From 229d066301a40c3e20a1167571c42185a4e6029b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 20 三月 2026 11:03:56 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线关卡每个房间开始战斗时补通知当前进度;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 238 ++++++++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 168 insertions(+), 70 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 1fe65d0..e54dc6f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -29,7 +29,6 @@
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
-import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
@@ -45,6 +44,7 @@
import TurnBuff
import FBCommon
import CommFunc
+import CrossMsg
import FBLogic
import random
@@ -79,10 +79,11 @@
self.lineupInfo = {} # 传入初始化的阵容信息
self.shapeType = 0 # 阵型
self.fightPower = 0 # 阵容总战力
- self.minggeObj = None # 命格战斗对象
- self.posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...}, 站位编号小于0为非主战单位,如主公、红颜等
- self.heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
- self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...}
+
+ self._posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...},如主公、命格、灵兽等
+ self._heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
+ self._batHeroObjIDList = [] # 主战武将对象ID列表
+ self._minggeObjID = 0 # 命格对象ID
self.actionNum = ActionNumStart # 行动位置,从1开始
self.totalHurt = 0 # 阵容总输出
@@ -93,7 +94,7 @@
def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
- def isEmpty(self): return not self.posObjIDDict
+ def isEmpty(self): return not self._batHeroObjIDList
def setLineupInfo(self, lineupInfo):
## 设置阵容
@@ -111,25 +112,55 @@
def clearLineup(self):
## 清除阵容
batObjMgr = BattleObj.GetBatObjMgr()
- for objID in self.posObjIDDict.values():
+ for objID in self._posObjIDDict.values():
batObjMgr.delBatObj(objID)
- for objID in self.lingshouObjIDDict.values():
- batObjMgr.delBatObj(objID)
- if self.minggeObj:
- batObjMgr.delBatObj(self.minggeObj.GetID())
self.lineupInfo = {}
- self.posObjIDDict = {}
- self.heroObjIDDict = {}
- self.lingshouObjIDDict = {}
+ self._posObjIDDict = {}
+ self._heroObjIDDict = {}
+ self._batHeroObjIDList = []
+ self._minggeObjID = 0
self.fightPower = 0
self.totalHurt = 0
return
+
+ def addObj(self, batObj):
+ objID = batObj.GetID()
+ posNum = batObj.GetPosNum()
+ heroID = batObj.GetHeroID()
+ batObjType = batObj.GetBatObjType()
+ self._posObjIDDict[posNum] = objID
+ if heroID:
+ self._heroObjIDDict[heroID] = objID
+
+ if batObjType == ChConfig.BatObjType_BatHero:
+ if objID not in self._batHeroObjIDList:
+ self._batHeroObjIDList.append(objID)
+ elif batObjType == ChConfig.BatObjType_Mingge:
+ self._minggeObjID = objID
+ elif batObjType == ChConfig.BatObjType_Lingshou:
+ pass
+ return
+
+ def getPosObjIDDict(self): return self._posObjIDDict
+ def getAllPosObjIDList(self): return self._posObjIDDict.values()
+
+ def getBatHeroObjIDList(self): return self._batHeroObjIDList ## 获取主战武将对象ID列表
+
+ def getHeroObj(self, heroID):
+ if heroID not in self._heroObjIDDict:
+ return
+ return BattleObj.GetBatObjMgr().getBatObj(self._heroObjIDDict[heroID])
+
+ def getMinggeObj(self):
+ if not self._minggeObjID:
+ return
+ return BattleObj.GetBatObjMgr().getBatObj(self._minggeObjID)
def getDeadObjCnt(self):
## 获取本阵容目前死亡队员数
deadCnt = 0
batObjMgr = BattleObj.GetBatObjMgr()
- for objID in self.posObjIDDict.values():
+ for objID in self._batHeroObjIDList:
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -138,12 +169,16 @@
deadCnt += 1
return deadCnt
- def getHeroObj(self, heroID):
- if heroID not in self.heroObjIDDict:
- return
- return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
-
- def getMinggeObj(self): return self.minggeObj
+ def GetBeFrozenCnt(self):
+ ## 获取本阵容累计被冰冻次数
+ totalCnt = 0
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for objID in self._batHeroObjIDList:
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ totalCnt += batObj.GetBeFrozenCnt()
+ return totalCnt
class BatFaction():
## 战斗阵营
@@ -297,19 +332,27 @@
def sortActionQueue(self):
## 刷新出手顺序队列
+ batObjMgr = BattleObj.GetBatObjMgr()
sortList = []
for batFaction in self.factionDict.values():
faction = batFaction.faction
for num, batLineup in batFaction.lineupDict.items():
isPlayer = 1 if batLineup.ownerID else 0 # 玩家阵容优先攻击
+ atkSpeed = 0
+ for objID in batLineup.getBatHeroObjIDList():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ atkSpeed += batObj.GetBatAttrValue(ChConfig.AttrID_AtkSpeed)
fightPower = batLineup.fightPower
sortValue = -(faction * 10 + num)
- sortList.append([isPlayer, fightPower, sortValue, faction, num])
+ sortList.append([isPlayer, atkSpeed, fightPower, sortValue, faction, num])
sortList.sort(reverse=True) # 战力高的先手
self.actionIndex = 0
self.actionSortList = []
- for _, _, _, faction, num in sortList:
+ for sortInfo in sortList:
+ faction, num = sortInfo[-2:]
self.actionSortList.append([faction, num])
GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
@@ -339,10 +382,7 @@
for batLineup in batFaction.lineupDict.values():
if not allKilled:
break
- for posNum, objID in batLineup.posObjIDDict.items():
- if posNum <= 0:
- # 非主战位置不判断
- continue
+ for objID in batLineup.getBatHeroObjIDList():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -403,10 +443,12 @@
tfLineup.OwnerID = batLineup.ownerID
tfLineup.ShapeType = batLineup.shapeType
tfLineup.ObjList = []
- for posNum, objID in batLineup.posObjIDDict.items():
+ for posNum, objID in batLineup.getPosObjIDDict().items():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
+ #if posNum == ChConfig.TFPosNum_Mingge: # 理论上要都同步,但是前端需要同步修改,等前端要改时再同步
+ # continue
tfObj = ChPyNetSendPack.tagSCTurnFightObj()
tfObj.ObjID = batObj.GetID()
tfObj.NPCID = batObj.GetNPCID()
@@ -661,7 +703,7 @@
mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
mgSkillIDList = []
for skillTypeID, skillLV in mgSkillLVDict.items():
- skillID = skillTypeID + skillLV - 1
+ skillID = SkillCommon.GetSkillIDBySkillTypeID(skillTypeID, skillLV)
if skillID not in mgSkillIDList:
mgSkillIDList.append(skillID)
#shapeType = 0
@@ -669,6 +711,40 @@
if mgSkillIDList:
lineupInfo["MGSkillIDList"] = mgSkillIDList
return lineupInfo
+
+def GetPlayerHeroBatViewLineupInfo(curPlayer, heroID, skinIndex):
+ ## 获取玩家战斗预览阵容信息
+ playerID = curPlayer.GetPlayerID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ skinIDList = heroIpyData.GetSkinIDList()
+ skinID = skinIDList[skinIndex] if len(skinIDList) > skinIndex else 0
+
+ heroBatAttrDict = IpyGameDataPY.GetFuncEvalCfg("HeroBatView", 1, {})
+ heroViewInfo = IpyGameDataPY.GetFuncEvalCfg("HeroBatView", 2) # 预览时的武将 站位|等级|星级|突破等级|觉醒等级
+ posNum = heroViewInfo[0] if len(heroViewInfo) > 0 else 2
+ heroLV = heroViewInfo[1] if len(heroViewInfo) > 1 else 100
+ star = heroViewInfo[2] if len(heroViewInfo) > 2 else 0
+ breakLV = heroViewInfo[3] if len(heroViewInfo) > 3 else 0
+ awakeLV = heroViewInfo[4] if len(heroViewInfo) > 4 else 0
+ fightPower = 0
+
+ skillIDlist = GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV)
+
+ heroDict = {}
+ heroDict[str(posNum)] = {
+ "HeroID":heroID,
+ "SkinID":skinID,
+ "LV":heroLV,
+ "Star":star,
+ "BreakLV":breakLV,
+ "AwakeLV":awakeLV,
+ "FightPower":fightPower,
+ "AttrDict":{str(k):v for k, v in heroBatAttrDict.items() if v > 0},
+ "SkillIDList":skillIDlist,
+ }
+ return {"PlayerID":playerID, "Hero":heroDict}
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
## 获取NPC阵容信息
@@ -824,7 +900,16 @@
reModelID = lineupIpyData.GetReModelID()
lvReIpyData = None
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
- npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
+ npcStronger = None
+ npcStrongerList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCStronger", npcID)
+ if npcStrongerList and strongerLV:
+ for strongerData in npcStrongerList:
+ if not strongerData.GetNPCLV() or strongerLV <= strongerData.GetNPCLV():
+ npcStronger = strongerData
+ break
+ if not npcStronger:
+ npcStronger = npcStrongerList[-1] # 找不到时取最后一条
+
if npcStronger and strongerLV:
lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
if lvReIpyData:
@@ -965,7 +1050,6 @@
if mgSkillIDList:
minggeObj = batObjMgr.addBatObj()
if minggeObj:
- batLineup.minggeObj = minggeObj
minggeObj.SetOwnerID(lineupPlayerID)
minggeObj.SetTFGUID(tfGUID)
minggeObj.SetFaction(faction)
@@ -974,6 +1058,7 @@
skillManager.SkillReset()
for skillID in mgSkillIDList:
skillManager.LearnSkillByID(skillID)
+ batLineup.addObj(minggeObj)
GameWorld.DebugLogEx("AddBatObj 命格: faction:%s,num:%s,objID=%s,skillIDList=%s", faction, num, minggeObj.GetID(), skillManager.GetSkillIDList())
ResetObjSkill(minggeObj)
minggeObj.InitBatAttr({ChConfig.AttrID_MaxHP:1})
@@ -1018,7 +1103,7 @@
batObj = batObjMgr.addBatObj()
if not batObj:
break
- objID = batObj.GetID()
+ #objID = batObj.GetID()
if npcID:
batObj.SetNPCID(npcID)
elif lineupPlayerID:
@@ -1042,8 +1127,7 @@
for skillID in skillIDList:
skillManager.LearnSkillByID(skillID)
- batLineup.posObjIDDict[posNum] = objID
- batLineup.heroObjIDDict[heroID] = objID
+ batLineup.addObj(batObj)
GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
ResetObjSkill(batObj)
@@ -1067,7 +1151,7 @@
GameWorld.DebugLogEx("切换小队重置玩家阵容武将...")
batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
batObjMgr = BattleObj.GetBatObjMgr()
- for objID in batLineup.posObjIDDict.values():
+ for objID in batLineup.getAllPosObjIDList():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -1161,8 +1245,15 @@
playerServerID = GameWorld.GetPlayerServerID(curPlayer)
guid = GameWorld.GetGUID()
- atkBatPresetType = ChConfig.MapAtkBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
- atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkBatPresetType, exclusiveMapID=mapID)
+ if mapID == ChConfig.Def_FBMapID_HeroBatView:
+ if not valueList:
+ return
+ heroID = valueList[0]
+ skinIndex = valueList[1] if len(valueList) > 1 else 0
+ atkLineupInfo = GetPlayerHeroBatViewLineupInfo(curPlayer, heroID, skinIndex)
+ else:
+ atkBatPresetType = ChConfig.MapAtkBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
+ atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkBatPresetType, exclusiveMapID=mapID)
if not atkLineupInfo:
GameWorld.DebugLogEx("玩家没有主线阵容数据! mapID=%s", mapID, playerID)
return
@@ -1249,17 +1340,17 @@
isMultiMap = True
if isMultiMap:
- CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
+ CrossMsg.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
else:
- SSMsg_BattleRequest(reqInfo, fromServerID)
+ S2B_BattleRequest(reqInfo, fromServerID)
return
-def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
+def S2B_BattleRequest(reqInfo, fromServerID, msgType=""):
## 请求执行战斗,由本地图或其他服务器地图分配过来的战斗请求
guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
- if msgType:
- GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
- % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+ #if msgType:
+ # GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
+ # % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
if npcLineupIDList:
turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
@@ -1278,20 +1369,20 @@
# 本地图自己处理的
if fromServerID == GameWorld.GetGameWorld().GetServerID():
- SSMsg_BattleResult(retInfo, fromServerID)
+ B2S_BattleResult(retInfo, fromServerID)
# 其他服务器地图请求的,发送战斗结果回去
else:
- CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
+ CrossMsg.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
return
-def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
+def B2S_BattleResult(retInfo, fromServerID, msgType=""):
## 收到战斗结果信息
guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
- if msgType:
- GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
- % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+ #if msgType:
+ # GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
+ # % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
curPlayer = None
if reqPlayerID:
@@ -1515,6 +1606,9 @@
GameWorld.DebugLogEx("没有设置主阵容!", playerID)
return
+ # 开始时补通知一次当前关卡进度, 原因:前端播放战报关卡进度吞包刷新问题
+ PlayerControl.SetMainLevelNowValue(curPlayer, PlayerControl.GetMainLevelNowValue(curPlayer))
+
strongerLV = levelIpyData.GetNPCLV()
difficulty = levelIpyData.GetDifficulty()
mainFightMgr = GetMainFightMgr(curPlayer)
@@ -1607,7 +1701,6 @@
turnFight.syncState(FightState_Fighting)
TurnFightPerTurnBigStart(turnFight, turnNum)
- # 红颜
# 灵兽
if turnFight.winFaction:
@@ -1621,14 +1714,15 @@
faction, num = turnFight.actionSortList[turnFight.actionIndex]
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
+ posObjIDDict = batLineup.getPosObjIDDict()
for posNum in range(batLineup.actionNum, PosNumMax + 1):
#GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
- if posNum not in batLineup.posObjIDDict:
+ if posNum not in posObjIDDict:
batLineup.actionNum = posNum + 1
#GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
continue
- objID = batLineup.posObjIDDict[posNum]
+ objID = posObjIDDict[posNum]
batObj = batObjMgr.getBatObj(objID)
# 玩家自己阵营,预判可否行动
@@ -1695,11 +1789,12 @@
faction, num = turnFight.actionSortList[turnFight.actionIndex]
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
+ posObjIDDict = batLineup.getPosObjIDDict()
for posNum in range(batLineup.actionNum, PosNumMax + 1):
batLineup.actionNum = posNum + 1
- if posNum not in batLineup.posObjIDDict:
+ if posNum not in posObjIDDict:
continue
- objID = batLineup.posObjIDDict[posNum]
+ objID = posObjIDDict[posNum]
batObj = batObjMgr.getBatObj(objID)
TurnFightHeroTurnStart(turnFight, batObj, turnNum)
isAction = OnObjAction(turnFight, batObj)
@@ -1747,7 +1842,7 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
batLineup.actionNum = ActionNumStart
- for objID in batLineup.posObjIDDict.values():
+ for objID in batLineup.getAllPosObjIDList():
batObj = batObjMgr.getBatObj(objID)
turnFight.ResetOneActionUseSkillCnt()
TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
@@ -1765,7 +1860,7 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
batLineup.actionNum = 1
- for objID in batLineup.posObjIDDict.values():
+ for objID in batLineup.getAllPosObjIDList():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -1792,7 +1887,7 @@
GameWorld.DebugLogEx("回合结束逻辑: turnNum=%s,faction=%s, num=%s", turnNum, faction, num)
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
- for objID in batLineup.posObjIDDict.values():
+ for objID in batLineup.getAllPosObjIDList():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -1903,7 +1998,7 @@
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
#GameWorld.DebugLogEx(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
- if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
+ if skillData.GetSkillType() in ChConfig.Def_HaloSkill_List and buff.GetOwnerID() != curID:
GameWorld.DebugLogEx(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
@@ -1951,7 +2046,7 @@
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
#GameWorld.DebugLogEx(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
- if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
+ if skillData.GetSkillType() in ChConfig.Def_HaloSkill_List and buff.GetOwnerID() != curID:
GameWorld.DebugLogEx(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
remainTime = buff.GetRemainTime()
@@ -2085,7 +2180,7 @@
batFaction = turnFight.getBatFaction(faction)
for lineupNum in batFaction.lineupDict.keys():
batLineup = batFaction.getBatlineup(lineupNum)
- for lineupObjID in batLineup.posObjIDDict.values():
+ for lineupObjID in batLineup.getBatHeroObjIDList():
lineupObj = batObjMgr.getBatObj(lineupObjID)
if not lineupObj.IsAlive():
continue
@@ -2166,28 +2261,30 @@
heroCount = 0
batObjMgr = BattleObj.GetBatObjMgr()
statInfo = {}
- drLineupInfo = {}
+ drHeroIDDict = {}
for faction in turnFight.factionDict.keys():
if str(faction) not in statInfo:
statInfo[str(faction)] = {}
facStatInfo = statInfo[str(faction)]
- if str(faction) not in drLineupInfo:
- drLineupInfo[str(faction)] = {}
- facDRLineupInfo = drLineupInfo[str(faction)]
+ if str(faction) not in drHeroIDDict:
+ drHeroIDDict[str(faction)] = {}
+ facDRHeroIDDict = drHeroIDDict[str(faction)]
batFaction = turnFight.getBatFaction(faction)
batFaction.totalHurt = 0
for num in batFaction.lineupDict.keys():
if str(num) not in facStatInfo:
facStatInfo[str(num)] = {}
lineupStatInfo = facStatInfo[str(num)]
+ if str(num) not in facDRHeroIDDict:
+ facDRHeroIDDict[str(num)] = {}
+ posHeroIDDict = facDRHeroIDDict[str(num)]
batLineup = batFaction.getBatlineup(num)
batLineup.totalHurt = 0
- facDRLineupInfo[str(num)] = batLineup.lineupInfo
GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
- posObjIDList = [[posNum, objID] for posNum, objID in batLineup.posObjIDDict.items()]
- # 命格不算战斗单位,主体视为触发的武将
- # 灵兽
- for posNum, objID in posObjIDList:
+ for posNum, objID in batLineup.getPosObjIDDict().items():
+ if posNum == ChConfig.TFPosNum_Mingge:
+ #命格不统计
+ continue
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -2202,6 +2299,7 @@
dead = 0 if batObj.IsAlive() else 1
if heroID:
heroCount += 1
+ posHeroIDDict[str(posNum)] = heroID
GameWorld.DebugLogEx(" Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s",
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,
@@ -2216,7 +2314,7 @@
# 流向记录
if mapID != ChConfig.Def_FBMapID_Main and reqPlayerID:
DataRecordPack.DR_FightStat(reqPlayerID, mapID, funcLineID, turnFight.isWin, turnFight.turnNum, turnFight.turnMax,
- heroCount, turnFight.costTime, statInfo, drLineupInfo, guid)
+ heroCount, turnFight.costTime, drHeroIDDict, guid)
return
#// B4 14 查看战报 #tagCSTurnFightReportView
--
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