hxp
2023-11-30 bcaa39b97f1e9789e7960a0101430b1dccbae426
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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
#
#-------------------------------------------------------------------------------
#"""Version = 2023-11-30 15:30"""
#-------------------------------------------------------------------------------
 
import ChConfig
import AICommon
import BaseAttack
import PlayerState
import IpyGameDataPY
import IPY_GameWorld
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import SkillCommon
import NPCCommon
import GameWorld
import GameObj
 
(
FightState_Start,
FightState_Fighting,
FightState_Win,
FightState_Fail,
FightState_Over,
) = range(5)
 
#// 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;
#    DWORD        PlayerID;    // ¶ÔÓ¦Íæ¼ÒID£¬¿ÉΪ0£¬Ä³Ð©¹¦ÄÜ¿ÉÄÜÓÐÓã¬È羺¼¼³¡
#};
def OnTurnFight(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    tagPlayerID = clientData.PlayerID
    
    if curPlayer.GetSightLevel() != curPlayer.GetID():
        PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
        
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Start)
    
    DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, tick)
    
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Over)
    return
 
def DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, tick):
    playerID = curPlayer.GetPlayerID()
    tagObj = None
    if tagPlayerID:
        pass
    
    else:
        ipyData = IpyGameDataPY.GetIpyGameData("FBTurn", mapID, funcLineID)
        if not ipyData:
            return
        npcID = ipyData.GetNPCID()
        if not npcID:
            return
        tagObj = NPCCommon.SummonMapNpc(npcID, curPlayer.GetPosX(), curPlayer.GetPosY(), sightLevel=playerID)
        
    if not tagObj:
        return
    
    turnMax = IpyGameDataPY.GetFuncCfg("TurnFight", 1)
    curPet = curPlayer.GetPetMgr().GetFightPet()
    tagPet = None
    
    GameWorld.DebugLog("Ö´ÐлغÏÖÆÕ½¶·: mapID=%s,funcLineID=%s,tagPlayerID=%s,tagObjID=%s" 
                       % (mapID, funcLineID, tagPlayerID, tagObj.GetID()), playerID)
    GameWorld.DebugLog("curPlayer.GetSightLevel=%s,tagObj.GetSightLevel=%s" 
                       % (curPlayer.GetSightLevel(), tagObj.GetSightLevel()), playerID)
        
    #Ò»¸ö»ØºÏ¹¥»÷˳Ðò
    #1. ¿ì·½³èÎï¹¥»÷£¬²»´æÔÚÌø¹ý
    #2. Âý·½³èÎï¹¥»÷£¬²»´æÔÚÌø¹ý
    #3. ¿ì·½Ö÷Ìå¹¥»÷
    #4. Âý·½Ö÷Ìå¹¥»÷
    
    # Õ½¶·Ç°³õʼ»¯
    factionObjMax = 0 # Ä³¸öÕóÓªµÄ×î´óÕ½¶·ÊµÀýÊý
    factionObjDict = {1:[curPet, curPlayer], 2:[tagPet, tagObj]}
    for objList in factionObjDict.values():
        if factionObjMax < len(objList):
            factionObjMax = len(objList)
        for gameObj in objList:
            TurnFightObjStartInit(gameObj)
            
    curSpeed = 0
    tagSpeed = 0
    orderList = [1, 2] if curSpeed >= tagSpeed else [2, 1]
    GameWorld.DebugLog("playerHP=%s,tagHP=%s,curSpeed=%s,tagSpeed=%s" 
                       % (GameObj.GetHP(curPlayer), GameObj.GetHP(tagObj), curSpeed, tagSpeed), playerID)
    
    isWin = None
    for turnNum in range(1, turnMax + 1):
        GameWorld.DebugLog("»ØºÏÖÆÕ½¶·ÂÖ´Î: %s" % turnNum, playerID)
        SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Fighting, turnNum, turnMax)
        for index in range(factionObjMax):
            for faction in orderList:
                objList = factionObjDict[faction]
                if index >= len(objList):
                    continue
                gameObj = objList[index]
                if not gameObj:
                    continue
                gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightNum, turnNum)                
                tagGameObj = tagObj if faction == 1 else curPlayer
                objType = gameObj.GetGameObjType()
                objID = gameObj.GetID()
                tagObjType = tagGameObj.GetGameObjType()
                tagObjID = tagGameObj.GetID()
                
                GameWorld.DebugLog("    Ðж¯: turnNum=%s,index=%s,faction=%s,objType=%s,objID=%s,tagObjType=%s,tagObjID=%s" 
                                   % (turnNum, index, faction, objType, objID, tagObjType, tagObjID), playerID)
                if objType == IPY_GameWorld.gotPlayer: 
                    PlayerAttack(gameObj, tagGameObj, tick)
                else:
                    NPCAttack(gameObj, tagGameObj, tick)
                    
                if tagGameObj and GameObj.GetHP(tagGameObj) > 0:
                    GameWorld.DebugLog("        playerHP=%s,tagHP=%s" % (GameObj.GetHP(curPlayer), GameObj.GetHP(tagObj)), playerID)
                    continue
                
                isWin = faction == 1
                GameWorld.DebugLog("        tagObjType=%s,tagObjID=%s,±»»÷ɱ£¬½áÊøÕ½¶·: isWin=%s" % (tagObjType, tagObjID, isWin), playerID)
                break
            
            if isWin != None:
                break
            
        if isWin != None:
            break
        
    overState = FightState_Win if isWin else FightState_Fail
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, overState, turnNum, turnMax)
    
    for objList in factionObjDict.values():
        for gameObj in objList:
            TurnFightObjOverReset(gameObj)
            
    GameWorld.DebugLog("»ØºÏÖÆÕ½¶·½áÊø: mapID=%s,funcLineID=%s,tagPlayerID=%s,isWin=%s,overState=%s" 
                       % (mapID, funcLineID, tagPlayerID, isWin, overState), playerID)
    return
 
def TurnFightObjStartInit(gameObj):
    ## »ØºÏÖÆÕ½¶·ÊµÀý³õʼ»¯
    if not gameObj:
        return
    
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightNum, 1)
    GameObj.SetHPFull(gameObj)
    gameObj.RefreshView()
    
    objType = gameObj.GetGameObjType()
    # ÖØÖü¼ÄÜCD¡¢Õ½¶·buff
    if objType == IPY_GameWorld.gotPlayer:            
        skillManager = gameObj.GetSkillManager()
        for i in range(skillManager.GetSkillCount()):
            skill = skillManager.GetSkillByIndex(i)
            skill.SetRemainTime(0)
            
    elif objType == IPY_GameWorld.gotNPC:
        pass
    return
 
def TurnFightObjOverReset(gameObj):
    ## »ØºÏÖÆÕ½¶·ÊµÀý½áÊøÖØÖÃ
    if not gameObj:
        return
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightNum, 0)
    
    objType = gameObj.GetGameObjType()
    if objType == IPY_GameWorld.gotPlayer:
        pass
    
    elif objType == IPY_GameWorld.gotNPC:
        npcObjType = gameObj.GetGameNPCObjType()
        if npcObjType != IPY_GameWorld.gnotPet and GameObj.GetHP(gameObj):
            NPCCommon.SetDeadEx(gameObj)
            
    return
 
def NPCAttack(curObj, tagObj, tick):
    ## NPC¹¥»÷
    if not curObj:
        return
    tagDist = 0
    #---ÓÅÏÈÊͷż¼ÄÜ---
    if not AICommon.DoAutoUseSkill(curObj, tagObj, tagDist, tick):
        #ÆÕͨ¹¥»÷
        isOK = BaseAttack.Attack(curObj, tagObj, None, tick)
        GameWorld.DebugLog("        NPCÆÕͨ¹¥»÷: curID=%s,tagID=%s,isOK=%s" % (curObj.GetID(), tagObj.GetID(), isOK))
    return
 
def PlayerAttack(curPlayer, tagObj, tick):
    ## Íæ¼Ò¹¥»÷£¬ ²Î¿¼¼¼ÄÜʹÓà#def UseSkillEx(index, clientData, tick):
    playerID = curPlayer.GetPlayerID()
    job = curPlayer.GetJob()
    jobAutoUseSkillDict = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 2, {})
    if job not in jobAutoUseSkillDict:
        return
    skillList = jobAutoUseSkillDict[job]
    
    posX, posY = tagPosX, tagPosY = curPlayer.GetPosX(), curPlayer.GetPosY()
    tagObjType, tagObjID = tagObj.GetGameObjType(), tagObj.GetID()
    
    curPlayer.ClearUseSkillRec()
    curPlayer.SetAttackTargetPos(posX, posY)
    curPlayer.SetUseSkillPosX(tagPosX)
    curPlayer.SetUseSkillPosY(tagPosY)
    curPlayer.SetUseSkillTagType(tagObjType)
    curPlayer.SetUseSkillTagID(tagObjID)
    
    #PlayerControl.SetIsNeedProcess(curPlayer, True)
    #PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paAttack)
    
    skillMgr = curPlayer.GetSkillManager()
    for skillID in skillList:
        curSkill = skillMgr.FindSkillBySkillID(skillID)
        if not curSkill:
            continue
        
        #CheckSkillCondition
        #±»¶¯¼¼ÄÜÎÞ·¨Ê¹ÓÃ
        if SkillCommon.isPassiveSkill(curSkill):
            continue
        #»¹ÔÚÀäȴʱ¼äÄÚÎÞ·¨ÊÍ·Å
        if SkillCommon.RefreshSkillRemainTime(curSkill, tick) != 0:
            continue
        
        curPlayer.SetUseSkill(curSkill.GetSkillData())
        useSkillData = curPlayer.GetUseSkill()
        if not PlayerState.__DoClientUseSkillEx(curPlayer, useSkillData, tick):
            GameWorld.DebugLog("        ¼¼Äܹ¥»÷ʧ°Ü%s" % skillID, playerID)
            continue
        GameWorld.DebugLog("        ¼¼Äܹ¥»÷³É¹¦%s" % skillID, playerID)
        
        break
    
    curPlayer.ClearUseSkillRec()
    return
 
def SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, state, turnNum=0, turnMax=0):
    clientPack = ChPyNetSendPack.tagMCTurnFightState()
    clientPack.Clear()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.PlayerID = tagPlayerID
    clientPack.State = state
    clientPack.TurnNum = turnNum
    clientPack.TurnMax = turnMax
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return