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;)
10个文件已修改
685 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 340 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 144 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py 16 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py 79 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py 31 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Tianzi.py 36 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Zhanchui.py 22 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -47,6 +47,8 @@
import random
import time
import json
import shutil
import os
g_gmTestFightReq = []
@@ -86,7 +88,7 @@
        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
    
@@ -99,7 +101,7 @@
        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):
@@ -171,10 +173,11 @@
    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
@@ -185,10 +188,11 @@
        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], ...]
@@ -203,38 +207,40 @@
        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
@@ -242,9 +248,6 @@
    
    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
@@ -421,6 +424,8 @@
    
    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()
@@ -449,7 +454,7 @@
            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))
@@ -479,10 +484,10 @@
        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
    
@@ -521,7 +526,7 @@
        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
@@ -860,20 +865,16 @@
    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
@@ -948,7 +949,7 @@
        
        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
@@ -1028,6 +1029,7 @@
    ''' 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
@@ -1035,7 +1037,7 @@
    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:
@@ -1059,10 +1061,33 @@
    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:
@@ -1077,38 +1102,117 @@
            if not ret:
                return
            npcLineupIDList, strongerLV, difficulty = ret
        if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
            return
        
    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:
        return
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    if not lineupMainInfo:
        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
        #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 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
    
    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
@@ -1119,58 +1223,40 @@
        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:
@@ -1324,7 +1410,7 @@
                       % (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)})
@@ -1463,9 +1549,8 @@
        
    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)
@@ -1480,9 +1565,6 @@
            
        # 回合开始
        TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
            
        if turnFight.winFaction:
            break
@@ -1854,8 +1936,8 @@
    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()
@@ -1886,7 +1968,7 @@
    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:
@@ -1944,12 +2026,11 @@
                                   % (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
@@ -1984,3 +2065,58 @@
    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
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -38075,6 +38075,150 @@
#------------------------------------------------------
# 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):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -2258,7 +2258,7 @@
    
    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)
    
@@ -2266,9 +2266,9 @@
    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)
@@ -2278,7 +2278,7 @@
        # 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
@@ -2291,7 +2291,7 @@
        
    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)
@@ -2301,9 +2301,9 @@
    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)
@@ -2313,4 +2313,4 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, turnFight, mapID, funcLineID, awardData)
    return callFunc(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
@@ -23,6 +23,7 @@
import IpyGameDataPY
import PlayerActivity
import PlayerBillboard
import PlayerViewCache
import PlayerZhanling
import ItemControler
import PlayerBeauty
@@ -76,16 +77,16 @@
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)
@@ -136,13 +137,29 @@
        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
def __updArenaBatRecord(curPlayer, turnFight, tagPlayerID, isWin, atkAddScore, defDecScore):
    # 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, tagPlayerID, isWin, atkAddScore, defDecScore):
    ## 更新战斗相关日志、榜单等
    
    playerID = curPlayer.GetPlayerID()
@@ -157,7 +174,8 @@
        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)
@@ -165,14 +183,15 @@
    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)
@@ -208,36 +227,8 @@
    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
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -535,9 +535,10 @@
    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
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
@@ -81,24 +81,19 @@
    
    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
@@ -122,23 +117,7 @@
    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:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Tianzi.py
@@ -85,7 +85,7 @@
    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)
@@ -93,7 +93,7 @@
        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
    
@@ -140,21 +140,28 @@
    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)
@@ -184,20 +191,7 @@
        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)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Zhanchui.py
@@ -31,13 +31,12 @@
    
    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
@@ -48,20 +47,7 @@
    
    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)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1236,7 +1236,7 @@
# 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)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -100,7 +100,7 @@
            
    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:
@@ -115,7 +115,7 @@
    
    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)
    
@@ -1541,7 +1541,7 @@
        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):
@@ -1551,10 +1551,10 @@
    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()))
@@ -1914,7 +1914,7 @@
        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))