ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -31,12 +31,13 @@
import NPCCommon
import ShareDefine
import PyGameData
import IPY_GameWorld
import ItemControler
import SkillCommon
import SkillShell
import AttackCommon
import FBLogic
import BattleObj
import TurnSkill
import TurnBuff
import ObjPool
import random
import time
@@ -55,129 +56,61 @@
FightState_Award, # 4 结算奖励
FightState_Over, # 5 结束状态,无特殊意义,仅代表所有处理结束了,与Start对应
) = range(6)
Def_FactionA = 1
Def_FactionB = 2
class BatLineup():
    ## 战斗阵容
    
    def __init__(self, faction, num, fightMgr):
        self.fightMgr = fightMgr
    def __init__(self, faction, num, turnFight):
        self.turnFight = turnFight # TurnFight
        self.faction = faction # 所属阵营
        self.num = num # 该阵容所在阵营中的编号,不同阵营可重复,多V多
        self.ownerID = 0 # 阵容所属玩家ID,可能为0,0代表非玩家阵容
        self.npcPosDict = {} # 阵容NPC {站位编号:curNPC, ...}, 站位编号小于0为非主战单位,如主公、红颜等
        self.npcObjIDDict = {} # NPC实例ID字典 {objID:curNPC, ...}
        self.shapeType = 0 # 阵型
        self.actionNum = ActionNumStart # 行动位置,从1开始
        self.lordAttrDict = {} # 主公属性
        self.npcAttrDict = {} # 阵容NPC属性 {npcID:{attrID:value, ...}, ...}
        self.fightPower = 0 # 阵容总战力
        # 战斗统计
        self.hurtStatDict = {} # 输出统计 {objID:totalValue, ...}
        self.defStatDict = {} # 承伤统计 {objID:totalValue, ...}
        self.cureStatDict = {} # 治疗统计 {objID:totalValue, ...}
        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.actionNum = ActionNumStart # 行动位置,从1开始
        return
    
    def getGUID(self): return self.fightMgr.guid
    def getPlayerID(self): return self.fightMgr.playerID # 发起的玩家ID
    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
    
    def isEmpty(self): return not self.npcPosDict
    def isEmpty(self): return not self.posObjIDDict
    
    def setLineup(self, lineupInfo):
        ## 设置阵容
        # @param lineupInfo: 阵容信息
        self.clearLineup()
        self.ownerID = lineupInfo.get("PlayerID", 0) # 阵容所属的玩家ID
        self.shapeType = lineupInfo.get("Shape", 0)
        self.lordAttrDict = lineupInfo.get("LordAttrDict", {})
        self.shapeType = lineupInfo.get("ShapeType", 0)
        self.fightPower = lineupInfo.get("FightPower", 0)
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        return
    def refreshFightPower(self):
        ## 刷新阵容总战力
        if self.fightPower:
            return self.fightPower
        return self.fightPower
    def __resetStat(self):
        ## 重置战斗统计
        self.actionNum = ActionNumStart
        self.hurtStatDict = {}
        self.defStatDict = {}
        self.cureStatDict = {}
        return
    def __resetAttrState(self, isReborn=True):
        ## 重置属性状态
        # @param isReborn: 是否复活
        initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
        for curNPC in self.npcPosDict.values():
            if not curNPC:
                continue
            if GameObj.GetHP(curNPC) <= 0 and not isReborn:
                continue
            # 回满血,清除buff
            GameObj.SetHPFull(curNPC, False)
            # 重置怒气
            GameObj.SetXP(curNPC, initXP, False)
            # ...
        return
    
    def resetLineup(self, isReborn=True):
        ## 重置阵容
        self.__resetAttrState(isReborn)
        self.__resetStat()
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            batObj.ResetBatObj(isReborn)
        return
    
    def clearLineup(self):
        ## 清除阵容
        if not self.npcPosDict:
        if not self.posObjIDDict:
            return
        for curNPC in self.npcPosDict.values():
            if not curNPC:
                continue
            NPCCommon.SetDeadEx(curNPC)
        self.npcPosDict = {}
        self.npcObjIDDict = {}
        self.npcAttrDict = {}
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.posObjIDDict = {}
        self.fightPower = 0
        self.__resetStat()
        return
    def statHurtValue(self, objID, hurtValue):
        ## 统计输出
        if objID not in self.npcObjIDDict:
            return
        updValue = self.hurtStatDict.get(objID, 0) + hurtValue
        self.hurtStatDict[objID] = updValue
        return updValue
    def statDefValue(self, objID, lostHP):
        ## 统计承伤
        if objID not in self.npcObjIDDict:
            return
        updValue = self.defStatDict.get(objID, 0) + lostHP
        self.defStatDict[objID] = updValue
        return updValue
    def statCureValue(self, objID, cureValue):
        ## 统计治疗
        if objID not in self.npcObjIDDict:
            return
        updValue = self.cureStatDict.get(objID, 0) + cureValue
        self.cureStatDict[objID] = updValue
        return updValue
    
class BatFaction():
    ## 战斗阵营
    
    def __init__(self, faction, fightMgr):
        self.fightMgr = fightMgr
    def __init__(self, faction, turnFight):
        self.turnFight = turnFight # TurnFight
        self.faction = faction
        self.lineupDict = {} # 该阵营所有阵容信息 {编号:BatLineup, ...}
        return
@@ -188,7 +121,7 @@
        if num in self.lineupDict:
            lineup = self.lineupDict[num]
        else:
            lineup = BatLineup(self.faction, num, self.fightMgr)
            lineup = BatLineup(self.faction, num, self.turnFight)
            self.lineupDict[num] = lineup
        return lineup
    
@@ -237,9 +170,6 @@
        
        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={}):
@@ -281,7 +211,6 @@
            if not lineupInfo:
                continue
            batLineup.setLineup(lineupInfo)
            batLineup.refreshFightPower()
        return
    
    def sortActionQueue(self):
@@ -290,7 +219,7 @@
        for batFaction in self.factionDict.values():
            faction = batFaction.faction
            for num, batLineup in batFaction.lineupDict.items():
                fightPower = batLineup.refreshFightPower()
                fightPower = batLineup.fightPower
                sortValue = -(faction * 10 + num)
                sortList.append([fightPower, sortValue, faction, num])
        sortList.sort(reverse=True) # 战力高的先手
@@ -304,7 +233,7 @@
        GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
        return
    
    def getBatFaction(self, faction=Def_FactionA):
    def getBatFaction(self, faction=ChConfig.Def_FactionA):
        ## 默认阵营1
        batFaction = None
        if faction in self.factionDict:
@@ -321,21 +250,25 @@
        if self.winFaction:
            return self.winFaction
        
        batObjMgr = BattleObj.GetBatObjMgr()
        for faction, batFaction in self.factionDict.items():
            allKilled = True
            for batLineup in batFaction.lineupDict.values():
                if not allKilled:
                    break
                for posNum, curNPC in batLineup.npcPosDict.items():
                for posNum, objID in batLineup.posObjIDDict.items():
                    if posNum <= 0:
                        # 非主战位置不判断
                        continue
                    if GameObj.GetHP(curNPC) > 0:
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    if batObj.GetHP() > 0:
                        allKilled = False
                        break
                    
            if allKilled:
                self.winFaction = Def_FactionA if faction == Def_FactionB else Def_FactionA
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionA
                DoTurnFightOver(self.guid)
                return self.winFaction
            
@@ -363,6 +296,8 @@
        clientPack.Msg = msg
        clientPack.Len = len(clientPack.Msg)
        clientPack.FactionList = []
        batObjMgr = BattleObj.GetBatObjMgr()
        for faction in self.factionDict.keys():
            batFaction = self.getBatFaction(faction)
            tfFaction = ChPyNetSendPack.tagSCTurnFightFaction()
@@ -375,19 +310,22 @@
                tfLineup.OwnerID = batLineup.ownerID
                tfLineup.ShapeType = batLineup.shapeType
                tfLineup.ObjList = []
                for posNum, curNPC in batLineup.npcPosDict.items():
                for posNum, objID in batLineup.posObjIDDict.items():
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    tfObj = ChPyNetSendPack.tagSCTurnFightObj()
                    tfObj.ObjID = curNPC.GetID()
                    tfObj.NPCID = curNPC.GetNPCID()
                    tfObj.HeroID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
                    tfObj.SkinID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_SkinID)
                    tfObj.HP = curNPC.GetHP()
                    tfObj.HPEx = curNPC.GetHPEx()
                    tfObj.MaxHP = curNPC.GetMaxHP()
                    tfObj.MaxHPEx = curNPC.GetMaxHPEx()
                    tfObj.LV = NPCCommon.GetNPCLV(curNPC)
                    tfObj.ObjID = batObj.GetID()
                    tfObj.NPCID = batObj.GetNPCID()
                    tfObj.HeroID = batObj.GetHeroID()
                    tfObj.SkinID = batObj.GetSkinID()
                    tfObj.HP = batObj.GetHP() % ChConfig.Def_PerPointValue
                    tfObj.HPEx = batObj.GetHP() / ChConfig.Def_PerPointValue
                    tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
                    tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
                    tfObj.LV = batObj.GetLV()
                    tfObj.PosNum = posNum
                    tfObj.AngreXP = GameObj.GetXP(curNPC)
                    tfObj.AngreXP = batObj.GetXP()
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
                tfFaction.LineupList.append(tfLineup)
@@ -411,7 +349,7 @@
        self.addBatPack(clientPack)
        return
    
    def syncObjAction(self, turnNum, objType, objID):
    def syncObjAction(self, turnNum, objID):
        clientPack = ChPyNetSendPack.tagMCTurnFightObjAction()
        clientPack.Clear()
        clientPack.TurnNum = turnNum
@@ -432,6 +370,8 @@
        # 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)
        else:
            ObjPool.GetPoolMgr().release(clientPack)
        return
    
class TurnFightMgr():
@@ -439,7 +379,6 @@
    
    def __init__(self):
        self.turnFightDict = {} # {guid:TurnFight, ...}
        self.npcGUIDDict = {} # npc所属的某场战斗guid {objID:guid, ...}
        return
    
    def addTurnFight(self, mapID, funcLineID=0, playerID=0):
@@ -462,27 +401,6 @@
        elif False:
            tf = TurnFight()
        return tf
    def getNPCTurnFight(self, objID):
        ## 获取NPC所在的回合战斗,如果该npc不属于某场回合战斗则返回None
        tf = None
        if objID in self.npcGUIDDict:
            guid = self.npcGUIDDict[objID]
            if guid in self.turnFightDict:
                tf = self.turnFightDict[guid]
        if not tf and False:
            tf = TurnFight()
        return tf
    def setNPCGUID(self, objID, guid):
        ## 设置NPC所属回合战斗guid
        self.npcGUIDDict[objID] = guid
        GameWorld.DebugLog("设置NPC所属回合战斗guid: %s,%s" % (objID, guid))
        return
    def delNPCGUID(self, objID):
        guid = self.npcGUIDDict.pop(objID, None)
        GameWorld.DebugLog("删除NPC所属回合战斗guid: %s,%s" % (objID, guid))
        return
    
def GetTurnFightMgr():
    tfMgr = None
@@ -513,10 +431,6 @@
        ## 当前战斗是否关卡boss
        return self.turnFight.mapID == ChConfig.Def_FBMapID_MainBoss
    
    def clear(self):
        self.turnFight.clearFight()
        return
def GetMainFightMgr(curPlayer):
    ## 获取主线战斗管理
    olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer)
@@ -532,71 +446,50 @@
                          % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
    return
def GetPlayerLineupByCache(playerID, lineupID):
def GetPlayerLineupInfoByCache(playerID, lineupID):
    ## 获取玩家阵容信息 - 根据玩家查看缓存
    return {}
    lineupInfo = {}
    return lineupInfo
def GetPlayerLineup(curPlayer, lineupID):
    ## 获取玩家阵容信息
def GetPlayerLineupInfo(curPlayer, lineupID):
    ## 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
    # @return: 阵容全部信息json字典,前端通用格式
    
    playerID = curPlayer.GetPlayerID()
    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
    
    # 武将
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType}
    heroDict = {}
    heroCount = 0
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
        posNum = 0 # վλ
        for lpIndex in range(lineupCount):
            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            #阵容类型*10000+阵型类型*100+位置编号
            if lineupValue / 10000 != lineupID:
                continue
            posNum = lineupValue % 100
            break
        if not posNum:
            continue
        heroID = heroItem.GetItemTypeID()
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        skinIDList = heroIpyData.GetSkinIDList()
        skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
        if skinIndex < 0 or skinIndex >= len(skinIDList):
            continue
        skinID = skinIDList[skinIndex]
    for posNum in lineup.lineupHeroDict.keys():
        hero = lineup.GetLineupHero(posNum)
        heroID = hero.heroID
        itemIndex = hero.itemIndex
        userData = ""
        heroLV = 1
        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)
        skillIDlist = []
        skillIDlist += hero.heroSkillIDList
        heroDict[str(posNum)] = {
                                 "HeroID":heroID,
                                 "SkinID":skinID,
                                 "Data":heroItem.GetUserData(),
                                 "SkinID":hero.skinID,
                                 "LV":heroLV,
                                 "Data":userData,
                                 "FightPower":hero.fightPower,
                                 "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDlist,
                                 }
        heroCount += 1
        if heroCount >= ShareDefine.LineupObjMax:
            break
    if not heroDict:
        return {}
    lineupInfo.update({"Hero":heroDict})
    
    # 主公属性
    lordAttrDict = PlayerControl.GetLordAttr(curPlayer)
    # 其他
    lineupInfo = {"PlayerID":playerID, "LordAttrDict":lordAttrDict, "Hero":heroDict}
    return lineupInfo
def GetNPCLineup(lineupID):
def GetNPCLineupInfo(lineupID):
    ## 获取NPC阵容信息
    # @param lineupID: 阵容ID
    # @return: 阵容全部信息json字典,前端通用格式
@@ -611,10 +504,26 @@
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        npcData = NPCCommon.GetNPCDataPy(npcID)
        if not npcData:
            continue
        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(),
                       ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(),
                       ChConfig.AttrID_SuperHitRate:npcData.GetSuperHitRate(), ChConfig.AttrID_SuperHitRateDef:npcData.GetSuperHitRateDef(),
                       ChConfig.AttrID_StunRate:npcData.GetStunRate(), ChConfig.AttrID_StunRateDef:npcData.GetStunRateDef(),
                       ChConfig.AttrID_ComboRate:npcData.GetComboRate(), ChConfig.AttrID_ComboRateDef:npcData.GetComboRateDef(),
                       ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(),
                       ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(),
                       }
        batAttrDict.update(npcData.GetSpecAttrInfo())
        skillIDList = [] + npcData.GetSkillIDList()
        heroDict[str(posNum)] = {"NPCID":npcID,
                                 "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDList
                                 }
        
        heroDict[str(posNum)] = {"NPCID":npcID}
    lineupInfo = {"Hero":heroDict}
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    return lineupInfo
def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
@@ -624,115 +533,79 @@
    @param lineupInfo: 阵容信息
    @param playerID: 发起的玩家ID,系统场次为0
    '''
    '''关于视野层级说明 sightLevel
        玩家发起的战斗视野层级只能用玩家ID,才能达到只通知该玩家的效果
        但是由于同个玩家可能同时存在多场战斗,如主线战斗 + 其他战斗,所以视野层级只能用作仅通知该玩家的作用,
        不能用于处理NPC视野来遍历伤害对象等,因为不同战场的NPC视野层级可能相同,对于同场战斗NPC的遍历处理只能用 turnFight 管理遍历
        鉴于视野层级仅用于通知的作用,故系统场次理论上可以只用一个视野层级,但是为了减少不必要的问题,系统场次的视野层级还是尽量区分开来
        这里暂时用时间戳的后4位来做短时间内的理论上唯一视野层级
    '''
    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,lineupInfo=%s" % (faction, num, lineupInfo), playerID)
    if playerID:
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
        if not curPlayer:
            return
        posX, posY = curPlayer.GetPosX(), curPlayer.GetPosY()
        sightLevel = playerID
        
        # 开发过程中可以先开启视野层级及视野,方便检查战斗相关是否有遗漏
        if curPlayer.GetSightLevel() != sightLevel:
            PlayerControl.SetPlayerSightLevel(curPlayer, sightLevel)
        sight = ChConfig.Def_PlayerSight_Default * 5
        if curPlayer.GetSight() != sight:
            PlayerControl.SetSight(curPlayer, sight)
    else:
        gameMap = GameWorld.GetMap()
        posX, posY = gameMap.GetRebornMapX(), gameMap.GetRebornMapY() # 系统战斗默认取当前地图的复活点,需要优化
        sightLevel = 2000000000 + int(time.time()) % 10000
    GameWorld.DebugLog("sightLevel=%s,pos=(%s,%s)" % (sightLevel, posX, posY), playerID)
    tfGUID = batLineup.turnFight.guid
    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
    heroDict = lineupInfo.get("Hero", {})
    tick = GameWorld.GetGameWorld().GetTick()
    
    batObjMgr = BattleObj.GetBatObjMgr()
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    baseAtkSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
    tfMgr = GetTurnFightMgr()
    space = 3
    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
        heroID, skinID = 0, 0
        baseAtkSkillID = 0 # 基础普攻ID
        skillIDList = []
        npcID, heroID, skinID = 0, 0, 0
        atkBackSkillID = 0 # 反击技能ID
        fightPower = 0
        skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
        attrDict = {}
        skillIDList += heroInfo.get("SkillIDList", [])
        attrDict.update(heroInfo.get("AttrDict", {}))
        objName = ""
        if lineupPlayerID:
            heroID = heroInfo.get("HeroID", 0)
            skinID = heroInfo.get("SkinID", 0)
            npcID = FighterNPCID
            lv = heroInfo.get("LV", 1)
            fightPower = heroInfo.get("FightPower", 0)
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
            if not heroIpyData:
                continue
            normalSkillID = heroIpyData.GetNormalSkillID()
            angerSkillID = heroIpyData.GetAngerSkillID()
            skillIDList += [normalSkillID, angerSkillID]
            atkDistType = heroIpyData.GetAtkDistType()
            objName = heroIpyData.GetName()
        else:
            npcID = heroInfo.get("NPCID", 0)
            npcDataEx = NPCCommon.GetNPCDataEx(npcID)
            npcDataEx = NPCCommon.GetNPCDataPy(npcID)
            if not npcDataEx:
                continue
            skillIDList += npcDataEx.GetSkillIDList()
            objName = npcDataEx.GetNPCName()
            atkDistType = npcDataEx.GetAtkDistType()
            lv = npcDataEx.GetLV()
            
        if not npcID:
            continue
        npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
        if not npcData:
            continue
        curSummon = GameWorld.GetNPCManager().AddPlayerSummonNPC()
        if not curSummon:
            continue
        objID = curSummon.GetID()
        batLineup.npcPosDict[posNum] = curSummon
        batLineup.npcObjIDDict[objID] = curSummon
        tfMgr.setNPCGUID(objID, batLineup.getGUID())
        curSummon.SetNPCTypeID(npcID)
        curSummon.SetBornTime(tick)
        curSummon.SetAIType(0)
        curSummon.SetSightLevel(sightLevel)
        curSummon.SetIsNeedProcess(False)
        curSummon.SetCanAttack(True)
        curSummon.SetVisible(True)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_TurnFightPosInfo, num * 100 + posNum)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_LineupPlayerID, lineupPlayerID)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_HeroID, heroID)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_SkinID, skinID)
        GameObj.SetFaction(curSummon, faction)
        GameObj.SetXP(curSummon, initXP, False)
        batObj = batObjMgr.addBatObj()
        if not batObj:
            break
        objID = batObj.GetID()
        batObj.SetTFGUID(tfGUID)
        batObj.SetName(objName)
        batObj.SetFaction(faction)
        batObj.SetLineupPos(posNum, num)
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
            batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        
        if atkDistType == ChConfig.AtkDistType_Short:
            baseAtkSkillID = baseAtkSkillIDList[0] if len(baseAtkSkillIDList) > 0 else 0
            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
        elif atkDistType == ChConfig.AtkDistType_Long:
            baseAtkSkillID = baseAtkSkillIDList[1] if len(baseAtkSkillIDList) > 1 else 0
            atkBackSkillID = atkBackSkillIDList[1] if len(atkBackSkillIDList) > 1 else 0
        if atkBackSkillID:
            skillIDList.append(atkBackSkillID)
        skillManager = batObj.GetSkillManager()
        skillManager.SkillReset()
        for skillID in skillIDList:
            skillManager.LearnSkillByID(skillID)
            
        skillManager = curSummon.GetSkillManager()
        #有指定的技能,重新学习
        if skillIDList:
            skillManager.ResetSkill()
            for skillID in skillIDList:
                skillManager.LVUPSkillByID(skillID)
        if baseAtkSkillID:
            skillManager.LVUPSkillByID(baseAtkSkillID)
        rebornX = posX - space + (faction - 1) * space * 3 + ((posNum - 1) / 3 * space * 2 * (-1 if faction == 1 else 1))
        rebornY = posY + (posNum - 1) % 3 * space
        GameWorld.DebugLog("SummonNPC ID:%s,faction:%s,num=%s,posNum=%s,baseAtkSkillID=%s,%s" % (curSummon.GetID(), faction, num, posNum, baseAtkSkillID, skillIDList))
        curSummon.Reborn(rebornX, rebornY, False)
        NPCCommon.NPCControl(curSummon).DoNPCRebornCommLogic(tick)
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s,atk=%s,def=%s,hp=%s"
                           % (objID, faction, num, posNum, skillIDList, batObj.GetAtk(), batObj.GetDef(), batObj.GetHP()))
        
    return
@@ -841,7 +714,7 @@
    teamNum = 1
    lineupID = waveLineupList[teamNum - 1] # NPC阵容ID
    
    lineupMainInfo = GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
    if not lineupMainInfo:
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        return
@@ -862,8 +735,8 @@
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(Def_FactionA, {1:lineupMainInfo}, True)
    turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.sortActionQueue()
    turnFight.syncInit()
    return
@@ -915,7 +788,7 @@
    
    wave = waveMax = 1 # 关卡boss固定只有一波
    
    lineupMainInfo = GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
    if not lineupMainInfo:
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        return
@@ -936,8 +809,8 @@
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(Def_FactionA, {1:lineupMainInfo}, True)
    turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.sortActionQueue()
    turnFight.syncInit()
    
@@ -965,7 +838,7 @@
            mainFightMgr.nextTeam = False
            turnFight.resetTurn({"teamNum":teamNum})
            # 切换小队时,玩家阵容不需要处理,保留状态
            turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
            turnFight.sortActionQueue()
            turnFight.syncInit()
            
@@ -993,6 +866,7 @@
    doMax = (PosNumMax + 2) * len(turnFight.actionSortList) # 防止死循环,做最大循环次数限制 = (最大位置数 + 主公、红颜位置)*行动阵容数
    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
    
    batObjMgr = BattleObj.GetBatObjMgr()
    turnNum = turnFight.turnNum
    GameWorld.DebugLog("turnNum=%s,doMax=%s,actionIndex=%s,%s" % (turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
@@ -1011,8 +885,9 @@
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = ActionNumStart
                for curNPC in batLineup.npcPosDict.values():
                    TurnFightObjPerTurnStart(curNPC, None, turnNum, tick)
                for objID in batLineup.posObjIDDict.values():
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
                    
        if turnFight.actionIndex >= len(turnFight.actionSortList):
            turnFight.actionIndex = 0
@@ -1021,14 +896,14 @@
        faction, num = turnFight.actionSortList[turnFight.actionIndex]
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        if batLineup.actionNum > max(batLineup.npcPosDict):
        if batLineup.actionNum > max(batLineup.posObjIDDict):
            if (faction, num) not in overLineupList:
                overLineupList.append((faction, num))
                
            turnFight.actionIndex += 1
            continue
        
        if faction == Def_FactionA:
        if faction == ChConfig.Def_FactionA:
            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
                GameWorld.DebugLog("战锤不足!")
                return
@@ -1046,31 +921,21 @@
        elif batLineup.actionNum > 0:
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum
                if posNum not in batLineup.npcPosDict:
                if posNum not in batLineup.posObjIDDict:
                    continue
                curNPC = batLineup.npcPosDict[posNum]
                if not curNPC or GameObj.GetHP(curNPC) <= 0:
                    continue
                objType = curNPC.GetGameObjType()
                objID = curNPC.GetID()
                turnFight.syncObjAction(turnNum, objType, objID)
                objName = GetObjName(curNPC)
                curHP = GameObj.GetHP(curNPC)
                GameWorld.DebugLog("★回合%s %s 行动 : curHP=%s" % (turnNum, objName, curHP))
                if not DoAttack(curNPC, None, tick):
                    GameWorld.DebugLog("        攻击失败")
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                if not OnObjAction(turnFight, batObj):
                    continue
                
                if faction == Def_FactionA:
                if faction == ChConfig.Def_FactionA:
                    playerHeroAtk = True
                    
                break
            
        turnFight.actionIndex += 1
        batLineup.actionNum += 1
        if batLineup.actionNum > max(batLineup.npcPosDict):
        if batLineup.actionNum > max(batLineup.posObjIDDict):
            GameWorld.DebugLog("该阵容本回合已经全部行动完了: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
            if (faction, num) not in overLineupList:
                overLineupList.append((faction, num))
@@ -1097,7 +962,7 @@
            for faction, num in turnFight.actionSortList:
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                for curNPC in batLineup.npcPosDict.values():
                for objID in batLineup.posObjIDDict.values():
                    pass
                
            if turnFight.checkOverByKilled():
@@ -1116,6 +981,7 @@
    curPlayer = turnFight.curPlayer
    turnMax = turnFight.turnMax
    EntryLogic(turnFight)
    batObjMgr = BattleObj.GetBatObjMgr()
    for turnNum in range(1, turnMax + 1):
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
@@ -1128,8 +994,9 @@
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            batLineup.actionNum = 1
            for curNPC in batLineup.npcPosDict.values():
                TurnFightObjPerTurnStart(curNPC, None, turnNum, tick)
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
                
        # 主公
        for faction, num in turnFight.actionSortList:
@@ -1156,20 +1023,11 @@
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.npcPosDict:
                if posNum not in batLineup.posObjIDDict:
                    continue
                curNPC = batLineup.npcPosDict[posNum]
                if not curNPC or GameObj.GetHP(curNPC) <= 0:
                    continue
                objType = curNPC.GetGameObjType()
                objID = curNPC.GetID()
                turnFight.syncObjAction(turnNum, objType, objID)
                objName = GetObjName(curNPC)
                curHP = GameObj.GetHP(curNPC)
                GameWorld.DebugLog("★回合%s %s 行动 : curHP=%s" % (turnNum, objName, curHP))
                if not DoAttack(curNPC, None, tick):
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                if not OnObjAction(turnFight, batObj):
                    continue
                
                break
@@ -1184,7 +1042,7 @@
            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 curNPC in batLineup.npcPosDict.values():
            for objID in batLineup.posObjIDDict.values():
                pass
            
        if turnFight.checkOverByKilled():
@@ -1212,14 +1070,15 @@
    #funcLineID = clientData.FuncLineID
    return
def GetObjName(gameObj):
    objName = gameObj.GetName()
    faction = GameObj.GetFaction(gameObj)
    posInfo = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
    heroID = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
def GetObjName(batObj):
    faction = batObj.faction
    num = batObj.lineupNum
    posNum = batObj.posNum
    heroID = batObj.heroID
    if not heroID:
        heroID = gameObj.GetNPCID()
    return "%s%s %s[%s-%s]" % ("A" if faction == Def_FactionA else "B", posInfo, objName, gameObj.GetID(), heroID)
        heroID = batObj.npcID
    objName = GameWorld.CodeToGbk(batObj.GetName())
    return "%s%s-%s [%s-%s] %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), heroID, objName)
def EntryLogic(turnFight):
    ## 执行进场逻辑
@@ -1230,11 +1089,32 @@
    turnFight.enterLogic = True
    return
def TurnFightObjPerTurnStart(gameObj, tagObj, turnNum, tick):
def TurnFightObjPerTurnStart(turnFight, batObj, turnNum):
    ## 回合制战斗实例 - 每回合开始时处理
    if not gameObj:
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
        return
    curID = batObj.GetID()
    buffMgr = batObj.GetBuffManager()
    GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        curRemainTime = buff.GetRemainTime()
        if not curRemainTime:
            # 永久buff不处理
            continue
        buffID = buff.GetBuffID()
        updRemainTime = curRemainTime - 1
        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,updRemainTime=%s" % (buffID, updRemainTime))
        if updRemainTime > 0:
            buff.SetRemainTime(curRemainTime - 1)
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
        else:
            TurnBuff.SyncBuffDel(turnFight, batObj, buffID)
#    SetTimeline(gameObj, turnNum, 0)
#    # 重置连击、反击数
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
@@ -1272,190 +1152,201 @@
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
    ## 回合对象添加治疗值
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
    # @param curObj: 获得治疗的对象
    # @param srcObj: 来自谁的治疗
    # @param addValue: 治疗值
    # @param cureHP: 实际回血量
    if not srcObj:
        return
    curFaction = GameObj.GetFaction(curObj)
    if not srcObj or curFaction != GameObj.GetFaction(srcObj):
        # 同阵营的治疗才统计
        return
    curID = curObj.GetID()
    srcID = srcObj.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(curID)
    if not turnFight:
        return
    curBatFaction = turnFight.getBatFaction(curFaction)
    for num in curBatFaction.lineupDict.keys():
        batLineup = curBatFaction.getBatlineup(num)
        updStatValue = batLineup.statCureValue(srcID, cureHP)
        if updStatValue == None:
            continue
        GameWorld.DebugLog("        统计治疗: curTD=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s"
                       % (curID, srcID, skillID, addValue, cureHP, updStatValue))
        break
    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))
    return
def AddTurnObjHurtValue(curObj, tagObj, hurtType, hurtValue, lostHP, curSkill=None):
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, curSkill=None, isBounce=False):
    ## 回合对象添加伤害值
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    curID = curObj.GetID()
    tagID = tagObj.GetID()
    # @param isBounce: 是否反弹伤害
    curID = curBatObj.GetID()
    tagID = tagBatObj.GetID()
    skillID = curSkill.GetSkillID() if curSkill else 0
    turnFight = GetTurnFightMgr().getNPCTurnFight(curID)
    if not turnFight:
        return
    if curID != tagID:
        curBatFaction = turnFight.getBatFaction(GameObj.GetFaction(curObj))
        for num in curBatFaction.lineupDict.keys():
            batLineup = curBatFaction.getBatlineup(num)
            updStatValue = batLineup.statHurtValue(curID, lostHP)
            if updStatValue == None:
                continue
            GameWorld.DebugLog("        统计伤血: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s"
                           % (curID, tagID, skillID, hurtType, hurtValue, lostHP, updStatValue, GameObj.GetHP(tagObj)))
            break
        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))
        
        tagBatFaction = turnFight.getBatFaction(GameObj.GetFaction(tagObj))
        for num in tagBatFaction.lineupDict.keys():
            batLineup = tagBatFaction.getBatlineup(num)
            updStatValue = batLineup.statDefValue(tagID, lostHP)
            if updStatValue == None:
                continue
            GameWorld.DebugLog("        统计承伤: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s"
                           % (tagID, curID, skillID, hurtType, hurtValue, lostHP, updStatValue, GameObj.GetHP(tagObj)))
            break
        if tagBatObj:
            updStatValue = tagBatObj.StatDefValue(lostHP)
            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))
    else:
        # 如换血类技能,自残的伤害不算输出
        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 > 0 and curID != tagID:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
        AddTurnFightXP(tagObj, addXP, "skillID:%s" % skillID)
        GameWorld.DebugLog("        自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s"
                           % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
    return
def AddTurnFightXP(gameObj, addXP, reason=""):
    ## 回合战斗增加XP
    if addXP <= 0 or not addXP:
        #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
def OnObjAction(turnFight, curBatObj):
    ## 战斗单位行动
    if not curBatObj:
        return
    posNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 10
    if posNum <= 0:
        #非主战单位不加
    curHP = curBatObj.GetHP()
    objID = curBatObj.GetID()
    if curHP <= 0:
        return
    curXP = GameObj.GetXP(gameObj)
    updXP = curXP + addXP
    GameObj.SetXP(gameObj, updXP)
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    turnNum = turnFight.turnNum
    objName = GetObjName(curBatObj)
    # 是否可行动状态判断
    canAction = True
    if not canAction:
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
        return
    GameWorld.DebugLog("★回合%s %s 行动 : curHP=%s" % (turnNum, objName, curHP))
    turnFight.syncObjAction(turnNum, objID)
    curXP = curBatObj.GetXP()
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
    skillManager = curBatObj.GetSkillManager()
    useSkillList = []
    #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
            continue
        if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
            #基础普攻不能主动释放,目前仅用于反击
            continue
        #被动技能无法使用
        if SkillCommon.isPassiveSkill(useSkill):
            continue
        #还在冷却时间内无法释放
        if useSkill.GetRemainTime():
            continue
        skillID = useSkill.GetSkillID()
        # 常规攻击优先xp
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
                continue
            useCnt = -1 # xp技能优先释放
        else:
            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)
    for useInfo in useSkillList:
        useSkill = useInfo[-1]
        if TurnSkill.OnUseSkill(turnFight, curBatObj, useSkill):
            return True
    return
def DoAttack(curNPC, tagNPC, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
    curID = curNPC.GetID()
    npcID = curNPC.GetNPCID()
    objName = GetObjName(curNPC)
    GameWorld.DebugLog("    ● %s DoAttack: curID=%s,,turnBattleType=%s" % (objName, curID, turnBattleType))
    atkOK = False
    tagObj = tagNPC
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, turnBattleType)
    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
        if not tagObj:
            return
        skillManager = curNPC.GetSkillManager()
        for index in range(0, skillManager.GetSkillCount()):
            skill = skillManager.GetSkillByIndex(index)
            #已经到尾部了
            if not skill or skill.GetSkillTypeID() == 0:
                break
            if skill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
                useSkill = skill
                break
        atkOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
    elif turnBattleType == ChConfig.TurnBattleType_Combo:
        if not tagObj:
            return
        atkOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
    else:
        curXP = GameObj.GetXP(curNPC)
        xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
        skillManager = curNPC.GetSkillManager()
        useSkillList = []
        #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
        for index in range(0, skillManager.GetSkillCount()):
            useSkill = skillManager.GetSkillByIndex(index)
            #已经到尾部了
            if not useSkill or useSkill.GetSkillTypeID() == 0:
                break
            if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_NormalAttack]:
                #基础普攻不能主动释放,目前仅用于反击
                continue
            #被动技能无法使用
            if SkillCommon.isPassiveSkill(useSkill):
                continue
            #还在冷却时间内无法释放
            if SkillCommon.RefreshSkillRemainTime(useSkill, tick) != 0:
                continue
            skillTypeID = useSkill.GetSkillTypeID()
            # 常规攻击优先xp
            if SkillCommon.isAngerSkill(useSkill) and turnBattleType == ChConfig.TurnBattleType_Normal:
                if curXP < xpMax:
                    continue
                useCnt = -1 # xp技能优先释放
            else:
                useCnt = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillTypeID) # 该技能已使用次数
            useSkillList.append([useCnt, index, skillTypeID, 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)
        for useInfo in useSkillList:
            useSkill = useInfo[-1]
            #skillID = useSkill.GetSkillID()
            atkOK, tagObj = DoNPCUseSkill(curNPC, useSkill, tick)
            if atkOK:
                break
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
    tagID = 0
    tagHP = 0
    if tagObj:
        tagID = tagObj.GetID()
        tagHP = GameObj.GetHP(tagObj)
    GameWorld.DebugLog('        atkOK=%s,tagID=%s,tagHP=%s' % (atkOK, tagID, tagHP), npcID)
    if not atkOK:
        return
    if not tagObj:
        return
    if GameObj.GetFaction(curNPC) == GameObj.GetFaction(tagObj):
        # 同阵营直接返回,不处理连击、反击
        return True
    curHP = GameObj.GetHP(curNPC)
    tagHP = GameObj.GetHP(tagObj)
    tagID = tagObj.GetID()
    GameWorld.DebugLog("            curID-HP=(%s-%s),tagID-HP=(%s-%s)" % (curID, curHP, tagID, tagHP))
    if tagHP <= 0 or curHP <= 0:
        return True
    # 反击,反击可打断连击,所以优先判断
    if CanAtkBack(curNPC, tagObj):
        DoAttack(tagObj, curNPC, tick, ChConfig.TurnBattleType_AtkBack)
        return True
    # 连击
    if CanCombo(curNPC, tagObj):
        DoAttack(curNPC, tagObj, tick, ChConfig.TurnBattleType_Combo, useSkill)
def DoAttack(curBatObj, tagBatObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
#    curID = curBatObj.GetID()
#    npcID = curBatObj.GetNPCID()
#    objName = GetObjName(curBatObj)
#    GameWorld.DebugLog("    ● %s DoAttack: curID=%s,,turnBattleType=%s" % (objName, curID, turnBattleType))
#
#    atkOK = False
#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, turnBattleType)
#
#    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
#        if not tagBatObj:
#            return
#        skillManager = curBatObj.GetSkillManager()
#        for index in range(0, skillManager.GetSkillCount()):
#            skill = skillManager.GetSkillByIndex(index)
#            if not skill:
#                continue
#            if skill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
#                useSkill = skill
#                break
#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
#    elif turnBattleType == ChConfig.TurnBattleType_Combo:
#        if not tagBatObj:
#            return
#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
#    else:
#        curXP = GameObj.GetXP(curBatObj)
#        xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
#        skillManager = curBatObj.GetSkillManager()
#        useSkillList = []
#        #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
#        for index in range(0, skillManager.GetSkillCount()):
#            useSkill = skillManager.GetSkillByIndex(index)
#            if not useSkill:
#                continue
#            if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
#                #基础普攻不能主动释放,目前仅用于反击
#                continue
#            #被动技能无法使用
#            if SkillCommon.isPassiveSkill(useSkill):
#                continue
#            #还在冷却时间内无法释放
#            if useSkill.GetRemainTime():
#                continue
#            skillID = useSkill.GetSkillID()
#            # 常规攻击优先xp
#            if SkillCommon.isAngerSkill(useSkill) and turnBattleType == ChConfig.TurnBattleType_Normal:
#                if curXP < xpMax:
#                    continue
#                useCnt = -1 # xp技能优先释放
#            else:
#                useCnt = curBatObj.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillID) # 该技能已使用次数
#            useSkillList.append([useCnt, index, 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)
#
#        for useInfo in useSkillList:
#            useSkill = useInfo[-1]
#            #skillID = useSkill.GetSkillID()
#            atkOK, tagBatObj = OnUseSkill(curBatObj, useSkill, tick)
#            if atkOK:
#                break
#
#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
#
#    tagID = 0
#    tagHP = 0
#    if tagObj:
#        tagID = tagObj.GetID()
#        tagHP = GameObj.GetHP(tagObj)
#    GameWorld.DebugLog('        atkOK=%s,tagID=%s,tagHP=%s' % (atkOK, tagID, tagHP), npcID)
#    if not atkOK:
#        return
#
#    if not tagObj:
#        return
#
#    if GameObj.GetFaction(curNPC) == GameObj.GetFaction(tagObj):
#        # 同阵营直接返回,不处理连击、反击
#        return True
#
#    curHP = GameObj.GetHP(curNPC)
#    tagHP = GameObj.GetHP(tagObj)
#    tagID = tagObj.GetID()
#    GameWorld.DebugLog("            curID-HP=(%s-%s),tagID-HP=(%s-%s)" % (curID, curHP, tagID, tagHP))
#    if tagHP <= 0 or curHP <= 0:
#        return True
#
#    # 反击,反击可打断连击,所以优先判断
#    if CanAtkBack(curNPC, tagObj):
#        DoAttack(tagObj, curNPC, tick, ChConfig.TurnBattleType_AtkBack)
#        return True
#
#    # 连击
#    if CanCombo(curNPC, tagObj):
#        DoAttack(curNPC, tagObj, tick, ChConfig.TurnBattleType_Combo, useSkill)
#
    return True
def CanAtkBack(atkObj, defObj):
@@ -1512,224 +1403,58 @@
                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
    return True
def DoNPCUseSkill(curNPC, useSkill, tick):
    '''NPC使用技能
    @return: 是否成功, tagObj
    '''
    if not useSkill or useSkill.GetSkillTypeID() == 0:
        return False, None
    #检查是否几率触发
    rate = useSkill.GetHappenRate()
    if rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
        #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
        return False, None
    tagObj = None
    skillTag = SkillShell.GetSkillAffectTag(useSkill)
    skillAim = SkillShell.GetSkillFireAim(useSkill)
    # 注: 多V多的情况友好目标仅针对本阵容、敌对目标可针对任意敌对阵容
    #---对自己释放,或者无目标技能---
    if skillTag in ChConfig.Def_ST_CanNPCUseSkill or skillAim == ChConfig.Def_UseSkillAim_None:
        #释放自身类技能
        tagObj = curNPC
        isOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
        return isOK, tagObj
    # 召唤兽对主人释放技能
    elif skillTag == ChConfig.Def_UseSkillTag_SummonMaster:
        if not NPCCommon.IsSummonNPC(curNPC):
            GameWorld.ErrLog("该NPC非召唤兽,无法获得主人释放技能")
            return False, None
        curSummonOwner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
        if curSummonOwner == None:
            curSummonOwner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotNPC, curNPC)
        if curSummonOwner == None:
            GameWorld.ErrLog("召唤兽(%s)对主人释放技能,找不到主人" % curNPC.GetNPCID())
            return False, None
        tagObj = curSummonOwner
    # 友好死亡目标,一般是复活技能
    elif skillTag == ChConfig.Def_UseSkillTag_FriendDeath:
        deathList = GetFriendDeathList(curNPC)
        if not deathList:
            return False, None
        tagObj = random.choice(deathList) # 随机选一个
    # 友好目标
    elif skillTag in ChConfig.Def_ST_CanNPCUseSkillFriend:
        friendList = GetFriendObjList(curNPC)
        if not friendList:
            return False, None
        tagObj = random.choice(friendList) # 随机选一个,可扩展其他选择规则
    # 敌方目标
    else:
        tagObj = GetEnemyObj(curNPC)
    if not tagObj:
        return False, None
    GameWorld.DebugLog("    技能释放: skillID=%s,atkID=%s,def=%s,HP:%s/%s"
                       % (useSkill.GetSkillID(), curNPC.GetID(), GetObjName(tagObj), GameObj.GetHP(tagObj), GameObj.GetMaxHP(tagObj)))
    isOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
    return isOK, tagObj
#def GetEnemyObj(curNPC, ruleType=0):
#    ## 获取一个敌对单位,针对所有敌对阵容主战单位,优先选择对位阵容单位,仅限活着的单位
#    # @param ruleType: 选择规则,默认0任意,1-最低血量;2-最高血量
#    objID = curNPC.GetID()
#    faction = GameObj.GetFaction(curNPC)
#    posInfo = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
#    num = posInfo / 100 # 阵容编号
#    posNum = posInfo % 100 # 所在阵容站位
#    turnFight = GetTurnFightMgr().getTurnFight(curNPC.GetTFGUID())
#    if not turnFight:
#        return
#
#    tagBatFaction = turnFight.getBatFaction(Def_FactionB if faction == Def_FactionA else Def_FactionA)
#
#    tagLineupNumList = [num] # 目标阵容选择顺序,优先对位阵容,再其他阵容
#    if num in tagBatFaction.lineupDict:
#        tagLineupNumList = [num]
#    for tagNum in tagBatFaction.lineupDict.keys():
#        if tagNum not in tagLineupNumList:
#            tagLineupNumList.append(tagNum)
#
#    batObjMgr = BattleObj.GetBatObjMgr()
#    for tagNum in tagLineupNumList:
#        tagLineup = tagBatFaction.getBatlineup(tagNum)
#        tagPosNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
#        pNumList = tagLineup.posObjIDDict.keys()
#        pNumList.sort()
#        for pNum in pNumList:
#            if pNum > 0 and pNum not in tagPosNumList:
#                tagPosNumList.append(pNum)
#        for pNum in tagPosNumList:
#            batObj = batObjMgr.getBatObj(objID)
#            if not batObj:
#                continue
#            if batObj.GetHP( )<= 0:
#                continue
#            return batObj
#    return
def GetFriendDeathList(curNPC):
    ## 获取友方死亡单位,仅针对本阵容主战单位
    objID = curNPC.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return []
    batFaction = turnFight.getBatFaction(GameObj.GetFaction(curNPC))
    num = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) / 100
    batLineup = batFaction.getBatlineup(num)
    deathList = []
    for posNum, tagNPC in batLineup.npcPosDict.items():
        if posNum <= 0 or not tagNPC:
            continue
        if GameObj.GetHP(tagNPC) > 0:
            continue
        deathList.append(tagNPC)
    return deathList
def GetFriendObjList(curNPC):
    ## 获取友方单位,仅针对本阵容主战单位
    objID = curNPC.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return []
    batFaction = turnFight.getBatFaction(GameObj.GetFaction(curNPC))
    num = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) / 100
    batLineup = batFaction.getBatlineup(num)
    friendList = []
    for posNum, tagNPC in batLineup.npcPosDict.items():
        if posNum <= 0 or not tagNPC:
            continue
        if GameObj.GetHP(tagNPC) <= 0:
            continue
        friendList.append(tagNPC)
    return friendList
def GetEnemyObj(curNPC, ruleType=0):
    ## 获取一个敌对单位,针对所有敌对阵容主战单位,优先选择对位阵容单位,仅限活着的单位
    # @param ruleType: 选择规则,默认0任意,1-最低血量;2-最高血量
    objID = curNPC.GetID()
    faction = GameObj.GetFaction(curNPC)
    posInfo = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
    num = posInfo / 100 # 阵容编号
    posNum = posInfo % 100 # 所在阵容站位
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return
    tagBatFaction = turnFight.getBatFaction(Def_FactionB if faction == Def_FactionA else Def_FactionA)
    tagLineupNumList = [num] # 目标阵容选择顺序,优先对位阵容,再其他阵容
    if num in tagBatFaction.lineupDict:
        tagLineupNumList = [num]
    for tagNum in tagBatFaction.lineupDict.keys():
        if tagNum not in tagLineupNumList:
            tagLineupNumList.append(tagNum)
    for tagNum in tagLineupNumList:
        tagLineup = tagBatFaction.getBatlineup(tagNum)
        tagPosNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
        pNumList = tagLineup.npcPosDict.keys()
        pNumList.sort()
        for pNum in pNumList:
            if pNum > 0 and pNum not in tagPosNumList:
                tagPosNumList.append(pNum)
        for pNum in tagPosNumList:
            tagNPC = tagLineup.npcPosDict.get(pNum)
            if not tagNPC:
                continue
            if GameObj.GetHP(tagNPC) <= 0:
                continue
            return tagNPC
    return
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
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
    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)
    gameObj.SetHP(0)
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return True
    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
    clientPack = ObjPool.GetPoolMgr().acquire(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)
    clientPack.KillerObjID = killerObjID
    clientPack.SkillID = skillID
    turnFight.addBatPack(clientPack)
    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.isAngerSkill(curSkill)
    if isXP:
        GameObj.SetXP(curObj, 0)
    elif curSkill:
        if SkillCommon.isTurnNormalSkill(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
@@ -1743,10 +1468,10 @@
    
    if turnFight.playerID:
        # 玩家发起的,未击杀对方,算玩家输
        turnFight.winFaction = Def_FactionB
        turnFight.winFaction = ChConfig.Def_FactionB
    else:
        # 系统场次,按一定规则来,这里先随机
        turnFight.winFaction = random.choice([Def_FactionA, Def_FactionB])
        turnFight.winFaction = random.choice([ChConfig.Def_FactionA, ChConfig.Def_FactionB])
        
    DoTurnFightOver(guid)
    return
@@ -1763,6 +1488,7 @@
    GameWorld.DebugLog("--- 战斗结束处理 --- %s, winFaction=%s, costTime=%ss" % (guid, winFaction, turnFight.costTime))
    
    # 统计明细
    batObjMgr = BattleObj.GetBatObjMgr()
    statInfo = {}
    for faction in turnFight.factionDict.keys():
        if str(faction) not in statInfo:
@@ -1774,26 +1500,26 @@
                facStatInfo[str(num)] = {}
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            hurtStatDict = batLineup.hurtStatDict
            defStatDict = batLineup.defStatDict
            cureStatDict = batLineup.cureStatDict
            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
            for posNum, curNPC in batLineup.npcPosDict.items():
                objID = curNPC.GetID()
                npcID = curNPC.GetNPCID()
                heroID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
                atkHurt = hurtStatDict.get(objID, 0)
                defHurt = defStatDict.get(objID, 0)
                cureHP = cureStatDict.get(objID, 0)
            for posNum, objID in batLineup.posObjIDDict.items():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                objID = batObj.GetID()
                npcID = batObj.GetNPCID()
                heroID = batObj.GetHeroID()
                atkHurt = batObj.hurtStat
                defHurt = batObj.defStat
                cureHP = batObj.cureStat
                GameWorld.DebugLog("    Pos:%s ID=%s-%s-%s,,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
                                   % (posNum, objID, npcID, heroID, GameObj.GetHP(curNPC), GameObj.GetMaxHP(curNPC), atkHurt, defHurt, cureHP))
                                   % (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}
                
    awardItemList = []
    playerID = turnFight.playerID
    if playerID:
        curPlayer = turnFight.curPlayer
        isWin = (winFaction == Def_FactionA)
        isWin = (winFaction == ChConfig.Def_FactionA)
        # 主线小怪
        if turnFight.mapID == ChConfig.Def_FBMapID_Main:
            OnOver_MainLevel(curPlayer, isWin, awardItemList)