hxp
3 天以前 cb452abc7bcda94073cfe0d136e831252374853d
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -29,11 +29,11 @@
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
import PlayerPreset
import NPCCommon
import ShareDefine
import PyGameData
@@ -44,6 +44,7 @@
import TurnBuff
import FBCommon
import CommFunc
import CrossMsg
import FBLogic
import random
@@ -78,10 +79,11 @@
        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._posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...},如主公、命格、灵兽等
        self._heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
        self._batHeroObjIDList = [] # 主战武将对象ID列表
        self._minggeObjID = 0 # 命格对象ID
        self.actionNum = ActionNumStart # 行动位置,从1开始
        self.totalHurt = 0 # 阵容总输出
        
@@ -92,9 +94,9 @@
    
    def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
    
    def isEmpty(self): return not self.posObjIDDict
    def isEmpty(self): return not self._batHeroObjIDList
    
    def setLineup(self, lineupInfo):
    def setLineupInfo(self, lineupInfo):
        ## 设置阵容
        # @param lineupInfo: 阵容信息
        self.clearLineup()
@@ -110,26 +112,55 @@
    def clearLineup(self):
        ## 清除阵容
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObjMgr.delBatObj(objID)
        for objID in self.lingshouObjIDDict.values():
            batObjMgr.delBatObj(objID)
        for objID in self.beautyObjIDDict.values():
        for objID in self._posObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.lineupInfo = {}
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
        self.beautyObjIDDict = {}
        self._posObjIDDict = {}
        self._heroObjIDDict = {}
        self._batHeroObjIDList = []
        self._minggeObjID = 0
        self.fightPower = 0
        self.totalHurt = 0
        return
    def addObj(self, batObj):
        objID = batObj.GetID()
        posNum = batObj.GetPosNum()
        heroID = batObj.GetHeroID()
        batObjType = batObj.GetBatObjType()
        self._posObjIDDict[posNum] = objID
        if heroID:
            self._heroObjIDDict[heroID] = objID
        if batObjType == ChConfig.BatObjType_BatHero:
            if objID not in self._batHeroObjIDList:
                self._batHeroObjIDList.append(objID)
        elif batObjType == ChConfig.BatObjType_Mingge:
            self._minggeObjID = objID
        elif batObjType == ChConfig.BatObjType_Lingshou:
            pass
        return
    def getPosObjIDDict(self): return self._posObjIDDict
    def getAllPosObjIDList(self): return self._posObjIDDict.values()
    def getBatHeroObjIDList(self): return self._batHeroObjIDList ## 获取主战武将对象ID列表
    def getHeroObj(self, heroID):
        if heroID not in self._heroObjIDDict:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self._heroObjIDDict[heroID])
    def getMinggeObj(self):
        if not self._minggeObjID:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self._minggeObjID)
    
    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():
        for objID in self._batHeroObjIDList:
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
@@ -285,24 +316,32 @@
            if not lineupInfo:
                continue
            batLineup = batFaction.getBatlineup(num)
            batLineup.setLineup(lineupInfo)
            batLineup.setLineupInfo(lineupInfo)
        return
    
    def sortActionQueue(self):
        ## 刷新出手顺序队列
        batObjMgr = BattleObj.GetBatObjMgr()
        sortList = []
        for batFaction in self.factionDict.values():
            faction = batFaction.faction
            for num, batLineup in batFaction.lineupDict.items():
                isPlayer = 1 if batLineup.ownerID else 0 # 玩家阵容优先攻击
                atkSpeed = 0
                for objID in batLineup.getBatHeroObjIDList():
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    atkSpeed += batObj.GetBatAttrValue(ChConfig.AttrID_AtkSpeed)
                fightPower = batLineup.fightPower
                sortValue = -(faction * 10 + num)
                sortList.append([isPlayer, fightPower, sortValue, faction, num])
                sortList.append([isPlayer, atkSpeed, fightPower, sortValue, faction, num])
        sortList.sort(reverse=True) # 战力高的先手
        
        self.actionIndex = 0
        self.actionSortList = []
        for _, _, _, faction, num in sortList:
        for sortInfo in sortList:
            faction, num = sortInfo[-2:]
            self.actionSortList.append([faction, num])
            
        GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
@@ -332,10 +371,7 @@
            for batLineup in batFaction.lineupDict.values():
                if not allKilled:
                    break
                for posNum, objID in batLineup.posObjIDDict.items():
                    if posNum <= 0:
                        # 非主战位置不判断
                        continue
                for objID in batLineup.getBatHeroObjIDList():
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
@@ -396,10 +432,12 @@
                tfLineup.OwnerID = batLineup.ownerID
                tfLineup.ShapeType = batLineup.shapeType
                tfLineup.ObjList = []
                for posNum, objID in batLineup.posObjIDDict.items():
                for posNum, objID in batLineup.getPosObjIDDict().items():
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    #if posNum == ChConfig.TFPosNum_Mingge: # 理论上要都同步,但是前端需要同步修改,等前端要改时再同步
                    #    continue
                    tfObj = ChPyNetSendPack.tagSCTurnFightObj()
                    tfObj.ObjID = batObj.GetID()
                    tfObj.NPCID = batObj.GetNPCID()
@@ -415,6 +453,8 @@
                    else:
                        tfObj.PosNum = posNum                        
                    tfObj.AngreXP = batObj.GetXP()
                    tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
                    tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
                tfFaction.LineupList.append(tfLineup)
@@ -564,40 +604,52 @@
                          % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
    return
def GetCacheLineupFightPower(tagViewCache, lineupID):
    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
    return lineupInfo.get("FightPower", 0)
def GetCacheLineupInfo(tagViewCache, lineupID):
def GetCacheLineupFightPower(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
    if not tagViewCache:
        return 0
    lineupInfo = GetCacheLineupInfo(tagViewCache, batPresetType)
    return lineupInfo.get("FightPower", tagViewCache.GetFightPowerTotal())
def GetCacheLineupInfo(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
    plusDict = tagViewCache.GetPlusDict()
    batPresetDict = plusDict.get("BatPreset", {})
    batTypePresetDict = batPresetDict.get("%s" % batPresetType, {})
    batPresetID = batTypePresetDict.get("%s" % ShareDefine.FuncPreset_Battle, 1)
    lineupDict = plusDict.get("Lineup", {})
    lineupInfo = lineupDict.get("%s" % lineupID, {})
    lineupInfo = lineupDict.get("%s" % batPresetID, {})
    if not lineupInfo:
        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
        defBatPresetID = 1
        lineupInfo = lineupDict.get("%s" % defBatPresetID, {})
    return lineupInfo
def GetPlayerLineupFightPower(curPlayer, lineupID):
def GetPlayerLineupFightPower(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
    return GetPlayerLineup(curPlayer, lineupID).fightPower
def GetPlayerLineup(curPlayer, lineupID):
    return GetPlayerLineupByType(curPlayer, batPresetType, exclusiveMapID).fightPower
def GetPlayerLineupByType(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
    batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
    return GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
def GetPlayerLineupByID(curPlayer, batPresetID=0, exclusiveMapID=0):
    ## 获取玩家阵容
    mainBatPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
    if not batPresetID:
        batPresetID = mainBatPresetID
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    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)
    lineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
    if lineup.IsEmpty() and batPresetID != mainBatPresetID:
        GameWorld.DebugLogEx("玩家没有目标阵容默认取主线阵容! batPresetID=%s,mainBatPresetID=%s", (batPresetID, mainBatPresetID), curPlayer.GetPlayerID())
        lineup = olPlayer.GetPresetLineup(mainBatPresetID, exclusiveMapID=exclusiveMapID)
    return lineup
def GetPlayerLineupInfo(curPlayer, lineupID):
def GetPlayerLineupInfo(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
    ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
    # @param lineupID: 阵容ID
    # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
    # @return: 阵容全部信息json字典,前端通用格式
    batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
    playerID = curPlayer.GetPlayerID()
    lineup = GetPlayerLineup(curPlayer, lineupID)
    lineup = GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
    if lineup.IsEmpty():
        return {}
    batPresetID = lineup.batPresetID
    
    heroDict = {}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -606,14 +658,16 @@
        heroID = hero.heroID
        itemIndex = hero.itemIndex
        heroLV = 1
        star = 0
        star, breakLV, awakeLV = 0, 0, 0
        userData = "{}"
        if itemIndex >= 0 and itemIndex < curPack.GetCount():
            heroItem = curPack.GetAt(itemIndex)
            if heroItem and not heroItem.IsEmpty():
                heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                userData = heroItem.GetUserData()
                
        skillIDlist = []
        skillIDlist += hero.heroSkillIDList
@@ -622,8 +676,9 @@
                                 "SkinID":hero.skinID,
                                 "LV":heroLV,
                                 "Star":star,
                                 #"BreakLV":breakLV,
                                 #"AwakeLV":awakeLV,
                                 "Data":userData,
                                 "BreakLV":breakLV,
                                 "AwakeLV":awakeLV,
                                 "FightPower":hero.fightPower,
                                 "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDlist,
@@ -632,14 +687,26 @@
    if not heroDict:
        return {}
    
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
    mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
    olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer)
    mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
    mgSkillIDList = []
    for skillTypeID, skillLV in mgSkillLVDict.items():
        skillID = SkillCommon.GetSkillIDBySkillTypeID(skillTypeID, skillLV)
        if skillID not in mgSkillIDList:
            mgSkillIDList.append(skillID)
    #shapeType = 0
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "BatPresetID":batPresetID, "Hero":heroDict}
    if mgSkillIDList:
        lineupInfo["MGSkillIDList"] = mgSkillIDList
    return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
    ## 获取NPC阵容信息
    # @param lineupID: 阵容ID
    # @param npcLV: 成长NPC等级
    # @param difficulty: 成长NPC难度系数
    # @param viewNPCID: 查看指定的NPCID,供前端查询NPC属性用
    # @return: 阵容全部信息json字典,前端通用格式    
    lineupInfo = GetGMTestNPCLineupInfo(lineupID, strongerLV, difficulty)
    if lineupInfo:
@@ -657,10 +724,14 @@
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
        if viewNPCID and viewNPCID != npcID:
            continue
        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty, isLog)
        if not battleDict:
            continue
        heroDict[str(posNum)] = battleDict
        if viewNPCID:
            break
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
    return lineupInfo
@@ -677,8 +748,8 @@
    if not tagViewCache:
        PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
        return
    defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
    lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
    defLineupInfo = GetCacheLineupInfo(tagViewCache)
    lineupDictA = {1:GetPlayerLineupInfo(curPlayer)}
    lineupDictB = {1:defLineupInfo}
    turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
    return turnFight.costTime if turnFight else None
@@ -770,7 +841,7 @@
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
    return lineupInfo
    
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0, isLog=True):
    ## 获取NPC战斗相关字典,支持成长NPC
    # @param strongerLV: 成长等级
    # @param difficulty: 难度系数
@@ -781,19 +852,29 @@
    npcLV = npcData.GetLV()
    star, breakLV, awakeLV = 0, 0, 0
    
    lvIpyData = None
    reModelID = lineupIpyData.GetReModelID()
    lvReIpyData = None
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
    npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
    npcStronger = None
    npcStrongerList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCStronger", npcID)
    if npcStrongerList and strongerLV:
        for strongerData in npcStrongerList:
            if not strongerData.GetNPCLV() or strongerLV <= strongerData.GetNPCLV():
                npcStronger = strongerData
                break
        if not npcStronger:
            npcStronger = npcStrongerList[-1] # 找不到时取最后一条
    if npcStronger and strongerLV:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
        if lvIpyData:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
        if lvReIpyData:
            npcLV = strongerLV
    if not lvIpyData:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
    if lvIpyData:
        star = lvIpyData.GetReHeroStar()
        breakLV = lvIpyData.GetReHeroBreakLV()
        awakeLV = lvIpyData.GetReHeroAwakeLV()
    if not lvReIpyData:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, npcLV)
    if lvReIpyData:
        star = lvReIpyData.GetReHeroStar()
        breakLV = lvReIpyData.GetReHeroBreakLV()
        awakeLV = lvReIpyData.GetReHeroAwakeLV()
    if heroIpyData:
        skinIDList = heroIpyData.GetSkinIDList()
        skinID = skinIDList[0] if skinIDList else 0
@@ -814,10 +895,10 @@
                random.shuffle(randSkillIDExList)
                randSkillIDExList = randSkillIDExList[:skillExCnt]
            skillIDList += randSkillIDExList
            GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
            isLog and 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)
    batAttrDict = GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog)
    if not batAttrDict:
        batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(), 
                       ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(), 
@@ -838,13 +919,13 @@
                  "SkinID":skinID,
                  "LV":npcLV,
                  "Star":star,
                  #"BreakLV":breakLV,
                  #"AwakeLV":awakeLV,
                  "BreakLV":breakLV,
                  "AwakeLV":awakeLV,
                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                  "SkillIDList":skillIDList,
                  }
    
    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
    isLog and GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,reModelID=%s,%s", npcID, strongerLV, difficulty, reModelID, battleDict)
    return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -861,6 +942,9 @@
            skillID = breakIpyData.GetSkillID()
            if skillID:
                skillIDList.append(skillID)
            skillIDExList = breakIpyData.GetSkillIDExList()
            if skillIDExList:
                skillIDList += skillIDExList
                
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
    if awakeIpyDataList:
@@ -873,29 +957,29 @@
                
    return skillIDList
def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
def GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog=True):
    ## 获取NPC成长属性
    # @param strongerLV: 成长等级
    # @param difficulty: 难度系数
    
    batAttrDict = {}
    if not lvIpyData or not npcStronger or not difficulty:
    if not lvReIpyData or not npcStronger or not difficulty:
        return batAttrDict
    lv = lvIpyData.GetLV()
    lv = lvReIpyData.GetLV()
    for attrID in ChConfig.CalcBattleAttrIDList:
        attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
        if not attrIpyData:
            continue
        attrName = attrIpyData.GetParameter()
        if not hasattr(lvIpyData, "GetRe%s" % attrName):
        if not hasattr(lvReIpyData, "GetRe%s" % attrName):
            continue
        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
        reValue = getattr(lvReIpyData, "GetRe%s" % attrName)() # 基础参考值
        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.DebugLogEx("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
        
    GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
    isLog and 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, reqPlayerID=0):
@@ -908,12 +992,33 @@
    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)
    mgSkillIDList = lineupInfo.get("MGSkillIDList", [])
    
    turnFight = batLineup.turnFight
    tfGUID = turnFight.guid
    heroDict = lineupInfo.get("Hero", {})
    
    batObjMgr = BattleObj.GetBatObjMgr()
    # 命格
    #mgSkillIDList = [9000014] # 测试用
    if mgSkillIDList:
        minggeObj = batObjMgr.addBatObj()
        if minggeObj:
            minggeObj.SetOwnerID(lineupPlayerID)
            minggeObj.SetTFGUID(tfGUID)
            minggeObj.SetFaction(faction)
            minggeObj.SetLineupPos(ChConfig.TFPosNum_Mingge, num)
            skillManager = minggeObj.GetSkillManager()
            skillManager.SkillReset()
            for skillID in mgSkillIDList:
                skillManager.LearnSkillByID(skillID)
            batLineup.addObj(minggeObj)
            GameWorld.DebugLogEx("AddBatObj 命格: faction:%s,num:%s,objID=%s,skillIDList=%s", faction, num, minggeObj.GetID(), skillManager.GetSkillIDList())
            ResetObjSkill(minggeObj)
            minggeObj.InitBatAttr({ChConfig.AttrID_MaxHP:1})
    # 武将
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
@@ -953,7 +1058,7 @@
        batObj = batObjMgr.addBatObj()
        if not batObj:
            break
        objID = batObj.GetID()
        #objID = batObj.GetID()
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
@@ -977,8 +1082,7 @@
        for skillID in skillIDList:
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        batLineup.heroObjIDDict[heroID] = objID
        batLineup.addObj(batObj)
        GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
        ResetObjSkill(batObj)
        
@@ -1002,7 +1106,7 @@
    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():
    for objID in batLineup.getAllPosObjIDList():
        batObj = batObjMgr.getBatObj(objID)
        if not batObj:
            continue
@@ -1078,21 +1182,17 @@
    if not reqRet:
        return
    funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
    GameWorld.DebugLogEx("    funcLineID=%s", funcLineID, playerID)
    
    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 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
    
@@ -1100,9 +1200,10 @@
    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
    guid = GameWorld.GetGUID()
    
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    atkBatPresetType = ChConfig.MapAtkBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkBatPresetType, exclusiveMapID=mapID)
    if not atkLineupInfo:
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
        GameWorld.DebugLogEx("玩家没有主线阵容数据! mapID=%s", mapID, playerID)
        return
    
    # 玩家
@@ -1115,9 +1216,10 @@
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            return
        
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
        defBatPresetType = ChConfig.MapDefBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defBatPresetType)
        if not defLineupInfo:
            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
            GameWorld.DebugLogEx("目标玩家没有该阵容预设数据! tagPlayerID=%s,defBatPresetType=%s", tagPlayerID, defBatPresetType, playerID)
            PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
            return
        
@@ -1186,17 +1288,17 @@
            isMultiMap = True
            
    if isMultiMap:
        CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
        CrossMsg.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
    else:
        SSMsg_BattleRequest(reqInfo, fromServerID)
        S2B_BattleRequest(reqInfo, fromServerID)
    return
def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
def S2B_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 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)
@@ -1215,20 +1317,20 @@
    
    # 本地图自己处理的
    if fromServerID == GameWorld.GetGameWorld().GetServerID():
        SSMsg_BattleResult(retInfo, fromServerID)
        B2S_BattleResult(retInfo, fromServerID)
        
    # 其他服务器地图请求的,发送战斗结果回去
    else:
        CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
        CrossMsg.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
    return
def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
def B2S_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)
    #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:
@@ -1268,7 +1370,7 @@
    
    for index, lineupID in enumerate(npcLineupIDList):
        turnFight.lineupIndex = index
        GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
        GameWorld.DebugLogEx("对战NPC阵容: mapID=%s,funcLineID=%s,index=%s,lineupID=%s", mapID, funcLineID, index, lineupID)
        if index > 0:
            turnFight.nextTurnFight()
        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1447,7 +1549,7 @@
        return
    lineupID = lineupIDList[0] # NPC阵容ID
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
    lineupMainInfo = GetPlayerLineupInfo(curPlayer)
    if not lineupMainInfo:
        GameWorld.DebugLogEx("没有设置主阵容!", playerID)
        return
@@ -1544,7 +1646,6 @@
                turnFight.syncState(FightState_Fighting)
            TurnFightPerTurnBigStart(turnFight, turnNum)
            
        # 红颜
        # 灵兽
        
        if turnFight.winFaction:
@@ -1558,14 +1659,15 @@
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            posObjIDDict = batLineup.getPosObjIDDict()
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
                if posNum not in batLineup.posObjIDDict:
                if posNum not in posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
                objID = posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                
                # 玩家自己阵营,预判可否行动
@@ -1632,11 +1734,12 @@
            faction, num = turnFight.actionSortList[turnFight.actionIndex]
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            posObjIDDict = batLineup.getPosObjIDDict()
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.posObjIDDict:
                if posNum not in posObjIDDict:
                    continue
                objID = batLineup.posObjIDDict[posNum]
                objID = posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                isAction = OnObjAction(turnFight, batObj)
@@ -1684,7 +1787,7 @@
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = ActionNumStart
        for objID in batLineup.posObjIDDict.values():
        for objID in batLineup.getAllPosObjIDList():
            batObj = batObjMgr.getBatObj(objID)
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
@@ -1702,7 +1805,7 @@
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = 1
        for objID in batLineup.posObjIDDict.values():
        for objID in batLineup.getAllPosObjIDList():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
@@ -1711,7 +1814,7 @@
            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():
@@ -1729,7 +1832,7 @@
        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():
        for objID in batLineup.getAllPosObjIDList():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
@@ -1801,6 +1904,16 @@
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        # 每大回合重置能量
        if curSkill.GetEnergy():
            for eIndex in range(curSkill.GetEffectCount()):
                effect = curSkill.GetEffect(eIndex)
                if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
                    curSkill.SetEnergy(0)
                    GameWorld.DebugLogEx("    每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
                    break
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
@@ -1813,7 +1926,7 @@
        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()
@@ -1824,7 +1937,7 @@
        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:
@@ -1835,12 +1948,17 @@
            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
@@ -1863,6 +1981,8 @@
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        if not buff: # 有出现过报错,先做下防范,理论上不太可能
            continue
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
@@ -2005,7 +2125,7 @@
        batFaction = turnFight.getBatFaction(faction)
        for lineupNum in batFaction.lineupDict.keys():
            batLineup = batFaction.getBatlineup(lineupNum)
            for lineupObjID in batLineup.posObjIDDict.values():
            for lineupObjID in batLineup.getBatHeroObjIDList():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
@@ -2028,7 +2148,7 @@
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    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()
    gameObj.SetDead(killer)
    TurnBuff.DoBuffByDead(turnFight, gameObj)
    
    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
@@ -2104,11 +2224,13 @@
            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():
            for posNum, objID in batLineup.getPosObjIDDict().items():
                if posNum == ChConfig.TFPosNum_Mingge:
                    #命格不统计
                    continue
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                heroCount += 1
                objID = batObj.GetID()
                npcID = batObj.GetNPCID()
                heroID = batObj.GetHeroID()
@@ -2118,6 +2240,8 @@
                batLineup.totalHurt += atkHurt
                batFaction.totalHurt += atkHurt
                dead = 0 if batObj.IsAlive() else 1
                if heroID:
                    heroCount += 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, 
@@ -2132,7 +2256,7 @@
    # 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)
                                    heroCount, turnFight.costTime, statInfo, drLineupInfo, guid)
    return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -2143,19 +2267,83 @@
#    char        GUID[40];    //战报guid
#};
def OnTurnFightReportView(index, clientData, tick):
    ## 改为下载文件
    return
#// B4 16 查看NPC属性 #tagCSViewNPCAttr
#
#struct    tagCSViewNPCAttr
#{
#    tagHead        Head;
#    DWORD        MapID;        // 自定义地图ID,可用于绑定战斗地图场景功能(如主线boss、爬塔、竞技场等)
#    DWORD        FuncLineID;    // MapID对应的扩展值,如具体某个关卡等
#    DWORD        ViewNPCID;    // 指定查看某个NPCID,发0则查看该关卡阵容所有NPC
#};
def OnViewNPCAttr(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    guid = clientData.GUID
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    viewNPCID = clientData.ViewNPCID
    SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID)
    return
def SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID=0):
    lineupIDList = []
    strongerLV, difficulty = 0, 0
    
    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
        guid, reprot = lastBatBufferInfo
        SyncTurnFightReport(curPlayer, guid, reprot)
    if mapID == ChConfig.Def_FBMapID_MainBoss:
        chapterID = funcLineID / 100
        levelNum = funcLineID % 100
        levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
        if not levelIpyData:
            return
        lineupIDList = levelIpyData.GetBossLineupIDList() # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
        strongerLV = levelIpyData.GetNPCLV()
        difficulty = levelIpyData.GetDifficulty()
    else:
        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID)
        if fbLineIpyData:
            lineupIDList = fbLineIpyData.GetLineupIDList()
            strongerLV = fbLineIpyData.GetNPCLV()
            difficulty = fbLineIpyData.GetDifficulty()
        else:
            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
            if not ret:
                return
            lineupIDList, strongerLV, difficulty = ret
    if not lineupIDList:
        return
    
    # 其他战报,一般是入库存储的,待扩展
    # 战报已过期
    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
    npcAttrList = []
    for lineupID in lineupIDList:
        lineupInfo = GetNPCLineupInfo(lineupID, strongerLV, difficulty, False, viewNPCID=viewNPCID)
        if not lineupInfo:
            continue
        heroDict = lineupInfo["Hero"]
        for posNum, attrInfo in heroDict.items():
            posNum = int(posNum)
            npcAttr = ChPyNetSendPack.tagSCViewNPCAttr()
            npcAttr.PosNum = posNum
            npcAttr.NPCID = attrInfo["NPCID"]
            npcAttr.HeroID = attrInfo["HeroID"]
            npcAttr.LV = attrInfo["LV"]
            npcAttr.Star = attrInfo["Star"]
            npcAttr.BreakLV = attrInfo["BreakLV"]
            npcAttr.AwakeLV = attrInfo["AwakeLV"]
            npcAttr.AttrMsg = json.dumps(attrInfo["AttrDict"], ensure_ascii=False).replace(" ", "")
            npcAttr.AttrLen = len(npcAttr.AttrMsg)
            npcAttrList.append(npcAttr)
    if not npcAttrList:
        return
    clientPack = ChPyNetSendPack.tagSCViewNPCAttrRet()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.ViewNPCID = viewNPCID
    clientPack.NPCAttrList = npcAttrList
    clientPack.NPCCnt = len(clientPack.NPCAttrList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def SyncTurnFightReport(curPlayer, guid, reprot):
@@ -2181,13 +2369,15 @@
    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
        isSaveOne = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 2) # 个人战报是否只保留1份
        if isSaveOne:
            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)