ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -47,6 +47,8 @@
import random
import time
import json
import shutil
import os
g_gmTestFightReq = []
@@ -86,7 +88,7 @@
        self.bossPosView = 0
        return
    
    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
    def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
    
    def isEmpty(self): return not self.posObjIDDict
    
@@ -99,7 +101,7 @@
        self.fightPower = lineupInfo.get("FightPower", 0)
        self.bossID = lineupInfo.get("BossID", 0)
        self.bossPosView = lineupInfo.get("BossPosView", 0)
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getReqPlayerID())
        return
    
    def clearLineup(self):
@@ -171,10 +173,11 @@
    2. 以单阵容方式轮流出场战斗,该方式同样可以使用方式1的逻辑实现,固优先使用方式1战斗逻辑,方便扩展
    '''
    
    def __init__(self, mapID=0, funcLineID=0, playerID=0, isNeedReport=False):
        self.guid = GameWorld.GetGUID() # 某场战斗的唯一guid,可用于存储记录如战报等
        self.playerID = playerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
        self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
    def __init__(self, guid, mapID=0, funcLineID=0, reqPlayerID=0, reqServerID=0):
        self.guid = guid # 某场战斗的唯一guid,可用于存储记录如战报等
        self._reqPlayerID = reqPlayerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
        self._reqServerID = reqServerID
        self.curPlayer = None
        self.mapID = mapID
        self.funcLineID = funcLineID
        self.state = -1 # -1 代表未战斗
@@ -185,10 +188,11 @@
        self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
        self.isWin = False
        self.batBuffer = "" # 战报buffer,战报暂时只保留最后一个小队的
        self.isNeedReport = isNeedReport # 是否需要战报
        self.dateStr = "" # 战报所在文件夹日期
        self._isNeedReport = False # 是否需要战报
        self.statMsg = {} # 战斗结果统计信息
        self.msgDict = {} # 扩展信息字典,一般由MapID绑定的功能决定信息内容  {k:v, ...}
        self._kvDict = {} # 自定义信息字典,不会被重置  {k:v, ...}
        self.awardData = None # 战斗奖励设置的数据,可以是任意数据格式,由功能自行决定,会传递给 OnTurnFightAward 处理
        
        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], ...]
@@ -203,38 +207,40 @@
        self.strongerLV = 0 # npc成长等级
        self.difficulty = 0 # npc难度
        
        # pvp 目标
        self.tagPlayerID = 0
        self.tagViewCache = None
        # pvp
        self._isPVP = False
        return
    
    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, curPlayer=None, msgDict={}):
        ## 设置本场回合战斗设定
        self.mapID = mapID
        self.funcLineID = funcLineID
        self.turnMax = turnMax # 最大回合数
        self.isNeedReport = isNeedReport
        self._isNeedReport = isNeedReport
        self.curPlayer = curPlayer
        self.setPVE()
        self.setPVP()
        self.msgDict = {}
        self._kvDict = {}
        self.awardData = None
        self.nextTurnFight(msgDict)
        return
    def getReqPlayerID(self): return self._reqPlayerID
    def getReqServerID(self): return self._reqServerID
    
    def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
        self.lineupIndex = 0
        self.lineupIDList = lineupIDList
        self.strongerLV = strongerLV
        self.difficulty = difficulty
        self._isPVP = False
        return
    
    def setPVP(self, tagPlayerID=0, tagViewCache=None):
        self.tagPlayerID = tagPlayerID
        self.tagViewCache = tagViewCache
    def setPVP(self):
        self._isPVP = True
        return
    
    def getPVPPlayerID(self): return self.tagPlayerID # 获取PVP目标玩家ID,也可用于判断是否PVP
    def isPVP(self): return self._isPVP
    
    def isFBMap(self):
        ## 是否副本地图中,非主线的均视为副本
@@ -242,9 +248,6 @@
    
    def GetDictByKey(self, key): return self._kvDict.get(key, 0)
    def SetDict(self, key, value): self._kvDict[key] = value
    #def setPVPTeam(self):
    #    return
    
    def nextTurnFight(self, msgDict={}):
        ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
@@ -421,6 +424,8 @@
    
    def syncState(self, state, msgDict={}):
        self.state = state
        if state == FightState_Award:
            self.statMsg = msgDict
        msg = json.dumps(msgDict, ensure_ascii=False)
        msg = msg.replace(" ", "")
        clientPack = ChPyNetSendPack.tagMCTurnFightState()
@@ -449,7 +454,7 @@
            headStr = "%02x%02x" % (clientPack.Head.Cmd, clientPack.Head.SubCmd)
        else:
            headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
        if self.isNeedReport:
        if self._isNeedReport:
            packBuff = clientPack.GetBuffer()
            buffLen = len(packBuff)
            GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
@@ -479,10 +484,10 @@
        self.turnFightDict = {} # {guid:TurnFight, ...}
        return
    
    def addTurnFight(self, mapID, funcLineID=0, playerID=0, isNeedReport=False):
        tf = ObjPool.GetPoolMgr().acquire(TurnFight, mapID, funcLineID, playerID, isNeedReport)
    def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
        tf = ObjPool.GetPoolMgr().acquire(TurnFight, guid, mapID, funcLineID, reqPlayerID, reqServerID)
        if not tf:
            tf = TurnFight(mapID, funcLineID, playerID, isNeedReport) # 一般是不可能,为了点出代码
            tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
        self.turnFightDict[tf.guid] = tf
        return tf
    
@@ -521,7 +526,7 @@
        self.levelNum = 0 # 关卡编号
        self.waveMax = 6 # 本关最大波数,每波有多个小队,每个小队即为一张战斗 TurnFight
        self.wave = 0 # 当前刷怪波,注意不是玩家当前进度波,比如被击杀会回退一波
        self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
        self.turnFight = GetTurnFightMgr().addTurnFight(GameWorld.GetGUID(), ChConfig.Def_FBMapID_Main, 0, playerID)
        
        # 主线小怪战斗额外数据,一般用于分割与主线战斗表现无关的附加功能内容
        self.useZhanchui = 0
@@ -860,20 +865,16 @@
    GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
    return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
    '''召唤阵容战斗实例
    @param faction: 所属阵营,目前支持两个阵营,1或2
    @param num: 战斗阵容在该阵营上的编号,1V1时默认1,多对多时1~n
    @param lineupInfo: 阵容信息
    @param playerID: 发起的玩家ID,系统场次为0
    @param reqPlayerID: 发起的玩家ID,系统场次为0
    '''
    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
    npcLineupID = lineupInfo.get("NPCLineupID", 0)
    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), playerID)
    if playerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
        if not curPlayer:
            return
    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), reqPlayerID)
        
    turnFight = batLineup.turnFight
    tfGUID = turnFight.guid
@@ -948,7 +949,7 @@
        
        if npcID:
            #副本指定NPC属性
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, turnFight, batObj)
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
            if fbNPCInitAttrDict:
                GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
                attrDict = {str(k):v for k, v in fbNPCInitAttrDict.items()} # 统一格式
@@ -1028,6 +1029,7 @@
    ''' 本战斗会一次性处理完所有小队战斗,以战报的形式下发,目前除了主线小怪分段战斗外,均使用该战斗
    '''
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    tagType = clientData.TagType
@@ -1035,7 +1037,7 @@
    valueList = clientData.ValueList
    
    GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s" 
                       % (mapID, funcLineID, tagType, tagID, valueList), curPlayer.GetPlayerID())
                       % (mapID, funcLineID, tagType, tagID, valueList), playerID)
    
    reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
    if not reqRet:
@@ -1059,10 +1061,33 @@
    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
        return
    
    reqPlayerID = playerID
    guid = GameWorld.GetGUID()
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not atkLineupInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        return
    # 玩家
    if tagType == 1:
        if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
        tagPlayerID = tagID
        tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
        if not tagViewCache:
            # 跨服玩家待扩展
            GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            return
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
        if not defLineupInfo:
            GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
            PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
            return
        lineupDictA = {1:atkLineupInfo}
        lineupDictB = {1:defLineupInfo}
        AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqData=[tagType, tagID, valueList])
        
    # NPC
    else:
@@ -1077,38 +1102,117 @@
            if not ret:
                return
            npcLineupIDList, strongerLV, difficulty = ret
        if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
            return
        
    return True
def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("OnTurnFightVSNPC: mapID=%s,funcLineID=%s,atkLineupID=%s,npcLineupIDList=%s,strongerLV=%s,difficulty=%s"
                       % (mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty), playerID)
    if not npcLineupIDList:
        return
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not lineupMainInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        #if mapID == ChConfig.Def_FBMapID_MainBoss:
        #    # 停止主线小怪战斗、清空
        #    mainFightMgr = GetMainFightMgr(curPlayer)
        #    mainTF = mainFightMgr.turnFight
        #    if mainTF.isInFight():
        #        mainTF.exitFight()
        lineupDictA = {1:atkLineupInfo}
        lineupDictB = None
        AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty)
    return True
def AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, npcLineupIDList=[], strongerLV=0, difficulty=0, reqData=None):
    '''添加进战斗请求队列,这里做战斗分发处理,由当前服务器根据当前服务器情况分配到本机子的其他战斗地图,或直接本地图处理
    @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
    @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...},pvp时用
    @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
    @param npcLineupIDList: pve时用,要对战的npc阵容ID列表
    @param strongerLV: pve时用,npc属性成长等级
    @param difficulty: pve时用,npc属性难度系数
    @param reqData: 每场战斗自定义的请求信息,由功能自己决定,任意结构,透传参数
    '''
    if not lineupDictA:
        return
    
    if not lineupDictB and not npcLineupIDList:
        # pvp 或 pve 必须要满足其中一种
        return
    # 先默认本地图处理,后续优化多战斗地图支持
    reqServerID = GameWorld.GetGameWorld().GetServerID()
    reqInfo = [reqServerID, guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData]
    OnMsg_BattleRequest(reqInfo)
    return
def OnMsg_BattleRequest(reqInfo):
    ## 请求执行战斗,由本地图或其他服务器地图分配过来的战斗请求
    reqServerID, guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
    if npcLineupIDList:
        turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
    else:
        turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqServerID)
    winFaction = None
    statMsg = {}
    dateStr = ""
    if turnFight:
        statMsg = turnFight.statMsg
        winFaction = turnFight.winFaction
        dateStr = turnFight.dateStr
    retInfo = [guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData]
    # 本地图自己处理的
    if reqServerID == GameWorld.GetGameWorld().GetServerID():
        OnMsg_BattleResult(retInfo)
    # 其他服务器地图请求的,发送战斗结果回去
    else:
        pass
    return
def OnMsg_BattleResult(retInfo):
    ## 收到战斗结果信息
    guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
    curPlayer = None
    if reqPlayerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
        if not curPlayer:
            # 收到战斗结果时玩家已离线,不处理,可视为该战斗无效,玩家重新请求
            return
    if winFaction == None:
        if curPlayer:
            PlayerControl.NotifyCode(curPlayer, "BattleFail")
        return
    # 根据战斗结果结算奖励
    awardDict = {}
    FBLogic.OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
    if curPlayer:
        isWin = winFaction == ChConfig.Def_FactionA
        SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict)
    return
def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
    '''执行PVE战斗,支持多小队
    '''
    turnMax = GetTurnMax(mapID)
    if mapID == ChConfig.Def_FBMapID_MainBoss:
        # 停止主线小怪战斗、清空
        mainFightMgr = GetMainFightMgr(curPlayer)
        mainTF = mainFightMgr.turnFight
        if mainTF.isInFight():
            mainTF.exitFight()
            
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
    guid = turnFight.guid
    
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, playerLineupDict)
    
    for index, lineupID in enumerate(npcLineupIDList):
        turnFight.lineupIndex = index
@@ -1119,58 +1223,40 @@
        turnFight.sortActionQueue()
        turnFight.startFight()
        
        __processTurnFight(turnFight.guid)
        __processTurnFight(turnFight)
        
        if not turnFight.isWin:
            break
        
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer) # 同步战报
    #在同步战报后再处理结算奖励,与战斗表现分离
    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
    saveOK = __saveBatBuffer(turnFight)
    tfMgr.delTurnFight(guid)
    return True
    return turnFight if saveOK else None
def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("OnTurnFightVSPlayer: mapID=%s,funcLineID=%s,atkLineupID=%s,defLineupID=%s,tagPlayerID=%s"
                       % (mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID), playerID)
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not atkLineupInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        return
    tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
    if not tagViewCache:
        GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
        PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
        return
    defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
    if not defLineupInfo:
        GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
        PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
        return
def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, reqServerID=0):
    '''执行PVP战斗,只处理战斗,不关心功能及curPlayer相关
    @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
    @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...}
    @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
    '''
    
    turnMax = GetTurnMax(mapID)
    
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
    guid = turnFight.guid
    
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
    turnFight.setPVP(tagPlayerID, tagViewCache)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
    turnFight.setPVP()
    turnFight.setFactionLineup(ChConfig.Def_FactionA, lineupDictA)
    turnFight.setFactionLineup(ChConfig.Def_FactionB, lineupDictB)
    turnFight.sortActionQueue()
    turnFight.startFight()
    
    __processTurnFight(turnFight.guid)
    __processTurnFight(turnFight)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
    saveOK = __saveBatBuffer(turnFight)
    tfMgr.delTurnFight(guid)
    return True
    return turnFight if saveOK else None
def GetTurnMax(mapID):
    if mapID == ChConfig.Def_FBMapID_Main:
@@ -1324,7 +1410,7 @@
                       % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1463,9 +1549,8 @@
        
    return
def __processTurnFight(guid):
def __processTurnFight(turnFight):
    ## 一次性处理完一个小队的战斗
    turnFight = GetTurnFightMgr().getTurnFight(guid)
    curPlayer = turnFight.curPlayer
    turnMax = turnFight.turnMax
    EntryLogic(turnFight)
@@ -1480,9 +1565,6 @@
            
        # 回合开始
        TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
            
        if turnFight.winFaction:
            break
@@ -1854,8 +1936,8 @@
    npcID = gameObj.GetNPCID()
    
    # 非主线的PVE目标怪物
    if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
        if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
    if npcID and turnFight.getReqPlayerID() and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
        if not FBLogic.OnFBNPCKilledBefore(turnFight, gameObj, killer, useSkill):
            return
        
    objID = gameObj.GetID()
@@ -1886,7 +1968,7 @@
    if turnFight.winFaction:
        return
    
    if turnFight.playerID:
    if turnFight.getReqPlayerID():
        # 玩家发起的,未击杀对方,算玩家输
        turnFight.winFaction = ChConfig.Def_FactionB
    else:
@@ -1944,12 +2026,11 @@
                                   % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
                lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
                
    overMsg = {"winFaction":winFaction, "statInfo":statInfo}
    curPlayer = turnFight.curPlayer
    statMsg = {"winFaction":winFaction, "statInfo":statInfo}
    
    FBLogic.OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg)
    FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
    
    turnFight.syncState(FightState_Award, overMsg)
    turnFight.syncState(FightState_Award, statMsg)
    return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -1984,3 +2065,58 @@
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
    
def __saveBatBuffer(turnFight):
    ## 持久化战报
    reqPlayerID = turnFight.getReqPlayerID()
    reqServerID = turnFight.getReqServerID()
    guid = turnFight.guid
    ReportRoot = "C:\TurnFightReport"
    dateStr = GameWorld.ChangeTimeNumToStr(int(time.time()), "%Y%m%d")
    ReportDir = os.path.join(ReportRoot, "S%s" % reqServerID, dateStr, "%s" % reqPlayerID)
    GameWorld.DebugLog("ReportDir=%s" % ReportDir)
    if not os.path.exists(ReportDir):
        os.makedirs(ReportDir)
    else:
        shutil.rmtree(ReportDir)
        os.makedirs(ReportDir)
    saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
    GameWorld.DebugLog("saveFilePath=%s" % saveFilePath)
    try:
        fp = open(saveFilePath, "w")
        fp.write(turnFight.batBuffer)
        fp.close()
    except:
        return
    turnFight.dateStr = dateStr
    return True
def SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict):
    tagType, tagID, valueList = 0, 0, []
    if reqData and len(reqData) == 3:
        tagType, tagID, valueList = reqData
    clientPack = ChPyNetSendPack.tagSCTurnFightRet()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.TagType = tagType
    clientPack.TagID = tagID
    clientPack.ValueList = valueList
    clientPack.ValueCount = len(clientPack.ValueList)
    clientPack.IsWin = isWin
    clientPack.AwardMsg = json.dumps(awardDict, ensure_ascii=False).replace(" ", "")
    clientPack.AwardLen = len(clientPack.AwardMsg)
    clientPack.BatStatMsg = json.dumps(statMsg, ensure_ascii=False).replace(" ", "")
    clientPack.BatLen = len(clientPack.BatStatMsg)
    clientPack.PathDate = dateStr
    clientPack.GUID = guid
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return