hxp
7 天以前 acebf38b40565a700efeecddb2e3f6e2b2e183a6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,11 +21,17 @@
import ChConfig
import PlayerTask
import PlayerActivity
import PlayerViewCache
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
import NPCCommon
@@ -36,15 +42,17 @@
import TurnPassive
import TurnSkill
import TurnBuff
import FBCommon
import CommFunc
import ObjPool
import FBLogic
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
@@ -67,15 +75,22 @@
        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
        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
    
@@ -83,10 +98,13 @@
        ## 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)
        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):
@@ -98,11 +116,27 @@
            batObjMgr.delBatObj(objID)
        for objID in self.beautyObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.lineupInfo = {}
        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 +145,7 @@
        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 +157,8 @@
            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 +177,30 @@
    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 # 可能是玩家的服务器ID,或者请求的ServerID
        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 +211,59 @@
        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):
@@ -255,24 +305,9 @@
        for _, _, _, faction, num in sortList:
            self.actionSortList.append([faction, num])
            
        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)
        GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
        GameWorld.DebugLogEx("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
@@ -309,7 +344,10 @@
                        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
            
@@ -327,7 +365,7 @@
        ## 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 +410,10 @@
                    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 +424,15 @@
        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()
@@ -413,20 +461,18 @@
            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" % (headStr, buffLen))
            #GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s, %s", headStr, buffLen, CommFunc.B2Hex(packBuff))
            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.DebugLog("回合战斗过程封包: %s" % (headStr))
            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 = {}
@@ -439,13 +485,14 @@
    ## 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 = 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
    
@@ -455,7 +502,6 @@
            return
        turnFight.exitFight()
        self.turnFightDict.pop(guid, None)
        ObjPool.GetPoolMgr().release(turnFight)
        return
    
    def getTurnFight(self, guid):
@@ -484,7 +530,19 @@
        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 +584,8 @@
    ## 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.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
@@ -538,22 +596,24 @@
    
    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
        userData = ""
        heroLV = 1
        star = 0
        if itemIndex >= 0 and itemIndex < curPack.GetCount():
            heroItem = curPack.GetAt(itemIndex)
            if heroItem and not heroItem.IsEmpty():
                userData = heroItem.GetUserData()
                heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                
        skillIDlist = []
        skillIDlist += hero.heroSkillIDList
@@ -561,7 +621,9 @@
                                 "HeroID":heroID,
                                 "SkinID":hero.skinID,
                                 "LV":heroLV,
                                 "Data":userData,
                                 "Star":star,
                                 #"BreakLV":breakLV,
                                 #"AwakeLV":awakeLV,
                                 "FightPower":hero.fightPower,
                                 "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDlist,
@@ -578,13 +640,18 @@
    # @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 +662,114 @@
            continue
        heroDict[str(posNum)] = battleDict
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
    return lineupInfo
def GMTestPVP(curPlayer, tagPlayerID=0):
    ## GM测试PVP战斗
    if not tagPlayerID:
        tagPlayerID = curPlayer.GetPlayerID()
    guid = GameWorld.GetGUID()
    mapID, funcLineID = 0, 0
    tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
    if not tagViewCache:
        PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
        return
    defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
    lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
    lineupDictB = {1:defLineupInfo}
    turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
    return turnFight.costTime if turnFight else None
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
@@ -607,6 +779,7 @@
        return
    heroID = npcData.GetRelatedHeroID()
    npcLV = npcData.GetLV()
    star, breakLV, awakeLV = 0, 0, 0
    
    lvIpyData = None
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
@@ -617,11 +790,14 @@
            npcLV = strongerLV
    if not lvIpyData:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
    if heroIpyData and lvIpyData:
    if lvIpyData:
        star = lvIpyData.GetReHeroStar()
        breakLV = lvIpyData.GetReHeroBreakLV()
        awakeLV = lvIpyData.GetReHeroAwakeLV()
    if heroIpyData:
        skinIDList = heroIpyData.GetSkinIDList()
        skinID = skinIDList[0] if skinIDList else 0
        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV)
    else:
        heroID = 0
        skinID = 0
@@ -638,7 +814,7 @@
                random.shuffle(randSkillIDExList)
                randSkillIDExList = randSkillIDExList[:skillExCnt]
            skillIDList += randSkillIDExList
            GameWorld.DebugLog("阵容boss技能: %s, 随机附加技能: %s" % (skillIDList, randSkillIDExList))
            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)
@@ -661,11 +837,14 @@
                  "HeroID":heroID,
                  "SkinID":skinID,
                  "LV":npcLV,
                  "Star":star,
                  #"BreakLV":breakLV,
                  #"AwakeLV":awakeLV,
                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                  "SkillIDList":skillIDList,
                  }
    
    GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
    return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -714,26 +893,24 @@
        ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
        attrValue = int(reValue * ratio * difficulty)
        batAttrDict[attrID] = attrValue
        #GameWorld.DebugLog("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
        #GameWorld.DebugLogEx("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
        
    GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
    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, 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.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID)
    turnFight = batLineup.turnFight
    tfGUID = turnFight.guid
    heroDict = lineupInfo.get("Hero", {})
    
    batObjMgr = BattleObj.GetBatObjMgr()
@@ -750,6 +927,7 @@
        heroID = heroInfo.get("HeroID", 0)
        skinID = heroInfo.get("SkinID", 0)
        lv = heroInfo.get("LV", 1)
        star = heroInfo.get("Star", 0)
        specialty, atkDistType, country, sex, job = 0, 1, 0, 1, 0
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
        if heroIpyData:
@@ -786,6 +964,7 @@
        batObj.SetLineupPos(posNum, num)
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        batObj.SetStar(star)
        batObj.SetAtkDistType(atkDistType)
        batObj.SetSpecialty(specialty)
        batObj.SetCountry(country)
@@ -799,7 +978,17 @@
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
        batLineup.heroObjIDDict[heroID] = objID
        GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
        ResetObjSkill(batObj)
        if npcID:
            #副本指定NPC属性
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
            if fbNPCInitAttrDict:
                GameWorld.DebugLogEx("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
        #attrDict[str(ChConfig.AttrID_MaxHP)] = 10000000000
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        
    return
@@ -810,7 +999,7 @@
    batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
    if not batFaction:
        return
    GameWorld.DebugLog("切换小队重置玩家阵容武将...")
    GameWorld.DebugLogEx("切换小队重置玩家阵容武将...")
    batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
    batObjMgr = BattleObj.GetBatObjMgr()
    for objID in batLineup.posObjIDDict.values():
@@ -819,23 +1008,46 @@
            continue
        objName = GetObjName(batObj)
        if not batObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
            GameWorld.DebugLogEx("    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.DebugLogEx("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.DebugLogEx("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.DebugLogEx("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 +1065,245 @@
    ''' 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.DebugLogEx("----- 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.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
    reqPlayerID = playerID
    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
    guid = GameWorld.GetGUID()
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not atkLineupInfo:
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
        return
    # 玩家
    if tagType == 1:
        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
        tagPlayerID = tagID
        tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
        if not tagViewCache:
            # 跨服玩家待扩展
            GameWorld.DebugLogEx("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.DebugLogEx("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, playerServerID, reqData=[tagType, tagID, valueList])
        
    # NPC
    else:
        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
        if not 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
        if not npcLineupIDList:
            return
        npcLineupIDList, strongerLV, difficulty = ret
        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
        #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, playerServerID, npcLineupIDList, strongerLV, difficulty)
    return True
def AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, playerServerID=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
    fromServerID = GameWorld.GetGameWorld().GetServerID()
    reqInfo = [guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData]
    multiMapSet = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 1)
    #multiMapSet = 0
    # 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, fromServerID)
    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, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
    if npcLineupIDList:
        turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
    else:
        turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID)
    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 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:
        return
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not lineupMainInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        return
def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
    '''执行PVE战斗,支持多小队
    '''
    
    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)
    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, playerServerID)
    guid = turnFight.guid
    
    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    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))
        GameWorld.DebugLogEx("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()
        
        __processTurnFight(turnFight.guid)
        __processTurnFight(turnFight)
        
        if not turnFight.isWin:
            break
        
    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 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)
        return
#@CommFunc.DoCProfile
def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, playerServerID=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(mapID, funcLineID, playerID)
    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, playerServerID)
    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.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 +1331,10 @@
        __doSetFightPoint(curPlayer, reqValue)
        return
    
    GameWorld.DebugLog("主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
    GameWorld.DebugLogEx("------------------- 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 +1349,36 @@
    # 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)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSACutTree, 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)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAKillNPC, killNPCCnt)
    # 结算逻辑最后重置数据
    mainFightMgr.resetMainFightExDataRec()
    return
def __doExitMainFight(curPlayer):
@@ -1023,16 +1391,14 @@
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:
    GameWorld.DebugLogEx("设置战锤消耗倍值: %s", fightPoint)
    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.DebugLogEx("祝福树等级不足: treeLV=%s < %s", treeLV, needTreeLV)
        return
    curPlayer.SetFightPoint(fightPoint)
    return
@@ -1042,10 +1408,10 @@
    # @param isRestStart: 是否从休息状态重新开始的
    playerID = curPlayer.GetPlayerID()
    chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
    GameWorld.DebugLog("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
    GameWorld.DebugLogEx("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s", chapterID, levelNum, wave, isRestStart, playerID)
    fightPoint = max(curPlayer.GetFightPoint(), 1)
    if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
        GameWorld.DebugLog("战锤不足,无法开始!")
        GameWorld.DebugLogEx("战锤不足,无法开始!")
        return
    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
    if not chapterIpyData:
@@ -1077,7 +1443,7 @@
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
    if not lineupMainInfo:
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        GameWorld.DebugLogEx("没有设置主阵容!", playerID)
        return
    
    strongerLV = levelIpyData.GetNPCLV()
@@ -1089,11 +1455,11 @@
    mainFightMgr.wave = wave
    mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    turnMax = GetTurnMax(mapID)
    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
                       % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    GameWorld.DebugLogEx("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s",
                         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 +1476,8 @@
    
    # 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
@@ -1133,9 +1495,9 @@
    if winFaction:
        nextLineupID = turnFight.nextLineupID()
        if nextLineupID:
            GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
            GameWorld.DebugLogEx("---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()
@@ -1149,7 +1511,7 @@
    # 小怪战斗,每次消耗1个战锤
    fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
    if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
        GameWorld.DebugLog("回合开始时战锤不足!")
        GameWorld.DebugLogEx("回合开始时战锤不足!")
        return
    
    # 以下均是处理关卡小怪分段实时战斗
@@ -1162,49 +1524,39 @@
    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.DebugLogEx("【----- 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.DebugLogEx("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.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
@@ -1213,13 +1565,16 @@
                # 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.DebugLogEx("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 +1587,41 @@
            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)
        GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】", turnNum)
        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 +1629,14 @@
            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 +1644,11 @@
            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)
@@ -1343,7 +1671,7 @@
    ## 执行进场逻辑
    if turnFight.enterLogic:
        return
    GameWorld.DebugLog("执行进场逻辑...")
    GameWorld.DebugLogEx("执行进场逻辑...")
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for faction, num in turnFight.actionSortList:
@@ -1354,114 +1682,57 @@
            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.DebugLogEx("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.DebugLogEx("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 +1740,134 @@
    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.DebugLogEx("---[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.DebugLogEx("---[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.DebugLogEx("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.DebugLogEx("    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.DebugLogEx("    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.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)
    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.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:
            # 永久buff不处理
            #GameWorld.DebugLogEx("    永久buff不处理! curID=%s,index=%s,skillID=%s", curID, index, skillID)
            continue
        addTiming = buff.GetAddTiming()
        if not buff.GetRefreshState():
            GameWorld.DebugLogEx("    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.DebugLogEx("    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.DebugLogEx("    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):
@@ -1488,36 +1881,36 @@
    curID = curObj.GetID()
    srcID = srcObj.GetID()
    updStatValue = srcObj.StatCureValue(cureHP)
    GameWorld.DebugLog("        统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s"
                   % (curID, srcID, skillID, addValue, cureHP, updStatValue))
    GameWorld.DebugLogEx("        统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s",
                         curID, srcID, skillID, addValue, cureHP, updStatValue)
        
    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.DebugLogEx("        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.DebugLogEx("        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
        GameWorld.DebugLog("        自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s"
                           % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
        GameWorld.DebugLogEx("        自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s",
                             curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP())
    return
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
    
@@ -1532,12 +1925,13 @@
    # 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! isExtra=%s" % (turnNum, objName, isExtra))
        GameWorld.DebugLogEx("★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 %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
    GameWorld.DebugLogEx("★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)
@@ -1545,7 +1939,7 @@
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
    skillManager = curBatObj.GetSkillManager()
    useSkillList = []
    #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
    #GameWorld.DebugLogEx('skillCount=%s', skillManager.GetSkillCount(), npcID)
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
@@ -1562,18 +1956,21 @@
        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.DebugLogEx("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.DebugLogEx("行动时无法释放该技能! skillID=%s", skillID)
                continue
            useCnt = curBatObj.GetSkillUseCnt(skillID)
        useSkillList.append([useCnt, skillID, useSkill])
        
    useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
    #GameWorld.DebugLog('    技能使用顺序 = useSkillList%s' % str(useSkillList), npcID)
    #GameWorld.DebugLogEx('    技能使用顺序 = useSkillList%s', str(useSkillList), npcID)
    
    for useInfo in useSkillList:
        useSkill = useInfo[-1]
@@ -1584,27 +1981,35 @@
    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))
    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()
    TurnBuff.DoBuffByDead(turnFight, gameObj)
    
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
    clientPack.ObjID = objID
    clientPack.KillerObjID = killerObjID
    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):
    ## 所有回合已经全部执行完毕
    GameWorld.DebugLog("所有回合结束")
    GameWorld.DebugLogEx("所有回合结束")
    turnFight = GetTurnFightMgr().getTurnFight(guid)
    if not turnFight:
        return
@@ -1612,9 +2017,12 @@
    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
        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])
@@ -1632,44 +2040,64 @@
    turnFight.costTime = time.time() - turnFight.startTime
    winFaction = turnFight.winFaction
    turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
    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():
            if str(num) not in facStatInfo:
                facStatInfo[str(num)] = {}
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, 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()
                atkHurt = batObj.hurtStat
                defHurt = batObj.defStat
                cureHP = batObj.cureStat
                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}
                batLineup.totalHurt += atkHurt
                batFaction.totalHurt += atkHurt
                dead = 0 if batObj.IsAlive() else 1
                GameWorld.DebugLogEx("    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,
                                               "LV":batObj.GetLV(), "Star":batObj.GetStar(), "Skin":batObj.GetSkinID(), "Dead":dead}
                
    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)
    # 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
@@ -1703,4 +2131,66 @@
    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.DebugLogEx("战报路径=%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