hxp
2026-01-09 09e416b2e9e97f4ac902bba159d9670ad066a8d5
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -138,6 +138,11 @@
            deadCnt += 1
        return deadCnt
    
    def getHeroObj(self, heroID):
        if heroID not in self.heroObjIDDict:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
class BatFaction():
    ## 战斗阵营
    
@@ -415,6 +420,8 @@
                    else:
                        tfObj.PosNum = posNum                        
                    tfObj.AngreXP = batObj.GetXP()
                    tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
                    tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
                tfFaction.LineupList.append(tfLineup)
@@ -577,25 +584,26 @@
        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
    return lineupInfo
def GetPlayerLineupFightPower(curPlayer, lineupID):
def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
    return GetPlayerLineup(curPlayer, lineupID).fightPower
def GetPlayerLineup(curPlayer, lineupID):
def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
    ## 获取玩家阵容
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
    if lineup.IsEmpty():
        GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
    return lineup
def GetPlayerLineupInfo(curPlayer, lineupID):
def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
    ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
    # @param lineupID: 阵容ID
    # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
    # @return: 阵容全部信息json字典,前端通用格式
    
    playerID = curPlayer.GetPlayerID()
    lineup = GetPlayerLineup(curPlayer, lineupID)
    lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
    if lineup.IsEmpty():
        return {}
    
@@ -607,6 +615,7 @@
        itemIndex = hero.itemIndex
        heroLV = 1
        star = 0
        userData = "{}"
        if itemIndex >= 0 and itemIndex < curPack.GetCount():
            heroItem = curPack.GetAt(itemIndex)
            if heroItem and not heroItem.IsEmpty():
@@ -614,6 +623,7 @@
                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                userData = heroItem.GetUserData()
                
        skillIDlist = []
        skillIDlist += hero.heroSkillIDList
@@ -622,6 +632,7 @@
                                 "SkinID":hero.skinID,
                                 "LV":heroLV,
                                 "Star":star,
                                 "Data":userData,
                                 #"BreakLV":breakLV,
                                 #"AwakeLV":awakeLV,
                                 "FightPower":hero.fightPower,
@@ -635,11 +646,12 @@
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
    return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
    ## 获取NPC阵容信息
    # @param lineupID: 阵容ID
    # @param npcLV: 成长NPC等级
    # @param difficulty: 成长NPC难度系数
    # @param viewNPCID: 查看指定的NPCID,供前端查询NPC属性用
    # @return: 阵容全部信息json字典,前端通用格式    
    lineupInfo = GetGMTestNPCLineupInfo(lineupID, strongerLV, difficulty)
    if lineupInfo:
@@ -657,10 +669,14 @@
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
        if viewNPCID and viewNPCID != npcID:
            continue
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty, isLog)
        if not battleDict:
            continue
        heroDict[str(posNum)] = battleDict
        if viewNPCID:
            break
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
    return lineupInfo
@@ -770,7 +786,7 @@
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
    return lineupInfo
    
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0, isLog=True):
    ## 获取NPC战斗相关字典,支持成长NPC
    # @param strongerLV: 成长等级
    # @param difficulty: 难度系数
@@ -781,19 +797,20 @@
    npcLV = npcData.GetLV()
    star, breakLV, awakeLV = 0, 0, 0
    
    lvIpyData = None
    reModelID = lineupIpyData.GetReModelID()
    lvReIpyData = None
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
    npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
    if npcStronger and strongerLV:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
        if lvIpyData:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
        if lvReIpyData:
            npcLV = strongerLV
    if not lvIpyData:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
    if lvIpyData:
        star = lvIpyData.GetReHeroStar()
        breakLV = lvIpyData.GetReHeroBreakLV()
        awakeLV = lvIpyData.GetReHeroAwakeLV()
    if not lvReIpyData:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, npcLV)
    if lvReIpyData:
        star = lvReIpyData.GetReHeroStar()
        breakLV = lvReIpyData.GetReHeroBreakLV()
        awakeLV = lvReIpyData.GetReHeroAwakeLV()
    if heroIpyData:
        skinIDList = heroIpyData.GetSkinIDList()
        skinID = skinIDList[0] if skinIDList else 0
@@ -814,10 +831,10 @@
                random.shuffle(randSkillIDExList)
                randSkillIDExList = randSkillIDExList[:skillExCnt]
            skillIDList += randSkillIDExList
            GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
            isLog and GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
            
    # 成长怪属性
    batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
    batAttrDict = GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog)
    if not batAttrDict:
        batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(), 
                       ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(), 
@@ -838,13 +855,13 @@
                  "SkinID":skinID,
                  "LV":npcLV,
                  "Star":star,
                  #"BreakLV":breakLV,
                  #"AwakeLV":awakeLV,
                  "BreakLV":breakLV,
                  "AwakeLV":awakeLV,
                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                  "SkillIDList":skillIDList,
                  }
    
    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
    isLog and GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,reModelID=%s,%s", npcID, strongerLV, difficulty, reModelID, battleDict)
    return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -873,29 +890,29 @@
                
    return skillIDList
def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
def GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog=True):
    ## 获取NPC成长属性
    # @param strongerLV: 成长等级
    # @param difficulty: 难度系数
    
    batAttrDict = {}
    if not lvIpyData or not npcStronger or not difficulty:
    if not lvReIpyData or not npcStronger or not difficulty:
        return batAttrDict
    lv = lvIpyData.GetLV()
    lv = lvReIpyData.GetLV()
    for attrID in ChConfig.CalcBattleAttrIDList:
        attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
        if not attrIpyData:
            continue
        attrName = attrIpyData.GetParameter()
        if not hasattr(lvIpyData, "GetRe%s" % attrName):
        if not hasattr(lvReIpyData, "GetRe%s" % attrName):
            continue
        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
        reValue = getattr(lvReIpyData, "GetRe%s" % attrName)() # 基础参考值
        ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
        attrValue = int(reValue * ratio * difficulty)
        batAttrDict[attrID] = attrValue
        #GameWorld.DebugLogEx("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
        
    GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
    isLog and GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
    return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
@@ -1078,21 +1095,17 @@
    if not reqRet:
        return
    funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
    GameWorld.DebugLogEx("    funcLineID=%s", funcLineID, playerID)
    
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
    if fbIpyData:
        if not fbLineIpyData:
            GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
            return
        #if not fbLineIpyData:
        #    GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
        #    return
        if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
            return
        
    # 攻防方所使用的阵容ID
    atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
    if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
        return
    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
        return
    
@@ -1100,9 +1113,10 @@
    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
    guid = GameWorld.GetGUID()
    
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
    if not atkLineupInfo:
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
        return
    
    # 玩家
@@ -1115,6 +1129,7 @@
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            return
        
        defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
        if not defLineupInfo:
            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
@@ -1268,7 +1283,7 @@
    
    for index, lineupID in enumerate(npcLineupIDList):
        turnFight.lineupIndex = index
        GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
        GameWorld.DebugLogEx("对战NPC阵容: mapID=%s,funcLineID=%s,index=%s,lineupID=%s", mapID, funcLineID, index, lineupID)
        if index > 0:
            turnFight.nextTurnFight()
        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1801,6 +1816,16 @@
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        # 每大回合重置能量
        if curSkill.GetEnergy():
            for eIndex in range(curSkill.GetEffectCount()):
                effect = curSkill.GetEffect(eIndex)
                if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
                    curSkill.SetEnergy(0)
                    GameWorld.DebugLogEx("    每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
                    break
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
@@ -1868,6 +1893,8 @@
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        if not buff: # 有出现过报错,先做下防范,理论上不太可能
            continue
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
@@ -2033,7 +2060,7 @@
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    GameWorld.DebugLogEx("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
    gameObj.SetDead()
    gameObj.SetDead(killer)
    TurnBuff.DoBuffByDead(turnFight, gameObj)
    
    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
@@ -2163,6 +2190,82 @@
    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
    return
#// B4 16 查看NPC属性 #tagCSViewNPCAttr
#
#struct    tagCSViewNPCAttr
#{
#    tagHead        Head;
#    DWORD        MapID;        // 自定义地图ID,可用于绑定战斗地图场景功能(如主线boss、爬塔、竞技场等)
#    DWORD        FuncLineID;    // MapID对应的扩展值,如具体某个关卡等
#    DWORD        ViewNPCID;    // 指定查看某个NPCID,发0则查看该关卡阵容所有NPC
#};
def OnViewNPCAttr(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    viewNPCID = clientData.ViewNPCID
    SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID)
    return
def SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID=0):
    lineupIDList = []
    strongerLV, difficulty = 0, 0
    if mapID == ChConfig.Def_FBMapID_MainBoss:
        chapterID = funcLineID / 100
        levelNum = funcLineID % 100
        levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
        if not levelIpyData:
            return
        lineupIDList = levelIpyData.GetBossLineupIDList() # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
        strongerLV = levelIpyData.GetNPCLV()
        difficulty = levelIpyData.GetDifficulty()
    else:
        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID)
        if fbLineIpyData:
            lineupIDList = fbLineIpyData.GetLineupIDList()
            strongerLV = fbLineIpyData.GetNPCLV()
            difficulty = fbLineIpyData.GetDifficulty()
        else:
            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
            if not ret:
                return
            lineupIDList, strongerLV, difficulty = ret
    if not lineupIDList:
        return
    npcAttrList = []
    for lineupID in lineupIDList:
        lineupInfo = GetNPCLineupInfo(lineupID, strongerLV, difficulty, False, viewNPCID=viewNPCID)
        if not lineupInfo:
            continue
        heroDict = lineupInfo["Hero"]
        for posNum, attrInfo in heroDict.items():
            posNum = int(posNum)
            npcAttr = ChPyNetSendPack.tagSCViewNPCAttr()
            npcAttr.PosNum = posNum
            npcAttr.NPCID = attrInfo["NPCID"]
            npcAttr.HeroID = attrInfo["HeroID"]
            npcAttr.LV = attrInfo["LV"]
            npcAttr.Star = attrInfo["Star"]
            npcAttr.BreakLV = attrInfo["BreakLV"]
            npcAttr.AwakeLV = attrInfo["AwakeLV"]
            npcAttr.AttrMsg = json.dumps(attrInfo["AttrDict"], ensure_ascii=False).replace(" ", "")
            npcAttr.AttrLen = len(npcAttr.AttrMsg)
            npcAttrList.append(npcAttr)
    if not npcAttrList:
        return
    clientPack = ChPyNetSendPack.tagSCViewNPCAttrRet()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.ViewNPCID = viewNPCID
    clientPack.NPCAttrList = npcAttrList
    clientPack.NPCCnt = len(clientPack.NPCAttrList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def SyncTurnFightReport(curPlayer, guid, reprot):
    ## 通知完整战报
    clientPack = ChPyNetSendPack.tagSCTurnFightReport()
@@ -2186,13 +2289,15 @@
    if not os.path.exists(ReportDir):
        os.makedirs(ReportDir)
    else:
        items = os.listdir(ReportDir)
        for item in items:
            fullPath = os.path.join(ReportDir, item)
            try:
                os.remove(fullPath)
            except:
                pass
        isSaveOne = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 2) # 个人战报是否只保留1份
        if isSaveOne:
            items = os.listdir(ReportDir)
            for item in items:
                fullPath = os.path.join(ReportDir, item)
                try:
                    os.remove(fullPath)
                except:
                    pass
            
    saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
    GameWorld.DebugLogEx("战报路径=%s", saveFilePath)