ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -36,6 +36,7 @@
import SkillCommon
import SkillShell
import AttackCommon
import FBLogic
import random
import time
@@ -236,6 +237,9 @@
        
        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
        #玩家武将行动后击杀目标
        self.playerKillObjIDList = [] # [objID, ...]
        return
    
    def setTurn(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
@@ -998,8 +1002,7 @@
    overLineupList = [] # 本回合已经结束行动的阵容列表 [(faction, num), ...], 所有阵容全部结束代表本回合结束
    
    turnNum = turnFight.turnNum
    unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
    GameWorld.DebugLog("unXiantaoCnt=%s,turnNum=%s,doMax=%s,actionIndex=%s,%s" % (unXiantaoCnt, turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    GameWorld.DebugLog("turnNum=%s,doMax=%s,actionIndex=%s,%s" % (turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
        doCnt += 1
        turnNum = turnFight.turnNum
@@ -1022,6 +1025,7 @@
        if turnFight.actionIndex >= len(turnFight.actionSortList):
            turnFight.actionIndex = 0
            
        playerHeroAtk = False # 玩家阵容行动标记
        faction, num = turnFight.actionSortList[turnFight.actionIndex]
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
@@ -1068,8 +1072,8 @@
                    continue
                
                if faction == Def_FactionA:
                    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint, isNotify=False):
                        return
                    playerHeroAtk = True
                break
            
        turnFight.actionIndex += 1
@@ -1082,10 +1086,9 @@
        if turnFight.checkOverByKilled():
            break
        
        nowUnXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
        if unXiantaoCnt != nowUnXiantaoCnt:
            # 玩家有消耗战锤则停止,一段段执行
            GameWorld.DebugLog("玩家有消耗战锤则停止,nowUnXiantaoCnt=%s" % (nowUnXiantaoCnt))
        if playerHeroAtk:
            # 玩家武将有行动则停止,一段段执行
            GameWorld.DebugLog("玩家武将有行动则停止!")
            break
        
    if turnFight.winFaction:
@@ -1340,23 +1343,10 @@
        GameWorld.DebugLog("        自残: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,curHP=%s" 
                           % (curID, tagID, skillID, hurtType, hurtValue, lostHP, GameObj.GetHP(curObj)))
        
    if lostHP and curID != tagID:
        AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID)
    if lostHP > 0 and curID != tagID:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
        AddTurnFightXP(tagObj, addXP, "skillID:%s" % skillID)
    return
def __GetAddXP_Attack(attack, curSkill):
    ## 攻击方增加的XP值根据主动普攻技能获得
    if not curSkill:
        return 0
    if not SkillCommon.isTurnNormalAtkSkill(curSkill):
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 3)
def __GetAddXP_Defender(defender, lostHP):
    ## 掉血方增加的XP值根据掉血百分比获得
    if lostHP <= 0:
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 4)
def AddTurnFightXP(gameObj, addXP, reason=""):
    ## 回合战斗增加XP
@@ -1435,10 +1425,9 @@
        
        for useInfo in useSkillList:
            useSkill = useInfo[-1]
            skillID = useSkill.GetSkillID()
            #skillID = useSkill.GetSkillID()
            atkOK, tagObj = DoNPCUseSkill(curNPC, useSkill, tick)
            if atkOK:
                AddTurnFightXP(curNPC, __GetAddXP_Attack(curNPC, useSkill), "skillID:%s" % skillID)
                break
            
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
@@ -1674,23 +1663,82 @@
            return tagNPC
    return
def SetKilled(gameObj, killer=None):
def SetTurnObjKilled(gameObj, killer=None):
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        #GameWorld.DebugLog("非回合战斗主体被击杀: curID=%s" % gameObj.GetID())
        return
    
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), gameObj.GetID()))
    GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
    objID = gameObj.GetID()
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
    gameObj.SetCurAction(IPY_GameWorld.laNPCDie)
    if GameObj.GetHP(gameObj) != 0:
        GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
    gameObj.SetVisible(False)
    
    turnFight = GetTurnFightMgr().getNPCTurnFight(gameObj.GetID())
    if turnFight:
        clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
        clientPack.ObjID = gameObj.GetID()
        turnFight.addBatPack(clientPack)
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return True
    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
    clientPack.ObjID = objID
    turnFight.addBatPack(clientPack)
    # 记录主动发起的玩家阵营击杀
    curPlayer = turnFight.curPlayer
    if killer and curPlayer and killer.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
        if objID not in turnFight.playerKillObjIDList:
            turnFight.playerKillObjIDList.append(objID)
        GameWorld.DebugLog("玩家单次击杀统计: %s" % turnFight.playerKillObjIDList)
        
    return True
def OnTurnfightAttackSuccess(curObj, tagObj, curSkill):
    ## 回合战斗攻击成功额外处理,AttackResult之前,一般处理技能相关
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    objID = curObj.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return
    skillID = curSkill.GetSkillID() if curSkill else 0
    isXP = SkillCommon.isXPSkill(curSkill)
    if isXP:
        GameObj.SetXP(curObj, 0)
    elif curSkill:
        if SkillCommon.isTurnNormalAtkSkill(curSkill):
            addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
            AddTurnFightXP(curObj, addXP, "skillID:%s" % skillID)
    curPlayer = turnFight.curPlayer
    # 仅主动发起玩家阵容触发
    if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackSuccess(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
    return
def OnTurnfightAttackResult(curObj, tagObj, curSkill):
    ## 回合战斗攻击结果额外处理,AttackResult 之后,一般处理击杀结算相关
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    objID = curObj.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return
    curPlayer = turnFight.curPlayer
    # 仅主动发起玩家阵容触发
    if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
    turnFight.playerKillObjIDList = []
    return
def OnTurnAllOver(guid):
    ## 所有回合已经全部执行完毕
    GameWorld.DebugLog("所有回合结束")