hxp
2025-08-19 14b330f7dd90ab09f2a7a00c2bcf3a8008e0abd3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -35,6 +35,7 @@
import SkillCommon
import AttackCommon
import BattleObj
import TurnPassive
import TurnSkill
import TurnBuff
import ObjPool
@@ -43,6 +44,7 @@
import time
import json
TimelineSet = 10000 # 单回合最大时间轴
PosNumMax = 10 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -67,6 +69,8 @@
        self.shapeType = 0 # 阵型
        self.fightPower = 0 # 阵容总战力
        self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等
        self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...}
        self.beautyObjIDDict = {} # 红颜战斗单位 {位置编号:batObjID, ...}
        self.actionNum = ActionNumStart # 行动位置,从1开始
        return
    
@@ -86,12 +90,16 @@
    
    def clearLineup(self):
        ## 清除阵容
        if not self.posObjIDDict:
            return
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObjMgr.delBatObj(objID)
        for objID in self.lingshouObjIDDict.values():
            batObjMgr.delBatObj(objID)
        for objID in self.beautyObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.posObjIDDict = {}
        self.lingshouObjIDDict = {}
        self.beautyObjIDDict = {}
        self.fightPower = 0
        return
    
@@ -151,6 +159,7 @@
        self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
        self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
        self.actionIndex = 0 # 行动顺序索引
        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
        
        self.startTime = 0 # 开始时间戳,支持毫秒小数
        self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
@@ -197,18 +206,35 @@
        for batFaction in self.factionDict.values():
            faction = batFaction.faction
            for num, batLineup in batFaction.lineupDict.items():
                isPlayer = 1 if batLineup.ownerID else 0 # 玩家阵容优先攻击
                fightPower = batLineup.fightPower
                sortValue = -(faction * 10 + num)
                sortList.append([fightPower, sortValue, faction, num])
                sortList.append([isPlayer, fightPower, sortValue, faction, num])
        sortList.sort(reverse=True) # 战力高的先手
        
        self.actionIndex = 0
        self.actionSortList = []
        for _, _, faction, num in sortList:
        for _, _, _, faction, num in sortList:
            self.actionSortList.append([faction, num])
            
        GameWorld.DebugLog("阵容战力排序[fp, sortV, f, n]: %s" % sortList)
        GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
        GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
        return
    def getTimeline(self): return self.timeline
    def setTimeline(self, turnNum):
        '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
        @param turnNum: 第x回合
        '''
        self.timeline = turnNum * TimelineSet + 0
        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
        OnTimelineChange(self)
        return
    def addTimeline(self):
        ## 每切换一个行动单位可视为一个行动节点,即代表单回合战斗中的某一个时间节点
        self.timeline += 1
        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
        OnTimelineChange(self)
        return
    
    def getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -263,6 +289,7 @@
    def startFight(self):
        ## 准备就绪,开始战斗
        self.state = FightState_Start
        self.setTimeline(1)
        self.syncInit()
        return
    
@@ -587,7 +614,7 @@
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s" % (objID, faction, num, posNum, skillIDList))
        GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        
    return
@@ -847,12 +874,15 @@
        ## 关卡boss是一次性处理完的,一般不可能走到这里,这边做下防范
        return
    
    # 以下均是处理关卡小怪分段实时战斗
    EntryLogic(turnFight)
    # 小怪战斗,每次消耗1个战锤
    fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
    if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
        GameWorld.DebugLog("回合开始时战锤不足!")
        return
    # 以下均是处理关卡小怪分段实时战斗
    EntryLogic(turnFight)
    
    # 按阵营阵容执行顺序,逐个遍历
    doCnt = 0
@@ -869,18 +899,19 @@
        if turnFight.turnStart < turnNum:
            GameWorld.DebugLog("执行行动: turnNum=%s, 回合开始" % (turnFight.turnNum))
            turnFight.syncState(FightState_Fighting)
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("回合开始时战锤不足!")
                return
            #if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
            #    GameWorld.DebugLog("回合开始时战锤不足!")
            #    return
            turnFight.turnStart = turnNum
            turnFight.actionIndex = 0
            turnFight.addTimeline() # 每回合开始算一个时间节点
            for faction, num in turnFight.actionSortList:
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = ActionNumStart
                for objID in batLineup.posObjIDDict.values():
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
                    
        if turnFight.actionIndex >= len(turnFight.actionSortList):
            turnFight.actionIndex = 0
@@ -896,10 +927,6 @@
            turnFight.actionIndex += 1
            continue
        
        if faction == ChConfig.Def_FactionA:
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("战锤不足!")
                return
        GameWorld.DebugLog("执行行动: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
        
        # 主公
@@ -913,11 +940,13 @@
        # 武将
        elif batLineup.actionNum > 0:
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                turnFight.addTimeline() # 每个武将位算一个时间节点
                batLineup.actionNum = posNum
                if posNum not in batLineup.posObjIDDict:
                    continue
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                    continue
                
@@ -948,21 +977,24 @@
    if len(overLineupList) >= len(turnFight.actionSortList):
        GameWorld.DebugLog("执行行动: turnNum=%s, 回合结束" % (turnFight.turnNum))
        if turnFight.turnEnd < turnNum:
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("回合结束时战锤不足!")
                return
            #if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
            #    GameWorld.DebugLog("回合结束时战锤不足!")
            #    return
            turnFight.turnEnd = turnNum
            turnFight.addTimeline() # 每回合结束算一个时间节点
            for faction, num in turnFight.actionSortList:
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                for objID in batLineup.posObjIDDict.values():
                    pass
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
            if turnFight.checkOverByKilled():
                return
            
        if turnNum < turnFight.turnMax:
            turnFight.turnNum += 1
            turnFight.setTimeline(turnFight.turnNum) # 回合变更,直接设置新回合时间节点
        else:
            OnTurnAllOver(turnFight.guid)
            
@@ -978,10 +1010,12 @@
    for turnNum in range(1, turnMax + 1):
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        turnFight.setTimeline(turnNum)
        if curPlayer:
            turnFight.syncState(FightState_Fighting)
            
        # 回合开始
        turnFight.addTimeline() # 每回合开始算一个时间节点
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
@@ -989,19 +1023,19 @@
            batLineup.actionNum = 1
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
                
        # 主公
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("主公逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
        #for faction, num in turnFight.actionSortList:
        #    GameWorld.DebugLog("主公逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        #    batFaction = turnFight.getBatFaction(faction)
        #    batLineup = batFaction.getBatlineup(num)
            
        # 红颜
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("红颜逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
        #for faction, num in turnFight.actionSortList:
        #    GameWorld.DebugLog("红颜逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        #    batFaction = turnFight.getBatFaction(faction)
        #    batLineup = batFaction.getBatlineup(num)
            
        if turnFight.checkOverByKilled():
            break
@@ -1015,11 +1049,13 @@
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                turnFight.addTimeline() # 每个武将位算一个时间节点
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.posObjIDDict:
                    continue
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                    continue
                
@@ -1031,13 +1067,15 @@
                turnFight.actionIndex += 1
                
        # 回合结束
        turnFight.addTimeline() # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for objID in batLineup.posObjIDDict.values():
                pass
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
        if turnFight.checkOverByKilled():
            break
        
@@ -1061,35 +1099,101 @@
        return
    GameWorld.DebugLog("执行进场逻辑...")
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for faction, num in turnFight.actionSortList:
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = ActionNumStart
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
    turnFight.enterLogic = True
    return
def TurnFightObjPerTurnStart(turnFight, batObj, turnNum):
    ## 回合制战斗实例 - 每回合开始时处理
def OnTimelineChange(turnFight):
    nowTimeline = turnFight.getTimeline()
    batObjMgr = BattleObj.GetBatObjMgr()
    for batFaction in turnFight.factionDict.values():
        for batLineup in batFaction.lineupDict.values():
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj or batObj.GetHP() <= 0:
                    continue
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
                for index in range(0, skillManager.GetSkillCount()):
                    curSkill = skillManager.GetSkillByIndex(index)
                    if not curSkill:
                        continue
                    remainTime = curSkill.GetRemainTime()
                    if not remainTime:
                        continue
                    calcTimeline = curSkill.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        continue
                    skillID = curSkill.GetSkillID()
                    updRemainTime = max(0, remainTime - passTurn)
                    curSkill.SetRemainTime(updRemainTime)
                    curSkill.SetCalcTime(nowTimeline)
                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
                buffMgr = batObj.GetBuffManager()
                for index in range(buffMgr.GetBuffCount())[::-1]:
                    buff = buffMgr.GetBuffByIndex(index)
                    remainTime = buff.GetRemainTime()
                    if not remainTime:
                        # 永久buff不处理
                        continue
                    calcTimeline = buff.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
                    if passTurn <= 0:
                        continue
                    updRemainTime = max(0, remainTime - passTurn)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
                    if updRemainTime > 0:
                        buff.SetRemainTime(updRemainTime)
                        buff.SetCalcTime(nowTimeline)
                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
                    else:
                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
    return
def __calcPassturn(calcTimeline, nowTimeline, equalOK):
    ## 计算已经过了的回合数
    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff不算
    calcTurnNum = calcTimeline / TimelineSet
    calcTimeNode = calcTimeline % TimelineSet
    nowTurnNum = nowTimeline / TimelineSet
    nowTimeNode = nowTimeline % TimelineSet
    if equalOK:
        if nowTimeNode >= calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    else:
        if nowTimeNode > calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    return 0
def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
    ## 大回合开始时
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
        return
    
    curID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
    GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        curRemainTime = buff.GetRemainTime()
        if not curRemainTime:
            # 永久buff不处理
            continue
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        updRemainTime = curRemainTime - 1
        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,skillID=%s,updRemainTime=%s" % (buffID, skillID, updRemainTime))
        if updRemainTime > 0:
            buff.SetRemainTime(updRemainTime)
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
        else:
            TurnBuff.DoBuffDel(turnFight, batObj, buff)
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
            
#    SetTimeline(gameObj, turnNum, 0)
#    # 重置连击、反击数
@@ -1126,6 +1230,28 @@
#    __logGameObjAttr(gameObj)
    return
def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
    ## 大回合结束时
    if not batObj:
        return
    if batObj.GetHP() <= 0:
        return
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
    ## 武将回合开始时
    if not batObj:
        return
    if batObj.GetHP() <= 0:
        return
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    return
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
    ## 回合对象添加治疗值
    # @param curObj: 获得治疗的对象
@@ -1142,12 +1268,11 @@
        
    return
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, curSkill=None, isBounce=False):
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
    ## 回合对象添加伤害值
    # @param isBounce: 是否反弹伤害
    curID = curBatObj.GetID()
    tagID = tagBatObj.GetID()
    skillID = curSkill.GetSkillID() if curSkill else 0
    if curID != tagID:
        updStatValue = curBatObj.StatHurtValue(hurtValue)
        GameWorld.DebugLog("        统计伤血: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,isBounce=%s" 
@@ -1183,11 +1308,13 @@
    if not canAction:
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
        return
    atk = curBatObj.GetAtk()
    curXP = curBatObj.GetXP()
    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
    turnFight.syncObjAction(turnNum, objID)
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
    
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
    skillManager = curBatObj.GetSkillManager()
@@ -1197,8 +1324,8 @@
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
            continue
        if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
            #基础普攻不能主动释放,目前仅用于反击
        if useSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
            #只能主动释放普攻或怒技
            continue
        #被动技能无法使用
        if SkillCommon.isPassiveSkill(useSkill):
@@ -1222,9 +1349,10 @@
    for useInfo in useSkillList:
        useSkill = useInfo[-1]
        if TurnSkill.OnUseSkill(turnFight, curBatObj, useSkill):
            return True
            break
        
    return
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
    return True
def DoAttack(curBatObj, tagBatObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
#    curID = curBatObj.GetID()
@@ -1379,45 +1507,6 @@
    GameWorld.DebugLog("            可以连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
    return True
#def GetEnemyObj(curNPC, ruleType=0):
#    ## 获取一个敌对单位,针对所有敌对阵容主战单位,优先选择对位阵容单位,仅限活着的单位
#    # @param ruleType: 选择规则,默认0任意,1-最低血量;2-最高血量
#    objID = curNPC.GetID()
#    faction = GameObj.GetFaction(curNPC)
#    posInfo = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
#    num = posInfo / 100 # 阵容编号
#    posNum = posInfo % 100 # 所在阵容站位
#    turnFight = GetTurnFightMgr().getTurnFight(curNPC.GetTFGUID())
#    if not turnFight:
#        return
#
#    tagBatFaction = turnFight.getBatFaction(Def_FactionB if faction == Def_FactionA else Def_FactionA)
#
#    tagLineupNumList = [num] # 目标阵容选择顺序,优先对位阵容,再其他阵容
#    if num in tagBatFaction.lineupDict:
#        tagLineupNumList = [num]
#    for tagNum in tagBatFaction.lineupDict.keys():
#        if tagNum not in tagLineupNumList:
#            tagLineupNumList.append(tagNum)
#
#    batObjMgr = BattleObj.GetBatObjMgr()
#    for tagNum in tagLineupNumList:
#        tagLineup = tagBatFaction.getBatlineup(tagNum)
#        tagPosNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
#        pNumList = tagLineup.posObjIDDict.keys()
#        pNumList.sort()
#        for pNum in pNumList:
#            if pNum > 0 and pNum not in tagPosNumList:
#                tagPosNumList.append(pNum)
#        for pNum in tagPosNumList:
#            batObj = batObjMgr.getBatObj(objID)
#            if not batObj:
#                continue
#            if batObj.GetHP( )<= 0:
#                continue
#            return batObj
#    return
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
    objID = gameObj.GetID()