hxp
4 天以前 cb452abc7bcda94073cfe0d136e831252374853d
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -29,7 +29,6 @@
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
@@ -45,6 +44,7 @@
import TurnBuff
import FBCommon
import CommFunc
import CrossMsg
import FBLogic
import random
@@ -79,10 +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.minggeObj = None # 命格战斗对象
        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._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
        
@@ -93,7 +94,7 @@
    
    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 setLineupInfo(self, lineupInfo):
        ## 设置阵容
@@ -111,25 +112,55 @@
    def clearLineup(self):
        ## 清除阵容
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
        for objID in self._posObjIDDict.values():
            batObjMgr.delBatObj(objID)
        for objID in self.lingshouObjIDDict.values():
            batObjMgr.delBatObj(objID)
        if self.minggeObj:
            batObjMgr.delBatObj(self.minggeObj.GetID())
        self.lineupInfo = {}
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
        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
@@ -137,13 +168,6 @@
                continue
            deadCnt += 1
        return deadCnt
    def getHeroObj(self, heroID):
        if heroID not in self.heroObjIDDict:
            return
        return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
    def getMinggeObj(self): return self.minggeObj
    
class BatFaction():
    ## 战斗阵营
@@ -297,19 +321,27 @@
    
    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)
@@ -339,10 +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
@@ -403,10 +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()
@@ -661,7 +692,7 @@
    mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
    mgSkillIDList = []
    for skillTypeID, skillLV in mgSkillLVDict.items():
        skillID = skillTypeID + skillLV - 1
        skillID = SkillCommon.GetSkillIDBySkillTypeID(skillTypeID, skillLV)
        if skillID not in mgSkillIDList:
            mgSkillIDList.append(skillID)
    #shapeType = 0
@@ -824,7 +855,16 @@
    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:
        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
        if lvReIpyData:
@@ -965,7 +1005,6 @@
    if mgSkillIDList:
        minggeObj = batObjMgr.addBatObj()
        if minggeObj:
            batLineup.minggeObj = minggeObj
            minggeObj.SetOwnerID(lineupPlayerID)
            minggeObj.SetTFGUID(tfGUID)
            minggeObj.SetFaction(faction)
@@ -974,6 +1013,7 @@
            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})
@@ -1018,7 +1058,7 @@
        batObj = batObjMgr.addBatObj()
        if not batObj:
            break
        objID = batObj.GetID()
        #objID = batObj.GetID()
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
@@ -1042,8 +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)
        
@@ -1067,7 +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
@@ -1249,17 +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)
@@ -1278,20 +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:
@@ -1607,7 +1646,6 @@
                turnFight.syncState(FightState_Fighting)
            TurnFightPerTurnBigStart(turnFight, turnNum)
            
        # 红颜
        # 灵兽
        
        if turnFight.winFaction:
@@ -1621,14 +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
@@ -1695,11 +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)
@@ -1747,7 +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)
@@ -1765,7 +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
@@ -1792,7 +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
@@ -2085,7 +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
@@ -2184,10 +2224,10 @@
            batLineup.totalHurt = 0
            facDRLineupInfo[str(num)] = batLineup.lineupInfo
            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
            posObjIDList = [[posNum, objID] for posNum, objID in batLineup.posObjIDDict.items()]
            # 命格不算战斗单位,主体视为触发的武将
            # 灵兽
            for posNum, objID in posObjIDList:
            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