hxp
2025-10-24 3432541b467d53ffe4ed3872c734e76638e30df8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,8 @@
import ChConfig
import PlayerTask
import PlayerActivity
import PlayerViewCache
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
@@ -35,6 +37,8 @@
import TurnPassive
import TurnSkill
import TurnBuff
import FBCommon
import CommFunc
import ObjPool
import FBLogic
@@ -71,6 +75,7 @@
        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
        self.totalHurt = 0 # 阵容总输出
        return
    
    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
@@ -100,6 +105,7 @@
        self.lingshouObjIDDict = {}
        self.beautyObjIDDict = {}
        self.fightPower = 0
        self.totalHurt = 0
        return
    
class BatFaction():
@@ -109,6 +115,7 @@
        self.turnFight = turnFight # TurnFight
        self.faction = faction
        self.lineupDict = {} # 该阵营所有阵容信息 {编号:BatLineup, ...}
        self.totalHurt = 0 # 阵营总输出
        return
    
    def getBatlineup(self, num=1):
@@ -120,6 +127,8 @@
            lineup = BatLineup(self.faction, num, self.turnFight)
            self.lineupDict[num] = lineup
        return lineup
    def getTotalHurt(self): return self.totalHurt # 阵营总输出
    
    def clearLineups(self):
        ## 清除所有战斗阵容
@@ -153,6 +162,7 @@
        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.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.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], ...]
@@ -160,27 +170,53 @@
        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, ...}
        
        # 多小队 - 一般只有PVE用到
        # pve 多小队 - 一般只有PVE用到
        self.lineupIndex = 0 # 当前小队索引
        self.lineupIDList = [] # npc小队列表
        self.strongerLV = 0 # npc成长等级
        self.difficulty = 0 # npc难度
        # pvp 目标
        self.tagPlayerID = 0
        self.tagViewCache = None
        return
    
    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}, lineupIDList=[], strongerLV=0, difficulty=0):
    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, 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.setPVE()
        self.setPVP()
        self.msgDict = {}
        self._kvDict = {}
        self.nextTurnFight(msgDict)
        return
    def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
        self.lineupIndex = 0
        self.lineupIDList = lineupIDList
        self.strongerLV = strongerLV
        self.difficulty = difficulty
        self.msgDict = {}
        self.nextTurnFight(msgDict)
        return
    def setPVP(self, tagPlayerID=0, tagViewCache=None):
        self.tagPlayerID = tagPlayerID
        self.tagViewCache = tagViewCache
        return
    def isFBMap(self):
        ## 是否副本地图中,非主线的均视为副本
        return self.mapID not in [ChConfig.Def_FBMapID_Main, ChConfig.Def_FBMapID_MainBoss]
    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
@@ -192,6 +228,7 @@
        self.timeline = 0
        self.startTime = time.time()
        self.costTime = 0
        ResetByNextTeam(self)
        return
    
    def haveNextLineup(self):
@@ -244,7 +281,7 @@
        @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
@@ -361,6 +398,11 @@
        self.addBatPack(clientPack)
        return
    
    def syncHelp(self, msgDict):
        ## 通知帮助信息,一般是副本用
        self.syncState(self.state, msgDict)
        return
    def syncState(self, state, msgDict={}):
        self.state = state
        msg = json.dumps(msgDict, ensure_ascii=False)
@@ -393,7 +435,9 @@
            headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
        if self.isNeedReport:
            packBuff = clientPack.GetBuffer()
            GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
            buffLen = len(packBuff)
            GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
            self.batBuffer += CommFunc.WriteWORD("", buffLen)
            self.batBuffer += packBuff
            ObjPool.GetPoolMgr().release(clientPack)
        else:
@@ -404,6 +448,12 @@
            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
@@ -476,10 +526,30 @@
                          % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
    return
def GetPlayerLineupInfoByCache(playerID, lineupID):
    ## 获取玩家阵容信息 - 根据玩家查看缓存
    lineupInfo = {}
def GetCacheLineupFightPower(tagViewCache, lineupID):
    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
    return lineupInfo.get("FightPower", 0)
def GetCacheLineupInfo(tagViewCache, lineupID):
    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
    plusDict = tagViewCache.GetPlusDict()
    lineupDict = plusDict.get("Lineup", {})
    lineupInfo = lineupDict.get("%s" % lineupID, {})
    if not lineupInfo:
        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
    return lineupInfo
def GetPlayerLineupFightPower(curPlayer, lineupID):
    ## 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):
    ## 获取玩家阵容
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    if lineup.IsEmpty():
        GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
    return lineup
def GetPlayerLineupInfo(curPlayer, lineupID):
    ## 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
@@ -487,14 +557,13 @@
    # @return: 阵容全部信息json字典,前端通用格式
    
    playerID = curPlayer.GetPlayerID()
    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
    if not lineup.lineupHeroDict:
    lineup = GetPlayerLineup(curPlayer, lineupID)
    if lineup.IsEmpty():
        return {}
    
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType}
    heroDict = {}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for posNum in lineup.lineupHeroDict.keys():
    for posNum in lineup.GetPosNumList():
        hero = lineup.GetLineupHero(posNum)
        heroID = hero.heroID
        itemIndex = hero.itemIndex
@@ -517,8 +586,11 @@
                                 "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDlist,
                                 }
    lineupInfo.update({"Hero":heroDict})
    if not heroDict:
        return {}
    
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
    return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
@@ -573,7 +645,7 @@
    else:
        heroID = 0
        skinID = 0
        skillIDList = [] + npcData.GetSkillIDList()
        skillIDList = []# + npcData.GetSkillIDList()
        
    # boss额外随机技能
    bossID = lineupIpyData.GetBossID()
@@ -600,7 +672,10 @@
                       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,
@@ -619,7 +694,7 @@
    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:
@@ -628,7 +703,7 @@
            if skillID:
                skillIDList.append(skillID)
                
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
    if awakeIpyDataList:
        for awakeIpyData in awakeIpyDataList:
            if awakeIpyData.GetAwakeLV() > awakeLV:
@@ -677,17 +752,16 @@
        if not curPlayer:
            return
        
    tfGUID = batLineup.turnFight.guid
    turnFight = batLineup.turnFight
    tfGUID = turnFight.guid
    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
    heroDict = lineupInfo.get("Hero", {})
    
    batObjMgr = BattleObj.GetBatObjMgr()
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
        atkBackSkillID = 0 # 反击技能ID
        fightPower = 0
        skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
        attrDict = {}
@@ -697,12 +771,15 @@
        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:
            atkDistType = heroIpyData.GetAtkDistType()
            objName = heroIpyData.GetName()
            specialty = heroIpyData.GetSpecialty()
            atkDistType = heroIpyData.GetAtkDistType()
            country = heroIpyData.GetCountry()
            sex = heroIpyData.GetSex()
            job = heroIpyData.GetJob()
            
        if lineupPlayerID:
            fightPower = heroInfo.get("FightPower", 0)
@@ -714,10 +791,7 @@
            if not npcDataEx:
                continue
            if not heroIpyData:
                atkDistType = npcDataEx.GetAtkDistType()
                objName = npcDataEx.GetNPCName()
                country = npcDataEx.GetCountry()
                sex = npcDataEx.GetSex()
                
        batObj = batObjMgr.addBatObj()
        if not batObj:
@@ -734,16 +808,12 @@
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        batObj.SetAtkDistType(atkDistType)
        batObj.SetSpecialty(specialty)
        batObj.SetCountry(country)
        batObj.SetSex(sex)
        batObj.SetJob(job)
        batObj.SetHero(heroID, skinID)
        
        if atkDistType == ChConfig.AtkDistType_Short:
            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
        elif atkDistType == ChConfig.AtkDistType_Long:
            atkBackSkillID = atkBackSkillIDList[1] if len(atkBackSkillIDList) > 1 else 0
        if atkBackSkillID:
            skillIDList.append(atkBackSkillID)
        skillManager = batObj.GetSkillManager()
        skillManager.SkillReset()
        for skillID in skillIDList:
@@ -751,7 +821,46 @@
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
        if npcID:
            #副本指定NPC属性
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, 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
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
    return
def ResetByNextTeam(turnFight):
    ## 切换下一小队时重置相关,目前设置仅保留血量、怒气、已被击杀的不复活,其他重置
    batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
    if not batFaction:
        return
    GameWorld.DebugLog("切换小队重置玩家阵容武将...")
    batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
        batObj = batObjMgr.getBatObj(objID)
        if not batObj:
            continue
        objName = GetObjName(batObj)
        if not batObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
            continue
        GameWorld.DebugLog("    重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
        batObj.TurnReset()
        # 清除buff
        buffMgr = batObj.GetBuffManager()
        buffMgr.ClearBuff()
        # 重置CD
        # 重刷属性、被动
        TurnBuff.RefreshBuffAttr(batObj)
        TurnPassive.RefreshPassive(batObj)
        
    return
@@ -777,29 +886,45 @@
    tagID = clientData.TagID
    valueList = clientData.ValueList
    
    GameWorld.DebugLog("回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s"
    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())
    
    reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
    if not reqRet:
        return
    funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
    
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
    if fbIpyData:
        if not fbLineIpyData:
            GameWorld.DebugLog("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
    # 玩家
    if tagType == 1:
        # OnTurnFightVSPlayer
        pass
        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
    # NPC
    else:
        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
        if not ret:
            return
        npcLineupIDList, strongerLV, difficulty = ret
        npcLineupIDList, strongerLV, difficulty = [], 0, 0
        if fbLineIpyData:
            npcLineupIDList = fbLineIpyData.GetLineupIDList()
            strongerLV = fbLineIpyData.GetNPCLV()
            difficulty = fbLineIpyData.GetDifficulty()
        if not npcLineupIDList:
            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
            if not ret:
                return
            npcLineupIDList, strongerLV, difficulty = ret
        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
        
    return
@@ -816,9 +941,8 @@
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        return
    
    turnMax = 15
    turnMax = GetTurnMax(mapID)
    if mapID == ChConfig.Def_FBMapID_MainBoss:
        turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
        # 停止主线小怪战斗、清空
        mainFightMgr = GetMainFightMgr(curPlayer)
        mainTF = mainFightMgr.turnFight
@@ -829,7 +953,8 @@
    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
    guid = turnFight.guid
    
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True, lineupIDList=npcLineupIDList, strongerLV=strongerLV, difficulty=difficulty)
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    
    for index, lineupID in enumerate(npcLineupIDList):
@@ -846,9 +971,54 @@
        if not turnFight.isWin:
            break
        
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
    tfMgr.delTurnFight(guid)
    return
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)
        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)
        return
    turnMax = GetTurnMax(mapID)
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
    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.sortActionQueue()
    turnFight.startFight()
    __processTurnFight(turnFight.guid)
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
    tfMgr.delTurnFight(guid)
    return
def GetTurnMax(mapID):
    if mapID == ChConfig.Def_FBMapID_Main:
        return IpyGameDataPY.GetFuncCfg("TurnMax", 1)
    mapTurnMaxDict= IpyGameDataPY.GetFuncEvalCfg("TurnMax", 3, {})
    return mapTurnMaxDict.get(mapID, IpyGameDataPY.GetFuncCfg("TurnMax", 2))
#// B4 13 主线战斗请求 #tagCSMainFightReq
#
@@ -870,7 +1040,7 @@
        __doSetFightPoint(curPlayer, reqValue)
        return
    
    GameWorld.DebugLog("主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
    GameWorld.DebugLog("------------------- 主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
    clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
    clientPack.Sign = 0
    NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
@@ -961,13 +1131,14 @@
    mainFightMgr.levelNum = levelNum
    mainFightMgr.waveMax = waveMax
    mainFightMgr.wave = wave
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
    mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    turnMax = GetTurnMax(mapID)
    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
                       % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, lineupIDList=lineupIDList, strongerLV=strongerLV, difficulty=difficulty)
    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
    turnFight.sortActionQueue()
@@ -998,11 +1169,15 @@
        ## 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
    
    if not turnFight.isInFight():
        __doMainLevelWave(curPlayer, True)
        return
    winFaction = turnFight.winFaction
    if winFaction:
        nextLineupID = turnFight.nextLineupID()
        if nextLineupID:
            GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.npcLineupIDList))
            GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
            
            turnFight.nextTurnFight()
            # 切换小队时,玩家阵容不需要处理,保留状态
@@ -1032,6 +1207,8 @@
    turnNum = turnFight.turnNum
    turnMax = turnFight.turnMax
    for turnNum in range(turnNum, turnMax + 1):
        if turnFight.winFaction:
            break
        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.getTimeline()
        
@@ -1045,7 +1222,7 @@
                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
@@ -1056,13 +1233,13 @@
        # 红颜
        # 灵兽
        
        if turnFight.checkOverByKilled():
        if turnFight.winFaction:
            break
        
        # 武将
        doMax = PosNumMax * len(turnFight.actionSortList)
        doCnt = 0
        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
            doCnt += 1
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
@@ -1101,6 +1278,9 @@
            else:
                turnFight.actionIndex += 1
                
        if turnFight.winFaction:
            break
        # 回合结束
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
@@ -1111,9 +1291,6 @@
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                
        if turnFight.checkOverByKilled():
            break
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
        
@@ -1127,6 +1304,8 @@
    EntryLogic(turnFight)
    batObjMgr = BattleObj.GetBatObjMgr()
    for turnNum in range(1, turnMax + 1):
        if turnFight.winFaction:
            break
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
@@ -1136,7 +1315,7 @@
            
        # 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
@@ -1148,13 +1327,13 @@
        # 红颜
        # 灵兽
            
        if turnFight.checkOverByKilled():
        if turnFight.winFaction:
            break
        
        # 武将
        doMax = PosNumMax * len(turnFight.actionSortList)
        doCnt = 0
        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
            doCnt += 1
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
@@ -1178,6 +1357,9 @@
            else:
                turnFight.actionIndex += 1
                
        if turnFight.winFaction:
            break
        # 回合结束
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
@@ -1188,9 +1370,6 @@
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                
        if turnFight.checkOverByKilled():
            break
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
    return
@@ -1221,6 +1400,7 @@
        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
@@ -1239,10 +1419,6 @@
                #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()
@@ -1279,7 +1455,7 @@
                        #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
@@ -1298,7 +1474,7 @@
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
@@ -1321,6 +1497,7 @@
    if batObj.GetHP() <= 0:
        return
    
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
@@ -1343,6 +1520,8 @@
    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
@@ -1385,7 +1564,7 @@
                           % (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
@@ -1401,12 +1580,12 @@
    # 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)
@@ -1433,7 +1612,7 @@
        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
@@ -1453,6 +1632,14 @@
    return True
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
    curPlayer = turnFight.curPlayer
    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):
            return
    objID = gameObj.GetID()
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
@@ -1465,10 +1652,10 @@
    clientPack.SkillID = skillID
    turnFight.addBatPack(clientPack)
    
    curPlayer = turnFight.curPlayer
    # 暂时只算主线小怪
    if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
    return True
def OnTurnAllOver(guid):
@@ -1511,11 +1698,13 @@
            statInfo[str(faction)] = {}
        facStatInfo = statInfo[str(faction)]
        batFaction = turnFight.getBatFaction(faction)
        batFaction.totalHurt = 0
        for num in batFaction.lineupDict.keys():
            if str(num) not in facStatInfo:
                facStatInfo[str(num)] = {}
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            batLineup.totalHurt = 0
            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
            for posNum, objID in batLineup.posObjIDDict.items():
                batObj = batObjMgr.getBatObj(objID)
@@ -1527,6 +1716,8 @@
                atkHurt = batObj.hurtStat
                defHurt = batObj.defStat
                cureHP = batObj.cureStat
                batLineup.totalHurt += atkHurt
                batFaction.totalHurt += atkHurt
                GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
                                   % (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}
@@ -1549,10 +1740,19 @@
#    char        GUID[40];    //战报guid
#};
def OnTurnFightReportView(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    guid = clientData.GUID
    
    # 通过查找已存在的战报
    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
        guid, reprot = lastBatBufferInfo
        SyncTurnFightReport(curPlayer, guid, reprot)
        return
    
    #SyncTurnFightReport(curPlayer, guid, reprot)
    # 其他战报,一般是入库存储的,待扩展
    # 战报已过期
    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
    return
def SyncTurnFightReport(curPlayer, guid, reprot):