From 6e0663eac07558bf0e680ef3470e7bc45e2d8c28 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 21 十月 2025 12:02:13 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复无法取非主线阵容进行战斗bug)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 116 ++++++++++++++++++++++++++++++++++++++++++++--------------
1 files changed, 88 insertions(+), 28 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 06c2a8d..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], ...]
@@ -184,6 +192,7 @@
self.setPVE()
self.setPVP()
self.msgDict = {}
+ self._kvDict = {}
self.nextTurnFight(msgDict)
return
@@ -199,10 +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
@@ -212,8 +228,7 @@
self.timeline = 0
self.startTime = time.time()
self.costTime = 0
- if resetByNextTeam:
- ResetByNextTeam(self)
+ ResetByNextTeam(self)
return
def haveNextLineup(self):
@@ -383,6 +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)
@@ -526,8 +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
@@ -538,12 +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
@@ -732,7 +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", {})
@@ -800,6 +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
@@ -859,13 +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:
@@ -877,10 +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
@@ -917,7 +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()
@@ -996,7 +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
@@ -1135,7 +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()
@@ -1163,6 +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()
@@ -1187,13 +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)
@@ -1232,6 +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:
@@ -1242,9 +1291,6 @@
batObj = batObjMgr.getBatObj(objID)
TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
- if turnFight.checkOverByKilled():
- break
-
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
@@ -1258,6 +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
@@ -1279,13 +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)
@@ -1309,6 +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:
@@ -1319,9 +1370,6 @@
batObj = batObjMgr.getBatObj(objID)
TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
- if turnFight.checkOverByKilled():
- break
-
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
return
@@ -1584,6 +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
@@ -1596,10 +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):
@@ -1642,11 +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)
@@ -1658,6 +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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