hxp
8 天以前 bd9dce2d66b5086712596b8dac6d9116be65bafd
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -27,6 +27,10 @@
import NetPackCommon
import PlayerControl
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
import NPCCommon
@@ -45,6 +49,9 @@
import random
import time
import json
import os
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
@@ -71,6 +78,7 @@
        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
@@ -81,7 +89,7 @@
        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
    
@@ -94,7 +102,7 @@
        self.fightPower = lineupInfo.get("FightPower", 0)
        self.bossID = lineupInfo.get("BossID", 0)
        self.bossPosView = lineupInfo.get("BossPosView", 0)
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getReqPlayerID())
        return
    
    def clearLineup(self):
@@ -107,6 +115,7 @@
        for objID in self.beautyObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
        self.beautyObjIDDict = {}
        self.fightPower = 0
@@ -165,10 +174,11 @@
    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
@@ -179,10 +189,11 @@
        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.awardData = None # 战斗奖励设置的数据,可以是任意数据格式,由功能自行决定,会传递给 OnTurnFightAward 处理
        
        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], ...]
@@ -197,36 +208,40 @@
        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.awardData = None
        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 isPVP(self): return self._isPVP
    
    def isFBMap(self):
        ## 是否副本地图中,非主线的均视为副本
@@ -234,9 +249,6 @@
    
    def GetDictByKey(self, key): return self._kvDict.get(key, 0)
    def SetDict(self, key, value): self._kvDict[key] = value
    #def setPVPTeam(self):
    #    return
    
    def nextTurnFight(self, msgDict={}):
        ## 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
@@ -290,8 +302,8 @@
        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 getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -413,6 +425,8 @@
    
    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()
@@ -441,15 +455,16 @@
            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)
@@ -471,10 +486,10 @@
        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
    
@@ -513,7 +528,19 @@
        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):
@@ -556,7 +583,7 @@
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    if lineup.IsEmpty():
        GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
        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
@@ -576,13 +603,15 @@
        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
@@ -590,7 +619,9 @@
                                 "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,
@@ -607,7 +638,10 @@
    # @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 {}
@@ -629,6 +663,111 @@
    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
@@ -638,6 +777,7 @@
        return
    heroID = npcData.GetRelatedHeroID()
    npcLV = npcData.GetLV()
    star, breakLV, awakeLV = 0, 0, 0
    
    lvIpyData = None
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
@@ -648,11 +788,14 @@
            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
@@ -669,7 +812,7 @@
                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)
@@ -692,11 +835,14 @@
                  "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):
@@ -745,27 +891,24 @@
        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
    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
    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
    heroDict = lineupInfo.get("Hero", {})
    
    batObjMgr = BattleObj.GetBatObjMgr()
@@ -782,6 +925,7 @@
        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:
@@ -818,6 +962,7 @@
        batObj.SetLineupPos(posNum, num)
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        batObj.SetStar(star)
        batObj.SetAtkDistType(atkDistType)
        batObj.SetSpecialty(specialty)
        batObj.SetCountry(country)
@@ -831,15 +976,17 @@
            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(curPlayer, turnFight, batObj)
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
            if fbNPCInitAttrDict:
                GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, 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
@@ -850,7 +997,7 @@
    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():
@@ -859,9 +1006,9 @@
            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()))
        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()
@@ -884,7 +1031,7 @@
    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!")
            GameWorld.DebugLogEx("回合制战斗请求服务器公共CD中!")
            PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
            return True
        
@@ -892,7 +1039,7 @@
    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)
        GameWorld.DebugLogEx("回合制战斗请求CD中: %s", selfKey)
        PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
        return True
    
@@ -916,14 +1063,14 @@
    ''' 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:
@@ -934,7 +1081,7 @@
    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))
            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
@@ -947,10 +1094,34 @@
    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:
        if not 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:
@@ -965,97 +1136,172 @@
            if not ret:
                return
            npcLineupIDList, strongerLV, difficulty = ret
        if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
        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, playerServerID, npcLineupIDList, strongerLV, difficulty)
        
    return True
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:
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
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not lineupMainInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
    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 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()
        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)
    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
    saveOK = __saveBatBuffer(turnFight)
    tfMgr.delTurnFight(guid)
    return True
    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)
    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
    saveOK = __saveBatBuffer(turnFight)
    tfMgr.delTurnFight(guid)
    return True
    return turnFight if saveOK else None
def GetTurnMax(mapID):
    if mapID == ChConfig.Def_FBMapID_Main:
@@ -1083,7 +1329,10 @@
        __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
@@ -1098,6 +1347,36 @@
    # 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):
@@ -1110,16 +1389,14 @@
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
@@ -1129,10 +1406,10 @@
    # @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:
@@ -1164,7 +1441,7 @@
    
    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()
@@ -1176,11 +1453,11 @@
    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)})
@@ -1216,7 +1493,7 @@
    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()
            # 切换小队时,玩家阵容不需要处理,保留状态
@@ -1232,7 +1509,7 @@
    # 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
@@ -1252,7 +1529,7 @@
        
        # 回合开始
        if turnNumStart < turnNum:
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
            GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】 ", turnNum)
            turnFight.turnNum = turnNum
            turnFight.turnNumStart = turnNum
            if curPlayer:
@@ -1274,10 +1551,10 @@
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
                if posNum not in batLineup.posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                    #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
@@ -1286,7 +1563,7 @@
                # 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: nextPosNum=%s" % (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
@@ -1319,9 +1596,8 @@
        
    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)
@@ -1330,16 +1606,13 @@
        if turnFight.winFaction:
            break
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】", turnNum)
        if curPlayer:
            turnFight.syncState(FightState_Fighting)
            
        # 回合开始
        TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
        if turnFight.winFaction:
            break
        
@@ -1396,7 +1669,7 @@
    ## 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:
@@ -1407,6 +1680,7 @@
            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
@@ -1416,7 +1690,7 @@
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for faction, num in turnFight.actionSortList:
        GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        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
@@ -1424,16 +1698,19 @@
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if not batObj.IsAlive():
                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
                RefreshObjSkillByTurn(batObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
                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)
    return
def TurnFightPerTurnBigEnd(turnFight, turnNum):
@@ -1441,7 +1718,7 @@
    
    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))
        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():
@@ -1464,7 +1741,7 @@
    if not batObj.IsAlive():
        return
    
    GameWorld.DebugLog("---[武将回合开始] : 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)
@@ -1481,7 +1758,7 @@
    if not batObj.IsAlive():
        return
    
    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    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
@@ -1499,14 +1776,14 @@
        initCD = curSkill.GetCoolDownInit()
        if initCD:
            curSkill.SetRemainTime(initCD)
            GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, 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 RefreshObjSkillByTurn(batObj):
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()
@@ -1521,13 +1798,36 @@
        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))
            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.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
    batObj.ResetSkillTurnUseCnt() # 重置回合使用次数,放刷新CD后重置
        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):
@@ -1542,31 +1842,32 @@
        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))
            #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.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
            #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.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))
            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.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))
            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.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
        if remainTime > 0:
            buff.SetRemainTime(remainTime)
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
        else:
            TurnBuff.DoBuffDel(turnFight, batObj, buff)
        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):
    ## 回合对象添加治疗值
    # @param curObj: 获得治疗的对象
@@ -1578,32 +1879,31 @@
    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):
@@ -1623,12 +1923,12 @@
    # 是否可行动状态判断
    canAction = curBatObj.CanAction()
    if not canAction:
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动! 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)
    
@@ -1637,7 +1937,7 @@
    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:
@@ -1657,18 +1957,18 @@
            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! skillID=%s" % skillID) # 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.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
                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]
@@ -1683,15 +1983,16 @@
    npcID = gameObj.GetNPCID()
    
    # 非主线的PVE目标怪物
    if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
        if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
    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.ObjID = objID
@@ -1701,13 +2002,12 @@
    
    # 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)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_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
@@ -1715,7 +2015,7 @@
    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:
@@ -1735,8 +2035,12 @@
    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
    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
    batObjMgr = BattleObj.GetBatObjMgr()
    statInfo = {}
@@ -1752,7 +2056,7 @@
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            batLineup.totalHurt = 0
            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
            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:
@@ -1765,18 +2069,17 @@
                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}
                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)
    return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -1810,4 +2113,66 @@
    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