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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