From 3f123a69bbdac800953ed553f30aa1815ec377d1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 13 十二月 2025 14:44:59 +0800
Subject: [PATCH] 389 流向记录(战斗耗时流向;战斗失败明细流向;战斗服务器可记录战斗相关流向;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py | 17 +++++++++++++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 27 +++++++++++++++++++++++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 2 ++
3 files changed, 42 insertions(+), 4 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 b1d4436..8bcaf33 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -30,6 +30,7 @@
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
+import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
@@ -74,6 +75,7 @@
self.faction = faction # 所属阵营
self.num = num # 该阵容所在阵营中的编号,不同阵营可重复,多V多
self.ownerID = 0 # 阵容所属玩家ID,可能为0,0代表非玩家阵容
+ 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.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
@@ -96,6 +98,7 @@
## 设置阵容
# @param lineupInfo: 阵容信息
self.clearLineup()
+ self.lineupInfo = lineupInfo
self.ownerID = lineupInfo.get("PlayerID", 0) # 阵容所属的玩家ID
self.shapeType = lineupInfo.get("ShapeType", 0)
self.fightPower = lineupInfo.get("FightPower", 0)
@@ -113,6 +116,7 @@
batObjMgr.delBatObj(objID)
for objID in self.beautyObjIDDict.values():
batObjMgr.delBatObj(objID)
+ self.lineupInfo = {}
self.posObjIDDict = {}
self.heroObjIDDict = {}
self.lingshouObjIDDict = {}
@@ -340,7 +344,10 @@
break
if allKilled:
- self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
+ if self.mapID in ChConfig.PlayerWinMapIDList:
+ self.winFaction = ChConfig.Def_FactionA
+ else:
+ self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
DoTurnFightOver(self.guid)
return self.winFaction
@@ -2012,7 +2019,10 @@
if turnFight.getReqPlayerID():
# 玩家发起的,未击杀对方,算玩家输
- turnFight.winFaction = ChConfig.Def_FactionB
+ if turnFight.mapID in ChConfig.PlayerWinMapIDList:
+ turnFight.winFaction = ChConfig.Def_FactionA
+ else:
+ turnFight.winFaction = ChConfig.Def_FactionB
else:
# 系统场次,按一定规则来,这里先随机
turnFight.winFaction = random.choice([ChConfig.Def_FactionA, ChConfig.Def_FactionB])
@@ -2032,17 +2042,23 @@
turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
mapID = turnFight.mapID
funcLineID = turnFight.funcLineID
+ reqPlayerID = turnFight.getReqPlayerID()
GameWorld.DebugLogEx("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s", winFaction, turnFight.costTime, guid)
if mapID != ChConfig.Def_FBMapID_Main:
GameWorld.Log("战斗耗时: %ss, mapID=%s,funcLineID=%s,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
# 统计明细
+ heroCount = 0
batObjMgr = BattleObj.GetBatObjMgr()
statInfo = {}
+ drLineupInfo = {}
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)]
batFaction = turnFight.getBatFaction(faction)
batFaction.totalHurt = 0
for num in batFaction.lineupDict.keys():
@@ -2051,11 +2067,13 @@
lineupStatInfo = facStatInfo[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)
for posNum, objID in batLineup.posObjIDDict.items():
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
+ heroCount += 1
objID = batObj.GetID()
npcID = batObj.GetNPCID()
heroID = batObj.GetHeroID()
@@ -2075,6 +2093,11 @@
FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
turnFight.syncState(FightState_Award, statMsg)
+
+ # 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)
return
#// B4 14 查看战报 #tagCSTurnFightReportView
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 3742e27..9aa13c5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1889,6 +1889,8 @@
PassByStarMapIDList = []
#扫荡不需要检查是否已过关的地图
SweepUnCheckPassMapIDList = [Def_FBMapID_Tianzi]
+#固定玩家获胜的地图
+PlayerWinMapIDList = [Def_FBMapID_Tianzi]
#需要汇报中心副本过关进度的地图
ReportCenterMapIDList = [Def_FBMapID_Zhanchui]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py
index 3406937..dbbb24a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DataRecordPack.py
@@ -119,9 +119,9 @@
# @param eventTypeStr: 事件类型标识
# @param dataDict: 事件字典
# @return None
-def SendEventPack(eventTypeStr, dataDict, curPlayer=None):
+def SendEventPack(eventTypeStr, dataDict, curPlayer=None, checkBatServer=True):
- if GameWorld.IsBattleServer():
+ if checkBatServer and GameWorld.IsBattleServer():
GameWorld.DebugLogEx("战斗服务器暂不做流向记录")
return
@@ -286,6 +286,19 @@
SendEventPack("FBPass_%s" % mapID, dataDict, curPlayer)
return
+def DR_FightStat(reqPlayerID, mapID, funcLineID, isWin, turnNum, turnMax, heroCount, costTime, statInfo, drLineupInfo):
+ ## 战斗统计
+ dataDict = {'PlayerID':reqPlayerID, 'mapID':mapID, 'funcLineID':funcLineID, 'isWin':isWin,
+ 'turnNum':turnNum, 'turnMax':turnMax, 'heroCount':heroCount, 'costTime':costTime}
+ SendEventPack("FightTime", dataDict, checkBatServer=False)
+
+ #战斗失败的记录明细信息
+ if not isWin:
+ failDRDict = {"statInfo":statInfo, "drLineupInfo":drLineupInfo}
+ failDRDict.update(dataDict)
+ SendEventPack("FightFail_%s" % mapID, failDRDict, checkBatServer=False)
+ return
+
##累计登陆礼包
def DR_LoginDayAward(curPlayer, dayIndex):
dataDict = {'PlayerID':curPlayer.GetPlayerID(),
--
Gitblit v1.8.0