ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -46,7 +46,6 @@
import time
import json
TimelineSet = 10000 # 单回合最大时间轴
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
@@ -108,6 +107,19 @@
        self.totalHurt = 0
        return
    
    def getDeadObjCnt(self):
        ## 获取本阵容目前死亡队员数
        deadCnt = 0
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if batObj.IsAlive():
                continue
            deadCnt += 1
        return deadCnt
class BatFaction():
    ## 战斗阵营
    
@@ -156,6 +168,7 @@
        self.state = -1 # -1 代表未战斗
        self.turnNum = 1 # 当前第x回合,默认第1回合开始
        self.turnMax = 15 # 最大回合数
        self.turnNumStart = 0 # 已处理第x回合开始
        self.enterLogic = False # 是否已执行进场逻辑
        self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
        self.isWin = False
@@ -166,8 +179,7 @@
        
        self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
        self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
        self.actionIndex = 0 # 行动顺序索引
        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
        self.actionIndex = 0 # 行动顺序索引
        self.startTime = 0 # 开始时间戳,支持毫秒小数
        self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
        self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
@@ -221,11 +233,11 @@
    def nextTurnFight(self, msgDict={}):
        ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
        self.turnNum = 1
        self.turnNumStart = 0
        self.enterLogic = False
        self.winFaction = 0
        self.isWin = False
        self.msgDict.update(msgDict)
        self.timeline = 0
        self.startTime = time.time()
        self.costTime = 0
        ResetByNextTeam(self)
@@ -273,21 +285,6 @@
        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)
        return
    def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
    def getTimeline(self): return self.timeline
    def setTimeline(self, timeline, isEmpty=False):
        '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
        @param turnNum: 第x回合
        '''
        self.timeline = timeline
        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
        if isEmpty:
            # 空位置的节点可直接跳过
            return timeline
        OnTimelineChange(self)
        return timeline
    
    def getBatFaction(self, faction=ChConfig.Def_FactionA):
        ## 默认阵营1
@@ -342,7 +339,7 @@
        ## 准备就绪,开始战斗
        self.state = FightState_Start
        self.turnNum = 1
        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
        self.turnNumStart = 0
        self.syncInit()
        return
    
@@ -849,15 +846,15 @@
        if not batObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
            continue
        GameWorld.DebugLog("    重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
        batObj.TurnReset()
        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
        
        # 清除buff
        buffMgr = batObj.GetBuffManager()
        buffMgr.ClearBuff()
        
        # 重置CD
        # 重置技能
        batObj.ResetSkillUseCnt()
        ResetObjSkillCD(batObj)
        
        # 重刷属性、被动
        TurnBuff.RefreshBuffAttr(batObj)
@@ -938,7 +935,8 @@
    
    # 玩家
    if tagType == 1:
        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
        if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
            return
        
    # NPC
    else:
@@ -953,9 +951,10 @@
            if not ret:
                return
            npcLineupIDList, strongerLV, difficulty = ret
        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
        if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
            return
        
    return
    return True
def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
    playerID = curPlayer.GetPlayerID()
@@ -1002,7 +1001,7 @@
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
    tfMgr.delTurnFight(guid)
    return
    return True
def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
    playerID = curPlayer.GetPlayerID()
@@ -1040,7 +1039,7 @@
    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
    tfMgr.delTurnFight(guid)
    return
    return True
def GetTurnMax(mapID):
    if mapID == ChConfig.Def_FBMapID_Main:
@@ -1230,30 +1229,20 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    turnNum = turnFight.turnNum
    turnMax = turnFight.turnMax
    turnNumStart = turnFight.turnNumStart
    for turnNum in range(turnNum, turnMax + 1):
        if turnFight.winFaction:
            break
        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.getTimeline()
        
        # 回合开始
        turnTimeline += 1 # 每回合开始算一个时间节点
        if curTimeline < turnTimeline:
            curTimeline = turnFight.setTimeline(turnTimeline)
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
        if turnNumStart < turnNum:
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
            turnFight.turnNum = turnNum
            turnFight.turnNumStart = turnNum
            if curPlayer:
                turnFight.syncState(FightState_Fighting)
            for faction, num in turnFight.actionSortList:
                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = 1
                for objID in batLineup.posObjIDDict.values():
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
            TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
        
@@ -1269,12 +1258,10 @@
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                # 每个武将位算一个时间节点
                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                if posNum not in batLineup.posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
@@ -1283,13 +1270,16 @@
                # 玩家自己阵营,预判可否行动
                if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                    if batObj.CanAction():
                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
                        return
                    
                batLineup.actionNum = posNum + 1
                curTimeline = turnFight.setTimeline(curTimeline + 1)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                isAction = OnObjAction(turnFight, batObj)
                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
                if not isAction:
                    continue
                
                if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1306,15 +1296,8 @@
            break
        
        # 回合结束
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
        TurnFightPerTurnBigEnd(turnFight, turnNum)
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
        
@@ -1332,22 +1315,12 @@
            break
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.setTimeline(curTimeline + 1)
        if curPlayer:
            turnFight.syncState(FightState_Fighting)
            
        # 回合开始
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            batLineup.actionNum = 1
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
        TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
            
@@ -1365,15 +1338,14 @@
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.posObjIDDict:
                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                    continue
                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                isAction = OnObjAction(turnFight, batObj)
                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
                if not isAction:
                    continue
                break
            
            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1385,15 +1357,8 @@
            break
        
        # 回合结束
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
        TurnFightPerTurnBigEnd(turnFight, turnNum)
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
    return
@@ -1430,110 +1395,48 @@
    turnFight.enterLogic = True
    return True
def OnTimelineChange(turnFight):
    ## 每个时间节点变化时处理
    nowTimeline = turnFight.getTimeline()
def TurnFightPerTurnBigStart(turnFight, turnNum):
    ## 大回合开始时
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for batFaction in turnFight.factionDict.values():
        for batLineup in batFaction.lineupDict.values():
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
                for index in range(0, skillManager.GetSkillCount()):
                    curSkill = skillManager.GetSkillByIndex(index)
                    if not curSkill:
                        continue
                    remainTime = curSkill.GetRemainTime()
                    if not remainTime:
                        continue
                    calcTimeline = curSkill.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        continue
                    skillID = curSkill.GetSkillID()
                    updRemainTime = max(0, remainTime - passTurn)
                    curSkill.SetRemainTime(updRemainTime)
                    curSkill.SetCalcTime(nowTimeline)
                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
                buffMgr = batObj.GetBuffManager()
                for index in range(buffMgr.GetBuffCount())[::-1]:
                    buff = buffMgr.GetBuffByIndex(index)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    skillData = buff.GetSkillData()
                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
                        continue
                    remainTime = buff.GetRemainTime()
                    if not remainTime:
                        # 永久buff不处理
                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
                        continue
                    calcTimeline = buff.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                        continue
                    updRemainTime = max(0, remainTime - passTurn)
                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
                    if updRemainTime > 0:
                        buff.SetRemainTime(updRemainTime)
                        buff.SetCalcTime(nowTimeline)
                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
                    else:
                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
    for faction, num in turnFight.actionSortList:
        GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = 1
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if not batObj.IsAlive():
                continue
            turnFight.ResetOneActionUseSkillCnt()
            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
            RefreshObjSkillByTurn(batObj) # 优先刷技能CD
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
def __calcPassturn(calcTimeline, nowTimeline, equalOK):
    ## 计算已经过了的回合数
    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
    calcTurnNum = calcTimeline / TimelineSet
    calcTimeNode = calcTimeline % TimelineSet
    nowTurnNum = nowTimeline / TimelineSet
    nowTimeNode = nowTimeline % TimelineSet
    if equalOK:
        if nowTimeNode >= calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    else:
        if nowTimeNode > calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    return 0
def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
    ## 大回合开始时
    if not batObj:
        return
    if batObj.GetHP() <= 0:
        return
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
def TurnFightPerTurnBigEnd(turnFight, turnNum):
    ## 大回合结束时
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
        return
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    batObjMgr = BattleObj.GetBatObjMgr()
    for faction, num in turnFight.actionSortList:
        GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if not batObj.IsAlive():
                continue
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1541,14 +1444,105 @@
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
    if not batObj.IsAlive():
        return
    
    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    RefreshObjBuffTime(turnFight, batObj)
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
    batObj.SetTiming(ChConfig.TurnTiming_After)
    return
def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
    ## 武将回合结束时,不能行动也要触发
    if not batObj:
        return
    if not batObj.IsAlive():
        return
    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    RefreshObjBuffTime(turnFight, batObj)
    return
def ResetObjSkillCD(batObj):
    ## 重置所有技能CD
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
            continue
        curSkill.SetRemainTime(0)
    return
def RefreshObjSkillByTurn(batObj):
    '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
    '''
    curID = batObj.GetID()
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
        remainTime = curSkill.GetRemainTime()
        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))
            continue
        remainTime -= 1
        curSkill.SetRemainTime(remainTime)
        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
    return
def RefreshObjBuffTime(turnFight, batObj):
    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
    '''
    curID = batObj.GetID()
    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
            continue
        remainTime = buff.GetRemainTime()
        if 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))
            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))
            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))
            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)
    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
@@ -1590,6 +1584,7 @@
def OnObjAction(turnFight, curBatObj, isExtra=False):
    ## 战斗单位行动
    # @param isExtra: 是否额外行动的
    if not curBatObj:
        return
    
@@ -1610,6 +1605,7 @@
    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))
    turnFight.ResetOneActionUseSkillCnt()
    turnFight.syncObjAction(turnNum, objID)
    
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1634,13 +1630,16 @@
        skillID = useSkill.GetSkillID()
        # 常规攻击优先xp
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
            if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                continue
            if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
                GameWorld.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
                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)
                continue
            useCnt = curBatObj.GetSkillUseCnt(skillID)
        useSkillList.append([useCnt, skillID, useSkill])
        
@@ -1661,7 +1660,7 @@
    
    # 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):
        if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
            return
        
    objID = gameObj.GetID()