From 7c12351394b2f17bcc5b25ca58455f143119ca93 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 10 十一月 2025 11:34:03 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线战斗额外功能逻辑提到B425标记外处理并同步;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  105 +++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 87 insertions(+), 18 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 daf0220..408a0bd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -27,6 +27,8 @@
 import NetPackCommon
 import PlayerControl
 import GameWorld
+import PlayerLLMJ
+import PlayerPrestigeSys
 import IpyGameDataPY
 import PlayerOnline
 import NPCCommon
@@ -75,6 +77,10 @@
         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
+        
+        #特殊
+        self.bossID = 0
+        self.bossPosView = 0
         return
     
     def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
@@ -88,6 +94,8 @@
         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)
+        self.bossID = lineupInfo.get("BossID", 0)
+        self.bossPosView = lineupInfo.get("BossPosView", 0)
         SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
         return
     
@@ -176,6 +184,7 @@
         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], ...]
@@ -205,6 +214,7 @@
         self.setPVP()
         self.msgDict = {}
         self._kvDict = {}
+        self.awardData = None
         self.nextTurnFight(msgDict)
         return
     
@@ -384,7 +394,10 @@
                     tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
                     tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
                     tfObj.LV = batObj.GetLV()
-                    tfObj.PosNum = posNum
+                    if batLineup.bossPosView and batLineup.bossID == batObj.GetNPCID():
+                        tfObj.PosNum = batLineup.bossPosView
+                    else:
+                        tfObj.PosNum = posNum                        
                     tfObj.AngreXP = batObj.GetXP()
                     tfLineup.ObjList.append(tfObj)
                 tfLineup.ObjCnt = len(tfLineup.ObjList)
@@ -503,6 +516,18 @@
         self.waveMax = 6 # 本关最大波数,每波有多个小队,每个小队即为一张战斗 TurnFight
         self.wave = 0 # 当前刷怪波,注意不是玩家当前进度波,比如被击杀会回退一波
         self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
+        
+        # 主线小怪战斗额外数据,一般用于分割与主线战斗表现无关的附加功能内容
+        self.useZhanchui = 0
+        self.mjExp = 0 # 历练秘笈额外经验
+        self.killNPCCnt = 0
+        return
+    
+    def resetMainFightExDataRec(self):
+        ## 重置主线战斗相关的额外数据记录,每次前端请求主线小怪战斗处理后需要重置
+        self.useZhanchui = 0
+        self.mjExp = 0
+        self.killNPCCnt = 0
         return
     
     def isLevelBoss(self):
@@ -600,9 +625,11 @@
     ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
     if not ipyData:
         return {}
+    bossID = ipyData.GetBossID()
+    bossPosView = ipyData.GetBossPosView()
     
     heroDict = {}
-    for posNum in range(1, 1 + 10):
+    for posNum in range(1, 1 + 6):
         if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
             break
         npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
@@ -613,7 +640,7 @@
             continue
         heroDict[str(posNum)] = battleDict
         
-    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
     return lineupInfo
 
 def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
@@ -819,6 +846,8 @@
             
         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)
@@ -853,8 +882,7 @@
         buffMgr.ClearBuff()
         
         # 重置技能
-        batObj.ResetSkillUseCnt()
-        ResetObjSkillCD(batObj)
+        ResetObjSkill(batObj)
         
         # 重刷属性、被动
         TurnBuff.RefreshBuffAttr(batObj)
@@ -999,7 +1027,9 @@
             break
         
     PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
-    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer) # 同步战报
+    #在同步战报后再处理结算奖励,与战斗表现分离
+    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
     tfMgr.delTurnFight(guid)
     return True
 
@@ -1038,6 +1068,7 @@
     
     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
 
@@ -1068,6 +1099,9 @@
         return
     
     GameWorld.DebugLog("------------------- 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
+    
     clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
     clientPack.Sign = 0
     NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
@@ -1082,6 +1116,34 @@
     # 标记结束
     clientPack.Sign = 1
     NetPackCommon.SendFakePack(curPlayer, clientPack)
+    
+    __doMainFightExDataFunc(curPlayer)
+    return
+
+def __doMainFightExDataFunc(curPlayer):
+    mainFightMgr = GetMainFightMgr(curPlayer)
+    
+    # 本次消耗战锤数
+    useZhanchui = mainFightMgr.useZhanchui
+    if useZhanchui > 0:
+        PlayerLLMJ.AddUseZhanchui(curPlayer, useZhanchui)
+        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, useZhanchui)
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, useZhanchui)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_CutTree, useZhanchui)
+        
+    # 历练秘境额外经验
+    mjExp = mainFightMgr.mjExp
+    if mjExp > 0:
+        PlayerLLMJ.AddExpEx(curPlayer, mjExp)
+        
+    # 击杀怪物
+    killNPCCnt = mainFightMgr.killNPCCnt
+    if killNPCCnt > 0:
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, killNPCCnt)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, killNPCCnt)
+        
+    # 结算逻辑最后重置数据
+    mainFightMgr.resetMainFightExDataRec()
     return
 
 def __doExitMainFight(curPlayer):
@@ -1413,8 +1475,9 @@
             
             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
@@ -1469,21 +1532,28 @@
     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()
@@ -1493,7 +1563,6 @@
             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
@@ -1504,6 +1573,7 @@
         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):
@@ -1677,8 +1747,7 @@
     
     # 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)
-        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
+        GetMainFightMgr(curPlayer).killNPCCnt += 1
     return True
 
 def OnTurnAllOver(guid):

--
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