From 1a9aa08e61a036b6c051cb072f7b4c8c746662b3 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 03 十二月 2025 19:55:26 +0800
Subject: [PATCH] 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;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py | 31 --
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py | 16
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Zhanchui.py | 22 -
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py | 144 ++++++++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py | 3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 342 +++++++++++++++++++--------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py | 81 +++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 12
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Tianzi.py | 36 +-
10 files changed, 460 insertions(+), 229 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 8b88731..20d85f8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/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
@@ -860,21 +865,17 @@
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", {})
@@ -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):
+
+ 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
@@ -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)
@@ -1480,10 +1565,7 @@
# 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
@@ -1983,4 +2064,59 @@
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
+
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index b8f7b67..e027efd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/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):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
index 65e75c9..20c26fb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
+++ b/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)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
index e0ec257..bbd865c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
+++ b/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
+
+ # 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()
@@ -156,8 +173,9 @@
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)
@@ -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
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
index 1d50672..fc4121a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
+++ b/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
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
index 52ba12f..06f3eef 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
+++ b/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:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Tianzi.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Tianzi.py
index 1cdb7fb..0914eab 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Tianzi.py
+++ b/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)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Zhanchui.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Zhanchui.py
index 67867c2..976a785 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Zhanchui.py
+++ b/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)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index fa5c6c0..27dcb6f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/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)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 6988ad3..aaf4f3c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/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))
--
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