ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -20,6 +20,7 @@
#-------------------------------------------------------------------------------
import ChConfig
import PlayerTask
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
@@ -433,6 +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
    
@@ -498,9 +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:
@@ -513,9 +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(), 
@@ -526,14 +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
@@ -558,37 +654,46 @@
    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)
@@ -596,11 +701,10 @@
        batObj.SetFightPower(fightPower)
        batObj.SetLV(lv)
        batObj.SetAtkDistType(atkDistType)
        if npcID:
            batObj.SetNPCID(npcID)
        elif lineupPlayerID:
            batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
        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:
@@ -613,7 +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
@@ -728,6 +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
@@ -737,15 +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
@@ -801,7 +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
@@ -811,15 +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()
    
@@ -857,7 +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()
            
@@ -1087,10 +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
@@ -1347,7 +1462,12 @@
    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):