From 3432541b467d53ffe4ed3872c734e76638e30df8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 24 十月 2025 17:58:12 +0800
Subject: [PATCH] 302 【公会】BOSS讨伐-服务端

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  167 +++++++++++++++++++++++++++++++++++++++----------------
 1 files changed, 118 insertions(+), 49 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 2a01244..cf6faf1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,7 @@
 
 import ChConfig
 import PlayerTask
+import PlayerActivity
 import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
@@ -36,6 +37,7 @@
 import TurnPassive
 import TurnSkill
 import TurnBuff
+import FBCommon
 import CommFunc
 import ObjPool
 import FBLogic
@@ -73,6 +75,7 @@
         self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...}
         self.beautyObjIDDict = {} # 红颜战斗单位 {位置编号:batObjID, ...}
         self.actionNum = ActionNumStart # 行动位置,从1开始
+        self.totalHurt = 0 # 阵容总输出
         return
     
     def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
@@ -102,6 +105,7 @@
         self.lingshouObjIDDict = {}
         self.beautyObjIDDict = {}
         self.fightPower = 0
+        self.totalHurt = 0
         return
     
 class BatFaction():
@@ -111,6 +115,7 @@
         self.turnFight = turnFight # TurnFight
         self.faction = faction
         self.lineupDict = {} # 该阵营所有阵容信息 {编号:BatLineup, ...}
+        self.totalHurt = 0 # 阵营总输出
         return
     
     def getBatlineup(self, num=1):
@@ -122,6 +127,8 @@
             lineup = BatLineup(self.faction, num, self.turnFight)
             self.lineupDict[num] = lineup
         return lineup
+    
+    def getTotalHurt(self): return self.totalHurt # 阵营总输出
     
     def clearLineups(self):
         ## 清除所有战斗阵容
@@ -155,6 +162,7 @@
         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.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.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], ...]
@@ -162,6 +170,7 @@
         self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
         self.startTime = 0 # 开始时间戳,支持毫秒小数
         self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
+        self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
         
         # pve 多小队 - 一般只有PVE用到
         self.lineupIndex = 0 # 当前小队索引
@@ -183,6 +192,7 @@
         self.setPVE()
         self.setPVP()
         self.msgDict = {}
+        self._kvDict = {}
         self.nextTurnFight(msgDict)
         return
     
@@ -198,10 +208,17 @@
         self.tagViewCache = tagViewCache
         return
     
+    def isFBMap(self):
+        ## 是否副本地图中,非主线的均视为副本
+        return self.mapID not in [ChConfig.Def_FBMapID_Main, ChConfig.Def_FBMapID_MainBoss]
+    
+    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={}, resetByNextTeam=False):
+    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
         self.turnNum = 1
         self.enterLogic = False
@@ -211,8 +228,7 @@
         self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
-        if resetByNextTeam:
-            ResetByNextTeam(self)
+        ResetByNextTeam(self)
         return
     
     def haveNextLineup(self):
@@ -265,7 +281,7 @@
         @param turnNum: 第x回合
         '''
         self.timeline = timeline
-        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
         if isEmpty:
             # 空位置的节点可直接跳过
             return timeline
@@ -382,6 +398,11 @@
         self.addBatPack(clientPack)
         return
     
+    def syncHelp(self, msgDict):
+        ## 通知帮助信息,一般是副本用
+        self.syncState(self.state, msgDict)
+        return
+    
     def syncState(self, state, msgDict={}):
         self.state = state
         msg = json.dumps(msgDict, ensure_ascii=False)
@@ -427,6 +448,12 @@
             else:
                 ObjPool.GetPoolMgr().release(clientPack)
         return
+    
+    def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
+    def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0)
+    def SetOneActionUseSkillCnt(self, objID, useCnt):
+        self._oneActionUseSkillCntDict[objID] = useCnt
+        return useCnt
     
 class TurnFightMgr():
     ## 回合战斗管理器
@@ -519,8 +546,8 @@
     ## 获取玩家阵容
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
     lineup = olPlayer.GetLineup(lineupID)
-    if not lineup.lineupHeroDict:
-        # 为空时默认取主阵容
+    if lineup.IsEmpty():
+        GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
         lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
     return lineup
 
@@ -531,12 +558,12 @@
     
     playerID = curPlayer.GetPlayerID()
     lineup = GetPlayerLineup(curPlayer, lineupID)
-    if not lineup.lineupHeroDict:
+    if lineup.IsEmpty():
         return {}
     
     heroDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for posNum in lineup.lineupHeroDict.keys():
+    for posNum in lineup.GetPosNumList():
         hero = lineup.GetLineupHero(posNum)
         heroID = hero.heroID
         itemIndex = hero.itemIndex
@@ -618,7 +645,7 @@
     else:
         heroID = 0
         skinID = 0
-        skillIDList = [] + npcData.GetSkillIDList()
+        skillIDList = []# + npcData.GetSkillIDList()
         
     # boss额外随机技能
     bossID = lineupIpyData.GetBossID()
@@ -645,7 +672,10 @@
                        ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(), 
                        ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
                        }
-        batAttrDict.update(npcData.GetSpecAttrInfo())
+    exAttrDict = npcData.GetSpecAttrInfo()
+    for attrIDStr, attrValue in exAttrDict.items():
+        attrID = int(attrIDStr)
+        batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue
         
     battleDict = {"NPCID":npcID,
                   "HeroID":heroID,
@@ -664,7 +694,7 @@
     angerSkillID = heroIpyData.GetAngerSkillID()
     skillIDList = [normalSkillID, angerSkillID]
     
-    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+    breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID)
     if breakIpyDataList:
         for breakIpyData in breakIpyDataList:
             if breakIpyData.GetBreakLV() > breakLV:
@@ -722,7 +752,8 @@
         if not curPlayer:
             return
         
-    tfGUID = batLineup.turnFight.guid
+    turnFight = batLineup.turnFight
+    tfGUID = turnFight.guid
     lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
     heroDict = lineupInfo.get("Hero", {})
     
@@ -740,13 +771,15 @@
         heroID = heroInfo.get("HeroID", 0)
         skinID = heroInfo.get("SkinID", 0)
         lv = heroInfo.get("LV", 1)
+        specialty, atkDistType, country, sex, job = 0, 1, 0, 1, 0
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
         if heroIpyData:
+            objName = heroIpyData.GetName()
             specialty = heroIpyData.GetSpecialty()
             atkDistType = heroIpyData.GetAtkDistType()
-            objName = heroIpyData.GetName()
             country = heroIpyData.GetCountry()
             sex = heroIpyData.GetSex()
+            job = heroIpyData.GetJob()
             
         if lineupPlayerID:
             fightPower = heroInfo.get("FightPower", 0)
@@ -758,11 +791,7 @@
             if not npcDataEx:
                 continue
             if not heroIpyData:
-                specialty = 0
-                atkDistType = npcDataEx.GetAtkDistType()
                 objName = npcDataEx.GetNPCName()
-                country = npcDataEx.GetCountry()
-                sex = npcDataEx.GetSex()
                 
         batObj = batObjMgr.addBatObj()
         if not batObj:
@@ -782,6 +811,7 @@
         batObj.SetSpecialty(specialty)
         batObj.SetCountry(country)
         batObj.SetSex(sex)
+        batObj.SetJob(job)
         batObj.SetHero(heroID, skinID)
         
         skillManager = batObj.GetSkillManager()
@@ -791,6 +821,12 @@
             
         batLineup.posObjIDDict[posNum] = objID
         GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+        if npcID:
+            #副本指定NPC属性
+            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, 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
         batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
         
     return
@@ -850,13 +886,23 @@
     tagID = clientData.TagID
     valueList = clientData.ValueList
     
-    GameWorld.DebugLog("回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s" 
+    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())
     
     reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
     if not reqRet:
         return
+    funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
     
+    fbIpyData = FBCommon.GetFBIpyData(mapID)
+    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
+    if fbIpyData:
+        if not fbLineIpyData:
+            GameWorld.DebugLog("不存在该副本功能线路! mapID=%s,funcLineID=%s" % (mapID, funcLineID))
+            return
+        if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
+            return
+        
     # 攻防方所使用的阵容ID
     atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
     if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
@@ -868,10 +914,17 @@
         
     # NPC
     else:
-        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
-        if not ret:
-            return
-        npcLineupIDList, strongerLV, difficulty = ret
+        npcLineupIDList, strongerLV, difficulty = [], 0, 0
+        if fbLineIpyData:
+            npcLineupIDList = fbLineIpyData.GetLineupIDList()
+            strongerLV = fbLineIpyData.GetNPCLV()
+            difficulty = fbLineIpyData.GetDifficulty()
+            
+        if not npcLineupIDList:
+            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+            if not ret:
+                return
+            npcLineupIDList, strongerLV, difficulty = ret
         OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
         
     return
@@ -908,7 +961,7 @@
         turnFight.lineupIndex = index
         GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
         if index > 0:
-            turnFight.nextTurnFight(resetByNextTeam=True)
+            turnFight.nextTurnFight()
         turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
         turnFight.sortActionQueue()
         turnFight.startFight()
@@ -987,7 +1040,7 @@
         __doSetFightPoint(curPlayer, reqValue)
         return
     
-    GameWorld.DebugLog("主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+    GameWorld.DebugLog("------------------- 主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
     clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
     clientPack.Sign = 0
     NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
@@ -1126,7 +1179,7 @@
         if nextLineupID:
             GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
             
-            turnFight.nextTurnFight(resetByNextTeam=True)
+            turnFight.nextTurnFight()
             # 切换小队时,玩家阵容不需要处理,保留状态
             turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(nextLineupID, turnFight.strongerLV, turnFight.difficulty)})
             turnFight.sortActionQueue()
@@ -1154,6 +1207,8 @@
     turnNum = turnFight.turnNum
     turnMax = turnFight.turnMax
     for turnNum in range(turnNum, turnMax + 1):
+        if turnFight.winFaction:
+            break
         turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
         curTimeline = turnFight.getTimeline()
         
@@ -1167,7 +1222,7 @@
                 turnFight.syncState(FightState_Fighting)
                 
             for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                 batFaction = turnFight.getBatFaction(faction)
                 batLineup = batFaction.getBatlineup(num)
                 batLineup.actionNum = 1
@@ -1178,13 +1233,13 @@
         # 红颜
         # 灵兽
         
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
             doCnt += 1
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
@@ -1223,6 +1278,9 @@
             else:
                 turnFight.actionIndex += 1
                 
+        if turnFight.winFaction:
+            break
+        
         # 回合结束
         curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
         for faction, num in turnFight.actionSortList:
@@ -1233,9 +1291,6 @@
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                 
-        if turnFight.checkOverByKilled():
-            break
-        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
         
@@ -1249,6 +1304,8 @@
     EntryLogic(turnFight)
     batObjMgr = BattleObj.GetBatObjMgr()
     for turnNum in range(1, turnMax + 1):
+        if turnFight.winFaction:
+            break
         turnFight.turnNum = turnNum
         GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
         curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
@@ -1258,7 +1315,7 @@
             
         # 回合开始
         for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             batLineup.actionNum = 1
@@ -1270,13 +1327,13 @@
         # 红颜
         # 灵兽
             
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
             doCnt += 1
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
@@ -1300,6 +1357,9 @@
             else:
                 turnFight.actionIndex += 1
                 
+        if turnFight.winFaction:
+            break
+        
         # 回合结束
         curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
         for faction, num in turnFight.actionSortList:
@@ -1310,9 +1370,6 @@
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                 
-        if turnFight.checkOverByKilled():
-            break
-        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
     return
@@ -1343,6 +1400,7 @@
         batLineup.actionNum = ActionNumStart
         for objID in batLineup.posObjIDDict.values():
             batObj = batObjMgr.getBatObj(objID)
+            turnFight.ResetOneActionUseSkillCnt()
             TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
             
     turnFight.enterLogic = True
@@ -1361,10 +1419,6 @@
                 #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                 if not batObj or not batObj.IsAlive():
                     continue
-                
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
                 
                 curID = batObj.GetID()
                 skillManager = batObj.GetSkillManager()
@@ -1401,7 +1455,7 @@
                         #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
                         continue
                     calcTimeline = buff.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
+                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                     if passTurn <= 0:
                         #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                         continue
@@ -1420,7 +1474,7 @@
 
 def __calcPassturn(calcTimeline, nowTimeline, equalOK):
     ## 计算已经过了的回合数
-    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff不算
+    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
     calcTurnNum = calcTimeline / TimelineSet
     calcTimeNode = calcTimeline % TimelineSet
     nowTurnNum = nowTimeline / TimelineSet
@@ -1443,6 +1497,7 @@
     if batObj.GetHP() <= 0:
         return
     
+    turnFight.ResetOneActionUseSkillCnt()
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
     return
 
@@ -1465,6 +1520,8 @@
     if batObj.GetHP() <= 0:
         return
     
+    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    turnFight.ResetOneActionUseSkillCnt()
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
     return
 
@@ -1507,7 +1564,7 @@
                            % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
     return
 
-def OnObjAction(turnFight, curBatObj):
+def OnObjAction(turnFight, curBatObj, isExtra=False):
     ## 战斗单位行动
     if not curBatObj:
         return
@@ -1523,12 +1580,12 @@
     # 是否可行动状态判断
     canAction = curBatObj.CanAction()
     if not canAction:
-        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
+        GameWorld.DebugLog("★回合%s %s 当前状态不可行动! isExtra=%s" % (turnNum, objName, isExtra))
         return
     
     atk = curBatObj.GetAtk()
     curXP = curBatObj.GetXP()
-    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
+    GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
     turnFight.syncObjAction(turnNum, objID)
     
     TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1555,7 +1612,7 @@
         if SkillCommon.isAngerSkill(useSkill):
             if curXP < xpMax:
                 continue
-            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
+            if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
                 GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
                 continue
             useCnt = -1 # xp技能优先释放
@@ -1575,6 +1632,14 @@
     return True
 
 def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
+    curPlayer = turnFight.curPlayer
+    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):
+            return
+        
     objID = gameObj.GetID()
     killerObjID = killer.GetID() if killer else 0
     skillID = useSkill.GetSkillID() if useSkill else 0
@@ -1587,10 +1652,10 @@
     clientPack.SkillID = skillID
     turnFight.addBatPack(clientPack)
     
-    curPlayer = turnFight.curPlayer
     # 暂时只算主线小怪
     if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
-        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)    
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
     return True
 
 def OnTurnAllOver(guid):
@@ -1633,11 +1698,13 @@
             statInfo[str(faction)] = {}
         facStatInfo = statInfo[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)]
             batLineup = batFaction.getBatlineup(num)
+            batLineup.totalHurt = 0
             GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
             for posNum, objID in batLineup.posObjIDDict.items():
                 batObj = batObjMgr.getBatObj(objID)
@@ -1649,6 +1716,8 @@
                 atkHurt = batObj.hurtStat
                 defHurt = batObj.defStat
                 cureHP = batObj.cureStat
+                batLineup.totalHurt += atkHurt
+                batFaction.totalHurt += atkHurt
                 GameWorld.DebugLog("    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}

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