| | |
| | | import TurnPassive
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| | | import TurnSkill
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| | | import TurnBuff
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| | | import CommFunc
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| | | import ObjPool
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| | | import FBLogic
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| | |
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| | |
| | | headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
|
| | | if self.isNeedReport:
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| | | packBuff = clientPack.GetBuffer()
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| | | GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
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| | | buffLen = len(packBuff)
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| | | GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
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| | | self.batBuffer += CommFunc.WriteWORD("", buffLen)
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| | | self.batBuffer += packBuff
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| | | ObjPool.GetPoolMgr().release(clientPack)
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| | | else:
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| | |
| | | ## 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():
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| | | __doMainLevelWave(curPlayer, True)
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| | | return
|
| | | |
| | | winFaction = turnFight.winFaction
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| | | if winFaction:
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| | | nextLineupID = turnFight.nextLineupID()
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| | | if nextLineupID:
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| | | GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.npcLineupIDList))
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| | | GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
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| | |
|
| | | turnFight.nextTurnFight()
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| | | # 切换小队时,玩家阵容不需要处理,保留状态
|