ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -30,6 +30,7 @@
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
@@ -43,7 +44,6 @@
import TurnBuff
import FBCommon
import CommFunc
import ObjPool
import FBLogic
import random
@@ -75,6 +75,7 @@
        self.faction = faction # 所属阵营
        self.num = num # 该阵容所在阵营中的编号,不同阵营可重复,多V多
        self.ownerID = 0 # 阵容所属玩家ID,可能为0,0代表非玩家阵容
        self.lineupInfo = {} # 传入初始化的阵容信息
        self.shapeType = 0 # 阵型
        self.fightPower = 0 # 阵容总战力
        self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等
@@ -97,6 +98,7 @@
        ## 设置阵容
        # @param lineupInfo: 阵容信息
        self.clearLineup()
        self.lineupInfo = lineupInfo
        self.ownerID = lineupInfo.get("PlayerID", 0) # 阵容所属的玩家ID
        self.shapeType = lineupInfo.get("ShapeType", 0)
        self.fightPower = lineupInfo.get("FightPower", 0)
@@ -114,6 +116,7 @@
            batObjMgr.delBatObj(objID)
        for objID in self.beautyObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.lineupInfo = {}
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
@@ -134,6 +137,11 @@
                continue
            deadCnt += 1
        return deadCnt
    def getHeroObj(self, heroID):
        if heroID not in self.heroObjIDDict:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
    
class BatFaction():
    ## 战斗阵营
@@ -341,7 +349,10 @@
                        break
                    
            if allKilled:
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                if self.mapID in ChConfig.PlayerWinMapIDList:
                    self.winFaction = ChConfig.Def_FactionA
                else:
                    self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                DoTurnFightOver(self.guid)
                return self.winFaction
            
@@ -409,6 +420,8 @@
                    else:
                        tfObj.PosNum = posNum                        
                    tfObj.AngreXP = batObj.GetXP()
                    tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
                    tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
                tfFaction.LineupList.append(tfLineup)
@@ -462,14 +475,11 @@
            GameWorld.DebugLogEx("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:
            GameWorld.DebugLogEx("回合战斗过程封包: %s", headStr)
            # 有玩家的统一每个包单独发送,同样也支持战报统计
            if self.curPlayer:
                NetPackCommon.SendFakePack(self.curPlayer, clientPack)
            else:
                ObjPool.GetPoolMgr().release(clientPack)
        return
    
    def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
@@ -487,7 +497,7 @@
        return
    
    def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
        tf = ObjPool.GetPoolMgr().acquire(TurnFight, guid, mapID, funcLineID, reqPlayerID, reqServerID)
        tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
        if not tf:
            tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
        self.turnFightDict[tf.guid] = tf
@@ -499,7 +509,6 @@
            return
        turnFight.exitFight()
        self.turnFightDict.pop(guid, None)
        ObjPool.GetPoolMgr().release(turnFight)
        return
    
    def getTurnFight(self, guid):
@@ -575,25 +584,26 @@
        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
    return lineupInfo
def GetPlayerLineupFightPower(curPlayer, lineupID):
def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
    ## 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):
def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
    ## 获取玩家阵容
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
    if lineup.IsEmpty():
        GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
    return lineup
def GetPlayerLineupInfo(curPlayer, lineupID):
def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
    ## 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
    # @param lineupID: 阵容ID
    # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
    # @return: 阵容全部信息json字典,前端通用格式
    
    playerID = curPlayer.GetPlayerID()
    lineup = GetPlayerLineup(curPlayer, lineupID)
    lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
    if lineup.IsEmpty():
        return {}
    
@@ -605,6 +615,7 @@
        itemIndex = hero.itemIndex
        heroLV = 1
        star = 0
        userData = "{}"
        if itemIndex >= 0 and itemIndex < curPack.GetCount():
            heroItem = curPack.GetAt(itemIndex)
            if heroItem and not heroItem.IsEmpty():
@@ -612,6 +623,7 @@
                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                userData = heroItem.GetUserData()
                
        skillIDlist = []
        skillIDlist += hero.heroSkillIDList
@@ -620,6 +632,7 @@
                                 "SkinID":hero.skinID,
                                 "LV":heroLV,
                                 "Star":star,
                                 "Data":userData,
                                 #"BreakLV":breakLV,
                                 #"AwakeLV":awakeLV,
                                 "FightPower":hero.fightPower,
@@ -633,7 +646,7 @@
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
    return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True):
    ## 获取NPC阵容信息
    # @param lineupID: 阵容ID
    # @param npcLV: 成长NPC等级
@@ -655,7 +668,7 @@
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty, isLog)
        if not battleDict:
            continue
        heroDict[str(posNum)] = battleDict
@@ -768,7 +781,7 @@
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
    return lineupInfo
    
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0, isLog=True):
    ## 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
@@ -779,20 +792,21 @@
    npcLV = npcData.GetLV()
    star, breakLV, awakeLV = 0, 0, 0
    
    lvIpyData = None
    reModelID = lineupIpyData.GetReModelID()
    lvReIpyData = 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:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
        if lvReIpyData:
            npcLV = strongerLV
    if not lvIpyData:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
    if lvIpyData:
        star = lvIpyData.GetReHeroStar()
        breakLV = lvIpyData.GetReHeroBreakLV()
        awakeLV = lvIpyData.GetReHeroAwakeLV()
    if heroIpyData and lvIpyData:
    if not lvReIpyData:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, npcLV)
    if lvReIpyData:
        star = lvReIpyData.GetReHeroStar()
        breakLV = lvReIpyData.GetReHeroBreakLV()
        awakeLV = lvReIpyData.GetReHeroAwakeLV()
    if heroIpyData:
        skinIDList = heroIpyData.GetSkinIDList()
        skinID = skinIDList[0] if skinIDList else 0
        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV)
@@ -812,10 +826,10 @@
                random.shuffle(randSkillIDExList)
                randSkillIDExList = randSkillIDExList[:skillExCnt]
            skillIDList += randSkillIDExList
            GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
            isLog and GameWorld.DebugLogEx("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)
    batAttrDict = GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog)
    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(), 
@@ -842,7 +856,7 @@
                  "SkillIDList":skillIDList,
                  }
    
    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
    isLog and GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,reModelID=%s,%s", npcID, strongerLV, difficulty, reModelID, battleDict)
    return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -871,29 +885,29 @@
                
    return skillIDList
def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
def GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog=True):
    ## 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:
    if not lvReIpyData or not npcStronger or not difficulty:
        return batAttrDict
    lv = lvIpyData.GetLV()
    lv = lvReIpyData.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):
        if not hasattr(lvReIpyData, "GetRe%s" % attrName):
            continue
        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
        reValue = getattr(lvReIpyData, "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.DebugLogEx("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
        
    GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
    isLog and GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
    return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
@@ -1076,21 +1090,17 @@
    if not reqRet:
        return
    funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
    GameWorld.DebugLogEx("    funcLineID=%s", funcLineID, playerID)
    
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
    if fbIpyData:
        if not fbLineIpyData:
            GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
            return
        #if not fbLineIpyData:
        #    GameWorld.DebugLogEx("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
    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
        return
    
@@ -1098,9 +1108,10 @@
    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
    guid = GameWorld.GetGUID()
    
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
    if not atkLineupInfo:
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
        return
    
    # 玩家
@@ -1113,6 +1124,7 @@
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            return
        
        defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
        if not defLineupInfo:
            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
@@ -1184,15 +1196,18 @@
            isMultiMap = True
            
    if isMultiMap:
        CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
        CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
    else:
        SSMsg_BattleRequest(reqInfo, fromServerID)
    return
def SSMsg_BattleRequest(reqInfo, fromServerID):
def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
    ## 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
    guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
    if msgType:
        GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
                      % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
    if npcLineupIDList:
        turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
    else:
@@ -1214,14 +1229,17 @@
        
    # 其他服务器地图请求的,发送战斗结果回去
    else:
        CrossServerPackLogic.SendToServer(ShareDefine.SSMsg_BattleResult, retInfo, [fromServerID], playerID=reqPlayerID)
        CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
    return
def SSMsg_BattleResult(retInfo, fromServerID):
def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
    ## 收到战斗结果信息
    
    guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
    if msgType:
        GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
                      % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
    curPlayer = None
    if reqPlayerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
@@ -1260,7 +1278,7 @@
    
    for index, lineupID in enumerate(npcLineupIDList):
        turnFight.lineupIndex = index
        GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
        GameWorld.DebugLogEx("对战NPC阵容: mapID=%s,funcLineID=%s,index=%s,lineupID=%s", mapID, funcLineID, index, lineupID)
        if index > 0:
            turnFight.nextTurnFight()
        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1703,7 +1721,7 @@
            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
            if turnNum > 1: # 第1回合不用刷新技能
                RefreshObjSkillByBigTurn(batObj)
                RefreshObjByBigTurn(turnFight, batObj)
                RefreshObjByBigTurn(turnFight, batObj, turnNum)
            batObj.ResetBigTurn() # 每大回合重置
            
            if not batObj.IsAlive():
@@ -1793,6 +1811,16 @@
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        # 每大回合重置能量
        if curSkill.GetEnergy():
            for eIndex in range(curSkill.GetEffectCount()):
                effect = curSkill.GetEffect(eIndex)
                if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
                    curSkill.SetEnergy(0)
                    GameWorld.DebugLogEx("    每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
                    break
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
@@ -1805,7 +1833,7 @@
        GameWorld.DebugLogEx("    更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
    return
def RefreshObjByBigTurn(turnFight, batObj):
def RefreshObjByBigTurn(turnFight, batObj, turnNum):
    ## 根据大回合开始刷新buff持续时间,每个大回合-1,第1回合不处理
    curID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
@@ -1814,20 +1842,41 @@
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
        if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
        lastType = skillData.GetLastTimeType()
        if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer, ChConfig.BuffLastTimeType_BigTurnLimit]:
            continue
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLogEx("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
            continue
        if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
            GameWorld.DebugLogEx("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
            continue
        remainTime = buff.GetRemainTime()
        if remainTime <= 0:
            continue
        remainTime -= 1
        GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
        TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
        # 每大回合固定减1回合
        if lastType in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLimit]:
            remainTime = buff.GetRemainTime()
            if remainTime <= 0:
                continue
            remainTime -= 1
            GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
            if lastType == ChConfig.BuffLastTimeType_BigTurnLimit and remainTime > 0:
                lastTurnMax = skillData.GetLastTime()
                if lastTurnMax and turnNum > lastTurnMax:
                    remainTime = 0
                    GameWorld.DebugLogEx("        超过最大限制回合数,强制清除!: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
            TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
        # 每大回合固定减1层
        elif skillData.GetLastTimeType() == ChConfig.BuffLastTimeType_BigTurnLayer:
            curLayer = buff.GetLayer()
            if curLayer <= 0:
                continue
            updLayer = curLayer - 1
            GameWorld.DebugLogEx("    更新buff层级: curID=%s,buffID=%s,skillID=%s,updLayer=%s", curID, buffID, skillID, updLayer)
            TurnBuff.DoBuffLayerChange(turnFight, batObj, buff, updLayer)
    return
def RefreshObjBuffTime(turnFight, batObj):
@@ -1839,6 +1888,8 @@
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        if not buff: # 有出现过报错,先做下防范,理论上不太可能
            continue
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
@@ -1976,6 +2027,19 @@
            break
        
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
    batObjMgr = BattleObj.GetBatObjMgr()
    for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
        batFaction = turnFight.getBatFaction(faction)
        for lineupNum in batFaction.lineupDict.keys():
            batLineup = batFaction.getBatlineup(lineupNum)
            for lineupObjID in batLineup.posObjIDDict.values():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
                if lineupObj.GetFaction() != curBatObj.GetFaction():
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyAction, curBatObj)
                else:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAction, curBatObj)
    return True
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
@@ -1991,10 +2055,10 @@
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    GameWorld.DebugLogEx("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
    gameObj.SetDead()
    gameObj.SetDead(killer)
    TurnBuff.DoBuffByDead(turnFight, gameObj)
    
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
    clientPack.ObjID = objID
    clientPack.KillerObjID = killerObjID
    clientPack.SkillID = skillID
@@ -2017,7 +2081,10 @@
    
    if turnFight.getReqPlayerID():
        # 玩家发起的,未击杀对方,算玩家输
        turnFight.winFaction = ChConfig.Def_FactionB
        if turnFight.mapID in ChConfig.PlayerWinMapIDList:
            turnFight.winFaction = ChConfig.Def_FactionA
        else:
            turnFight.winFaction = ChConfig.Def_FactionB
    else:
        # 系统场次,按一定规则来,这里先随机
        turnFight.winFaction = random.choice([ChConfig.Def_FactionA, ChConfig.Def_FactionB])
@@ -2037,17 +2104,23 @@
    turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
    mapID = turnFight.mapID
    funcLineID = turnFight.funcLineID
    reqPlayerID = turnFight.getReqPlayerID()
    GameWorld.DebugLogEx("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s", winFaction, turnFight.costTime, guid)
    if mapID != ChConfig.Def_FBMapID_Main:
        GameWorld.Log("战斗耗时: %ss, mapID=%s,funcLineID=%s,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
        
    # 统计明细
    heroCount = 0
    batObjMgr = BattleObj.GetBatObjMgr()
    statInfo = {}
    drLineupInfo = {}
    for faction in turnFight.factionDict.keys():
        if str(faction) not in statInfo:
            statInfo[str(faction)] = {}
        facStatInfo = statInfo[str(faction)]
        if str(faction) not in drLineupInfo:
            drLineupInfo[str(faction)] = {}
        facDRLineupInfo = drLineupInfo[str(faction)]
        batFaction = turnFight.getBatFaction(faction)
        batFaction.totalHurt = 0
        for num in batFaction.lineupDict.keys():
@@ -2056,11 +2129,13 @@
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            batLineup.totalHurt = 0
            facDRLineupInfo[str(num)] = batLineup.lineupInfo
            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
            for posNum, objID in batLineup.posObjIDDict.items():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                heroCount += 1
                objID = batObj.GetID()
                npcID = batObj.GetNPCID()
                heroID = batObj.GetHeroID()
@@ -2080,6 +2155,11 @@
    FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
    
    turnFight.syncState(FightState_Award, statMsg)
    # 流向记录
    if mapID != ChConfig.Def_FBMapID_Main and reqPlayerID:
        DataRecordPack.DR_FightStat(reqPlayerID, mapID, funcLineID, turnFight.isWin, turnFight.turnNum, turnFight.turnMax,
                                    heroCount, turnFight.costTime, statInfo, drLineupInfo)
    return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -2128,13 +2208,15 @@
    if not os.path.exists(ReportDir):
        os.makedirs(ReportDir)
    else:
        items = os.listdir(ReportDir)
        for item in items:
            fullPath = os.path.join(ReportDir, item)
            try:
                os.remove(fullPath)
            except:
                pass
        isSaveOne = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 2) # 个人战报是否只保留1份
        if isSaveOne:
            items = os.listdir(ReportDir)
            for item in items:
                fullPath = os.path.join(ReportDir, item)
                try:
                    os.remove(fullPath)
                except:
                    pass
            
    saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
    GameWorld.DebugLogEx("战报路径=%s", saveFilePath)