightPower, tagFightPower), playerID)
    
    factionTotalHurtDict = {}
    
    playbackID = 0 # Õ½¶·»Ø·ÅID£¬¿É¸ù¾Ý¸ÃID²é¿´»Ø·Å
    
    # Õ½¶·½áÊøºó´¦Àí
    fightRet = [isWin, turnNum, turnMax, factionTotalHurtDict, playbackID]
    
    needSendGameServer, awardItemList, overInfoEx = False, [], {}
    overRet = FBLogic.OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
    if overRet != None:
        needSendGameServer, awardItemList, overInfoEx = overRet
        
    if needSendGameServer or mapID in ChConfig.Def_TFMapID_SendToGameServer:
        SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList])
        
    overMsg = {"isWin":isWin, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(awardItemList), "totalHurt":0}
    playbackID and overMsg.update({"playbackID":playbackID})
    overInfoEx and overMsg.update(overInfoEx)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Award, turnNum, turnMax, overMsg)
    return
 
def SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, state, turnNum=0, turnMax=0, msg=""):
    if not curPlayer:
        return
    clientPack = ChPyNetSendPack.tagMCTurnFightState()
    clientPack.Clear()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.TagType = tagType
    clientPack.TagID = tagID
    clientPack.State = state
    clientPack.TurnNum = turnNum
    clientPack.TurnMax = turnMax
    clientPack.Msg = str(msg)
    clientPack.Len = len(clientPack.Msg)    
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return