From 0584da519dfcde7f58caf78b53d1eb0570e34ec3 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 14 一月 2026 15:23:49 +0800
Subject: [PATCH] 302 【公会】BOSS讨伐-服务端(修复无讨伐次数无法进行怒气斩杀bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  235 ++++++++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 177 insertions(+), 58 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 61cdeb7..0c822b7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -138,6 +138,11 @@
             deadCnt += 1
         return deadCnt
     
+    def getHeroObj(self, heroID):
+        if heroID not in self.heroObjIDDict:
+            return
+        return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
+    
 class BatFaction():
     ## 战斗阵营
     
@@ -415,6 +420,8 @@
                     else:
                         tfObj.PosNum = posNum                        
                     tfObj.AngreXP = batObj.GetXP()
+                    tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
+                    tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
                     tfLineup.ObjList.append(tfObj)
                 tfLineup.ObjCnt = len(tfLineup.ObjList)
                 tfFaction.LineupList.append(tfLineup)
@@ -577,25 +584,26 @@
         lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
     return lineupInfo
 
-def GetPlayerLineupFightPower(curPlayer, lineupID):
+def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
     ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
     return GetPlayerLineup(curPlayer, lineupID).fightPower
-def GetPlayerLineup(curPlayer, lineupID):
+def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
     ## 获取玩家阵容
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    lineup = olPlayer.GetLineup(lineupID)
+    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
     if lineup.IsEmpty():
         GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
         lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
     return lineup
 
-def GetPlayerLineupInfo(curPlayer, lineupID):
+def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
     ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
     # @param lineupID: 阵容ID
+    # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
     # @return: 阵容全部信息json字典,前端通用格式
     
     playerID = curPlayer.GetPlayerID()
-    lineup = GetPlayerLineup(curPlayer, lineupID)
+    lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
     if lineup.IsEmpty():
         return {}
     
@@ -607,6 +615,7 @@
         itemIndex = hero.itemIndex
         heroLV = 1
         star = 0
+        userData = "{}"
         if itemIndex >= 0 and itemIndex < curPack.GetCount():
             heroItem = curPack.GetAt(itemIndex)
             if heroItem and not heroItem.IsEmpty():
@@ -614,6 +623,7 @@
                 star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                 #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                 #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+                userData = heroItem.GetUserData()
                 
         skillIDlist = []
         skillIDlist += hero.heroSkillIDList
@@ -622,6 +632,7 @@
                                  "SkinID":hero.skinID,
                                  "LV":heroLV,
                                  "Star":star,
+                                 "Data":userData,
                                  #"BreakLV":breakLV,
                                  #"AwakeLV":awakeLV,
                                  "FightPower":hero.fightPower,
@@ -635,11 +646,12 @@
     lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
     return lineupInfo
 
-def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
+def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
     ## 获取NPC阵容信息
     # @param lineupID: 阵容ID
     # @param npcLV: 成长NPC等级
     # @param difficulty: 成长NPC难度系数
+    # @param viewNPCID: 查看指定的NPCID,供前端查询NPC属性用
     # @return: 阵容全部信息json字典,前端通用格式    
     lineupInfo = GetGMTestNPCLineupInfo(lineupID, strongerLV, difficulty)
     if lineupInfo:
@@ -657,10 +669,14 @@
         npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
         if not npcID:
             continue
-        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
+        if viewNPCID and viewNPCID != npcID:
+            continue
+        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty, isLog)
         if not battleDict:
             continue
         heroDict[str(posNum)] = battleDict
+        if viewNPCID:
+            break
         
     lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
     return lineupInfo
@@ -770,7 +786,7 @@
     lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
     return lineupInfo
     
-def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
+def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0, isLog=True):
     ## 获取NPC战斗相关字典,支持成长NPC
     # @param strongerLV: 成长等级
     # @param difficulty: 难度系数
@@ -781,19 +797,20 @@
     npcLV = npcData.GetLV()
     star, breakLV, awakeLV = 0, 0, 0
     
-    lvIpyData = None
+    reModelID = lineupIpyData.GetReModelID()
+    lvReIpyData = None
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
     npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
     if npcStronger and strongerLV:
-        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
-        if lvIpyData:
+        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
+        if lvReIpyData:
             npcLV = strongerLV
-    if not lvIpyData:
-        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
-    if lvIpyData:
-        star = lvIpyData.GetReHeroStar()
-        breakLV = lvIpyData.GetReHeroBreakLV()
-        awakeLV = lvIpyData.GetReHeroAwakeLV()
+    if not lvReIpyData:
+        lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, npcLV)
+    if lvReIpyData:
+        star = lvReIpyData.GetReHeroStar()
+        breakLV = lvReIpyData.GetReHeroBreakLV()
+        awakeLV = lvReIpyData.GetReHeroAwakeLV()
     if heroIpyData:
         skinIDList = heroIpyData.GetSkinIDList()
         skinID = skinIDList[0] if skinIDList else 0
@@ -814,10 +831,10 @@
                 random.shuffle(randSkillIDExList)
                 randSkillIDExList = randSkillIDExList[:skillExCnt]
             skillIDList += randSkillIDExList
-            GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
+            isLog and GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
             
     # 成长怪属性
-    batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
+    batAttrDict = GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog)
     if not batAttrDict:
         batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(), 
                        ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(), 
@@ -838,13 +855,13 @@
                   "SkinID":skinID,
                   "LV":npcLV,
                   "Star":star,
-                  #"BreakLV":breakLV,
-                  #"AwakeLV":awakeLV,
+                  "BreakLV":breakLV,
+                  "AwakeLV":awakeLV,
                   "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
                   "SkillIDList":skillIDList,
                   }
     
-    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
+    isLog and GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,reModelID=%s,%s", npcID, strongerLV, difficulty, reModelID, battleDict)
     return battleDict
 
 def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -861,6 +878,9 @@
             skillID = breakIpyData.GetSkillID()
             if skillID:
                 skillIDList.append(skillID)
+            skillIDExList = breakIpyData.GetSkillIDExList()
+            if skillIDExList:
+                skillIDList += skillIDExList
                 
     awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if awakeIpyDataList:
@@ -873,29 +893,29 @@
                 
     return skillIDList
 
-def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
+def GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog=True):
     ## 获取NPC成长属性
     # @param strongerLV: 成长等级
     # @param difficulty: 难度系数
     
     batAttrDict = {}
-    if not lvIpyData or not npcStronger or not difficulty:
+    if not lvReIpyData or not npcStronger or not difficulty:
         return batAttrDict
-    lv = lvIpyData.GetLV()
+    lv = lvReIpyData.GetLV()
     for attrID in ChConfig.CalcBattleAttrIDList:
         attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
         if not attrIpyData:
             continue
         attrName = attrIpyData.GetParameter()
-        if not hasattr(lvIpyData, "GetRe%s" % attrName):
+        if not hasattr(lvReIpyData, "GetRe%s" % attrName):
             continue
-        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
+        reValue = getattr(lvReIpyData, "GetRe%s" % attrName)() # 基础参考值
         ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
         attrValue = int(reValue * ratio * difficulty)
         batAttrDict[attrID] = attrValue
         #GameWorld.DebugLogEx("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
         
-    GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
+    isLog and GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
     return batAttrDict
 
 def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
@@ -1078,21 +1098,17 @@
     if not reqRet:
         return
     funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
+    GameWorld.DebugLogEx("    funcLineID=%s", funcLineID, playerID)
     
     fbIpyData = FBCommon.GetFBIpyData(mapID)
     fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
     if fbIpyData:
-        if not fbLineIpyData:
-            GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
-            return
+        #if not fbLineIpyData:
+        #    GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
+        #    return
         if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
             return
         
-    # 攻防方所使用的阵容ID
-    atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
-    if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
-        return
-    
     if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
         return
     
@@ -1100,9 +1116,10 @@
     playerServerID = GameWorld.GetPlayerServerID(curPlayer)
     guid = GameWorld.GetGUID()
     
-    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+    atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
+    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
     if not atkLineupInfo:
-        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
+        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
         return
     
     # 玩家
@@ -1115,6 +1132,7 @@
             PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
             return
         
+        defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
         defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
         if not defLineupInfo:
             GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
@@ -1186,15 +1204,18 @@
             isMultiMap = True
             
     if isMultiMap:
-        CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
+        CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
     else:
         SSMsg_BattleRequest(reqInfo, fromServerID)
     return
 
-def SSMsg_BattleRequest(reqInfo, fromServerID):
+def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
     ## 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
     guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
-    
+    if msgType:
+        GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s" 
+                      % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+        
     if npcLineupIDList:
         turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
     else:
@@ -1216,14 +1237,17 @@
         
     # 其他服务器地图请求的,发送战斗结果回去
     else:
-        CrossServerPackLogic.SendToServer(ShareDefine.SSMsg_BattleResult, retInfo, [fromServerID], playerID=reqPlayerID)
+        CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
     return
 
-def SSMsg_BattleResult(retInfo, fromServerID):
+def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
     ## 收到战斗结果信息
     
     guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
-    
+    if msgType:
+        GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s" 
+                      % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+        
     curPlayer = None
     if reqPlayerID:
         curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
@@ -1262,7 +1286,7 @@
     
     for index, lineupID in enumerate(npcLineupIDList):
         turnFight.lineupIndex = index
-        GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
+        GameWorld.DebugLogEx("对战NPC阵容: mapID=%s,funcLineID=%s,index=%s,lineupID=%s", mapID, funcLineID, index, lineupID)
         if index > 0:
             turnFight.nextTurnFight()
         turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1705,7 +1729,7 @@
             batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
             if turnNum > 1: # 第1回合不用刷新技能
                 RefreshObjSkillByBigTurn(batObj)
-                RefreshObjByBigTurn(turnFight, batObj)
+                RefreshObjByBigTurn(turnFight, batObj, turnNum)
             batObj.ResetBigTurn() # 每大回合重置
             
             if not batObj.IsAlive():
@@ -1795,6 +1819,16 @@
         if not curSkill:
             continue
         skillID = curSkill.GetSkillID()
+        
+        # 每大回合重置能量
+        if curSkill.GetEnergy():
+            for eIndex in range(curSkill.GetEffectCount()):
+                effect = curSkill.GetEffect(eIndex)
+                if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
+                    curSkill.SetEnergy(0)
+                    GameWorld.DebugLogEx("    每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
+                    break
+                
         preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
         remainTime = curSkill.GetRemainTime()
         if remainTime <= 0:
@@ -1807,7 +1841,7 @@
         GameWorld.DebugLogEx("    更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
     return
 
-def RefreshObjByBigTurn(turnFight, batObj):
+def RefreshObjByBigTurn(turnFight, batObj, turnNum):
     ## 根据大回合开始刷新buff持续时间,每个大回合-1,第1回合不处理
     curID = batObj.GetID()
     buffMgr = batObj.GetBuffManager()
@@ -1818,7 +1852,7 @@
         skillData = buff.GetSkillData()
         lastType = skillData.GetLastTimeType()
         
-        if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer]:
+        if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer, ChConfig.BuffLastTimeType_BigTurnLimit]:
             continue
         
         if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
@@ -1829,12 +1863,17 @@
             continue
         
         # 每大回合固定减1回合
-        if lastType == ChConfig.BuffLastTimeType_BigTurn:
+        if lastType in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLimit]:
             remainTime = buff.GetRemainTime()
             if remainTime <= 0:
                 continue
             remainTime -= 1
             GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
+            if lastType == ChConfig.BuffLastTimeType_BigTurnLimit and remainTime > 0:
+                lastTurnMax = skillData.GetLastTime()
+                if lastTurnMax and turnNum > lastTurnMax:
+                    remainTime = 0
+                    GameWorld.DebugLogEx("        超过最大限制回合数,强制清除!: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
             TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
             
         # 每大回合固定减1层
@@ -1857,6 +1896,8 @@
     buffMgr = batObj.GetBuffManager()
     for index in range(buffMgr.GetBuffCount())[::-1]:
         buff = buffMgr.GetBuffByIndex(index)
+        if not buff: # 有出现过报错,先做下防范,理论上不太可能
+            continue
         buffID = buff.GetBuffID()
         skillID = buff.GetSkillID()
         skillData = buff.GetSkillData()
@@ -2022,7 +2063,7 @@
     killerObjID = killer.GetID() if killer else 0
     skillID = useSkill.GetSkillID() if useSkill else 0
     GameWorld.DebugLogEx("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
-    gameObj.SetDead()
+    gameObj.SetDead(killer)
     TurnBuff.DoBuffByDead(turnFight, gameObj)
     
     clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
@@ -2126,7 +2167,7 @@
     # 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)
+                                    heroCount, turnFight.costTime, statInfo, drLineupInfo, guid)
     return
 
 #// B4 14 查看战报 #tagCSTurnFightReportView
@@ -2152,6 +2193,82 @@
     PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
     return
 
+#// B4 16 查看NPC属性 #tagCSViewNPCAttr
+#
+#struct    tagCSViewNPCAttr
+#{
+#    tagHead        Head;
+#    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)
+#    DWORD        FuncLineID;    // MapID对应的扩展值,如具体某个关卡等
+#    DWORD        ViewNPCID;    // 指定查看某个NPCID,发0则查看该关卡阵容所有NPC
+#};
+def OnViewNPCAttr(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    mapID = clientData.MapID
+    funcLineID = clientData.FuncLineID
+    viewNPCID = clientData.ViewNPCID    
+    SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID)
+    return
+
+def SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID=0):
+    lineupIDList = []
+    strongerLV, difficulty = 0, 0
+    
+    if mapID == ChConfig.Def_FBMapID_MainBoss:
+        chapterID = funcLineID / 100
+        levelNum = funcLineID % 100
+        levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
+        if not levelIpyData:
+            return
+        lineupIDList = levelIpyData.GetBossLineupIDList() # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
+        strongerLV = levelIpyData.GetNPCLV()
+        difficulty = levelIpyData.GetDifficulty()
+        
+    else:
+        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID)
+        if fbLineIpyData:
+            lineupIDList = fbLineIpyData.GetLineupIDList()
+            strongerLV = fbLineIpyData.GetNPCLV()
+            difficulty = fbLineIpyData.GetDifficulty()
+        else:
+            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+            if not ret:
+                return
+            lineupIDList, strongerLV, difficulty = ret
+            
+    if not lineupIDList:
+        return
+    
+    npcAttrList = []
+    for lineupID in lineupIDList:
+        lineupInfo = GetNPCLineupInfo(lineupID, strongerLV, difficulty, False, viewNPCID=viewNPCID)
+        if not lineupInfo:
+            continue
+        heroDict = lineupInfo["Hero"]
+        for posNum, attrInfo in heroDict.items():
+            posNum = int(posNum)
+            npcAttr = ChPyNetSendPack.tagSCViewNPCAttr()
+            npcAttr.PosNum = posNum
+            npcAttr.NPCID = attrInfo["NPCID"]
+            npcAttr.HeroID = attrInfo["HeroID"]
+            npcAttr.LV = attrInfo["LV"]
+            npcAttr.Star = attrInfo["Star"]
+            npcAttr.BreakLV = attrInfo["BreakLV"]
+            npcAttr.AwakeLV = attrInfo["AwakeLV"]
+            npcAttr.AttrMsg = json.dumps(attrInfo["AttrDict"], ensure_ascii=False).replace(" ", "")
+            npcAttr.AttrLen = len(npcAttr.AttrMsg)
+            npcAttrList.append(npcAttr)
+    if not npcAttrList:
+        return
+    clientPack = ChPyNetSendPack.tagSCViewNPCAttrRet()
+    clientPack.MapID = mapID
+    clientPack.FuncLineID = funcLineID
+    clientPack.ViewNPCID = viewNPCID
+    clientPack.NPCAttrList = npcAttrList
+    clientPack.NPCCnt = len(clientPack.NPCAttrList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+
 def SyncTurnFightReport(curPlayer, guid, reprot):
     ## 通知完整战报
     clientPack = ChPyNetSendPack.tagSCTurnFightReport()
@@ -2175,13 +2292,15 @@
     if not os.path.exists(ReportDir):
         os.makedirs(ReportDir)
     else:
-        items = os.listdir(ReportDir)
-        for item in items:
-            fullPath = os.path.join(ReportDir, item)
-            try:
-                os.remove(fullPath)
-            except:
-                pass
+        isSaveOne = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 2) # 个人战报是否只保留1份
+        if isSaveOne:
+            items = os.listdir(ReportDir)
+            for item in items:
+                fullPath = os.path.join(ReportDir, item)
+                try:
+                    os.remove(fullPath)
+                except:
+                    pass
             
     saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
     GameWorld.DebugLogEx("战报路径=%s", saveFilePath)

--
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