From 649b36b642546062ab5102b6225b9f78ea72309d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 04 十一月 2025 18:11:02 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化完整战报仅包含战斗相关封包,结算奖励相关如物品,经验,货币,挑战次数等统一放在战报数据B430后同步)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |   37 +++++++++++++++++++++++++------------
 1 files changed, 25 insertions(+), 12 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 4235cf7..398e8b0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -182,6 +182,7 @@
         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.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], ...]
@@ -211,6 +212,7 @@
         self.setPVP()
         self.msgDict = {}
         self._kvDict = {}
+        self.awardData = None
         self.nextTurnFight(msgDict)
         return
     
@@ -830,6 +832,8 @@
             
         batLineup.posObjIDDict[posNum] = objID
         GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+        ResetObjSkill(batObj)
+        
         if npcID:
             #副本指定NPC属性
             fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, turnFight, batObj)
@@ -864,8 +868,7 @@
         buffMgr.ClearBuff()
         
         # 重置技能
-        batObj.ResetSkillUseCnt()
-        ResetObjSkillCD(batObj)
+        ResetObjSkill(batObj)
         
         # 重刷属性、被动
         TurnBuff.RefreshBuffAttr(batObj)
@@ -1011,6 +1014,7 @@
         
     PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
     SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
     tfMgr.delTurnFight(guid)
     return True
 
@@ -1049,6 +1053,7 @@
     
     PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
     SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
     tfMgr.delTurnFight(guid)
     return True
 
@@ -1424,8 +1429,9 @@
             
             turnFight.ResetOneActionUseSkillCnt()
             batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
-            RefreshObjSkillByTurn(batObj) # 优先刷技能CD
-            
+            if turnNum > 1: # 第1回合不用刷新技能
+                RefreshObjSkillByTurn(batObj)
+                
             TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
             
     return
@@ -1480,21 +1486,28 @@
     RefreshObjBuffTime(turnFight, batObj)
     return
 
-def ResetObjSkillCD(batObj):
-    ## 重置所有技能CD
+def ResetObjSkill(batObj):
+    ## 重置所有技能,一般是每场战斗开始的重置
+    curID = batObj.GetID()
+    batObj.ResetSkillUseCnt() # 使用次数
     skillManager = batObj.GetSkillManager()
     for index in range(0, skillManager.GetSkillCount()):
         curSkill = skillManager.GetSkillByIndex(index)
         if not curSkill:
             continue
-        remainTime = curSkill.GetRemainTime()
-        if remainTime <= 0:
-            continue
-        curSkill.SetRemainTime(0)
+        skillID = curSkill.GetSkillID()
+        initCD = curSkill.GetCoolDownInit()
+        if initCD:
+            curSkill.SetRemainTime(initCD)
+            GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
+        elif curSkill.GetRemainTime():
+            curSkill.SetRemainTime(0)
+        curSkill.SetEnergy(0)
+        
     return
 
 def RefreshObjSkillByTurn(batObj):
-    '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
+    '''按回合刷新技能:默认以大回合统一减1回合
     '''
     curID = batObj.GetID()
     skillManager = batObj.GetSkillManager()
@@ -1504,7 +1517,6 @@
             continue
         skillID = curSkill.GetSkillID()
         preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
-        batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
         remainTime = curSkill.GetRemainTime()
         if remainTime <= 0:
             continue
@@ -1515,6 +1527,7 @@
         curSkill.SetRemainTime(remainTime)
         GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
         
+    batObj.ResetSkillTurnUseCnt() # 重置回合使用次数,放刷新CD后重置
     return
 
 def RefreshObjBuffTime(turnFight, batObj):

--
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