ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -20,11 +20,11 @@
#-------------------------------------------------------------------------------
import ChConfig
import PlayerTask
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import GameWorld
import GameObj
import FBCommon
import IpyGameDataPY
import PlayerOnline
@@ -33,7 +33,6 @@
import PyGameData
import ItemControler
import SkillCommon
import AttackCommon
import BattleObj
import TurnPassive
import TurnSkill
@@ -267,12 +266,12 @@
                    batObj = batObjMgr.getBatObj(objID)
                    if not batObj:
                        continue
                    if batObj.GetHP() > 0:
                    if batObj.IsAlive():
                        allKilled = False
                        break
                    
            if allKilled:
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionA
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                DoTurnFightOver(self.guid)
                return self.winFaction
            
@@ -435,6 +434,8 @@
        self.teamMax = 1 # 当前波最大小队,某场战斗可能包含多个小队,所有小队混流击杀完才算过了本波
        self.nextTeam = False # 下次前端请求战斗是否是下一小队,否则都是重新刷新当前进度怪
        self.waveLineupList = [] # 小队列表
        self.strongerLV = 0
        self.difficulty = 0
        self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
        return
    
@@ -500,9 +501,11 @@
    
    return lineupInfo
def GetNPCLineupInfo(lineupID):
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
    ## 获取NPC阵容信息
    # @param lineupID: 阵容ID
    # @param npcLV: 成长NPC等级
    # @param difficulty: 成长NPC难度系数
    # @return: 阵容全部信息json字典,前端通用格式
    ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
    if not ipyData:
@@ -515,9 +518,46 @@
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
        if not npcID:
            continue
        npcData = NPCCommon.GetNPCDataPy(npcID)
        if not npcData:
        battleDict = GetNPCBattleDict(npcID, strongerLV, difficulty)
        if not battleDict:
            continue
        heroDict[str(posNum)] = battleDict
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    return lineupInfo
def GetNPCBattleDict(npcID, strongerLV=0, difficulty=0):
    ## 获取NPC战斗相关字典,支持成长NPC
    # @param strongerLV: 成长等级
    # @param difficulty: 难度系数
    npcData = NPCCommon.GetNPCDataPy(npcID)
    if not npcData:
        return
    heroID = npcData.GetRelatedHeroID()
    npcLV = npcData.GetLV()
    lvIpyData = None
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
    npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
    if npcStronger and strongerLV:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
        if lvIpyData:
            npcLV = strongerLV
    if not lvIpyData:
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
    if heroIpyData and lvIpyData:
        skinIDList = heroIpyData.GetSkinIDList()
        skinID = skinIDList[0] if skinIDList else 0
        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
    else:
        heroID = 0
        skinID = 0
        skillIDList = [] + npcData.GetSkillIDList()
    # 成长怪属性
    batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
    if not batAttrDict:
        batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(), 
                       ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(), 
                       ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(), 
@@ -528,14 +568,68 @@
                       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
                                 }
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    return lineupInfo
    battleDict = {"NPCID":npcID,
                  "HeroID":heroID,
                  "SkinID":skinID,
                  "LV":npcLV,
                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                  "SkillIDList":skillIDList,
                  }
    GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
    return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
    ## 获取NPC对应武将的技能ID列表
    normalSkillID = heroIpyData.GetNormalSkillID()
    angerSkillID = heroIpyData.GetAngerSkillID()
    skillIDList = [normalSkillID, angerSkillID]
    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
    if breakIpyDataList:
        for breakIpyData in breakIpyDataList:
            if breakIpyData.GetBreakLV() > breakLV:
                break
            skillID = breakIpyData.GetSkillID()
            if skillID:
                skillIDList.append(skillID)
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
    if awakeIpyDataList:
        for awakeIpyData in awakeIpyDataList:
            if awakeIpyData.GetAwakeLV() > awakeLV:
                break
            skillID = awakeIpyData.GetSkillID()
            if skillID:
                skillIDList.append(skillID)
    return skillIDList
def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
    ## 获取NPC成长属性
    # @param strongerLV: 成长等级
    # @param difficulty: 难度系数
    batAttrDict = {}
    if not lvIpyData or not npcStronger or not difficulty:
        return batAttrDict
    lv = lvIpyData.GetLV()
    for attrID in ChConfig.CalcBattleAttrIDList:
        attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
        if not attrIpyData:
            continue
        attrName = attrIpyData.GetParameter()
        if not hasattr(lvIpyData, "GetRe%s" % attrName):
            continue
        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
        ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
        attrValue = int(reValue * ratio * difficulty)
        batAttrDict[attrID] = attrValue
        #GameWorld.DebugLog("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
    GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
    return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
    '''召唤阵容战斗实例
@@ -556,52 +650,61 @@
    
    batObjMgr = BattleObj.GetBatObjMgr()
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
        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)
            lv = heroInfo.get("LV", 1)
            fightPower = heroInfo.get("FightPower", 0)
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
            if not heroIpyData:
                continue
        npcID = heroInfo.get("NPCID", 0)
        heroID = heroInfo.get("HeroID", 0)
        skinID = heroInfo.get("SkinID", 0)
        lv = heroInfo.get("LV", 1)
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
        if heroIpyData:
            atkDistType = heroIpyData.GetAtkDistType()
            objName = heroIpyData.GetName()
            country = heroIpyData.GetCountry()
            sex = heroIpyData.GetSex()
        if lineupPlayerID:
            fightPower = heroInfo.get("FightPower", 0)
            if not heroIpyData:
                continue
        else:
            npcID = heroInfo.get("NPCID", 0)
            npcDataEx = NPCCommon.GetNPCDataPy(npcID)
            if not npcDataEx:
                continue
            objName = npcDataEx.GetNPCName()
            atkDistType = npcDataEx.GetAtkDistType()
            lv = npcDataEx.GetLV()
            if not heroIpyData:
                atkDistType = npcDataEx.GetAtkDistType()
                objName = npcDataEx.GetNPCName()
                country = npcDataEx.GetCountry()
                sex = npcDataEx.GetSex()
        batObj = batObjMgr.addBatObj()
        if not batObj:
            break
        objID = batObj.GetID()
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
            batObj.SetOwnerID(lineupPlayerID)
        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.SetAtkDistType(atkDistType)
        batObj.SetCountry(country)
        batObj.SetSex(sex)
        batObj.SetHero(heroID, skinID)
        if atkDistType == ChConfig.AtkDistType_Short:
            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
        elif atkDistType == ChConfig.AtkDistType_Long:
@@ -614,7 +717,7 @@
            skillManager.LearnSkillByID(skillID)
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillIDList))
        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
        
    return
@@ -729,6 +832,8 @@
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        return
    
    strongerLV = levelIpyData.GetNPCLV()
    difficulty = levelIpyData.GetDifficulty()
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    mainFightMgr.chapterID = chapterID
@@ -738,15 +843,17 @@
    mainFightMgr.waveLineupList = waveLineupList
    mainFightMgr.teamNum = teamNum
    mainFightMgr.teamMax = teamMax
    mainFightMgr.strongerLV = strongerLV
    mainFightMgr.difficulty = difficulty
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
    mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
    turnFight.sortActionQueue()
    turnFight.startFight()
    return
@@ -802,7 +909,9 @@
    if not lineupMainInfo:
        GameWorld.DebugLog("没有设置主阵容!", playerID)
        return
    strongerLV = levelIpyData.GetNPCLV()
    difficulty = levelIpyData.GetDifficulty()
    mainFightMgr = GetMainFightMgr(curPlayer)
    mainFightMgr.nextTeam = False
    mainFightMgr.chapterID = chapterID
@@ -812,15 +921,17 @@
    mainFightMgr.waveLineupList = waveLineupList
    mainFightMgr.teamNum = teamNum
    mainFightMgr.teamMax = teamMax
    mainFightMgr.strongerLV = strongerLV
    mainFightMgr.difficulty = difficulty
    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
    mapID, funcLineID = ChConfig.Def_FBMapID_MainBoss, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
    GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
    GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
    
    turnFight = mainFightMgr.turnFight
    turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
    turnFight.sortActionQueue()
    turnFight.startFight()
    
@@ -858,7 +969,7 @@
            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(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, mainFightMgr.strongerLV, mainFightMgr.difficulty)})
            turnFight.sortActionQueue()
            turnFight.startFight()
            
@@ -1088,10 +1199,13 @@
    num = batObj.lineupNum
    posNum = batObj.posNum
    heroID = batObj.heroID
    if not heroID:
        heroID = batObj.npcID
    npcID = 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)
    if heroID:
        objName += " Hero:%s" % heroID
    if npcID:
        objName += " NPC:%s" % npcID
    return "%s%s-P%s ID:%s %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), objName)
def EntryLogic(turnFight):
    ## 执行进场逻辑
@@ -1112,6 +1226,7 @@
    return
def OnTimelineChange(turnFight):
    ## 每个时间节点变化时处理
    
    nowTimeline = turnFight.getTimeline()
    
@@ -1120,8 +1235,14 @@
        for batLineup in batFaction.lineupDict.values():
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj or batObj.GetHP() <= 0:
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
                for index in range(0, skillManager.GetSkillCount()):
@@ -1145,18 +1266,24 @@
                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, False)
                    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)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    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:
@@ -1194,40 +1321,6 @@
        return
    
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
#    SetTimeline(gameObj, turnNum, 0)
#    # 重置连击、反击数
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0)
#    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # 击晕CD
#
#    objType = gameObj.GetGameObjType()
#    objID = gameObj.GetID()
#    objName = GetObjName(gameObj)
#    GameWorld.DebugLog("ObjPerTurnStart: 回合%s, %s objType-ID-HP(%s-%s-%s)" % (turnNum, objName, objType, objID, GameObj.GetHP(gameObj)))
#
#    # 每回合开始减技能CD
#    skillManager = gameObj.GetSkillManager()
#    for i in range(skillManager.GetSkillCount()):
#        skill = skillManager.GetSkillByIndex(i)
#        remainTime = skill.GetRemainTime()
#        if not remainTime:
#            continue
#        skillID = skill.GetSkillID()
#        updRemainTime = max(0, remainTime - ChConfig.Def_PerTurnTick)
#        skill.SetRemainTime(updRemainTime)
#        GameWorld.DebugLog("    skillID=%s,remainTime=%s,updRemainTime=%s" % (skillID, remainTime, updRemainTime))
#
#    # 刷新定时处理的buff效果
#    SkillShell.ProcessPersistBuff(gameObj, tick)
#
#    PassiveBuffEffMng.OnPassiveSkillTrigger(gameObj, tagObj, None, ChConfig.TriggerType_TurnNum, tick)
#
#    __logGameObjAttr(gameObj)
    return
def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
@@ -1271,6 +1364,8 @@
def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
    ## 回合对象添加伤害值
    # @param isBounce: 是否反弹伤害
    if hurtValue <= 0:
        return
    curID = curBatObj.GetID()
    tagID = tagBatObj.GetID()
    if curID != tagID:
@@ -1279,7 +1374,7 @@
                       % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
        
        if tagBatObj:
            updStatValue = tagBatObj.StatDefValue(lostHP)
            updStatValue = tagBatObj.StatDefValue(hurtValue)
            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))
            
@@ -1303,12 +1398,11 @@
    objName = GetObjName(curBatObj)
    
    # 是否可行动状态判断
    canAction = True
    canAction = curBatObj.CanAction()
    if not canAction:
        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
        return
    atk = curBatObj.GetAtk()
    curXP = curBatObj.GetXP()
    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
@@ -1338,6 +1432,9 @@
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
                continue
            if curBatObj.IsInState(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
                continue
            useCnt = -1 # xp技能优先释放
        else:
            useCnt = curBatObj.GetSkillUseCnt(skillID)
@@ -1354,172 +1451,23 @@
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
    return True
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):
    ## 可否反击
    posNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 100
    if posNum <= 0:
        GameWorld.DebugLog("            被非主战单位攻击时无法触发反击: atkID=%s,posNum=%s" % (atkObj.GetID(), posNum))
        return False
    atkDistType = AttackCommon.GetAtkDistType(defObj)
    if atkDistType == ChConfig.AtkDistType_Long:
        if not IpyGameDataPY.GetFuncCfg("ParryCfg", 2):
            GameWorld.DebugLog("            远程单位不可反击: defID=%s" % (defObj.GetID()))
            return False
    defAtkBackRate = GameObj.GetAtkBackRate(defObj) # 防方反击率
    atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # 已反击次数
    if atkBackNum > 10:
        # 内置最高反击数防范
        return False
    if atkBackNum > 0:
        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 4)
        vaildPer = validPerList[atkBackNum - 1] if len(validPerList) >= atkBackNum else 0
        defAtkBackRate = int(defAtkBackRate * vaildPer / 100.0)
    atkAtkBackDefRate = GameObj.GetAtkBackDefRate(atkObj) # 攻方抵抗反击率
    atkBackRate = max(0, defAtkBackRate - atkAtkBackDefRate)
    if atkBackRate <= 0 or not GameWorld.CanHappen(atkBackRate):
        GameWorld.DebugLog("            无法反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)"
                           % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
        return False
    GameWorld.DebugLog("            可以反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)"
                       % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
    return True
def CanCombo(atkObj, defObj):
    ## 可否连击
    atkComboRate = GameObj.GetComboRate(atkObj) # 攻方连击率
    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) # 已连击次数
    if comboNum > 10:
        # 内置最高连击数防范
        return False
    if comboNum > 0:
        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 3)
        vaildPer = validPerList[comboNum - 1] if len(validPerList) >= comboNum else 0
        atkComboRate = int(atkComboRate * vaildPer / 100.0)
    defComboReduce = GameObj.GetComboDefRate(defObj) # 防方抵抗连击率
    comboRate = max(0, atkComboRate - defComboReduce)
    if comboRate <= 0 or not GameWorld.CanHappen(comboRate):
        GameWorld.DebugLog("            无法连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)"
                           % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
        return False
    GameWorld.DebugLog("            可以连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)"
                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
    return True
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.SetHP(0)
    killerObjID = killer.GetID() if killer else 0
    skillID = useSkill.GetSkillID() if useSkill else 0
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
    gameObj.SetDead()
    
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
    clientPack.ObjID = objID
    clientPack.KillerObjID = killerObjID
    clientPack.SkillID = skillID
    turnFight.addBatPack(clientPack)
    turnFight.addBatPack(clientPack)
    curPlayer = turnFight.curPlayer
    # 暂时只算主线小怪
    if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
    return True
def OnTurnAllOver(guid):
@@ -1551,7 +1499,7 @@
    
    turnFight.costTime = time.time() - turnFight.startTime
    winFaction = turnFight.winFaction
    GameWorld.DebugLog("--- 战斗结束处理 --- %s, winFaction=%s, costTime=%ss" % (guid, winFaction, turnFight.costTime))
    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
    
    # 统计明细
    batObjMgr = BattleObj.GetBatObjMgr()
@@ -1577,7 +1525,7 @@
                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"
                GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s"
                                   % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
                lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}