129 【战斗】战斗系统-服务端(优化战斗与结算逻辑分离;优化战斗结果同步及战报;)
| | |
| | | import random
|
| | | import time
|
| | | import json
|
| | | import shutil
|
| | | import os
|
| | |
|
| | | g_gmTestFightReq = []
|
| | |
|
| | |
| | | self.bossPosView = 0
|
| | | return
|
| | |
|
| | | def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
|
| | | def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
|
| | |
|
| | | def isEmpty(self): return not self.posObjIDDict
|
| | |
|
| | |
| | | self.fightPower = lineupInfo.get("FightPower", 0)
|
| | | self.bossID = lineupInfo.get("BossID", 0)
|
| | | self.bossPosView = lineupInfo.get("BossPosView", 0)
|
| | | SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
|
| | | SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getReqPlayerID())
|
| | | return
|
| | |
|
| | | def clearLineup(self):
|
| | |
| | | 2. 以单阵容方式轮流出场战斗,该方式同样可以使用方式1的逻辑实现,固优先使用方式1战斗逻辑,方便扩展
|
| | | '''
|
| | |
|
| | | def __init__(self, mapID=0, funcLineID=0, playerID=0, isNeedReport=False):
|
| | | self.guid = GameWorld.GetGUID() # 某场战斗的唯一guid,可用于存储记录如战报等
|
| | | self.playerID = playerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
|
| | | self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
|
| | | def __init__(self, guid, mapID=0, funcLineID=0, reqPlayerID=0, reqServerID=0):
|
| | | self.guid = guid # 某场战斗的唯一guid,可用于存储记录如战报等
|
| | | self._reqPlayerID = reqPlayerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
|
| | | self._reqServerID = reqServerID
|
| | | self.curPlayer = None
|
| | | self.mapID = mapID
|
| | | self.funcLineID = funcLineID
|
| | | self.state = -1 # -1 代表未战斗
|
| | |
| | | self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
|
| | | self.isWin = False
|
| | | self.batBuffer = "" # 战报buffer,战报暂时只保留最后一个小队的
|
| | | self.isNeedReport = isNeedReport # 是否需要战报
|
| | | self.dateStr = "" # 战报所在文件夹日期
|
| | | self._isNeedReport = False # 是否需要战报
|
| | | self.statMsg = {} # 战斗结果统计信息
|
| | | self.msgDict = {} # 扩展信息字典,一般由MapID绑定的功能决定信息内容 {k:v, ...}
|
| | | self._kvDict = {} # 自定义信息字典,不会被重置 {k:v, ...}
|
| | | self.awardData = None # 战斗奖励设置的数据,可以是任意数据格式,由功能自行决定,会传递给 OnTurnFightAward 处理
|
| | |
|
| | | self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
|
| | | self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
|
| | |
| | | self.strongerLV = 0 # npc成长等级
|
| | | self.difficulty = 0 # npc难度
|
| | |
|
| | | # pvp 目标
|
| | | self.tagPlayerID = 0
|
| | | self.tagViewCache = None
|
| | | # pvp
|
| | | self._isPVP = False
|
| | | return
|
| | |
|
| | | def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
|
| | | def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, curPlayer=None, msgDict={}):
|
| | | ## 设置本场回合战斗设定
|
| | | self.mapID = mapID
|
| | | self.funcLineID = funcLineID
|
| | | self.turnMax = turnMax # 最大回合数
|
| | | self.isNeedReport = isNeedReport
|
| | | self._isNeedReport = isNeedReport
|
| | | self.curPlayer = curPlayer
|
| | | self.setPVE()
|
| | | self.setPVP()
|
| | | self.msgDict = {}
|
| | | self._kvDict = {}
|
| | | self.awardData = None
|
| | | self.nextTurnFight(msgDict)
|
| | | return
|
| | | |
| | | def getReqPlayerID(self): return self._reqPlayerID
|
| | | def getReqServerID(self): return self._reqServerID
|
| | |
|
| | | def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
|
| | | self.lineupIndex = 0
|
| | | self.lineupIDList = lineupIDList
|
| | | self.strongerLV = strongerLV
|
| | | self.difficulty = difficulty
|
| | | self._isPVP = False
|
| | | return
|
| | |
|
| | | def setPVP(self, tagPlayerID=0, tagViewCache=None):
|
| | | self.tagPlayerID = tagPlayerID
|
| | | self.tagViewCache = tagViewCache
|
| | | def setPVP(self):
|
| | | self._isPVP = True
|
| | | return
|
| | |
|
| | | def getPVPPlayerID(self): return self.tagPlayerID # 获取PVP目标玩家ID,也可用于判断是否PVP
|
| | | def isPVP(self): return self._isPVP
|
| | |
|
| | | def isFBMap(self):
|
| | | ## 是否副本地图中,非主线的均视为副本
|
| | |
| | |
|
| | | def GetDictByKey(self, key): return self._kvDict.get(key, 0)
|
| | | def SetDict(self, key, value): self._kvDict[key] = value
|
| | | |
| | | #def setPVPTeam(self):
|
| | | # return
|
| | |
|
| | | def nextTurnFight(self, msgDict={}):
|
| | | ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
|
| | |
| | |
|
| | | def syncState(self, state, msgDict={}):
|
| | | self.state = state
|
| | | if state == FightState_Award:
|
| | | self.statMsg = msgDict
|
| | | msg = json.dumps(msgDict, ensure_ascii=False)
|
| | | msg = msg.replace(" ", "")
|
| | | clientPack = ChPyNetSendPack.tagMCTurnFightState()
|
| | |
| | | headStr = "%02x%02x" % (clientPack.Head.Cmd, clientPack.Head.SubCmd)
|
| | | else:
|
| | | headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
|
| | | if self.isNeedReport:
|
| | | if self._isNeedReport:
|
| | | packBuff = clientPack.GetBuffer()
|
| | | buffLen = len(packBuff)
|
| | | GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
|
| | |
| | | self.turnFightDict = {} # {guid:TurnFight, ...}
|
| | | return
|
| | |
|
| | | def addTurnFight(self, mapID, funcLineID=0, playerID=0, isNeedReport=False):
|
| | | tf = ObjPool.GetPoolMgr().acquire(TurnFight, mapID, funcLineID, playerID, isNeedReport)
|
| | | def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
|
| | | tf = ObjPool.GetPoolMgr().acquire(TurnFight, guid, mapID, funcLineID, reqPlayerID, reqServerID)
|
| | | if not tf:
|
| | | tf = TurnFight(mapID, funcLineID, playerID, isNeedReport) # 一般是不可能,为了点出代码
|
| | | tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
|
| | | self.turnFightDict[tf.guid] = tf
|
| | | return tf
|
| | |
|
| | |
| | | self.levelNum = 0 # 关卡编号
|
| | | self.waveMax = 6 # 本关最大波数,每波有多个小队,每个小队即为一张战斗 TurnFight
|
| | | self.wave = 0 # 当前刷怪波,注意不是玩家当前进度波,比如被击杀会回退一波
|
| | | self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
|
| | | self.turnFight = GetTurnFightMgr().addTurnFight(GameWorld.GetGUID(), ChConfig.Def_FBMapID_Main, 0, playerID)
|
| | |
|
| | | # 主线小怪战斗额外数据,一般用于分割与主线战斗表现无关的附加功能内容
|
| | | self.useZhanchui = 0
|
| | |
| | | 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):
|
| | | def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
|
| | | '''召唤阵容战斗实例
|
| | | @param faction: 所属阵营,目前支持两个阵营,1或2
|
| | | @param num: 战斗阵容在该阵营上的编号,1V1时默认1,多对多时1~n
|
| | | @param lineupInfo: 阵容信息
|
| | | @param playerID: 发起的玩家ID,系统场次为0
|
| | | @param reqPlayerID: 发起的玩家ID,系统场次为0
|
| | | '''
|
| | | lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
|
| | | npcLineupID = lineupInfo.get("NPCLineupID", 0)
|
| | | GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), playerID)
|
| | | if playerID:
|
| | | curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
|
| | | if not curPlayer:
|
| | | return
|
| | | |
| | | GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), reqPlayerID)
|
| | | |
| | | turnFight = batLineup.turnFight
|
| | | tfGUID = turnFight.guid
|
| | | heroDict = lineupInfo.get("Hero", {})
|
| | |
| | |
|
| | | if npcID:
|
| | | #副本指定NPC属性
|
| | | fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, turnFight, batObj)
|
| | | fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
|
| | | if fbNPCInitAttrDict:
|
| | | GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
|
| | | attrDict = {str(k):v for k, v in fbNPCInitAttrDict.items()} # 统一格式
|
| | |
| | | ''' 本战斗会一次性处理完所有小队战斗,以战报的形式下发,目前除了主线小怪分段战斗外,均使用该战斗
|
| | | '''
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | mapID = clientData.MapID
|
| | | funcLineID = clientData.FuncLineID
|
| | | tagType = clientData.TagType
|
| | |
| | | valueList = clientData.ValueList
|
| | |
|
| | | GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s"
|
| | | % (mapID, funcLineID, tagType, tagID, valueList), curPlayer.GetPlayerID())
|
| | | % (mapID, funcLineID, tagType, tagID, valueList), playerID)
|
| | |
|
| | | reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
|
| | | if not reqRet:
|
| | |
| | | if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
|
| | | return
|
| | |
|
| | | reqPlayerID = playerID
|
| | | guid = GameWorld.GetGUID()
|
| | | |
| | | atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
|
| | | if not atkLineupInfo:
|
| | | GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
|
| | | return
|
| | | |
| | | # 玩家
|
| | | if tagType == 1:
|
| | | if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
|
| | | tagPlayerID = tagID
|
| | | tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
|
| | | if not tagViewCache:
|
| | | # 跨服玩家待扩展
|
| | | GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
|
| | | PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
|
| | | return
|
| | | |
| | | defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
|
| | | if not defLineupInfo:
|
| | | GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
|
| | | PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
|
| | | return
|
| | | |
| | | lineupDictA = {1:atkLineupInfo}
|
| | | lineupDictB = {1:defLineupInfo}
|
| | | AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqData=[tagType, tagID, valueList])
|
| | |
|
| | | # NPC
|
| | | else:
|
| | |
| | | if not ret:
|
| | | return
|
| | | npcLineupIDList, strongerLV, difficulty = ret
|
| | | if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
|
| | | |
| | | if not npcLineupIDList:
|
| | | return
|
| | | |
| | | #if mapID == ChConfig.Def_FBMapID_MainBoss:
|
| | | # # 停止主线小怪战斗、清空
|
| | | # mainFightMgr = GetMainFightMgr(curPlayer)
|
| | | # mainTF = mainFightMgr.turnFight
|
| | | # if mainTF.isInFight():
|
| | | # mainTF.exitFight()
|
| | | |
| | | lineupDictA = {1:atkLineupInfo}
|
| | | lineupDictB = None
|
| | | AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty)
|
| | |
|
| | | return True
|
| | |
|
| | | def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | GameWorld.DebugLog("OnTurnFightVSNPC: mapID=%s,funcLineID=%s,atkLineupID=%s,npcLineupIDList=%s,strongerLV=%s,difficulty=%s" |
| | | % (mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty), playerID)
|
| | | if not npcLineupIDList:
|
| | | def AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, npcLineupIDList=[], strongerLV=0, difficulty=0, reqData=None):
|
| | | '''添加进战斗请求队列,这里做战斗分发处理,由当前服务器根据当前服务器情况分配到本机子的其他战斗地图,或直接本地图处理
|
| | | @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
|
| | | @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...},pvp时用
|
| | | @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
|
| | | @param npcLineupIDList: pve时用,要对战的npc阵容ID列表
|
| | | @param strongerLV: pve时用,npc属性成长等级
|
| | | @param difficulty: pve时用,npc属性难度系数
|
| | | @param reqData: 每场战斗自定义的请求信息,由功能自己决定,任意结构,透传参数
|
| | | '''
|
| | | |
| | | if not lineupDictA:
|
| | | return
|
| | |
|
| | | lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
|
| | | if not lineupMainInfo:
|
| | | GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
|
| | | if not lineupDictB and not npcLineupIDList:
|
| | | # pvp 或 pve 必须要满足其中一种
|
| | | return
|
| | | |
| | | # 先默认本地图处理,后续优化多战斗地图支持
|
| | | |
| | | reqServerID = GameWorld.GetGameWorld().GetServerID()
|
| | | reqInfo = [reqServerID, guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData]
|
| | | OnMsg_BattleRequest(reqInfo)
|
| | | return
|
| | |
|
| | | def OnMsg_BattleRequest(reqInfo):
|
| | | ## 请求执行战斗,由本地图或其他服务器地图分配过来的战斗请求
|
| | | reqServerID, guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
|
| | | |
| | | if npcLineupIDList:
|
| | | turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
|
| | | else:
|
| | | turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqServerID)
|
| | | |
| | | winFaction = None
|
| | | statMsg = {}
|
| | | dateStr = ""
|
| | | if turnFight:
|
| | | statMsg = turnFight.statMsg
|
| | | winFaction = turnFight.winFaction
|
| | | dateStr = turnFight.dateStr
|
| | | |
| | | retInfo = [guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData]
|
| | | |
| | | # 本地图自己处理的
|
| | | if reqServerID == GameWorld.GetGameWorld().GetServerID():
|
| | | OnMsg_BattleResult(retInfo)
|
| | | |
| | | # 其他服务器地图请求的,发送战斗结果回去
|
| | | else:
|
| | | pass
|
| | | |
| | | return
|
| | |
|
| | | def OnMsg_BattleResult(retInfo):
|
| | | ## 收到战斗结果信息
|
| | | |
| | | guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
|
| | | |
| | | curPlayer = None
|
| | | if reqPlayerID:
|
| | | curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
|
| | | if not curPlayer:
|
| | | # 收到战斗结果时玩家已离线,不处理,可视为该战斗无效,玩家重新请求
|
| | | return
|
| | | |
| | | if winFaction == None:
|
| | | if curPlayer:
|
| | | PlayerControl.NotifyCode(curPlayer, "BattleFail")
|
| | | return
|
| | | |
| | | # 根据战斗结果结算奖励
|
| | | awardDict = {}
|
| | | FBLogic.OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
|
| | | |
| | | if curPlayer:
|
| | | isWin = winFaction == ChConfig.Def_FactionA
|
| | | SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict)
|
| | | |
| | | return
|
| | |
|
| | | def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
|
| | | '''执行PVE战斗,支持多小队
|
| | | '''
|
| | |
|
| | | turnMax = GetTurnMax(mapID)
|
| | | if mapID == ChConfig.Def_FBMapID_MainBoss:
|
| | | # 停止主线小怪战斗、清空
|
| | | mainFightMgr = GetMainFightMgr(curPlayer)
|
| | | mainTF = mainFightMgr.turnFight
|
| | | if mainTF.isInFight():
|
| | | mainTF.exitFight()
|
| | | |
| | | |
| | | tfMgr = GetTurnFightMgr()
|
| | | turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
|
| | | turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
|
| | | guid = turnFight.guid
|
| | |
|
| | | turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
|
| | | turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, playerLineupDict)
|
| | |
|
| | | for index, lineupID in enumerate(npcLineupIDList):
|
| | | turnFight.lineupIndex = index
|
| | |
| | | turnFight.sortActionQueue()
|
| | | turnFight.startFight()
|
| | |
|
| | | __processTurnFight(turnFight.guid)
|
| | | __processTurnFight(turnFight)
|
| | |
|
| | | if not turnFight.isWin:
|
| | | break
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
|
| | | SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer) # 同步战报
|
| | | #在同步战报后再处理结算奖励,与战斗表现分离
|
| | | FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
|
| | | saveOK = __saveBatBuffer(turnFight)
|
| | | tfMgr.delTurnFight(guid)
|
| | | return True
|
| | | return turnFight if saveOK else None
|
| | |
|
| | | def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | GameWorld.DebugLog("OnTurnFightVSPlayer: mapID=%s,funcLineID=%s,atkLineupID=%s,defLineupID=%s,tagPlayerID=%s" |
| | | % (mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID), playerID)
|
| | | atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
|
| | | if not atkLineupInfo:
|
| | | GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
|
| | | return
|
| | | |
| | | tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
|
| | | if not tagViewCache:
|
| | | GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
|
| | | PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
|
| | | return
|
| | | defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
|
| | | if not defLineupInfo:
|
| | | GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
|
| | | PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
|
| | | return
|
| | | def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, reqServerID=0):
|
| | | '''执行PVP战斗,只处理战斗,不关心功能及curPlayer相关
|
| | | @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
|
| | | @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...}
|
| | | @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
|
| | | '''
|
| | |
|
| | | turnMax = GetTurnMax(mapID)
|
| | |
|
| | | tfMgr = GetTurnFightMgr()
|
| | | turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
|
| | | turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
|
| | | guid = turnFight.guid
|
| | |
|
| | | turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
|
| | | turnFight.setPVP(tagPlayerID, tagViewCache)
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
|
| | | turnFight.setPVP()
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, lineupDictA)
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, lineupDictB)
|
| | | turnFight.sortActionQueue()
|
| | | turnFight.startFight()
|
| | |
|
| | | __processTurnFight(turnFight.guid)
|
| | | __processTurnFight(turnFight)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
|
| | | SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
|
| | | FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
|
| | | saveOK = __saveBatBuffer(turnFight)
|
| | | tfMgr.delTurnFight(guid)
|
| | | return True
|
| | | return turnFight if saveOK else None
|
| | |
|
| | | def GetTurnMax(mapID):
|
| | | if mapID == ChConfig.Def_FBMapID_Main:
|
| | |
| | | % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
|
| | |
|
| | | turnFight = mainFightMgr.turnFight
|
| | | turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
|
| | | turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
|
| | | turnFight.setPVE(lineupIDList, strongerLV, difficulty)
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def __processTurnFight(guid):
|
| | | def __processTurnFight(turnFight):
|
| | | ## 一次性处理完一个小队的战斗
|
| | | turnFight = GetTurnFightMgr().getTurnFight(guid)
|
| | | curPlayer = turnFight.curPlayer
|
| | | turnMax = turnFight.turnMax
|
| | | EntryLogic(turnFight)
|
| | |
| | |
|
| | | # 回合开始
|
| | | TurnFightPerTurnBigStart(turnFight, turnNum)
|
| | | |
| | | # 红颜
|
| | | # 灵兽
|
| | | |
| | | |
| | | if turnFight.winFaction:
|
| | | break
|
| | |
|
| | |
| | | npcID = gameObj.GetNPCID()
|
| | |
|
| | | # 非主线的PVE目标怪物
|
| | | if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
|
| | | if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
|
| | | if npcID and turnFight.getReqPlayerID() and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
|
| | | if not FBLogic.OnFBNPCKilledBefore(turnFight, gameObj, killer, useSkill):
|
| | | return
|
| | |
|
| | | objID = gameObj.GetID()
|
| | |
| | | if turnFight.winFaction:
|
| | | return
|
| | |
|
| | | if turnFight.playerID:
|
| | | if turnFight.getReqPlayerID():
|
| | | # 玩家发起的,未击杀对方,算玩家输
|
| | | turnFight.winFaction = ChConfig.Def_FactionB
|
| | | else:
|
| | |
| | | % (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}
|
| | |
|
| | | overMsg = {"winFaction":winFaction, "statInfo":statInfo}
|
| | | curPlayer = turnFight.curPlayer
|
| | | statMsg = {"winFaction":winFaction, "statInfo":statInfo}
|
| | |
|
| | | FBLogic.OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg)
|
| | | FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
|
| | |
|
| | | turnFight.syncState(FightState_Award, overMsg)
|
| | | turnFight.syncState(FightState_Award, statMsg)
|
| | | return
|
| | |
|
| | | #// B4 14 查看战报 #tagCSTurnFightReportView
|
| | |
| | | clientPack.Len = len(clientPack.Report)
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | | def __saveBatBuffer(turnFight):
|
| | | ## 持久化战报
|
| | | |
| | | reqPlayerID = turnFight.getReqPlayerID()
|
| | | reqServerID = turnFight.getReqServerID()
|
| | | |
| | | guid = turnFight.guid
|
| | | ReportRoot = "C:\TurnFightReport"
|
| | | |
| | | dateStr = GameWorld.ChangeTimeNumToStr(int(time.time()), "%Y%m%d") |
| | | ReportDir = os.path.join(ReportRoot, "S%s" % reqServerID, dateStr, "%s" % reqPlayerID)
|
| | | |
| | | GameWorld.DebugLog("ReportDir=%s" % ReportDir)
|
| | | if not os.path.exists(ReportDir):
|
| | | os.makedirs(ReportDir)
|
| | | else:
|
| | | shutil.rmtree(ReportDir)
|
| | | os.makedirs(ReportDir)
|
| | | |
| | | saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
|
| | | GameWorld.DebugLog("saveFilePath=%s" % saveFilePath)
|
| | | |
| | | try:
|
| | | fp = open(saveFilePath, "w")
|
| | | fp.write(turnFight.batBuffer)
|
| | | fp.close()
|
| | | except:
|
| | | return
|
| | | |
| | | turnFight.dateStr = dateStr
|
| | | return True
|
| | |
|
| | | def SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict):
|
| | | tagType, tagID, valueList = 0, 0, []
|
| | | if reqData and len(reqData) == 3:
|
| | | tagType, tagID, valueList = reqData
|
| | | clientPack = ChPyNetSendPack.tagSCTurnFightRet()
|
| | | clientPack.MapID = mapID
|
| | | clientPack.FuncLineID = funcLineID
|
| | | clientPack.TagType = tagType
|
| | | clientPack.TagID = tagID
|
| | | clientPack.ValueList = valueList
|
| | | clientPack.ValueCount = len(clientPack.ValueList)
|
| | | |
| | | clientPack.IsWin = isWin
|
| | | clientPack.AwardMsg = json.dumps(awardDict, ensure_ascii=False).replace(" ", "")
|
| | | clientPack.AwardLen = len(clientPack.AwardMsg)
|
| | | clientPack.BatStatMsg = json.dumps(statMsg, ensure_ascii=False).replace(" ", "")
|
| | | clientPack.BatLen = len(clientPack.BatStatMsg)
|
| | | clientPack.PathDate = dateStr
|
| | | clientPack.GUID = guid
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | |
|
| | |
| | |
|
| | |
|
| | | #------------------------------------------------------
|
| | | # B4 31 战斗战报结果 #tagSCTurnFightRet
|
| | |
|
| | | class tagSCTurnFightRet(Structure):
|
| | | Head = tagHead()
|
| | | MapID = 0 #(DWORD MapID)// 自定义地图ID,可用于绑定战斗地图场景功能(如主线boss、爬塔、竞技场等)
|
| | | FuncLineID = 0 #(DWORD FuncLineID)// MapID对应的扩展值,如具体某个关卡等
|
| | | TagType = 0 #(BYTE TagType)// 目标类型,0-NPC阵容,1-玩家
|
| | | TagID = 0 #(DWORD TagID)// 目标类型对应的ID,如玩家ID
|
| | | ValueCount = 0 #(BYTE ValueCount)
|
| | | ValueList = list() #(vector<DWORD> ValueList)// 附加值列表,可选,具体含义由MapID决定
|
| | | IsWin = 0 #(BYTE IsWin)//是否获胜
|
| | | AwardLen = 0 #(WORD AwardLen)
|
| | | AwardMsg = "" #(String AwardMsg)//功能结算奖励信息,不含战斗相关统计信息
|
| | | BatLen = 0 #(WORD BatLen)
|
| | | BatStatMsg = "" #(String BatStatMsg)//战斗相关统计信息
|
| | | PathDate = "" #(char PathDate[8])//战报路径日期, yyyyMMdd, 为空时代表公共类的战报,不为空时为玩家个人类战报
|
| | | GUID = "" #(char GUID[40])//战报guid,前端根据功能MapID判断是否跨服功能,是的话从跨服服务器下载战报,否的话从本机下载
|
| | | data = None
|
| | |
|
| | | def __init__(self):
|
| | | self.Clear()
|
| | | self.Head.Cmd = 0xB4
|
| | | self.Head.SubCmd = 0x31
|
| | | return
|
| | |
|
| | | def ReadData(self, _lpData, _pos=0, _Len=0):
|
| | | self.Clear()
|
| | | _pos = self.Head.ReadData(_lpData, _pos)
|
| | | self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
|
| | | self.FuncLineID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
|
| | | self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
|
| | | self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
|
| | | self.ValueCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
|
| | | for i in range(self.ValueCount):
|
| | | value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
|
| | | self.ValueList.append(value)
|
| | | self.IsWin,_pos = CommFunc.ReadBYTE(_lpData, _pos)
|
| | | self.AwardLen,_pos = CommFunc.ReadWORD(_lpData, _pos)
|
| | | self.AwardMsg,_pos = CommFunc.ReadString(_lpData, _pos,self.AwardLen)
|
| | | self.BatLen,_pos = CommFunc.ReadWORD(_lpData, _pos)
|
| | | self.BatStatMsg,_pos = CommFunc.ReadString(_lpData, _pos,self.BatLen)
|
| | | self.PathDate,_pos = CommFunc.ReadString(_lpData, _pos,8)
|
| | | self.GUID,_pos = CommFunc.ReadString(_lpData, _pos,40)
|
| | | return _pos
|
| | |
|
| | | def Clear(self):
|
| | | self.Head = tagHead()
|
| | | self.Head.Clear()
|
| | | self.Head.Cmd = 0xB4
|
| | | self.Head.SubCmd = 0x31
|
| | | self.MapID = 0
|
| | | self.FuncLineID = 0
|
| | | self.TagType = 0
|
| | | self.TagID = 0
|
| | | self.ValueCount = 0
|
| | | self.ValueList = list()
|
| | | self.IsWin = 0
|
| | | self.AwardLen = 0
|
| | | self.AwardMsg = ""
|
| | | self.BatLen = 0
|
| | | self.BatStatMsg = ""
|
| | | self.PathDate = ""
|
| | | self.GUID = ""
|
| | | return
|
| | |
|
| | | def GetLength(self):
|
| | | length = 0
|
| | | length += self.Head.GetLength()
|
| | | length += 4
|
| | | length += 4
|
| | | length += 1
|
| | | length += 4
|
| | | length += 1
|
| | | length += 4 * self.ValueCount
|
| | | length += 1
|
| | | length += 2
|
| | | length += len(self.AwardMsg)
|
| | | length += 2
|
| | | length += len(self.BatStatMsg)
|
| | | length += 8
|
| | | length += 40
|
| | |
|
| | | return length
|
| | |
|
| | | def GetBuffer(self):
|
| | | data = ''
|
| | | data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
|
| | | data = CommFunc.WriteDWORD(data, self.MapID)
|
| | | data = CommFunc.WriteDWORD(data, self.FuncLineID)
|
| | | data = CommFunc.WriteBYTE(data, self.TagType)
|
| | | data = CommFunc.WriteDWORD(data, self.TagID)
|
| | | data = CommFunc.WriteBYTE(data, self.ValueCount)
|
| | | for i in range(self.ValueCount):
|
| | | data = CommFunc.WriteDWORD(data, self.ValueList[i])
|
| | | data = CommFunc.WriteBYTE(data, self.IsWin)
|
| | | data = CommFunc.WriteWORD(data, self.AwardLen)
|
| | | data = CommFunc.WriteString(data, self.AwardLen, self.AwardMsg)
|
| | | data = CommFunc.WriteWORD(data, self.BatLen)
|
| | | data = CommFunc.WriteString(data, self.BatLen, self.BatStatMsg)
|
| | | data = CommFunc.WriteString(data, 8, self.PathDate)
|
| | | data = CommFunc.WriteString(data, 40, self.GUID)
|
| | | return data
|
| | |
|
| | | def OutputString(self):
|
| | | DumpString = '''
|
| | | Head:%s,
|
| | | MapID:%d,
|
| | | FuncLineID:%d,
|
| | | TagType:%d,
|
| | | TagID:%d,
|
| | | ValueCount:%d,
|
| | | ValueList:%s,
|
| | | IsWin:%d,
|
| | | AwardLen:%d,
|
| | | AwardMsg:%s,
|
| | | BatLen:%d,
|
| | | BatStatMsg:%s,
|
| | | PathDate:%s,
|
| | | GUID:%s
|
| | | '''\
|
| | | %(
|
| | | self.Head.OutputString(),
|
| | | self.MapID,
|
| | | self.FuncLineID,
|
| | | self.TagType,
|
| | | self.TagID,
|
| | | self.ValueCount,
|
| | | "...",
|
| | | self.IsWin,
|
| | | self.AwardLen,
|
| | | self.AwardMsg,
|
| | | self.BatLen,
|
| | | self.BatStatMsg,
|
| | | self.PathDate,
|
| | | self.GUID
|
| | | )
|
| | | return DumpString
|
| | |
|
| | |
|
| | | m_NAtagSCTurnFightRet=tagSCTurnFightRet()
|
| | | ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCTurnFightRet.Head.Cmd,m_NAtagSCTurnFightRet.Head.SubCmd))] = m_NAtagSCTurnFightRet
|
| | |
|
| | |
|
| | | #------------------------------------------------------
|
| | | # B4 20 回合制战斗状态 #tagMCTurnFightState
|
| | |
|
| | | class tagMCTurnFightState(Structure):
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID)
|
| | |
|
| | | def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
|
| | | def GetFBNPCInitAttr(turnFight, npcObj):
|
| | | ## 获取副本指定NPC初始化属性
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
|
| | |
|
| | |
| | | if callFunc == None:
|
| | | return
|
| | |
|
| | | return callFunc(curPlayer, turnFight, npcObj)
|
| | | return callFunc(turnFight, npcObj)
|
| | |
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
|
| | | def OnFBNPCKilledBefore(turnFight, gameObj, killer=None, useSkill=None):
|
| | | ## 副本NPC被击杀前处理,一般用于处理一些不被击杀的副本NPC逻辑
|
| | | # @return: 可否被正常击杀
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
|
| | |
| | | # 不需要逻辑时默认可被正常击杀
|
| | | return True
|
| | |
|
| | | return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
|
| | | return callFunc(turnFight, gameObj, killer, useSkill)
|
| | |
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
|
| | | ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | def OnTurnFightOver(turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | |
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | |
| | | if callFunc == None:
|
| | | return
|
| | |
|
| | | return callFunc(curPlayer, turnFight, mapID, funcLineID, overMsg)
|
| | | return callFunc(turnFight, mapID, funcLineID, overMsg)
|
| | |
|
| | | def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
|
| | | def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
|
| | | ## 回合战斗结算奖励
|
| | |
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | |
| | | if callFunc == None:
|
| | | return
|
| | |
|
| | | return callFunc(curPlayer, turnFight, mapID, funcLineID, awardData)
|
| | | return callFunc(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
|
| | |
| | | import IpyGameDataPY
|
| | | import PlayerActivity
|
| | | import PlayerBillboard
|
| | | import PlayerViewCache
|
| | | import PlayerZhanling
|
| | | import ItemControler
|
| | | import PlayerBeauty
|
| | |
| | | def GetFBPlayerLineupID(curPlayer, mapID, funcLineID):
|
| | | ## 获取玩家使用的攻防阵容ID
|
| | | # @return: 攻击方阵容ID, 防守方阵容ID
|
| | | return ShareDefine.Lineup_Arena, ShareDefine.Lineup_ArenaDef
|
| | | return ShareDefine.Lineup_ArenaAtk, ShareDefine.Lineup_ArenaDef
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | | def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | tagPlayerID = turnFight.tagPlayerID
|
| | | isWin = turnFight.isWin
|
| | | tagPlayerID = reqData[1]
|
| | | isWin = winFaction == ChConfig.Def_FactionA
|
| | |
|
| | | canAtkRet = __checkCanAtkTagPlayer(curPlayer, tagPlayerID)
|
| | | GameWorld.DebugLog("结算竞技场! isWin=%s,tagPlayerID=%s,canAtkRet=%s" % (isWin, tagPlayerID, canAtkRet), playerID)
|
| | |
| | | if GameWorld.CanHappen(exItemRate):
|
| | | awardItemList.append([exItemID, 1])
|
| | | GameWorld.DebugLog("红颜概率额外获得1个物品: exItemRate=%s, exItemID=%s, awardItemList=%s" % (exItemRate, exItemID, awardItemList))
|
| | | overMsg.update({"tagPlayerID":tagPlayerID, "atkAddScore":atkAddScore, "defDecScore":defDecScore,
|
| | | awardDict.update({"tagPlayerID":tagPlayerID, "atkAddScore":atkAddScore, "defDecScore":defDecScore,
|
| | | FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(awardItemList)})
|
| | |
|
| | | turnFight.awardData = [tagPlayerID, isWin, atkAddScore, defDecScore, awardItemList]
|
| | | GameWorld.DebugLog("竞技场结算奖励: tagPlayerID=%s,isWin=%s,atkAddScore=%s,defDecScore=%s,awardItemList=%s" % (tagPlayerID, isWin, atkAddScore, defDecScore, awardItemList))
|
| | | if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_ArenaTicket, 1):
|
| | | return
|
| | | |
| | | # 无论胜负,只要挑战都给固定奖励
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, event=["Arena", False, {}], isNotifyAward=False)
|
| | | |
| | | __updArenaBatRecord(curPlayer, tagPlayerID, isWin, atkAddScore, defDecScore)
|
| | | |
| | | PlayerArena.Sync_ArenaInfo(curPlayer)
|
| | | |
| | | # 战斗结束系统强制刷新匹配
|
| | | PlayerArena.DoArenaMatchRefresh(curPlayer, True, isSys=True)
|
| | | |
| | | PlayerZhanling.AddZhanlingValue(curPlayer, PlayerZhanling.ZhanlingType_ArenaCnt, 1)
|
| | | PlayerGubao.AddGubaoSpecEffLayer(curPlayer, PlayerGubao.GubaoEffType_Arena, 1)
|
| | | PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_Arena, 1)
|
| | | return
|
| | |
|
| | | def __updArenaBatRecord(curPlayer, turnFight, tagPlayerID, isWin, atkAddScore, defDecScore):
|
| | | def __updArenaBatRecord(curPlayer, tagPlayerID, isWin, atkAddScore, defDecScore):
|
| | | ## 更新战斗相关日志、榜单等
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | |
| | | winCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ArenaWinCnt)
|
| | | updWinCnt = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ArenaWinCnt, winCnt + 1)
|
| | | GameWorld.DebugLog("updWinCnt=%s" % (updWinCnt), playerID)
|
| | | |
| | | tagViewCache = turnFight.tagViewCache
|
| | | |
| | | tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
|
| | | |
| | | gameRecMgr = DBDataMgr.GetGameRecMgr()
|
| | | atkRecMgr = gameRecMgr.GetRecTypeIDMgr(ShareDefine.Def_GameRecType_ArenaRecord, playerID)
|
| | | recData = atkRecMgr.AddRecData(maxCount)
|
| | |
| | | PlayerArena.SetRecAtkType(recData, PlayerArena.RecAtkType_Atk)
|
| | | PlayerArena.SetRecTagPlayerID(recData, tagPlayerID)
|
| | | PlayerArena.SetRecIsWin(recData, isWin)
|
| | | PlayerArena.SetRecFace(recData, tagViewCache.GetFace())
|
| | | PlayerArena.SetRecFacePic(recData, tagViewCache.GetFacePic())
|
| | | PlayerArena.SetRecRealmLV(recData, tagViewCache.GetRealmLV())
|
| | | PlayerArena.SetRecLV(recData, tagViewCache.GetLV())
|
| | | PlayerArena.SetRecFace(recData, tagViewCache.GetFace() if tagViewCache else 0)
|
| | | PlayerArena.SetRecFacePic(recData, tagViewCache.GetFacePic() if tagViewCache else 0)
|
| | | PlayerArena.SetRecRealmLV(recData, tagViewCache.GetRealmLV() if tagViewCache else 1)
|
| | | PlayerArena.SetRecLV(recData, tagViewCache.GetLV() if tagViewCache else 1)
|
| | | # 名字、变更积分 +-、战力
|
| | | # 战力统一记录防守阵容
|
| | | fightPower = TurnAttack.GetCacheLineupFightPower(tagViewCache, ShareDefine.Lineup_ArenaDef)
|
| | | recData.SetUserData({"Name":tagViewCache.GetPlayerName(), "AddScore":atkAddScore, "FightPower":fightPower})
|
| | | fightPower = TurnAttack.GetCacheLineupFightPower(tagViewCache, ShareDefine.Lineup_ArenaDef) if tagViewCache else 0
|
| | | tagPlayerName = tagViewCache.GetPlayerName() if tagViewCache else ""
|
| | | recData.SetUserData({"Name":tagPlayerName, "AddScore":atkAddScore, "FightPower":fightPower})
|
| | | # 攻击方仅在积分变更或者初始积分时更新榜单
|
| | | if atkAddScore or updScore == IpyGameDataPY.GetFuncCfg("ArenaSet", 1):
|
| | | PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_Arena, updScore)
|
| | |
| | | PlayerArena.SetRecRealmLV(recData, curPlayer.GetOfficialRank())
|
| | | PlayerArena.SetRecLV(recData, curPlayer.GetLV())
|
| | | # 名字、变更积分 +-、战力
|
| | | fightPower = TurnAttack.GetPlayerLineupFightPower(curPlayer, ShareDefine.Lineup_ArenaDef)
|
| | | fightPower = TurnAttack.GetPlayerLineupFightPower(curPlayer, ShareDefine.Lineup_ArenaAtk)
|
| | | recData.SetUserData({"Name":curPlayer.GetPlayerName(), "AddScore":-defDecScore, "FightPower":fightPower})
|
| | | if defDecScore: # 防守方仅变更时更新
|
| | | PlayerBillboard.UpdateBillboardByID(tagPlayerID, ShareDefine.Def_BT_Arena, updScore)
|
| | | return
|
| | |
|
| | | def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | | |
| | | if not awardData:
|
| | | return
|
| | | |
| | | tagPlayerID, isWin, atkAddScore, defDecScore, awardItemList = awardData
|
| | | GameWorld.DebugLog("竞技场结算奖励: tagPlayerID=%s,isWin=%s,atkAddScore=%s,defDecScore=%s,awardItemList=%s" % (tagPlayerID, isWin, atkAddScore, defDecScore, awardItemList))
|
| | | if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_ArenaTicket, 1):
|
| | | return
|
| | | |
| | | # 无论胜负,只要挑战都给固定奖励
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, event=["Arena", False, {}], isNotifyAward=False)
|
| | | |
| | | __updArenaBatRecord(curPlayer, turnFight, tagPlayerID, isWin, atkAddScore, defDecScore)
|
| | | |
| | | PlayerArena.Sync_ArenaInfo(curPlayer)
|
| | | |
| | | # 战斗结束系统强制刷新匹配
|
| | | PlayerArena.DoArenaMatchRefresh(curPlayer, True, isSys=True)
|
| | | |
| | | PlayerZhanling.AddZhanlingValue(curPlayer, PlayerZhanling.ZhanlingType_ArenaCnt, 1)
|
| | | PlayerGubao.AddGubaoSpecEffLayer(curPlayer, PlayerGubao.GubaoEffType_Arena, 1)
|
| | | PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_Arena, 1)
|
| | | return
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | def OnTurnFightOver(turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | |
|
| | | curPlayer = turnFight.curPlayer
|
| | | if not curPlayer:
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return npcLineupIDList, strongerLV, difficulty
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | | def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
|
| | | ## 回合战斗结算奖励
|
| | | |
| | | if not curPlayer:
|
| | | return
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | #winFaction = turnFight.winFaction
|
| | | isWin = turnFight.isWin
|
| | | isWin = winFaction == ChConfig.Def_FactionA
|
| | |
|
| | | chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
|
| | | if not isWin:
|
| | | nowValue = PlayerControl.GetMainLevelNowValue(curPlayer)
|
| | | GameWorld.DebugLog("主线boss战斗失败!保持当前刷怪波进度不变! nowValue=%s" % nowValue, playerID)
|
| | | return
|
| | | |
| | | if turnFight.haveNextLineup():
|
| | | GameWorld.DebugLog("主线boss小队战斗胜利,有下一小队! chapterID=%s,levelNum=%s,lineupIndex=%s,lineupIDList=%s" |
| | | % (chapterID, levelNum, turnFight.lineupIndex, turnFight.lineupIDList), playerID)
|
| | | return
|
| | |
|
| | | isAllPass = False # 是否通关
|
| | |
| | | levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
|
| | | itemList = levelIpyData.GetAwardItemList() if levelIpyData else []
|
| | | GameWorld.DebugLog("过关奖励: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
|
| | | overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
|
| | | |
| | | turnFight.awardData = [nextChapterID, nextLevelNum, isAllPass, itemList]
|
| | | return
|
| | |
|
| | | def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | | |
| | | if not awardData:
|
| | | return
|
| | | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | |
| | | nextChapterID, nextLevelNum, isAllPass, itemList = awardData
|
| | | GameWorld.DebugLog("处理奖励数据: nextChapterID=%s,nextLevelNum=%s,isAllPass=%s,itemList=%s" % (nextChapterID, nextLevelNum, isAllPass, itemList))
|
| | | awardDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
|
| | |
|
| | | updPassValue = PlayerControl.SetMainLevelPassInfo(curPlayer, nextChapterID, nextLevelNum, 0)
|
| | | if isAllPass:
|
| | |
| | | PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_FBTianzi)
|
| | | return True, funcLineID
|
| | |
|
| | | def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
|
| | | def GetFBNPCInitAttr(turnFight, npcObj):
|
| | | ## 获取副本指定NPC初始化属性
|
| | | bossID = npcObj.GetNPCID()
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataList("Tianzi", bossID)
|
| | |
| | | return {}
|
| | | return __getBossAttrDict(ipyDataList[0])
|
| | |
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
|
| | | def OnFBNPCKilledBefore(turnFight, gameObj, killer=None, useSkill=None):
|
| | | ## 副本NPC被击杀前处理,一般用于处理一些不被击杀的副本NPC逻辑
|
| | | # @return: 可否被正常击杀
|
| | |
|
| | |
| | | attrDict.update(ipyData.GetOtherAttrDict())
|
| | | return attrDict
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | def OnTurnFightOver(turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | |
|
| | | hpNum = turnFight.GetDictByKey("hpNum")
|
| | | batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
|
| | | totalHurt = batFaction.getTotalHurt()
|
| | | |
| | | overMsg.update({"hpNum":hpNum, "totalHurt":totalHurt})
|
| | | return
|
| | |
|
| | | def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | |
|
| | | #isWin = turnFight.isWin
|
| | | lineID, bossID = GetTianziTodayInfo(curPlayer)
|
| | | if lineID != funcLineID:
|
| | | GameWorld.ErrLog("结算时非今日天子考验! mapID=%s,funcLineID=%s != %s,bossID=%s" % (mapID, funcLineID, lineID, bossID))
|
| | | return
|
| | |
|
| | | hpNum = turnFight.GetDictByKey("hpNum")
|
| | | batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
|
| | | totalHurt = batFaction.getTotalHurt()
|
| | | hpNum = statMsg.get("hpNum", 0)
|
| | | totalHurt = statMsg.get("totalHurt", 0)
|
| | |
|
| | | historyHurt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TianziHisHurt % bossID)
|
| | | historyHurtEx = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TianziHisHurtEx % bossID)
|
| | |
| | | PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_Tianzi, todayHurtEx, todayHurt)
|
| | |
|
| | | itemList = __getTianziAwardList(totalHurt, bossID)
|
| | | overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList), "totalHurt":totalHurt, "todayHurtTotal":todayHurtTotal})
|
| | | |
| | | turnFight.awardData = [lineID, bossID, itemList]
|
| | | return
|
| | |
|
| | | def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | | |
| | | if not awardData:
|
| | | return
|
| | | |
| | | lineID, bossID, itemList = awardData
|
| | | awardDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList), "totalHurt":totalHurt, "todayHurtTotal":todayHurtTotal})
|
| | |
|
| | | FBCommon.AddEnterFBCount(curPlayer, mapID)
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, itemList, event=["Tianzi", False, {}], isNotifyAward=False)
|
| | |
| | |
|
| | | return True, funcLineID
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | | |
| | | def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | |
|
| | | isWin = turnFight.isWin
|
| | | isWin = winFaction == ChConfig.Def_FactionA
|
| | |
|
| | | if not isWin:
|
| | | return
|
| | |
| | |
|
| | | itemList = FBCommon.GetPassAwardList(mapID, funcLineID)
|
| | | GameWorld.DebugLog("过关奖励: mapID=%s,funcLineID=%s,itemList=%s" % (mapID, funcLineID, itemList))
|
| | | overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
|
| | | |
| | | turnFight.awardData = [itemList]
|
| | | return
|
| | |
|
| | | def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
|
| | | ## 回合战斗结算奖励
|
| | | if not curPlayer:
|
| | | return
|
| | | |
| | | if not awardData:
|
| | | return
|
| | | |
| | | itemList = awardData[0]
|
| | | awardDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
|
| | |
|
| | | # 首通不扣次数
|
| | | FBCommon.AddEnterFBCount(curPlayer, mapID, isFree=True)
|
| | |
| | | # 阵容定义
|
| | | LineupList = (
|
| | | Lineup_Main, # 主阵容 1
|
| | | Lineup_Arena, # 竞技场进攻阵容 2
|
| | | Lineup_ArenaAtk, # 竞技场进攻阵容 2
|
| | | Lineup_ArenaDef, # 竞技场防守阵容 3
|
| | | ) = range(1, 1 + 3)
|
| | |
|
| | |
| | |
|
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.getReqPlayerID())
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
|
| | | otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
|
| | | if otherEff:
|
| | |
| | |
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | | if oneActionUseCnt >= 20:
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
|
| | | return
|
| | | oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
|
| | |
|
| | |
| | | curBatObj.SetXP(0)
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
|
| | | addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
|
| | | AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | return
|
| | |
|
| | | def __doSkillHurtAnger(batObj, lostHP, useSkill):
|
| | |
| | | addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
|
| | | if addXP <= 0:
|
| | | return
|
| | | AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | | return
|
| | |
|
| | | def AddTurnFightXP(gameObj, addXP, reason=""):
|
| | | def AddFightXP(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()))
|
| | |
| | | dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
|
| | |
|
| | | aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
|
| | | if turnFight.getPVPPlayerID() > 0:
|
| | | if turnFight.isPVP() > 0:
|
| | | aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
|
| | | dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
|
| | | GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
|