hxp
2025-09-01 5509de7c6274b7d47d84aa45f589490ba0eab648
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -20,6 +20,7 @@
#-------------------------------------------------------------------------------
import ChConfig
import PlayerTask
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
@@ -147,8 +148,6 @@
        self.turnNum = 1 # 当前第x回合,默认第1回合开始
        self.turnMax = 15 # 最大回合数
        self.enterLogic = False # 是否已执行进场逻辑
        self.turnStart = 0 # 已执行回合开始值,如第1回合开始已执行则为1,第2回合为2
        self.turnEnd = 0 # 已执行回合结束值,如第1回合结束已执行则为1,第2回合为2
        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.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
@@ -156,9 +155,8 @@
        
        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.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
        return
@@ -177,11 +175,10 @@
        ## 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
        self.turnNum = 1
        self.enterLogic = False
        self.turnStart = 0
        self.turnEnd = 0
        self.winFaction = 0
        self.batBuffer = "" # 战报buffer
        self.msgDict.update(msgDict)
        self.timeline = 0
        self.startTime = time.time()
        self.costTime = 0
        return
@@ -219,21 +216,20 @@
        GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
        return
    
    def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
    def getTimeline(self): return self.timeline
    def setTimeline(self, turnNum):
    def setTimeline(self, timeline, isEmpty=False):
        '''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
        self.timeline = 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
        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
        return timeline
    
    def getBatFaction(self, faction=ChConfig.Def_FactionA):
        ## 默认阵营1
@@ -287,7 +283,8 @@
    def startFight(self):
        ## 准备就绪,开始战斗
        self.state = FightState_Start
        self.setTimeline(1)
        self.turnNum = 1
        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
        self.syncInit()
        return
    
@@ -433,6 +430,8 @@
        self.teamMax = 1 # 当前波最大小队,某场战斗可能包含多个小队,所有小队混流击杀完才算过了本波
        self.nextTeam = False # 下次前端请求战斗是否是下一小队,否则都是重新刷新当前进度怪
        self.waveLineupList = [] # 小队列表
        self.strongerLV = 0
        self.difficulty = 0
        self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
        return
    
@@ -498,9 +497,11 @@
    
    return lineupInfo
def GetNPCLineupInfo(lineupID):
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=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
    # @return: 阵容全部信息json字典,前端通用格式
    ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
    if not ipyData:
@@ -513,9 +514,59 @@
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        npcData = NPCCommon.GetNPCDataPy(npcID)
        if not npcData:
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
        if not battleDict:
            continue
        heroDict[str(posNum)] = battleDict
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    return lineupInfo
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
    ## 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
    npcData = NPCCommon.GetNPCDataPy(npcID)
    if not npcData:
        return
    heroID = npcData.GetRelatedHeroID()
    npcLV = npcData.GetLV()
    lvIpyData = 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:
            npcLV = strongerLV
    if not lvIpyData:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
    if heroIpyData and lvIpyData:
        skinIDList = heroIpyData.GetSkinIDList()
        skinID = skinIDList[0] if skinIDList else 0
        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
    else:
        heroID = 0
        skinID = 0
        skillIDList = [] + npcData.GetSkillIDList()
    # boss额外随机技能
    bossID = lineupIpyData.GetBossID()
    if npcID == bossID:
        skillIDExList = lineupIpyData.GetSkillIDExList()
        if skillIDExList:
            randSkillIDExList = [] + list(skillIDExList)
            skillExCnt = lineupIpyData.GetSkillExCnt()
            if skillExCnt > 0 and len(randSkillIDExList) > skillExCnt:
                random.shuffle(randSkillIDExList)
                randSkillIDExList = randSkillIDExList[:skillExCnt]
            skillIDList += randSkillIDExList
            GameWorld.DebugLog("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)
    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(), 
                       ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(), 
@@ -526,14 +577,68 @@
                       ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
                       }
        batAttrDict.update(npcData.GetSpecAttrInfo())
        skillIDList = [] + npcData.GetSkillIDList()
        heroDict[str(posNum)] = {"NPCID":npcID,
                                 "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDList
                                 }
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    return lineupInfo
    battleDict = {"NPCID":npcID,
                  "HeroID":heroID,
                  "SkinID":skinID,
                  "LV":npcLV,
                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                  "SkillIDList":skillIDList,
                  }
    GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
    return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
    ## 获取NPC对应武将的技能ID列表
    normalSkillID = heroIpyData.GetNormalSkillID()
    angerSkillID = heroIpyData.GetAngerSkillID()
    skillIDList = [normalSkillID, angerSkillID]
    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
    if breakIpyDataList:
        for breakIpyData in breakIpyDataList:
            if breakIpyData.GetBreakLV() > breakLV:
                break
            skillID = breakIpyData.GetSkillID()
            if skillID:
                skillIDList.append(skillID)
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
    if awakeIpyDataList:
        for awakeIpyData in awakeIpyDataList:
            if awakeIpyData.GetAwakeLV() > awakeLV:
                break
            skillID = awakeIpyData.GetSkillID()
            if skillID:
                skillIDList.append(skillID)
    return skillIDList
def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
    ## 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:
        return batAttrDict
    lv = lvIpyData.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):
            continue
        reValue = getattr(lvIpyData, "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.DebugLog("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
    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):
    '''召唤阵容战斗实例
@@ -558,37 +663,46 @@
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
        npcID, heroID, skinID = 0, 0, 0
        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 = {}
        skillIDList += heroInfo.get("SkillIDList", [])
        attrDict.update(heroInfo.get("AttrDict", {}))
        objName = ""
        if lineupPlayerID:
            heroID = heroInfo.get("HeroID", 0)
            skinID = heroInfo.get("SkinID", 0)
            lv = heroInfo.get("LV", 1)
            fightPower = heroInfo.get("FightPower", 0)
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
            if not heroIpyData:
                continue
        npcID = heroInfo.get("NPCID", 0)
        heroID = heroInfo.get("HeroID", 0)
        skinID = heroInfo.get("SkinID", 0)
        lv = heroInfo.get("LV", 1)
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
        if heroIpyData:
            atkDistType = heroIpyData.GetAtkDistType()
            objName = heroIpyData.GetName()
            country = heroIpyData.GetCountry()
            sex = heroIpyData.GetSex()
        if lineupPlayerID:
            fightPower = heroInfo.get("FightPower", 0)
            if not heroIpyData:
                continue
        else:
            npcID = heroInfo.get("NPCID", 0)
            npcDataEx = NPCCommon.GetNPCDataPy(npcID)
            if not npcDataEx:
                continue
            objName = npcDataEx.GetNPCName()
            atkDistType = npcDataEx.GetAtkDistType()
            lv = npcDataEx.GetLV()
            if not heroIpyData:
                atkDistType = npcDataEx.GetAtkDistType()
                objName = npcDataEx.GetNPCName()
                country = npcDataEx.GetCountry()
                sex = npcDataEx.GetSex()
        batObj = batObjMgr.addBatObj()
        if not batObj:
            break
        objID = batObj.GetID()
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
            batObj.SetOwnerID(lineupPlayerID)
        batObj.SetTFGUID(tfGUID)
        batObj.SetName(objName)
        batObj.SetFaction(faction)
@@ -596,11 +710,10 @@
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        batObj.SetAtkDistType(atkDistType)
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
            batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
        batObj.SetCountry(country)
        batObj.SetSex(sex)
        batObj.SetHero(heroID, skinID)
        if atkDistType == ChConfig.AtkDistType_Short:
            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
        elif atkDistType == ChConfig.AtkDistType_Long:
@@ -613,7 +726,7 @@
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        
    return
@@ -638,6 +751,7 @@
        __doSetFightPoint(curPlayer, reqValue)
        return
    
    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
@@ -728,6 +842,8 @@
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        return
    
    strongerLV = levelIpyData.GetNPCLV()
    difficulty = levelIpyData.GetDifficulty()
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    mainFightMgr.chapterID = chapterID
@@ -737,17 +853,21 @@
    mainFightMgr.waveLineupList = waveLineupList
    mainFightMgr.teamNum = teamNum
    mainFightMgr.teamMax = teamMax
    mainFightMgr.strongerLV = strongerLV
    mainFightMgr.difficulty = difficulty
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
    mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
    turnFight.sortActionQueue()
    turnFight.startFight()
    __doMainFight(curPlayer)
    return
def __doMainBossStart(curPlayer):
@@ -801,7 +921,9 @@
    if not lineupMainInfo:
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        return
    strongerLV = levelIpyData.GetNPCLV()
    difficulty = levelIpyData.GetDifficulty()
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    mainFightMgr.chapterID = chapterID
@@ -811,15 +933,17 @@
    mainFightMgr.waveLineupList = waveLineupList
    mainFightMgr.teamNum = teamNum
    mainFightMgr.teamMax = teamMax
    mainFightMgr.strongerLV = strongerLV
    mainFightMgr.difficulty = difficulty
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
    mapID, funcLineID = ChConfig.Def_FBMapID_MainBoss, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
    GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
    turnFight.sortActionQueue()
    turnFight.startFight()
    
@@ -827,18 +951,20 @@
    __processTurnFight(turnFight.guid)
    return
def __doMainFight(curPlayer, tick):
    ## 主线执行战斗
def __doMainFight(curPlayer, tick=0):
    '''执行主线战斗,单场战斗断电式战斗,以前端玩家手动点击节点做为断点处
    每场战斗的初始化、结束默认断点,由前端决定自动继续或者点击继续
    '''
    
    # 限制请求CD
    #if not GameWorld.GetGameWorld().GetDebugLevel():
    key = "MainFightReqTick"
    lastTick = curPlayer.GetDictByKey(key)
    if lastTick and tick - lastTick <= 1000:
        GameWorld.DebugLog("主线战斗请求CD中")
        return
    curPlayer.SetDict(key, tick)
    if tick:
        key = "MainFightReqTick"
        lastTick = curPlayer.GetDictByKey(key)
        if lastTick and tick - lastTick <= 1000:
            GameWorld.DebugLog("主线战斗请求CD中")
            return
        curPlayer.SetDict(key, tick)
    mainFightMgr = GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    
@@ -857,7 +983,7 @@
            mainFightMgr.nextTeam = False
            turnFight.resetTurn({"teamNum":teamNum})
            # 切换小队时,玩家阵容不需要处理,保留状态
            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, mainFightMgr.strongerLV, mainFightMgr.difficulty)})
            turnFight.sortActionQueue()
            turnFight.startFight()
            
@@ -865,6 +991,8 @@
                # 每次处理一小队的完整战斗,相当于一次完整战报
                __processTurnFight(turnFight.guid)
                return
            else:
                __doMainFight(curPlayer)
        else:
            __doMainLevelWave(curPlayer, False)
        return
@@ -875,128 +1003,109 @@
    
    # 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)
    isEntry = EntryLogic(turnFight)
    
    # 按阵营阵容执行顺序,逐个遍历
    doCnt = 0
    doMax = (PosNumMax + 2) * len(turnFight.actionSortList) # 防止死循环,做最大循环次数限制 = (最大位置数 + 主公、红颜位置)*行动阵容数
    overLineupList = [] # 本回合已经结束行动的阵容列表 [(faction, num), ...], 所有阵容全部结束代表本回合结束
    # 是否开始检查断点,预判可断的点,方便前端点击体验,点下去就是玩家放的某个行动
    # 初始开始进场后,默认开始断点
    checkBreakpoint = True if isEntry else False
    
    batObjMgr = BattleObj.GetBatObjMgr()
    turnNum = turnFight.turnNum
    GameWorld.DebugLog("turnNum=%s,doMax=%s,actionIndex=%s,%s" % (turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
        doCnt += 1
        turnNum = turnFight.turnNum
        # 执行回合开始逻辑
        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
            turnFight.turnStart = turnNum
            turnFight.actionIndex = 0
            turnFight.addTimeline() # 每回合开始算一个时间节点
    turnMax = turnFight.turnMax
    for turnNum in range(turnNum, turnMax + 1):
        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.getTimeline()
        # 回合开始
        turnTimeline += 1 # 每回合开始算一个时间节点
        if curTimeline < turnTimeline:
            curTimeline = turnFight.setTimeline(turnTimeline)
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
            turnFight.turnNum = turnNum
            if curPlayer:
                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))
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = ActionNumStart
                batLineup.actionNum = 1
                for objID in batLineup.posObjIDDict.values():
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
                    
        if turnFight.actionIndex >= len(turnFight.actionSortList):
            turnFight.actionIndex = 0
        playerHeroAtk = False # 玩家阵容行动标记
        faction, num = turnFight.actionSortList[turnFight.actionIndex]
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        if batLineup.actionNum > max(batLineup.posObjIDDict):
            if (faction, num) not in overLineupList:
                overLineupList.append((faction, num))
            turnFight.actionIndex += 1
            continue
        GameWorld.DebugLog("执行行动: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
        # 主公
        if batLineup.actionNum == -1:
            pass
        # 红颜
        elif batLineup.actionNum == 0:
            pass
        # 灵兽
        if turnFight.checkOverByKilled():
            break
        
        # 武将
        elif batLineup.actionNum > 0:
        doMax = PosNumMax * len(turnFight.actionSortList)
        doCnt = 0
        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
            doCnt += 1
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            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
                if posNum not in batLineup.posObjIDDict:
                turnTimeline += 1 # 每个武将位算一个时间节点
                if turnTimeline <= curTimeline:
                    # 该时间节点已经处理过了
                    GameWorld.DebugLog("该时间节点已经处理过了! turnTimeline=%s <= %s" % (turnTimeline, curTimeline))
                    continue
                if posNum not in batLineup.posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    curTimeline = turnFight.setTimeline(turnTimeline, True)
                    continue
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                # 玩家自己阵营,预判可否行动
                if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                    if batObj.CanAction():
                        GameWorld.DebugLog("玩家武将已经行动过了,且有下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
                        return
                batLineup.actionNum = posNum + 1
                curTimeline = turnFight.setTimeline(turnTimeline)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                    continue
                
                if faction == ChConfig.Def_FactionA:
                    playerHeroAtk = True
                if not checkBreakpoint and faction == ChConfig.Def_FactionA:
                    checkBreakpoint = True
                    
                break
        turnFight.actionIndex += 1
        batLineup.actionNum += 1
        if batLineup.actionNum > max(batLineup.posObjIDDict):
            GameWorld.DebugLog("该阵容本回合已经全部行动完了: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
            if (faction, num) not in overLineupList:
                overLineupList.append((faction, num))
            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
                turnFight.actionIndex = 0
            else:
                turnFight.actionIndex += 1
                
        if turnFight.checkOverByKilled():
            break
        if playerHeroAtk:
            # 玩家武将有行动则停止,一段段执行
            GameWorld.DebugLog("玩家武将有行动则停止!")
            break
    if turnFight.winFaction:
        return
    GameWorld.DebugLog("turnNum=%s,doCnt=%s,overLineupList=%s" % (turnNum, doCnt, overLineupList))
    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
            turnFight.turnEnd = turnNum
            turnFight.addTimeline() # 每回合结束算一个时间节点
        # 回合结束
        turnTimeline += 1 # 每回合结束算一个时间节点
        if curTimeline < turnTimeline:
            curTimeline = turnFight.setTimeline(turnTimeline)
            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():
                    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)
        if turnFight.checkOverByKilled():
            break
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
    return
def __processTurnFight(guid):
@@ -1009,12 +1118,12 @@
    for turnNum in range(1, turnMax + 1):
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        turnFight.setTimeline(turnNum)
        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.setTimeline(curTimeline + 1)
        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)
@@ -1024,17 +1133,9 @@
                batObj = batObjMgr.getBatObj(objID)
                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)
        # 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)
        # 灵兽
            
        if turnFight.checkOverByKilled():
            break
@@ -1048,10 +1149,11 @@
            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:
                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                    continue
                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
@@ -1066,7 +1168,7 @@
                turnFight.actionIndex += 1
                
        # 回合结束
        turnFight.addTimeline() # 每回合结束算一个时间节点
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 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)
@@ -1087,10 +1189,13 @@
    num = batObj.lineupNum
    posNum = batObj.posNum
    heroID = batObj.heroID
    if not heroID:
        heroID = batObj.npcID
    npcID = batObj.npcID
    objName = GameWorld.CodeToGbk(batObj.GetName())
    return "%s%s-%s [%s-%s] %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), heroID, objName)
    if heroID:
        objName += " Hero:%s" % heroID
    if npcID:
        objName += " NPC:%s" % npcID
    return "%s%s-P%s ID:%s %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), objName)
def EntryLogic(turnFight):
    ## 执行进场逻辑
@@ -1108,7 +1213,7 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
            
    turnFight.enterLogic = True
    return
    return True
def OnTimelineChange(turnFight):
    ## 每个时间节点变化时处理
@@ -1220,7 +1325,7 @@
    return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
    ## 武将回合开始时
    ## 武将回合开始时,不能行动也要触发
    if not batObj:
        return
    
@@ -1347,7 +1452,12 @@
    clientPack.ObjID = objID
    clientPack.KillerObjID = killerObjID
    clientPack.SkillID = skillID
    turnFight.addBatPack(clientPack)
    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)
    return True
def OnTurnAllOver(guid):