From 49687fb87f3ca5fb311cf0caef1185825dfa3ed0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 14:12:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化战斗效率;司马懿所有技能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 176 ++++++++++++++++++++++++++++++++--------------------------
1 files changed, 98 insertions(+), 78 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 7daa0d6..41a9bca 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -302,8 +302,8 @@
for _, _, _, faction, num in sortList:
self.actionSortList.append([faction, num])
- GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
- GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
+ GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
+ GameWorld.DebugLogEx("阵容行动顺序[f, n]: %s", self.actionSortList)
return
def getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -458,13 +458,13 @@
if self._isNeedReport:
packBuff = clientPack.GetBuffer()
buffLen = len(packBuff)
- #GameWorld.DebugLog("回合战斗过程封包: %s, len:%s, %s" % (headStr, buffLen, CommFunc.B2Hex(packBuff)))
- GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
+ #GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s, %s", headStr, buffLen, CommFunc.B2Hex(packBuff))
+ GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s", headStr, buffLen)
self.batBuffer += CommFunc.WriteWORD("", buffLen)
self.batBuffer += packBuff
ObjPool.GetPoolMgr().release(clientPack)
else:
- GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
+ GameWorld.DebugLogEx("回合战斗过程封包: %s", headStr)
# 有玩家的统一每个包单独发送,同样也支持战报统计
if self.curPlayer:
NetPackCommon.SendFakePack(self.curPlayer, clientPack)
@@ -583,7 +583,7 @@
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
lineup = olPlayer.GetLineup(lineupID)
if lineup.IsEmpty():
- GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID, curPlayer.GetPlayerID())
+ GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
return lineup
@@ -662,6 +662,24 @@
lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
return lineupInfo
+
+def GMTestPVP(curPlayer, tagPlayerID=0):
+ ## GM测试PVP战斗
+ if not tagPlayerID:
+ tagPlayerID = curPlayer.GetPlayerID()
+
+ guid = GameWorld.GetGUID()
+ mapID, funcLineID = 0, 0
+
+ tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
+ if not tagViewCache:
+ PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
+ return
+ defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
+ lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
+ lineupDictB = {1:defLineupInfo}
+ turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
+ return turnFight.costTime if turnFight else None
def GMTestFight(curPlayer, heroIDList, isAllSkill):
## GM测试战斗,指定武将
@@ -794,7 +812,7 @@
random.shuffle(randSkillIDExList)
randSkillIDExList = randSkillIDExList[:skillExCnt]
skillIDList += randSkillIDExList
- GameWorld.DebugLog("阵容boss技能: %s, 随机附加技能: %s" % (skillIDList, randSkillIDExList))
+ GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
# 成长怪属性
batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
@@ -824,7 +842,7 @@
"SkillIDList":skillIDList,
}
- GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
+ GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -873,9 +891,9 @@
ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
attrValue = int(reValue * ratio * difficulty)
batAttrDict[attrID] = attrValue
- #GameWorld.DebugLog(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
+ #GameWorld.DebugLogEx(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
- GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
+ GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
@@ -887,7 +905,7 @@
'''
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), reqPlayerID)
+ GameWorld.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID)
turnFight = batLineup.turnFight
tfGUID = turnFight.guid
@@ -959,15 +977,16 @@
batLineup.posObjIDDict[posNum] = objID
batLineup.heroObjIDDict[heroID] = objID
- GameWorld.DebugLog("AddBatObj %s,lv=%s,star=%s,skill=%s" % (GetObjName(batObj), lv, star, skillManager.GetSkillIDList()))
+ GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
ResetObjSkill(batObj)
if npcID:
#副本指定NPC属性
fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
if fbNPCInitAttrDict:
- GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
+ GameWorld.DebugLogEx("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
+ #attrDict[str(ChConfig.AttrID_MaxHP)] = 10000000000
batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
return
@@ -978,7 +997,7 @@
batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
if not batFaction:
return
- GameWorld.DebugLog("切换小队重置玩家阵容武将...")
+ 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():
@@ -987,9 +1006,9 @@
continue
objName = GetObjName(batObj)
if not batObj.IsAlive():
- GameWorld.DebugLog(" 已被击杀不处理! %s" % (objName))
+ GameWorld.DebugLogEx(" 已被击杀不处理! %s", objName)
continue
- GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
+ GameWorld.DebugLogEx("重置武将: %s, HP:%s/%s, XP:%s", objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP())
# 清除buff
buffMgr = batObj.GetBuffManager()
@@ -1012,7 +1031,7 @@
pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
if pubCD:
if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
- GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
+ GameWorld.DebugLogEx("回合制战斗请求服务器公共CD中!")
PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
return True
@@ -1020,7 +1039,7 @@
selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
lastTick = curPlayer.GetDictByKey(selfKey)
if selfCD and lastTick and tick - lastTick <= selfCD:
- GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
+ GameWorld.DebugLogEx("回合制战斗请求CD中: %s", selfKey)
PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
return True
@@ -1051,8 +1070,7 @@
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"
- % (mapID, funcLineID, tagType, tagID, valueList), playerID)
+ GameWorld.DebugLogEx("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s", mapID, funcLineID, tagType, tagID, valueList, playerID)
reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
if not reqRet:
@@ -1063,7 +1081,7 @@
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))
+ GameWorld.DebugLogEx("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
@@ -1082,7 +1100,7 @@
atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
if not atkLineupInfo:
- GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+ GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
return
# 玩家
@@ -1091,13 +1109,13 @@
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)
+ GameWorld.DebugLogEx("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)
+ GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
return
@@ -1156,6 +1174,7 @@
fromServerID = GameWorld.GetGameWorld().GetServerID()
reqInfo = [guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData]
multiMapSet = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 1)
+ #multiMapSet = 0
# 多地图战斗 0-本地图处理;1-多地图处理;2-debug模式默认本地图处理,非debug默认多地图处理
isMultiMap = False
if multiMapSet == 1:
@@ -1241,7 +1260,7 @@
for index, lineupID in enumerate(npcLineupIDList):
turnFight.lineupIndex = index
- GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
+ GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
if index > 0:
turnFight.nextTurnFight()
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1257,6 +1276,7 @@
tfMgr.delTurnFight(guid)
return turnFight if saveOK else None
+#@CommFunc.DoCProfile
def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, playerServerID=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}, ...}
@@ -1309,7 +1329,7 @@
__doSetFightPoint(curPlayer, reqValue)
return
- GameWorld.DebugLog("------------------- 主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+ GameWorld.DebugLogEx("------------------- 主线战斗请求: reqType=%s", reqType, curPlayer.GetPlayerID())
mainFightMgr = GetMainFightMgr(curPlayer)
mainFightMgr.resetMainFightExDataRec() # 请求时补重置,防止异常时重复结算逻辑
@@ -1369,14 +1389,14 @@
def __doSetFightPoint(curPlayer, fightPoint):
## 设置消耗倍值
- GameWorld.DebugLog("设置战锤消耗倍值: %s" % fightPoint)
+ GameWorld.DebugLogEx("设置战锤消耗倍值: %s", fightPoint)
needTreeLVList = IpyGameDataPY.GetFuncEvalCfg("AutoGuaji", 1)
if fightPoint < 1 or fightPoint > len(needTreeLVList):
return
needTreeLV = needTreeLVList[fightPoint - 1]
treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
if treeLV < needTreeLV:
- GameWorld.DebugLog("祝福树等级不足: treeLV=%s < %s" % (treeLV, needTreeLV))
+ GameWorld.DebugLogEx("祝福树等级不足: treeLV=%s < %s", treeLV, needTreeLV)
return
curPlayer.SetFightPoint(fightPoint)
return
@@ -1386,10 +1406,10 @@
# @param isRestStart: 是否从休息状态重新开始的
playerID = curPlayer.GetPlayerID()
chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
- GameWorld.DebugLog("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
+ GameWorld.DebugLogEx("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s", chapterID, levelNum, wave, isRestStart, playerID)
fightPoint = max(curPlayer.GetFightPoint(), 1)
if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("战锤不足,无法开始!")
+ GameWorld.DebugLogEx("战锤不足,无法开始!")
return
chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
if not chapterIpyData:
@@ -1421,7 +1441,7 @@
lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
if not lineupMainInfo:
- GameWorld.DebugLog("没有设置主阵容!", playerID)
+ GameWorld.DebugLogEx("没有设置主阵容!", playerID)
return
strongerLV = levelIpyData.GetNPCLV()
@@ -1433,8 +1453,8 @@
mainFightMgr.wave = wave
mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
turnMax = GetTurnMax(mapID)
- GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
- % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
+ GameWorld.DebugLogEx("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s",
+ chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty, playerID)
turnFight = mainFightMgr.turnFight
turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
@@ -1473,7 +1493,7 @@
if winFaction:
nextLineupID = turnFight.nextLineupID()
if nextLineupID:
- GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
+ GameWorld.DebugLogEx("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s", turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList)
turnFight.nextTurnFight()
# 切换小队时,玩家阵容不需要处理,保留状态
@@ -1489,7 +1509,7 @@
# 小怪战斗,每次消耗1个战锤
fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("回合开始时战锤不足!")
+ GameWorld.DebugLogEx("回合开始时战锤不足!")
return
# 以下均是处理关卡小怪分段实时战斗
@@ -1509,7 +1529,7 @@
# 回合开始
if turnNumStart < turnNum:
- GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
+ GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】 ", turnNum)
turnFight.turnNum = turnNum
turnFight.turnNumStart = turnNum
if curPlayer:
@@ -1531,10 +1551,10 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for posNum in range(batLineup.actionNum, PosNumMax + 1):
- #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
+ #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
if posNum not in batLineup.posObjIDDict:
batLineup.actionNum = posNum + 1
- #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
+ #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
continue
objID = batLineup.posObjIDDict[posNum]
@@ -1543,7 +1563,7 @@
# 玩家自己阵营,预判可否行动
if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
if batObj.CanAction():
- GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
+ GameWorld.DebugLogEx("玩家阵容下一个可行动的武将,断点: nextPosNum=%s", posNum)
return
batLineup.actionNum = posNum + 1
@@ -1586,7 +1606,7 @@
if turnFight.winFaction:
break
turnFight.turnNum = turnNum
- GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
+ GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】", turnNum)
if curPlayer:
turnFight.syncState(FightState_Fighting)
@@ -1649,7 +1669,7 @@
## 执行进场逻辑
if turnFight.enterLogic:
return
- GameWorld.DebugLog("执行进场逻辑...")
+ GameWorld.DebugLogEx("执行进场逻辑...")
batObjMgr = BattleObj.GetBatObjMgr()
for faction, num in turnFight.actionSortList:
@@ -1670,7 +1690,7 @@
batObjMgr = BattleObj.GetBatObjMgr()
for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s,num=%s" % (turnNum, faction, num))
+ GameWorld.DebugLogEx("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
@@ -1698,7 +1718,7 @@
batObjMgr = BattleObj.GetBatObjMgr()
for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ 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():
@@ -1721,7 +1741,7 @@
if not batObj.IsAlive():
return
- GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLogEx("---[武将回合开始] : curID=%s,curHP=%s/%s", batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())
turnFight.ResetOneActionUseSkillCnt()
RefreshObjBuffTime(turnFight, batObj)
TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
@@ -1738,7 +1758,7 @@
if not batObj.IsAlive():
return
- GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLogEx("---[武将回合结束] : curID=%s,curHP=%s/%s", batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())
turnFight.ResetOneActionUseSkillCnt()
RefreshObjBuffTime(turnFight, batObj)
return
@@ -1756,7 +1776,7 @@
initCD = curSkill.GetCoolDownInit()
if initCD:
curSkill.SetRemainTime(initCD)
- GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
+ GameWorld.DebugLogEx("技能初始CD: curID=%s,skillID=%s,initCD=%s", curID, skillID, initCD)
elif curSkill.GetRemainTime():
curSkill.SetRemainTime(0)
curSkill.SetEnergy(0)
@@ -1778,11 +1798,11 @@
if remainTime <= 0:
continue
if preTurnUseCnt > 0:
- GameWorld.DebugLog(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+ GameWorld.DebugLogEx(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s", curID, skillID, remainTime, preTurnUseCnt)
continue
remainTime -= 1
curSkill.SetRemainTime(remainTime)
- GameWorld.DebugLog(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+ GameWorld.DebugLogEx(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
return
def RefreshObjByBigTurn(turnFight, batObj):
@@ -1797,16 +1817,16 @@
if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
continue
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
- #GameWorld.DebugLog(" 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))
+ #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:
- GameWorld.DebugLog(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ 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()
if remainTime <= 0:
continue
remainTime -= 1
- GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s" % (curID, buffID, skillID, remainTime))
+ GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
return
@@ -1825,26 +1845,26 @@
if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_Default:
continue
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
- #GameWorld.DebugLog(" 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))
+ #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:
- GameWorld.DebugLog(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ 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()
if remainTime <= 0:
# 永久buff不处理
- #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+ #GameWorld.DebugLogEx(" 永久buff不处理! curID=%s,index=%s,skillID=%s", curID, index, skillID)
continue
addTiming = buff.GetAddTiming()
if not buff.GetRefreshState():
- GameWorld.DebugLog(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ GameWorld.DebugLogEx(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s", curID, index, skillID, buffID, addTiming)
buff.SetRefreshState(1)
continue
if addTiming != curTiming:
- GameWorld.DebugLog(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ GameWorld.DebugLogEx(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s", curID, index, skillID, buffID, addTiming)
continue
remainTime -= 1
- GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+ GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s", curID, buffID, skillID, remainTime, addTiming)
TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
return
@@ -1859,8 +1879,8 @@
curID = curObj.GetID()
srcID = srcObj.GetID()
updStatValue = srcObj.StatCureValue(cureHP)
- GameWorld.DebugLog(" 统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s"
- % (curID, srcID, skillID, addValue, cureHP, updStatValue))
+ GameWorld.DebugLogEx(" 统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s",
+ curID, srcID, skillID, addValue, cureHP, updStatValue)
return
@@ -1872,18 +1892,18 @@
tagID = tagBatObj.GetID()
if curID != tagID:
updStatValue = curBatObj.StatHurtValue(hurtValue)
- GameWorld.DebugLog(" 统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s"
- % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
+ GameWorld.DebugLogEx(" 统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s",
+ curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType)
if tagBatObj:
updStatValue = tagBatObj.StatDefValue(hurtValue)
- GameWorld.DebugLog(" 统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s"
- % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
+ GameWorld.DebugLogEx(" 统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s",
+ tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType)
else:
# 如换血类技能,自残的伤害不算输出
- GameWorld.DebugLog(" 自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s"
- % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
+ GameWorld.DebugLogEx(" 自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s",
+ curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP())
return
def OnObjAction(turnFight, curBatObj, isExtra=False):
@@ -1903,12 +1923,12 @@
# 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! isExtra=%s" % (turnNum, objName, isExtra))
+ GameWorld.DebugLogEx("★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 %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+ GameWorld.DebugLogEx("★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.ResetOneActionUseSkillCnt()
turnFight.syncObjAction(turnNum, objID)
@@ -1917,7 +1937,7 @@
xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
skillManager = curBatObj.GetSkillManager()
useSkillList = []
- #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
+ #GameWorld.DebugLogEx('skillCount=%s', skillManager.GetSkillCount(), npcID)
for index in range(0, skillManager.GetSkillCount()):
useSkill = skillManager.GetSkillByIndex(index)
if not useSkill:
@@ -1937,18 +1957,18 @@
if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
continue
if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
- GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
+ GameWorld.DebugLogEx("嘲讽状态下,无法主动释放怒技! skillID=%s", skillID) # 可被动释放怒技,如怒技追击
continue
useCnt = -1 # xp技能优先释放
else:
if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
- GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+ GameWorld.DebugLogEx("行动时无法释放该技能! skillID=%s", skillID)
continue
useCnt = curBatObj.GetSkillUseCnt(skillID)
useSkillList.append([useCnt, skillID, useSkill])
useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
- #GameWorld.DebugLog(' 技能使用顺序 = useSkillList%s' % str(useSkillList), npcID)
+ #GameWorld.DebugLogEx(' 技能使用顺序 = useSkillList%s', str(useSkillList), npcID)
for useInfo in useSkillList:
useSkill = useInfo[-1]
@@ -1970,7 +1990,7 @@
objID = gameObj.GetID()
killerObjID = killer.GetID() if killer else 0
skillID = useSkill.GetSkillID() if useSkill else 0
- GameWorld.DebugLog(" %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
+ GameWorld.DebugLogEx(" %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
gameObj.SetDead()
TurnBuff.DoBuffByDead(turnFight, gameObj)
@@ -1987,7 +2007,7 @@
def OnTurnAllOver(guid):
## 所有回合已经全部执行完毕
- GameWorld.DebugLog("所有回合结束")
+ GameWorld.DebugLogEx("所有回合结束")
turnFight = GetTurnFightMgr().getTurnFight(guid)
if not turnFight:
return
@@ -2017,7 +2037,7 @@
turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
mapID = turnFight.mapID
funcLineID = turnFight.funcLineID
- GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
+ 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))
@@ -2036,7 +2056,7 @@
lineupStatInfo = facStatInfo[str(num)]
batLineup = batFaction.getBatlineup(num)
batLineup.totalHurt = 0
- GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
+ 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:
@@ -2050,8 +2070,8 @@
batLineup.totalHurt += atkHurt
batFaction.totalHurt += atkHurt
dead = 0 if batObj.IsAlive() else 1
- 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))
+ 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,
"LV":batObj.GetLV(), "Star":batObj.GetStar(), "Skin":batObj.GetSkinID(), "Dead":dead}
@@ -2117,7 +2137,7 @@
pass
saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
- GameWorld.DebugLog("战报路径=%s" % saveFilePath)
+ GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
try:
clientPack = ChPyNetSendPack.tagSCTurnFightReport()
--
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