hxp
2025-12-04 9c5f7ba286ee8fa87f9e348624fee2127b3fe85a
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,11 +21,15 @@
import ChConfig
import PlayerTask
import PlayerActivity
import PlayerViewCache
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import IpyGameDataPY
import PlayerOnline
import NPCCommon
@@ -36,6 +40,7 @@
import TurnPassive
import TurnSkill
import TurnBuff
import FBCommon
import CommFunc
import ObjPool
import FBLogic
@@ -43,8 +48,10 @@
import random
import time
import json
import os
TimelineSet = 10000 # 单回合最大时间轴
g_gmTestFightReq = []
PosNumMax = 7 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -70,12 +77,18 @@
        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
        self.heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
        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
        #特殊
        self.bossID = 0
        self.bossPosView = 0
        return
    
    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
    def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
    
    def isEmpty(self): return not self.posObjIDDict
    
@@ -86,7 +99,9 @@
        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)
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        self.bossID = lineupInfo.get("BossID", 0)
        self.bossPosView = lineupInfo.get("BossPosView", 0)
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getReqPlayerID())
        return
    
    def clearLineup(self):
@@ -99,10 +114,25 @@
        for objID in self.beautyObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
        self.beautyObjIDDict = {}
        self.fightPower = 0
        self.totalHurt = 0
        return
    def getDeadObjCnt(self):
        ## 获取本阵容目前死亡队员数
        deadCnt = 0
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if batObj.IsAlive():
                continue
            deadCnt += 1
        return deadCnt
    
class BatFaction():
    ## 战斗阵营
@@ -111,6 +141,7 @@
        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 +153,8 @@
            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
@@ -140,26 +173,30 @@
    2. 以单阵容方式轮流出场战斗,该方式同样可以使用方式1的逻辑实现,固优先使用方式1战斗逻辑,方便扩展
    '''
    
    def __init__(self, mapID=0, funcLineID=0, playerID=0, isNeedReport=False):
        self.guid = GameWorld.GetGUID() # 某场战斗的唯一guid,可用于存储记录如战报等
        self.playerID = playerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
        self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
    def __init__(self, guid, mapID=0, funcLineID=0, reqPlayerID=0, reqServerID=0):
        self.guid = guid # 某场战斗的唯一guid,可用于存储记录如战报等
        self._reqPlayerID = reqPlayerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
        self._reqServerID = reqServerID
        self.curPlayer = None
        self.mapID = mapID
        self.funcLineID = funcLineID
        self.state = -1 # -1 代表未战斗
        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.turnNumStart = 0 # 已处理第x回合开始
        self.enterLogic = False # 是否已执行进场逻辑
        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.isWin = False
        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.dateStr = "" # 战报所在文件夹日期
        self._isNeedReport = False # 是否需要战报
        self.statMsg = {} # 战斗结果统计信息
        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], ...]
        self.actionIndex = 0 # 行动顺序索引
        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
        self.actionIndex = 0 # 行动顺序索引
        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, ...}
@@ -170,50 +207,59 @@
        self.strongerLV = 0 # npc成长等级
        self.difficulty = 0 # npc难度
        
        # pvp 目标
        self.tagPlayerID = 0
        self.tagViewCache = None
        # pvp
        self._isPVP = False
        return
    
    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, curPlayer=None, 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._isNeedReport = isNeedReport
        self.curPlayer = curPlayer
        self.setPVE()
        self.setPVP()
        self.msgDict = {}
        self._kvDict = {}
        self.nextTurnFight(msgDict)
        return
    def getReqPlayerID(self): return self._reqPlayerID
    def getReqServerID(self): return self._reqServerID
    
    def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
        self.lineupIndex = 0
        self.lineupIDList = lineupIDList
        self.strongerLV = strongerLV
        self.difficulty = difficulty
        self._isPVP = False
        return
    
    def setPVP(self, tagPlayerID=0, tagViewCache=None):
        self.tagPlayerID = tagPlayerID
        self.tagViewCache = tagViewCache
    def setPVP(self):
        self._isPVP = True
        return
    
    #def setPVPTeam(self):
    #    return
    def isPVP(self): return self._isPVP
    
    def nextTurnFight(self, msgDict={}, resetByNextTeam=False):
    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 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.turnNumStart = 0
        self.enterLogic = False
        self.winFaction = 0
        self.isWin = False
        self.msgDict.update(msgDict)
        self.timeline = 0
        self.startTime = time.time()
        self.costTime = 0
        if resetByNextTeam:
            ResetByNextTeam(self)
        ResetByNextTeam(self)
        return
    
    def haveNextLineup(self):
@@ -258,21 +304,6 @@
        GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
        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, 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 = 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 timeline
    
    def getBatFaction(self, faction=ChConfig.Def_FactionA):
        ## 默认阵营1
@@ -327,7 +358,7 @@
        ## 准备就绪,开始战斗
        self.state = FightState_Start
        self.turnNum = 1
        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
        self.turnNumStart = 0
        self.syncInit()
        return
    
@@ -372,7 +403,10 @@
                    tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
                    tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
                    tfObj.LV = batObj.GetLV()
                    tfObj.PosNum = posNum
                    if batLineup.bossPosView and batLineup.bossID == batObj.GetNPCID():
                        tfObj.PosNum = batLineup.bossPosView
                    else:
                        tfObj.PosNum = posNum
                    tfObj.AngreXP = batObj.GetXP()
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
@@ -383,8 +417,15 @@
        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
        if state == FightState_Award:
            self.statMsg = msgDict
        msg = json.dumps(msgDict, ensure_ascii=False)
        msg = msg.replace(" ", "")
        clientPack = ChPyNetSendPack.tagMCTurnFightState()
@@ -413,9 +454,10 @@
            headStr = "%02x%02x" % (clientPack.Head.Cmd, clientPack.Head.SubCmd)
        else:
            headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
        if self.isNeedReport:
        if self._isNeedReport:
            packBuff = clientPack.GetBuffer()
            buffLen = len(packBuff)
            #GameWorld.DebugLog("回合战斗过程封包: %s, len:%s, %s" % (headStr, buffLen, CommFunc.B2Hex(packBuff)))
            GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
            self.batBuffer += CommFunc.WriteWORD("", buffLen)
            self.batBuffer += packBuff
@@ -439,13 +481,14 @@
    ## 回合战斗管理器
    
    def __init__(self):
        self.lastRequestTick = 0
        self.turnFightDict = {} # {guid:TurnFight, ...}
        return
    
    def addTurnFight(self, mapID, funcLineID=0, playerID=0, isNeedReport=False):
        tf = ObjPool.GetPoolMgr().acquire(TurnFight, mapID, funcLineID, playerID, isNeedReport)
    def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
        tf = ObjPool.GetPoolMgr().acquire(TurnFight, guid, mapID, funcLineID, reqPlayerID, reqServerID)
        if not tf:
            tf = TurnFight(mapID, funcLineID, playerID, isNeedReport) # 一般是不可能,为了点出代码
            tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
        self.turnFightDict[tf.guid] = tf
        return tf
    
@@ -484,7 +527,19 @@
        self.levelNum = 0 # 关卡编号
        self.waveMax = 6 # 本关最大波数,每波有多个小队,每个小队即为一张战斗 TurnFight
        self.wave = 0 # 当前刷怪波,注意不是玩家当前进度波,比如被击杀会回退一波
        self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
        self.turnFight = GetTurnFightMgr().addTurnFight(GameWorld.GetGUID(), ChConfig.Def_FBMapID_Main, 0, playerID)
        # 主线小怪战斗额外数据,一般用于分割与主线战斗表现无关的附加功能内容
        self.useZhanchui = 0
        self.mjExp = 0 # 历练秘笈额外经验
        self.killNPCCnt = 0
        return
    def resetMainFightExDataRec(self):
        ## 重置主线战斗相关的额外数据记录,每次前端请求主线小怪战斗处理后需要重置
        self.useZhanchui = 0
        self.mjExp = 0
        self.killNPCCnt = 0
        return
    
    def isLevelBoss(self):
@@ -526,8 +581,8 @@
    ## 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, curPlayer.GetPlayerID())
        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
    return lineup
@@ -538,12 +593,12 @@
    
    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
@@ -578,13 +633,18 @@
    # @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
    # @return: 阵容全部信息json字典,前端通用格式
    lineupInfo = GetGMTestNPCLineupInfo(lineupID, strongerLV, difficulty)
    if lineupInfo:
        return lineupInfo
    ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
    if not ipyData:
        return {}
    bossID = ipyData.GetBossID()
    bossPosView = ipyData.GetBossPosView()
    
    heroDict = {}
    for posNum in range(1, 1 + 10):
    for posNum in range(1, 1 + 6):
        if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
            break
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
@@ -595,9 +655,96 @@
            continue
        heroDict[str(posNum)] = battleDict
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
    return lineupInfo
def GMTestFight(curPlayer, heroIDList, isAllSkill):
    ## GM测试战斗,指定武将
    global g_gmTestFightReq
    g_gmTestFightReq = [heroIDList, isAllSkill]
    __doMainLevelWave(curPlayer, True)
    g_gmTestFightReq = []
    return
def GetGMTestNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
    ## 获取GM测试战斗阵容信息
    if not g_gmTestFightReq:
        return
    heroIDList, isAllSkill = g_gmTestFightReq
    lineupIpyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
    if not lineupIpyData:
        return
    npcDict = {}
    heroNPCIDDict = {}
    for posNum in range(1, 1 + 6):
        if not hasattr(lineupIpyData, "GetPosNPCID%s" % posNum):
            break
        npcID = getattr(lineupIpyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        battleDict = GetNPCBattleDict(lineupIpyData, npcID, strongerLV, difficulty)
        if not battleDict:
            continue
        npcDict[npcID] = battleDict
        heroID = battleDict["HeroID"]
        heroNPCIDDict[heroID] = npcID
    if not npcDict:
        return
    heroDict = {}
    # 原先阵容刚好有的直接用
    for posNum, heroID in enumerate(heroIDList, 1):
        if heroID not in heroNPCIDDict:
            continue
        npcID = heroNPCIDDict[heroID]
        heroDict[str(posNum)] = npcDict[npcID]
        heroIDList[posNum - 1] = 0
    lineupNPCID = npcDict.keys()[0]
    ipyNPCIDList = []
    ipyHeroIDList = []
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in xrange(ipyDataMgr.GetNPCCount()):
        ipyData = ipyDataMgr.GetNPCByIndex(index)
        heroID = ipyData.GetRelatedHeroID()
        npcID = ipyData.GetNPCID()
        ipyNPCIDList.append(npcID)
        ipyHeroIDList.append(heroID)
    lineupNPCIndex = ipyNPCIDList.index(lineupNPCID)
    # 从参考阵容先往前检索,再往后检索,还没有对应武将的NPC
    loopIndexList = range(lineupNPCIndex + 1)[::-1] + range(lineupNPCIndex + 1, ipyDataMgr.GetNPCCount())
    for index in loopIndexList:
        npcID = ipyNPCIDList[index]
        heroID = ipyHeroIDList[index]
        if heroID not in heroIDList:
            continue
        battleDict = GetNPCBattleDict(lineupIpyData, npcID, strongerLV, difficulty)
        if not battleDict:
            continue
        for posNum, posHeroID in enumerate(heroIDList, 1):
            if not posHeroID or heroID != posHeroID:
                continue
            heroIDList[posNum - 1] = 0
            heroDict[str(posNum)] = battleDict
        if heroIDList.count(0) == len(heroIDList):
            break
    if isAllSkill:
        for battleDict in heroDict.values():
            heroID = battleDict["HeroID"]
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
            skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, 99999, 99999) # 默认取突破、觉醒都满级时的技能
            battleDict["SkillIDList"] = skillIDList
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
    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
@@ -719,21 +866,19 @@
    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):
def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
    '''召唤阵容战斗实例
    @param faction: 所属阵营,目前支持两个阵营,1或2
    @param num: 战斗阵容在该阵营上的编号,1V1时默认1,多对多时1~n
    @param lineupInfo: 阵容信息
    @param playerID: 发起的玩家ID,系统场次为0
    @param reqPlayerID: 发起的玩家ID,系统场次为0
    '''
    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,lineupInfo=%s" % (faction, num, lineupInfo), playerID)
    if playerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
        if not curPlayer:
            return
    tfGUID = batLineup.turnFight.guid
    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
    npcLineupID = lineupInfo.get("NPCLineupID", 0)
    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), reqPlayerID)
    turnFight = batLineup.turnFight
    tfGUID = turnFight.guid
    heroDict = lineupInfo.get("Hero", {})
    
    batObjMgr = BattleObj.GetBatObjMgr()
@@ -799,7 +944,16 @@
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        batLineup.heroObjIDDict[heroID] = objID
        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
        ResetObjSkill(batObj)
        if npcID:
            #副本指定NPC属性
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(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
@@ -821,21 +975,44 @@
        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()
        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
        
        # 清除buff
        buffMgr = batObj.GetBuffManager()
        buffMgr.ClearBuff()
        
        # 重置CD
        # 重置技能
        ResetObjSkill(batObj)
        
        # 重刷属性、被动
        TurnBuff.RefreshBuffAttr(batObj)
        TurnPassive.RefreshPassive(batObj)
        
    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
#
@@ -853,122 +1030,243 @@
    ''' 本战斗会一次性处理完所有小队战斗,以战报的形式下发,目前除了主线小怪分段战斗外,均使用该战斗
    '''
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    tagType = clientData.TagType
    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"
                       % (mapID, funcLineID, tagType, tagID, valueList), curPlayer.GetPlayerID())
    GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s"
                       % (mapID, funcLineID, tagType, tagID, valueList), playerID)
    
    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(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
    # NPC
    else:
        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
        if not ret:
            return
        npcLineupIDList, strongerLV, difficulty = ret
        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
    return
def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("OnTurnFightVSNPC: mapID=%s,funcLineID=%s,atkLineupID=%s,npcLineupIDList=%s,strongerLV=%s,difficulty=%s"
                       % (mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty), playerID)
    if not npcLineupIDList:
    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
        return
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not lineupMainInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        return
    reqPlayerID = playerID
    guid = GameWorld.GetGUID()
    
    turnMax = GetTurnMax(mapID)
    if mapID == ChConfig.Def_FBMapID_MainBoss:
        # 停止主线小怪战斗、清空
        mainFightMgr = GetMainFightMgr(curPlayer)
        mainTF = mainFightMgr.turnFight
        if mainTF.isInFight():
            mainTF.exitFight()
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
    guid = turnFight.guid
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    for index, lineupID in enumerate(npcLineupIDList):
        turnFight.lineupIndex = index
        GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
        if index > 0:
            turnFight.nextTurnFight(resetByNextTeam=True)
        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
        turnFight.sortActionQueue()
        turnFight.startFight()
        __processTurnFight(turnFight.guid)
        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)
    # 玩家
    if tagType == 1:
        tagPlayerID = tagID
        tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
        if not tagViewCache:
            # 跨服玩家待扩展
            GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            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)
            PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
            return
        lineupDictA = {1:atkLineupInfo}
        lineupDictB = {1:defLineupInfo}
        AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqData=[tagType, tagID, valueList])
    # NPC
    else:
        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
        if not npcLineupIDList:
            return
        #if mapID == ChConfig.Def_FBMapID_MainBoss:
        #    # 停止主线小怪战斗、清空
        #    mainFightMgr = GetMainFightMgr(curPlayer)
        #    mainTF = mainFightMgr.turnFight
        #    if mainTF.isInFight():
        #        mainTF.exitFight()
        lineupDictA = {1:atkLineupInfo}
        lineupDictB = None
        AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty)
    return True
def AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, npcLineupIDList=[], strongerLV=0, difficulty=0, reqData=None):
    '''添加进战斗请求队列,这里做战斗分发处理,由当前服务器根据当前服务器情况分配到本机子的其他战斗地图,或直接本地图处理
    @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
    @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...},pvp时用
    @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
    @param npcLineupIDList: pve时用,要对战的npc阵容ID列表
    @param strongerLV: pve时用,npc属性成长等级
    @param difficulty: pve时用,npc属性难度系数
    @param reqData: 每场战斗自定义的请求信息,由功能自己决定,任意结构,透传参数
    '''
    if not lineupDictA:
        return
    if not lineupDictB and not npcLineupIDList:
        # pvp 或 pve 必须要满足其中一种
        return
    reqServerID = GameWorld.GetGameWorld().GetServerID()
    reqInfo = [guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData]
    multiMapSet = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 1)
    # 多地图战斗 0-本地图处理;1-多地图处理;2-debug模式默认本地图处理,非debug默认多地图处理
    isMultiMap = False
    if multiMapSet == 1:
        isMultiMap = True
    elif multiMapSet == 2:
        if not GameWorld.GetGameWorld().GetDebugLevel():
            isMultiMap = True
    if isMultiMap:
        CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
    else:
        SSMsg_BattleRequest(reqInfo, reqServerID)
    return
def SSMsg_BattleRequest(reqInfo, fromServerID):
    ## 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, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
    if npcLineupIDList:
        turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, fromServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
    else:
        turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, fromServerID)
    winFaction = None
    statMsg = {}
    dateStr = ""
    if turnFight:
        statMsg = turnFight.statMsg
        winFaction = turnFight.winFaction
        dateStr = turnFight.dateStr
    retInfo = [guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData]
    # 本地图自己处理的
    if fromServerID == GameWorld.GetGameWorld().GetServerID():
        SSMsg_BattleResult(retInfo, fromServerID)
    # 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)
    return
def SSMsg_BattleResult(retInfo, fromServerID):
    ## 收到战斗结果信息
    guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
    curPlayer = None
    if reqPlayerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
        if not curPlayer:
            # 收到战斗结果时玩家已离线,不处理,可视为该战斗无效,玩家重新请求
            return
    if winFaction == None:
        if curPlayer:
            PlayerControl.NotifyCode(curPlayer, "BattleFail")
        return
    # 根据战斗结果结算奖励
    awardDict = {}
    FBLogic.OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
    if curPlayer:
        isWin = winFaction == ChConfig.Def_FactionA
        SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict)
    return
def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
    '''执行PVE战斗,支持多小队
    '''
    
    turnMax = GetTurnMax(mapID)
    
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
    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.setPVE(npcLineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, playerLineupDict)
    for index, lineupID in enumerate(npcLineupIDList):
        turnFight.lineupIndex = index
        GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
        if index > 0:
            turnFight.nextTurnFight()
        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
        turnFight.sortActionQueue()
        turnFight.startFight()
        __processTurnFight(turnFight)
        if not turnFight.isWin:
            break
    saveOK = __saveBatBuffer(turnFight)
    tfMgr.delTurnFight(guid)
    return turnFight if saveOK else None
def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, reqServerID=0):
    '''执行PVP战斗,只处理战斗,不关心功能及curPlayer相关
    @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
    @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...}
    @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
    '''
    turnMax = GetTurnMax(mapID)
    tfMgr = GetTurnFightMgr()
    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
    guid = turnFight.guid
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
    turnFight.setPVP()
    turnFight.setFactionLineup(ChConfig.Def_FactionA, lineupDictA)
    turnFight.setFactionLineup(ChConfig.Def_FactionB, lineupDictB)
    turnFight.sortActionQueue()
    turnFight.startFight()
    
    __processTurnFight(turnFight.guid)
    __processTurnFight(turnFight)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
    saveOK = __saveBatBuffer(turnFight)
    tfMgr.delTurnFight(guid)
    return
    return turnFight if saveOK else None
def GetTurnMax(mapID):
    if mapID == ChConfig.Def_FBMapID_Main:
@@ -996,7 +1294,10 @@
        __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())
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.resetMainFightExDataRec() # 请求时补重置,防止异常时重复结算逻辑
    clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
    clientPack.Sign = 0
    NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
@@ -1011,6 +1312,34 @@
    # 标记结束
    clientPack.Sign = 1
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    __doMainFightExDataFunc(curPlayer)
    return
def __doMainFightExDataFunc(curPlayer):
    mainFightMgr = GetMainFightMgr(curPlayer)
    # 本次消耗战锤数
    useZhanchui = mainFightMgr.useZhanchui
    if useZhanchui > 0:
        PlayerLLMJ.AddUseZhanchui(curPlayer, useZhanchui)
        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, useZhanchui)
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, useZhanchui)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_CutTree, useZhanchui)
    # 历练秘境额外经验
    mjExp = mainFightMgr.mjExp
    if mjExp > 0:
        PlayerLLMJ.AddExpEx(curPlayer, mjExp)
    # 击杀怪物
    killNPCCnt = mainFightMgr.killNPCCnt
    if killNPCCnt > 0:
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, killNPCCnt)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, killNPCCnt)
    # 结算逻辑最后重置数据
    mainFightMgr.resetMainFightExDataRec()
    return
def __doExitMainFight(curPlayer):
@@ -1024,15 +1353,13 @@
def __doSetFightPoint(curPlayer, fightPoint):
    ## 设置消耗倍值
    GameWorld.DebugLog("设置战锤消耗倍值: %s" % fightPoint)
    if fightPoint == 1:
        pass
    elif fightPoint == 2:
        # 条件验证
        pass
    elif fightPoint == 3:
        # 条件验证
        pass
    else:
    needTreeLVList = IpyGameDataPY.GetFuncEvalCfg("AutoGuaji", 1)
    if fightPoint < 1 or fightPoint > len(needTreeLVList):
        return
    needTreeLV = needTreeLVList[fightPoint - 1]
    treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
    if treeLV < needTreeLV:
        GameWorld.DebugLog("祝福树等级不足: treeLV=%s < %s" % (treeLV, needTreeLV))
        return
    curPlayer.SetFightPoint(fightPoint)
    return
@@ -1093,7 +1420,7 @@
                       % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1110,12 +1437,8 @@
    
    # 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
@@ -1135,7 +1458,7 @@
        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()
@@ -1162,49 +1485,39 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    turnNum = turnFight.turnNum
    turnMax = turnFight.turnMax
    turnNumStart = turnFight.turnNumStart
    for turnNum in range(turnNum, turnMax + 1):
        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.getTimeline()
        if turnFight.winFaction:
            break
        
        # 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))
        if turnNumStart < turnNum:
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
            turnFight.turnNum = turnNum
            turnFight.turnNumStart = turnNum
            if curPlayer:
                turnFight.syncState(FightState_Fighting)
            for faction, num in turnFight.actionSortList:
                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
                for objID in batLineup.posObjIDDict.values():
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
            TurnFightPerTurnBigStart(turnFight, turnNum)
        # 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)
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                # 每个武将位算一个时间节点
                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                if posNum not in batLineup.posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
@@ -1213,13 +1526,16 @@
                # 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("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
                        return
                    
                batLineup.actionNum = posNum + 1
                curTimeline = turnFight.setTimeline(curTimeline + 1)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                isAction = OnObjAction(turnFight, batObj)
                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
                if not isAction:
                    continue
                
                if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1232,60 +1548,41 @@
            else:
                turnFight.actionIndex += 1
                
        # 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:
            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():
        if turnFight.winFaction:
            break
        # 回合结束
        TurnFightPerTurnBigEnd(turnFight, turnNum)
        
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
        
    return
def __processTurnFight(guid):
def __processTurnFight(turnFight):
    ## 一次性处理完一个小队的战斗
    turnFight = GetTurnFightMgr().getTurnFight(guid)
    curPlayer = turnFight.curPlayer
    turnMax = turnFight.turnMax
    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
        curTimeline = turnFight.setTimeline(curTimeline + 1)
        if curPlayer:
            turnFight.syncState(FightState_Fighting)
            
        # 回合开始
        for faction, num in turnFight.actionSortList:
            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
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
        # 红颜
        # 灵兽
        if turnFight.checkOverByKilled():
        TurnFightPerTurnBigStart(turnFight, turnNum)
        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)
@@ -1293,15 +1590,14 @@
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                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)
                if not OnObjAction(turnFight, batObj):
                isAction = OnObjAction(turnFight, batObj)
                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
                if not isAction:
                    continue
                break
            
            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1309,18 +1605,11 @@
            else:
                turnFight.actionIndex += 1
                
        # 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:
            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():
        if turnFight.winFaction:
            break
        # 回合结束
        TurnFightPerTurnBigEnd(turnFight, turnNum)
        
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
@@ -1354,114 +1643,57 @@
            batObj = batObjMgr.getBatObj(objID)
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_InBattlefield)
            
    turnFight.enterLogic = True
    return True
def OnTimelineChange(turnFight):
    ## 每个时间节点变化时处理
    nowTimeline = turnFight.getTimeline()
def TurnFightPerTurnBigStart(turnFight, turnNum):
    ## 大回合开始时
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for batFaction in turnFight.factionDict.values():
        for batLineup in batFaction.lineupDict.values():
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
    for faction, num in turnFight.actionSortList:
        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
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            turnFight.ResetOneActionUseSkillCnt()
            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)
            batObj.ResetBigTurn() # 每大回合重置
            if not batObj.IsAlive():
                TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStartByDead)
            else:
                TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
                
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
                for index in range(0, skillManager.GetSkillCount()):
                    curSkill = skillManager.GetSkillByIndex(index)
                    if not curSkill:
                        continue
                    remainTime = curSkill.GetRemainTime()
                    if not remainTime:
                        continue
                    calcTimeline = curSkill.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        continue
                    skillID = curSkill.GetSkillID()
                    updRemainTime = max(0, remainTime - passTurn)
                    curSkill.SetRemainTime(updRemainTime)
                    curSkill.SetCalcTime(nowTimeline)
                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
                buffMgr = batObj.GetBuffManager()
                for index in range(buffMgr.GetBuffCount())[::-1]:
                    buff = buffMgr.GetBuffByIndex(index)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    skillData = buff.GetSkillData()
                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
                        #GameWorld.DebugLog("    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
                    remainTime = buff.GetRemainTime()
                    if not remainTime:
                        # 永久buff不处理
                        #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, True)
                    if passTurn <= 0:
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                        continue
                    updRemainTime = max(0, remainTime - passTurn)
                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
                    if updRemainTime > 0:
                        buff.SetRemainTime(updRemainTime)
                        buff.SetCalcTime(nowTimeline)
                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
                    else:
                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
    return
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可算可不算,具体看需求调整
    calcTurnNum = calcTimeline / TimelineSet
    calcTimeNode = calcTimeline % TimelineSet
    nowTurnNum = nowTimeline / TimelineSet
    nowTimeNode = nowTimeline % TimelineSet
    if equalOK:
        if nowTimeNode >= calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    else:
        if nowTimeNode > calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    return 0
def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
    ## 大回合开始时
    if not batObj:
        return
    if batObj.GetHP() <= 0:
        return
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
def TurnFightPerTurnBigEnd(turnFight, turnNum):
    ## 大回合结束时
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
        return
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    batObjMgr = BattleObj.GetBatObjMgr()
    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)
            if not batObj:
                continue
            if not batObj.IsAlive():
                continue
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1469,12 +1701,134 @@
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
    if not batObj.IsAlive():
        return
    
    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    RefreshObjBuffTime(turnFight, batObj)
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
    batObj.SetTiming(ChConfig.TurnTiming_After)
    return
def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
    ## 武将回合结束时,不能行动也要触发
    if not batObj:
        return
    if not batObj.IsAlive():
        return
    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    RefreshObjBuffTime(turnFight, batObj)
    return
def ResetObjSkill(batObj):
    ## 重置所有技能,一般是每场战斗开始的重置
    curID = batObj.GetID()
    batObj.ResetSkillUseCnt() # 使用次数
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        initCD = curSkill.GetCoolDownInit()
        if initCD:
            curSkill.SetRemainTime(initCD)
            GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
        elif curSkill.GetRemainTime():
            curSkill.SetRemainTime(0)
        curSkill.SetEnergy(0)
    return
def RefreshObjSkillByBigTurn(batObj):
    '''按回合刷新技能:默认以大回合统一减1回合
    '''
    curID = batObj.GetID()
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
            continue
        if preTurnUseCnt > 0:
            GameWorld.DebugLog("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
            continue
        remainTime -= 1
        curSkill.SetRemainTime(remainTime)
        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
    return
def RefreshObjByBigTurn(turnFight, batObj):
    ## 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()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
        if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
            continue
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLog("    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.DebugLog("    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.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s" % (curID, buffID, skillID, remainTime))
        TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
    return
def RefreshObjBuffTime(turnFight, batObj):
    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
    '''
    curID = batObj.GetID()
    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
        if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_Default:
            continue
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLog("    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.DebugLog("    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:
            # 永久buff不处理
            #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
            continue
        addTiming = buff.GetAddTiming()
        if not buff.GetRefreshState():
            GameWorld.DebugLog("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
            buff.SetRefreshState(1)
            continue
        if addTiming != curTiming:
            GameWorld.DebugLog("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
            continue
        remainTime -= 1
        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
        TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
    return
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
@@ -1493,22 +1847,21 @@
        
    return
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, lostType=""):
    ## 回合对象添加伤害值
    # @param isBounce: 是否反弹伤害
    if hurtValue <= 0:
        return
    curID = curBatObj.GetID()
    tagID = tagBatObj.GetID()
    if curID != tagID:
        updStatValue = curBatObj.StatHurtValue(hurtValue)
        GameWorld.DebugLog("        统计伤血: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,isBounce=%s"
                       % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
        GameWorld.DebugLog("        统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s"
                       % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
        
        if tagBatObj:
            updStatValue = tagBatObj.StatDefValue(hurtValue)
            GameWorld.DebugLog("        统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,isBounce=%s"
                           % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
            GameWorld.DebugLog("        统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s"
                           % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
            
    else:
        # 如换血类技能,自残的伤害不算输出
@@ -1518,6 +1871,7 @@
def OnObjAction(turnFight, curBatObj, isExtra=False):
    ## 战斗单位行动
    # @param isExtra: 是否额外行动的
    if not curBatObj:
        return
    
@@ -1538,6 +1892,7 @@
    atk = curBatObj.GetAtk()
    curXP = curBatObj.GetXP()
    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.ResetOneActionUseSkillCnt()
    turnFight.syncObjAction(turnNum, objID)
    
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1562,13 +1917,16 @@
        skillID = useSkill.GetSkillID()
        # 常规攻击优先xp
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
            if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                continue
            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
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
                continue
            useCnt = -1 # xp技能优先释放
        else:
            if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
                GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
                continue
            useCnt = curBatObj.GetSkillUseCnt(skillID)
        useSkillList.append([useCnt, skillID, useSkill])
        
@@ -1584,11 +1942,20 @@
    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 turnFight.getReqPlayerID() and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
        if not FBLogic.OnFBNPCKilledBefore(turnFight, gameObj, killer, useSkill):
            return
    objID = gameObj.GetID()
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
    gameObj.SetDead()
    TurnBuff.DoBuffByDead(turnFight, gameObj)
    
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
    clientPack.ObjID = objID
@@ -1596,10 +1963,9 @@
    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)
        GetMainFightMgr(curPlayer).killNPCCnt += 1
    return True
def OnTurnAllOver(guid):
@@ -1612,7 +1978,7 @@
    if turnFight.winFaction:
        return
    
    if turnFight.playerID:
    if turnFight.getReqPlayerID():
        # 玩家发起的,未击杀对方,算玩家输
        turnFight.winFaction = ChConfig.Def_FactionB
    else:
@@ -1632,8 +1998,12 @@
    turnFight.costTime = time.time() - turnFight.startTime
    winFaction = turnFight.winFaction
    turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
    mapID = turnFight.mapID
    funcLineID = turnFight.funcLineID
    GameWorld.DebugLog("--- 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
    batObjMgr = BattleObj.GetBatObjMgr()
    statInfo = {}
@@ -1642,11 +2012,13 @@
            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)
@@ -1658,18 +2030,17 @@
                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}
                
    overMsg = {"winFaction":winFaction, "statInfo":statInfo}
    curPlayer = turnFight.curPlayer
    mapID = turnFight.mapID
    funcLineID = turnFight.funcLineID
    statMsg = {"winFaction":winFaction, "statInfo":statInfo}
    
    FBLogic.OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg)
    FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
    
    turnFight.syncState(FightState_Award, overMsg)
    turnFight.syncState(FightState_Award, statMsg)
    return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -1703,4 +2074,66 @@
    clientPack.Len = len(clientPack.Report)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def __saveBatBuffer(turnFight):
    ## 持久化战报
    reqPlayerID = turnFight.getReqPlayerID()
    reqServerID = turnFight.getReqServerID()
    guid = turnFight.guid
    ReportRoot = "C:\TurnFightReport"
    dateStr = GameWorld.ChangeTimeNumToStr(int(time.time()), "%Y%m%d")
    ReportDir = os.path.join(ReportRoot, "S%s" % reqServerID, dateStr, "%s" % reqPlayerID, "%s" % turnFight.mapID)
    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
    saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
    GameWorld.DebugLog("__saveBatBuffer=%s" % saveFilePath)
    try:
        clientPack = ChPyNetSendPack.tagSCTurnFightReport()
        clientPack.GUID = guid
        clientPack.Report = turnFight.batBuffer
        clientPack.Len = len(clientPack.Report)
        fp = open(saveFilePath, "wb")
        fp.write(clientPack.GetBuffer())
        fp.close()
    except:
        return
    turnFight.dateStr = dateStr
    return True
def SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict):
    tagType, tagID, valueList = 0, 0, []
    if reqData and len(reqData) == 3:
        tagType, tagID, valueList = reqData
    clientPack = ChPyNetSendPack.tagSCTurnFightRet()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.TagType = tagType
    clientPack.TagID = tagID
    clientPack.ValueList = valueList
    clientPack.ValueCount = len(clientPack.ValueList)
    clientPack.IsWin = isWin
    clientPack.AwardMsg = json.dumps(awardDict, ensure_ascii=False).replace(" ", "")
    clientPack.AwardLen = len(clientPack.AwardMsg)
    clientPack.BatStatMsg = json.dumps(statMsg, ensure_ascii=False).replace(" ", "")
    clientPack.BatLen = len(clientPack.BatStatMsg)
    clientPack.PathDate = dateStr
    clientPack.GUID = guid
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return