389 流向记录(战斗耗时流向;战斗失败明细流向;战斗服务器可记录战斗相关流向;)
3个文件已修改
46 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 27 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -30,6 +30,7 @@
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
@@ -74,6 +75,7 @@
        self.faction = faction # 所属阵营
        self.num = num # 该阵容所在阵营中的编号,不同阵营可重复,多V多
        self.ownerID = 0 # 阵容所属玩家ID,可能为0,0代表非玩家阵容
        self.lineupInfo = {} # 传入初始化的阵容信息
        self.shapeType = 0 # 阵型
        self.fightPower = 0 # 阵容总战力
        self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等
@@ -96,6 +98,7 @@
        ## 设置阵容
        # @param lineupInfo: 阵容信息
        self.clearLineup()
        self.lineupInfo = lineupInfo
        self.ownerID = lineupInfo.get("PlayerID", 0) # 阵容所属的玩家ID
        self.shapeType = lineupInfo.get("ShapeType", 0)
        self.fightPower = lineupInfo.get("FightPower", 0)
@@ -113,6 +116,7 @@
            batObjMgr.delBatObj(objID)
        for objID in self.beautyObjIDDict.values():
            batObjMgr.delBatObj(objID)
        self.lineupInfo = {}
        self.posObjIDDict = {}
        self.heroObjIDDict = {}
        self.lingshouObjIDDict = {}
@@ -340,7 +344,10 @@
                        break
                    
            if allKilled:
                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                if self.mapID in ChConfig.PlayerWinMapIDList:
                    self.winFaction = ChConfig.Def_FactionA
                else:
                    self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                DoTurnFightOver(self.guid)
                return self.winFaction
            
@@ -2012,7 +2019,10 @@
    
    if turnFight.getReqPlayerID():
        # 玩家发起的,未击杀对方,算玩家输
        turnFight.winFaction = ChConfig.Def_FactionB
        if turnFight.mapID in ChConfig.PlayerWinMapIDList:
            turnFight.winFaction = ChConfig.Def_FactionA
        else:
            turnFight.winFaction = ChConfig.Def_FactionB
    else:
        # 系统场次,按一定规则来,这里先随机
        turnFight.winFaction = random.choice([ChConfig.Def_FactionA, ChConfig.Def_FactionB])
@@ -2032,17 +2042,23 @@
    turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
    mapID = turnFight.mapID
    funcLineID = turnFight.funcLineID
    reqPlayerID = turnFight.getReqPlayerID()
    GameWorld.DebugLogEx("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s", winFaction, turnFight.costTime, guid)
    if mapID != ChConfig.Def_FBMapID_Main:
        GameWorld.Log("战斗耗时: %ss, mapID=%s,funcLineID=%s,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
        
    # 统计明细
    heroCount = 0
    batObjMgr = BattleObj.GetBatObjMgr()
    statInfo = {}
    drLineupInfo = {}
    for faction in turnFight.factionDict.keys():
        if str(faction) not in statInfo:
            statInfo[str(faction)] = {}
        facStatInfo = statInfo[str(faction)]
        if str(faction) not in drLineupInfo:
            drLineupInfo[str(faction)] = {}
        facDRLineupInfo = drLineupInfo[str(faction)]
        batFaction = turnFight.getBatFaction(faction)
        batFaction.totalHurt = 0
        for num in batFaction.lineupDict.keys():
@@ -2051,11 +2067,13 @@
            lineupStatInfo = facStatInfo[str(num)]
            batLineup = batFaction.getBatlineup(num)
            batLineup.totalHurt = 0
            facDRLineupInfo[str(num)] = batLineup.lineupInfo
            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
            for posNum, objID in batLineup.posObjIDDict.items():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                heroCount += 1
                objID = batObj.GetID()
                npcID = batObj.GetNPCID()
                heroID = batObj.GetHeroID()
@@ -2075,6 +2093,11 @@
    FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
    
    turnFight.syncState(FightState_Award, statMsg)
    # 流向记录
    if mapID != ChConfig.Def_FBMapID_Main and reqPlayerID:
        DataRecordPack.DR_FightStat(reqPlayerID, mapID, funcLineID, turnFight.isWin, turnFight.turnNum, turnFight.turnMax,
                                    heroCount, turnFight.costTime, statInfo, drLineupInfo)
    return
#// B4 14 查看战报 #tagCSTurnFightReportView
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1889,6 +1889,8 @@
PassByStarMapIDList = []
#扫荡不需要检查是否已过关的地图
SweepUnCheckPassMapIDList = [Def_FBMapID_Tianzi]
#固定玩家获胜的地图
PlayerWinMapIDList = [Def_FBMapID_Tianzi]
#需要汇报中心副本过关进度的地图
ReportCenterMapIDList = [Def_FBMapID_Zhanchui]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py
@@ -119,9 +119,9 @@
# @param eventTypeStr: 事件类型标识
# @param dataDict: 事件字典
# @return None
def SendEventPack(eventTypeStr, dataDict, curPlayer=None):
def SendEventPack(eventTypeStr, dataDict, curPlayer=None, checkBatServer=True):
    
    if GameWorld.IsBattleServer():
    if checkBatServer and GameWorld.IsBattleServer():
        GameWorld.DebugLogEx("战斗服务器暂不做流向记录")
        return
    
@@ -286,6 +286,19 @@
    SendEventPack("FBPass_%s" % mapID, dataDict, curPlayer)
    return
def DR_FightStat(reqPlayerID, mapID, funcLineID, isWin, turnNum, turnMax, heroCount, costTime, statInfo, drLineupInfo):
    ## 战斗统计
    dataDict = {'PlayerID':reqPlayerID, 'mapID':mapID, 'funcLineID':funcLineID, 'isWin':isWin,
                'turnNum':turnNum, 'turnMax':turnMax, 'heroCount':heroCount, 'costTime':costTime}
    SendEventPack("FightTime", dataDict, checkBatServer=False)
    #战斗失败的记录明细信息
    if not isWin:
        failDRDict = {"statInfo":statInfo, "drLineupInfo":drLineupInfo}
        failDRDict.update(dataDict)
        SendEventPack("FightFail_%s" % mapID, failDRDict, checkBatServer=False)
    return
##累计登陆礼包
def DR_LoginDayAward(curPlayer, dayIndex):
    dataDict = {'PlayerID':curPlayer.GetPlayerID(),