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/Attack/TurnAttack.py | 342 +++++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 239 insertions(+), 103 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
+
--
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