ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -162,6 +162,7 @@
        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
        self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
        
        # pve 多小队 - 一般只有PVE用到
        self.lineupIndex = 0 # 当前小队索引
@@ -265,7 +266,7 @@
        @param turnNum: 第x回合
        '''
        self.timeline = timeline
        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
        if isEmpty:
            # 空位置的节点可直接跳过
            return timeline
@@ -427,6 +428,12 @@
            else:
                ObjPool.GetPoolMgr().release(clientPack)
        return
    def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
    def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0)
    def SetOneActionUseSkillCnt(self, objID, useCnt):
        self._oneActionUseSkillCntDict[objID] = useCnt
        return useCnt
    
class TurnFightMgr():
    ## 回合战斗管理器
@@ -618,7 +625,7 @@
    else:
        heroID = 0
        skinID = 0
        skillIDList = [] + npcData.GetSkillIDList()
        skillIDList = []# + npcData.GetSkillIDList()
        
    # boss额外随机技能
    bossID = lineupIpyData.GetBossID()
@@ -645,7 +652,10 @@
                       ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(), 
                       ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
                       }
        batAttrDict.update(npcData.GetSpecAttrInfo())
    exAttrDict = npcData.GetSpecAttrInfo()
    for attrIDStr, attrValue in exAttrDict.items():
        attrID = int(attrIDStr)
        batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue
        
    battleDict = {"NPCID":npcID,
                  "HeroID":heroID,
@@ -664,7 +674,7 @@
    angerSkillID = heroIpyData.GetAngerSkillID()
    skillIDList = [normalSkillID, angerSkillID]
    
    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
    breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID)
    if breakIpyDataList:
        for breakIpyData in breakIpyDataList:
            if breakIpyData.GetBreakLV() > breakLV:
@@ -740,13 +750,15 @@
        heroID = heroInfo.get("HeroID", 0)
        skinID = heroInfo.get("SkinID", 0)
        lv = heroInfo.get("LV", 1)
        specialty, atkDistType, country, sex, job = 0, 1, 0, 1, 0
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
        if heroIpyData:
            objName = heroIpyData.GetName()
            specialty = heroIpyData.GetSpecialty()
            atkDistType = heroIpyData.GetAtkDistType()
            objName = heroIpyData.GetName()
            country = heroIpyData.GetCountry()
            sex = heroIpyData.GetSex()
            job = heroIpyData.GetJob()
            
        if lineupPlayerID:
            fightPower = heroInfo.get("FightPower", 0)
@@ -758,11 +770,7 @@
            if not npcDataEx:
                continue
            if not heroIpyData:
                specialty = npcDataEx.GetSpecialty()
                atkDistType = npcDataEx.GetAtkDistType()
                objName = npcDataEx.GetNPCName()
                country = npcDataEx.GetCountry()
                sex = npcDataEx.GetSex()
                
        batObj = batObjMgr.addBatObj()
        if not batObj:
@@ -782,6 +790,7 @@
        batObj.SetSpecialty(specialty)
        batObj.SetCountry(country)
        batObj.SetSex(sex)
        batObj.SetJob(job)
        batObj.SetHero(heroID, skinID)
        
        skillManager = batObj.GetSkillManager()
@@ -1167,7 +1176,7 @@
                turnFight.syncState(FightState_Fighting)
                
            for faction, num in turnFight.actionSortList:
                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = 1
@@ -1258,7 +1267,7 @@
            
        # 回合开始
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            batLineup.actionNum = 1
@@ -1343,6 +1352,7 @@
        batLineup.actionNum = ActionNumStart
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
            
    turnFight.enterLogic = True
@@ -1361,10 +1371,6 @@
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
                
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
@@ -1401,7 +1407,7 @@
                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
                        continue
                    calcTimeline = buff.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                        continue
@@ -1420,7 +1426,7 @@
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
    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
    calcTurnNum = calcTimeline / TimelineSet
    calcTimeNode = calcTimeline % TimelineSet
    nowTurnNum = nowTimeline / TimelineSet
@@ -1443,6 +1449,7 @@
    if batObj.GetHP() <= 0:
        return
    
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
@@ -1465,6 +1472,8 @@
    if batObj.GetHP() <= 0:
        return
    
    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    return
@@ -1507,7 +1516,7 @@
                           % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
    return
def OnObjAction(turnFight, curBatObj):
def OnObjAction(turnFight, curBatObj, isExtra=False):
    ## 战斗单位行动
    if not curBatObj:
        return
@@ -1523,12 +1532,12 @@
    # 是否可行动状态判断
    canAction = curBatObj.CanAction()
    if not canAction:
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动! isExtra=%s" % (turnNum, objName, isExtra))
        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))
    GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
    turnFight.syncObjAction(turnNum, objID)
    
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1555,7 +1564,7 @@
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
                continue
            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
            if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
                continue
            useCnt = -1 # xp技能优先释放