ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1186,15 +1186,18 @@
            isMultiMap = True
            
    if isMultiMap:
        CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
        CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
    else:
        SSMsg_BattleRequest(reqInfo, fromServerID)
    return
def SSMsg_BattleRequest(reqInfo, fromServerID):
def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
    ## 请求执行战斗,由本地图或其他服务器地图分配过来的战斗请求
    guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
    if msgType:
        GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
                      % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
    if npcLineupIDList:
        turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
    else:
@@ -1216,14 +1219,17 @@
        
    # 其他服务器地图请求的,发送战斗结果回去
    else:
        CrossServerPackLogic.SendToServer(ShareDefine.SSMsg_BattleResult, retInfo, [fromServerID], playerID=reqPlayerID)
        CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
    return
def SSMsg_BattleResult(retInfo, fromServerID):
def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
    ## 收到战斗结果信息
    
    guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
    if msgType:
        GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
                      % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
    curPlayer = None
    if reqPlayerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
@@ -1705,7 +1711,7 @@
            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
            if turnNum > 1: # 第1回合不用刷新技能
                RefreshObjSkillByBigTurn(batObj)
                RefreshObjByBigTurn(turnFight, batObj)
                RefreshObjByBigTurn(turnFight, batObj, turnNum)
            batObj.ResetBigTurn() # 每大回合重置
            
            if not batObj.IsAlive():
@@ -1807,7 +1813,7 @@
        GameWorld.DebugLogEx("    更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
    return
def RefreshObjByBigTurn(turnFight, batObj):
def RefreshObjByBigTurn(turnFight, batObj, turnNum):
    ## 根据大回合开始刷新buff持续时间,每个大回合-1,第1回合不处理
    curID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
@@ -1818,7 +1824,7 @@
        skillData = buff.GetSkillData()
        lastType = skillData.GetLastTimeType()
        
        if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer]:
        if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer, ChConfig.BuffLastTimeType_BigTurnLimit]:
            continue
        
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
@@ -1829,12 +1835,17 @@
            continue
        
        # 每大回合固定减1回合
        if lastType == ChConfig.BuffLastTimeType_BigTurn:
        if lastType in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLimit]:
            remainTime = buff.GetRemainTime()
            if remainTime <= 0:
                continue
            remainTime -= 1
            GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
            if lastType == ChConfig.BuffLastTimeType_BigTurnLimit and remainTime > 0:
                lastTurnMax = skillData.GetLastTime()
                if lastTurnMax and turnNum > lastTurnMax:
                    remainTime = 0
                    GameWorld.DebugLogEx("        超过最大限制回合数,强制清除!: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
            TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
            
        # 每大回合固定减1层