ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,7 @@
import ChConfig
import PlayerTask
import PlayerActivity
import PlayerViewCache
import ChPyNetSendPack
import NetPackCommon
@@ -36,6 +37,7 @@
import TurnPassive
import TurnSkill
import TurnBuff
import FBCommon
import CommFunc
import ObjPool
import FBLogic
@@ -73,6 +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
@@ -102,6 +105,7 @@
        self.lingshouObjIDDict = {}
        self.beautyObjIDDict = {}
        self.fightPower = 0
        self.totalHurt = 0
        return
    
class BatFaction():
@@ -111,6 +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):
@@ -122,6 +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
@@ -155,6 +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], ...]
@@ -184,6 +192,7 @@
        self.setPVE()
        self.setPVP()
        self.msgDict = {}
        self._kvDict = {}
        self.nextTurnFight(msgDict)
        return
    
@@ -199,10 +208,17 @@
        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={}, resetByNextTeam=False):
    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
        self.turnNum = 1
        self.enterLogic = False
@@ -212,8 +228,7 @@
        self.timeline = 0
        self.startTime = time.time()
        self.costTime = 0
        if resetByNextTeam:
            ResetByNextTeam(self)
        ResetByNextTeam(self)
        return
    
    def haveNextLineup(self):
@@ -383,6 +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)
@@ -439,6 +459,7 @@
    ## 回合战斗管理器
    
    def __init__(self):
        self.lastRequestTick = 0
        self.turnFightDict = {} # {guid:TurnFight, ...}
        return
    
@@ -526,8 +547,8 @@
    ## 获取玩家阵容
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    if not lineup.lineupHeroDict:
        # 为空时默认取主阵容
    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
@@ -538,12 +559,12 @@
    
    playerID = curPlayer.GetPlayerID()
    lineup = GetPlayerLineup(curPlayer, lineupID)
    if not lineup.lineupHeroDict:
    if lineup.IsEmpty():
        return {}
    
    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
@@ -732,7 +753,8 @@
        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", {})
    
@@ -750,7 +772,7 @@
        heroID = heroInfo.get("HeroID", 0)
        skinID = heroInfo.get("SkinID", 0)
        lv = heroInfo.get("LV", 1)
        specialty, atkDistType, country, sex = 0, 1, 0, 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()
@@ -758,6 +780,7 @@
            atkDistType = heroIpyData.GetAtkDistType()
            country = heroIpyData.GetCountry()
            sex = heroIpyData.GetSex()
            job = heroIpyData.GetJob()
            
        if lineupPlayerID:
            fightPower = heroInfo.get("FightPower", 0)
@@ -789,6 +812,7 @@
        batObj.SetSpecialty(specialty)
        batObj.SetCountry(country)
        batObj.SetSex(sex)
        batObj.SetJob(job)
        batObj.SetHero(heroID, skinID)
        
        skillManager = batObj.GetSkillManager()
@@ -798,6 +822,12 @@
            
        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
@@ -835,6 +865,30 @@
        
    return
def CheckFightCD(curPlayer, tick, selfKey):
    ## 是否战斗请求CD中
    # 所有玩家公共CD,待扩展
    tfMgr = GetTurnFightMgr()
    pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
    if pubCD:
        if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
            GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
            PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
            return True
    # 个人CD
    selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
    lastTick = curPlayer.GetDictByKey(selfKey)
    if selfCD and lastTick and tick - lastTick <= selfCD:
        GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
        PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
        return True
    tfMgr.lastRequestTick = tick
    curPlayer.SetDict(selfKey, tick)
    return False
#// B4 10 回合制战斗 #tagCMTurnFight
#
#struct    tagCMTurnFight
@@ -857,16 +911,29 @@
    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
    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
        return
    
    # 玩家
@@ -875,10 +942,17 @@
        
    # 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
@@ -915,7 +989,7 @@
        turnFight.lineupIndex = index
        GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
        if index > 0:
            turnFight.nextTurnFight(resetByNextTeam=True)
            turnFight.nextTurnFight()
        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
        turnFight.sortActionQueue()
        turnFight.startFight()
@@ -994,7 +1068,7 @@
        __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
@@ -1108,12 +1182,8 @@
    
    # 限制请求CD
    if tick:
        key = "MainFightReqTick"
        lastTick = curPlayer.GetDictByKey(key)
        if lastTick and tick - lastTick <= 1000:
            GameWorld.DebugLog("主线战斗请求CD中")
        if CheckFightCD(curPlayer, tick, "MainFightReqTick"):
            return
        curPlayer.SetDict(key, tick)
        
    mainFightMgr = GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
@@ -1133,7 +1203,7 @@
        if nextLineupID:
            GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
            
            turnFight.nextTurnFight(resetByNextTeam=True)
            turnFight.nextTurnFight()
            # 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(nextLineupID, turnFight.strongerLV, turnFight.difficulty)})
            turnFight.sortActionQueue()
@@ -1161,6 +1231,8 @@
    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()
        
@@ -1185,13 +1257,13 @@
        # 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)
@@ -1230,6 +1302,9 @@
            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:
@@ -1240,9 +1315,6 @@
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                
        if turnFight.checkOverByKilled():
            break
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
        
@@ -1256,6 +1328,8 @@
    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
@@ -1277,13 +1351,13 @@
        # 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)
@@ -1307,6 +1381,9 @@
            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:
@@ -1317,9 +1394,6 @@
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                
        if turnFight.checkOverByKilled():
            break
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
    return
@@ -1405,7 +1479,7 @@
                        #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
@@ -1424,7 +1498,7 @@
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
@@ -1514,7 +1588,7 @@
                           % (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
@@ -1530,12 +1604,12 @@
    # 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)
@@ -1582,6 +1656,14 @@
    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
@@ -1594,10 +1676,10 @@
    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):
@@ -1640,11 +1722,13 @@
            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)
@@ -1656,6 +1740,8 @@
                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}