From 87c431cc1636c22f91e3baebd9c43d948369a0c0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 19 一月 2026 18:23:36 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(命格意象技能支持、伤害等数据结算统计;支持命格技能青龙;增加触发方式59;增加命格技能功能类型5;增加物法类型3;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 431 +++++++++++++++++++++++++++++++++++++++--------------
1 files changed, 318 insertions(+), 113 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 41a9bca..7fe52c2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -30,9 +30,11 @@
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
+import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
+import PlayerPreset
import NPCCommon
import ShareDefine
import PyGameData
@@ -43,7 +45,6 @@
import TurnBuff
import FBCommon
import CommFunc
-import ObjPool
import FBLogic
import random
@@ -75,12 +76,13 @@
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.minggeObj = None # 命格战斗对象
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
self.heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
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
@@ -93,10 +95,11 @@
def isEmpty(self): return not self.posObjIDDict
- def setLineup(self, lineupInfo):
+ def setLineupInfo(self, lineupInfo):
## 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)
@@ -112,12 +115,12 @@
batObjMgr.delBatObj(objID)
for objID in self.lingshouObjIDDict.values():
batObjMgr.delBatObj(objID)
- for objID in self.beautyObjIDDict.values():
- batObjMgr.delBatObj(objID)
+ if self.minggeObj:
+ batObjMgr.delBatObj(self.minggeObj.GetID())
+ self.lineupInfo = {}
self.posObjIDDict = {}
self.heroObjIDDict = {}
self.lingshouObjIDDict = {}
- self.beautyObjIDDict = {}
self.fightPower = 0
self.totalHurt = 0
return
@@ -134,6 +137,13 @@
continue
deadCnt += 1
return deadCnt
+
+ def getHeroObj(self, heroID):
+ if heroID not in self.heroObjIDDict:
+ return
+ return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
+
+ def getMinggeObj(self): return self.minggeObj
class BatFaction():
## 战斗阵营
@@ -282,7 +292,7 @@
if not lineupInfo:
continue
batLineup = batFaction.getBatlineup(num)
- batLineup.setLineup(lineupInfo)
+ batLineup.setLineupInfo(lineupInfo)
return
def sortActionQueue(self):
@@ -341,7 +351,10 @@
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
@@ -409,6 +422,8 @@
else:
tfObj.PosNum = posNum
tfObj.AngreXP = batObj.GetXP()
+ tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
+ tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
tfLineup.ObjList.append(tfObj)
tfLineup.ObjCnt = len(tfLineup.ObjList)
tfFaction.LineupList.append(tfLineup)
@@ -462,14 +477,11 @@
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.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)
- else:
- ObjPool.GetPoolMgr().release(clientPack)
return
def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
@@ -487,7 +499,7 @@
return
def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
- tf = ObjPool.GetPoolMgr().acquire(TurnFight, guid, mapID, funcLineID, reqPlayerID, reqServerID)
+ tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
if not tf:
tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
self.turnFightDict[tf.guid] = tf
@@ -499,7 +511,6 @@
return
turnFight.exitFight()
self.turnFightDict.pop(guid, None)
- ObjPool.GetPoolMgr().release(turnFight)
return
def getTurnFight(self, guid):
@@ -562,40 +573,52 @@
% (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
return
-
-def GetCacheLineupFightPower(tagViewCache, lineupID):
- lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
- return lineupInfo.get("FightPower", 0)
-def GetCacheLineupInfo(tagViewCache, lineupID):
+def GetCacheLineupFightPower(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
+ if not tagViewCache:
+ return 0
+ lineupInfo = GetCacheLineupInfo(tagViewCache, batPresetType)
+ return lineupInfo.get("FightPower", tagViewCache.GetFightPowerTotal())
+def GetCacheLineupInfo(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
plusDict = tagViewCache.GetPlusDict()
+ batPresetDict = plusDict.get("BatPreset", {})
+ batTypePresetDict = batPresetDict.get("%s" % batPresetType, {})
+ batPresetID = batTypePresetDict.get("%s" % ShareDefine.FuncPreset_Battle, 1)
+
lineupDict = plusDict.get("Lineup", {})
- lineupInfo = lineupDict.get("%s" % lineupID, {})
+ lineupInfo = lineupDict.get("%s" % batPresetID, {})
if not lineupInfo:
- lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
+ defBatPresetID = 1
+ lineupInfo = lineupDict.get("%s" % defBatPresetID, {})
return lineupInfo
-def GetPlayerLineupFightPower(curPlayer, lineupID):
+def GetPlayerLineupFightPower(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
- return GetPlayerLineup(curPlayer, lineupID).fightPower
-def GetPlayerLineup(curPlayer, lineupID):
+ return GetPlayerLineupByType(curPlayer, batPresetType, exclusiveMapID).fightPower
+def GetPlayerLineupByType(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
+ batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
+ return GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
+def GetPlayerLineupByID(curPlayer, batPresetID=0, exclusiveMapID=0):
## 获取玩家阵容
+ mainBatPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
+ if not batPresetID:
+ batPresetID = mainBatPresetID
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
- lineup = olPlayer.GetLineup(lineupID)
- if lineup.IsEmpty():
- 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)
+ lineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
+ if lineup.IsEmpty() and batPresetID != mainBatPresetID:
+ GameWorld.DebugLogEx("玩家没有目标阵容默认取主线阵容! batPresetID=%s,mainBatPresetID=%s", (batPresetID, mainBatPresetID), curPlayer.GetPlayerID())
+ lineup = olPlayer.GetPresetLineup(mainBatPresetID, exclusiveMapID=exclusiveMapID)
return lineup
-
-def GetPlayerLineupInfo(curPlayer, lineupID):
+def GetPlayerLineupInfo(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
- # @param lineupID: 阵容ID
+ # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
# @return: 阵容全部信息json字典,前端通用格式
-
+ batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
playerID = curPlayer.GetPlayerID()
- lineup = GetPlayerLineup(curPlayer, lineupID)
+ lineup = GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
if lineup.IsEmpty():
return {}
+ batPresetID = lineup.batPresetID
heroDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -604,14 +627,16 @@
heroID = hero.heroID
itemIndex = hero.itemIndex
heroLV = 1
- star = 0
+ star, breakLV, awakeLV = 0, 0, 0
+ userData = "{}"
if itemIndex >= 0 and itemIndex < curPack.GetCount():
heroItem = curPack.GetAt(itemIndex)
if heroItem and not heroItem.IsEmpty():
heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
- #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
- #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ userData = heroItem.GetUserData()
skillIDlist = []
skillIDlist += hero.heroSkillIDList
@@ -620,8 +645,9 @@
"SkinID":hero.skinID,
"LV":heroLV,
"Star":star,
- #"BreakLV":breakLV,
- #"AwakeLV":awakeLV,
+ "Data":userData,
+ "BreakLV":breakLV,
+ "AwakeLV":awakeLV,
"FightPower":hero.fightPower,
"AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
"SkillIDList":skillIDlist,
@@ -630,14 +656,26 @@
if not heroDict:
return {}
- lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
+ mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
+ olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer)
+ mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
+ mgSkillIDList = []
+ for skillTypeID, skillLV in mgSkillLVDict.items():
+ skillID = skillTypeID + skillLV - 1
+ if skillID not in mgSkillIDList:
+ mgSkillIDList.append(skillID)
+ #shapeType = 0
+ lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "BatPresetID":batPresetID, "Hero":heroDict}
+ if mgSkillIDList:
+ lineupInfo["MGSkillIDList"] = mgSkillIDList
return lineupInfo
-def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
+def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
## 获取NPC阵容信息
# @param lineupID: 阵容ID
# @param npcLV: 成长NPC等级
# @param difficulty: 成长NPC难度系数
+ # @param viewNPCID: 查看指定的NPCID,供前端查询NPC属性用
# @return: 阵容全部信息json字典,前端通用格式
lineupInfo = GetGMTestNPCLineupInfo(lineupID, strongerLV, difficulty)
if lineupInfo:
@@ -655,10 +693,14 @@
npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
if not npcID:
continue
- battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
+ if viewNPCID and viewNPCID != npcID:
+ continue
+ battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty, isLog)
if not battleDict:
continue
heroDict[str(posNum)] = battleDict
+ if viewNPCID:
+ break
lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
return lineupInfo
@@ -675,8 +717,8 @@
if not tagViewCache:
PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
return
- defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
- lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
+ defLineupInfo = GetCacheLineupInfo(tagViewCache)
+ lineupDictA = {1:GetPlayerLineupInfo(curPlayer)}
lineupDictB = {1:defLineupInfo}
turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
return turnFight.costTime if turnFight else None
@@ -768,7 +810,7 @@
lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
return lineupInfo
-def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
+def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0, isLog=True):
## 获取NPC战斗相关字典,支持成长NPC
# @param strongerLV: 成长等级
# @param difficulty: 难度系数
@@ -779,20 +821,21 @@
npcLV = npcData.GetLV()
star, breakLV, awakeLV = 0, 0, 0
- lvIpyData = None
+ reModelID = lineupIpyData.GetReModelID()
+ lvReIpyData = None
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
if npcStronger and strongerLV:
- lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
- if lvIpyData:
+ lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, strongerLV)
+ if lvReIpyData:
npcLV = strongerLV
- if not lvIpyData:
- lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
- if lvIpyData:
- star = lvIpyData.GetReHeroStar()
- breakLV = lvIpyData.GetReHeroBreakLV()
- awakeLV = lvIpyData.GetReHeroAwakeLV()
- if heroIpyData and lvIpyData:
+ if not lvReIpyData:
+ lvReIpyData = IpyGameDataPY.GetIpyGameData("LVReValue", reModelID, npcLV)
+ if lvReIpyData:
+ star = lvReIpyData.GetReHeroStar()
+ breakLV = lvReIpyData.GetReHeroBreakLV()
+ awakeLV = lvReIpyData.GetReHeroAwakeLV()
+ if heroIpyData:
skinIDList = heroIpyData.GetSkinIDList()
skinID = skinIDList[0] if skinIDList else 0
skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV)
@@ -812,10 +855,10 @@
random.shuffle(randSkillIDExList)
randSkillIDExList = randSkillIDExList[:skillExCnt]
skillIDList += randSkillIDExList
- GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
+ isLog and 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)
+ batAttrDict = GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog)
if not batAttrDict:
batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(),
ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(),
@@ -836,13 +879,13 @@
"SkinID":skinID,
"LV":npcLV,
"Star":star,
- #"BreakLV":breakLV,
- #"AwakeLV":awakeLV,
+ "BreakLV":breakLV,
+ "AwakeLV":awakeLV,
"AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
"SkillIDList":skillIDList,
}
- GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
+ isLog and GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,reModelID=%s,%s", npcID, strongerLV, difficulty, reModelID, battleDict)
return battleDict
def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -859,6 +902,9 @@
skillID = breakIpyData.GetSkillID()
if skillID:
skillIDList.append(skillID)
+ skillIDExList = breakIpyData.GetSkillIDExList()
+ if skillIDExList:
+ skillIDList += skillIDExList
awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if awakeIpyDataList:
@@ -871,29 +917,29 @@
return skillIDList
-def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
+def GetNPCStrongerAttrDict(npcID, lvReIpyData, npcStronger, difficulty, isLog=True):
## 获取NPC成长属性
# @param strongerLV: 成长等级
# @param difficulty: 难度系数
batAttrDict = {}
- if not lvIpyData or not npcStronger or not difficulty:
+ if not lvReIpyData or not npcStronger or not difficulty:
return batAttrDict
- lv = lvIpyData.GetLV()
+ lv = lvReIpyData.GetLV()
for attrID in ChConfig.CalcBattleAttrIDList:
attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
if not attrIpyData:
continue
attrName = attrIpyData.GetParameter()
- if not hasattr(lvIpyData, "GetRe%s" % attrName):
+ if not hasattr(lvReIpyData, "GetRe%s" % attrName):
continue
- reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
+ reValue = getattr(lvReIpyData, "GetRe%s" % attrName)() # 基础参考值
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.DebugLogEx(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
- GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
+ isLog and 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):
@@ -906,12 +952,33 @@
lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
npcLineupID = lineupInfo.get("NPCLineupID", 0)
GameWorld.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID)
+ mgSkillIDList = lineupInfo.get("MGSkillIDList", [])
turnFight = batLineup.turnFight
tfGUID = turnFight.guid
heroDict = lineupInfo.get("Hero", {})
batObjMgr = BattleObj.GetBatObjMgr()
+
+ # 命格
+ #mgSkillIDList = [9000014] # 测试用
+ if mgSkillIDList:
+ minggeObj = batObjMgr.addBatObj()
+ if minggeObj:
+ batLineup.minggeObj = minggeObj
+ minggeObj.SetOwnerID(lineupPlayerID)
+ minggeObj.SetTFGUID(tfGUID)
+ minggeObj.SetFaction(faction)
+ minggeObj.SetLineupPos(ChConfig.TFPosNum_Mingge, num)
+ skillManager = minggeObj.GetSkillManager()
+ skillManager.SkillReset()
+ for skillID in mgSkillIDList:
+ skillManager.LearnSkillByID(skillID)
+ GameWorld.DebugLogEx("AddBatObj 命格: faction:%s,num:%s,objID=%s,skillIDList=%s", faction, num, minggeObj.GetID(), skillManager.GetSkillIDList())
+ ResetObjSkill(minggeObj)
+ minggeObj.InitBatAttr({ChConfig.AttrID_MaxHP:1})
+
+ # 武将
initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
for posNumKey, heroInfo in heroDict.items():
posNum = int(posNumKey)
@@ -1076,21 +1143,17 @@
if not reqRet:
return
funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
+ GameWorld.DebugLogEx(" funcLineID=%s", funcLineID, playerID)
fbIpyData = FBCommon.GetFBIpyData(mapID)
fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
if fbIpyData:
- if not fbLineIpyData:
- GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
- return
+ #if not fbLineIpyData:
+ # 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
- # 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:
- return
-
if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
return
@@ -1098,9 +1161,10 @@
playerServerID = GameWorld.GetPlayerServerID(curPlayer)
guid = GameWorld.GetGUID()
- atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+ atkBatPresetType = ChConfig.MapAtkBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
+ atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkBatPresetType, exclusiveMapID=mapID)
if not atkLineupInfo:
- GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
+ GameWorld.DebugLogEx("玩家没有主线阵容数据! mapID=%s", mapID, playerID)
return
# 玩家
@@ -1113,9 +1177,10 @@
PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
return
- defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
+ defBatPresetType = ChConfig.MapDefBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
+ defLineupInfo = GetCacheLineupInfo(tagViewCache, defBatPresetType)
if not defLineupInfo:
- GameWorld.DebugLogEx("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预设数据! tagPlayerID=%s,defBatPresetType=%s", tagPlayerID, defBatPresetType, playerID)
PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
return
@@ -1184,15 +1249,18 @@
isMultiMap = True
if isMultiMap:
- CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
+ CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
else:
SSMsg_BattleRequest(reqInfo, fromServerID)
return
-def SSMsg_BattleRequest(reqInfo, fromServerID):
+def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
## 请求执行战斗,由本地图或其他服务器地图分配过来的战斗请求
guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
-
+ if msgType:
+ GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
+ % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+
if npcLineupIDList:
turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
else:
@@ -1214,14 +1282,17 @@
# 其他服务器地图请求的,发送战斗结果回去
else:
- CrossServerPackLogic.SendToServer(ShareDefine.SSMsg_BattleResult, retInfo, [fromServerID], playerID=reqPlayerID)
+ CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
return
-def SSMsg_BattleResult(retInfo, fromServerID):
+def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
## 收到战斗结果信息
guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
-
+ if msgType:
+ GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
+ % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+
curPlayer = None
if reqPlayerID:
curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
@@ -1260,7 +1331,7 @@
for index, lineupID in enumerate(npcLineupIDList):
turnFight.lineupIndex = index
- GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
+ GameWorld.DebugLogEx("对战NPC阵容: mapID=%s,funcLineID=%s,index=%s,lineupID=%s", mapID, funcLineID, index, lineupID)
if index > 0:
turnFight.nextTurnFight()
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1439,7 +1510,7 @@
return
lineupID = lineupIDList[0] # NPC阵容ID
- lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
+ lineupMainInfo = GetPlayerLineupInfo(curPlayer)
if not lineupMainInfo:
GameWorld.DebugLogEx("没有设置主阵容!", playerID)
return
@@ -1703,7 +1774,7 @@
batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
if turnNum > 1: # 第1回合不用刷新技能
RefreshObjSkillByBigTurn(batObj)
- RefreshObjByBigTurn(turnFight, batObj)
+ RefreshObjByBigTurn(turnFight, batObj, turnNum)
batObj.ResetBigTurn() # 每大回合重置
if not batObj.IsAlive():
@@ -1793,6 +1864,16 @@
if not curSkill:
continue
skillID = curSkill.GetSkillID()
+
+ # 每大回合重置能量
+ if curSkill.GetEnergy():
+ for eIndex in range(curSkill.GetEffectCount()):
+ effect = curSkill.GetEffect(eIndex)
+ if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
+ curSkill.SetEnergy(0)
+ GameWorld.DebugLogEx(" 每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
+ break
+
preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
remainTime = curSkill.GetRemainTime()
if remainTime <= 0:
@@ -1805,7 +1886,7 @@
GameWorld.DebugLogEx(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
return
-def RefreshObjByBigTurn(turnFight, batObj):
+def RefreshObjByBigTurn(turnFight, batObj, turnNum):
## 根据大回合开始刷新buff持续时间,每个大回合-1,第1回合不处理
curID = batObj.GetID()
buffMgr = batObj.GetBuffManager()
@@ -1814,20 +1895,41 @@
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
skillData = buff.GetSkillData()
- if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
+ lastType = skillData.GetLastTimeType()
+
+ if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer, ChConfig.BuffLastTimeType_BigTurnLimit]:
continue
+
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
#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.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.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
- TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
+
+ # 每大回合固定减1回合
+ if lastType in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLimit]:
+ remainTime = buff.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ remainTime -= 1
+ GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
+ if lastType == ChConfig.BuffLastTimeType_BigTurnLimit and remainTime > 0:
+ lastTurnMax = skillData.GetLastTime()
+ if lastTurnMax and turnNum > lastTurnMax:
+ remainTime = 0
+ GameWorld.DebugLogEx(" 超过最大限制回合数,强制清除!: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
+ TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
+
+ # 每大回合固定减1层
+ elif skillData.GetLastTimeType() == ChConfig.BuffLastTimeType_BigTurnLayer:
+ curLayer = buff.GetLayer()
+ if curLayer <= 0:
+ continue
+ updLayer = curLayer - 1
+ GameWorld.DebugLogEx(" 更新buff层级: curID=%s,buffID=%s,skillID=%s,updLayer=%s", curID, buffID, skillID, updLayer)
+ TurnBuff.DoBuffLayerChange(turnFight, batObj, buff, updLayer)
+
return
def RefreshObjBuffTime(turnFight, batObj):
@@ -1839,6 +1941,8 @@
buffMgr = batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
+ if not buff: # 有出现过报错,先做下防范,理论上不太可能
+ continue
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
skillData = buff.GetSkillData()
@@ -1976,6 +2080,19 @@
break
TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+ batFaction = turnFight.getBatFaction(faction)
+ for lineupNum in batFaction.lineupDict.keys():
+ batLineup = batFaction.getBatlineup(lineupNum)
+ for lineupObjID in batLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+ if lineupObj.GetFaction() != curBatObj.GetFaction():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyAction, curBatObj)
+ else:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAction, curBatObj)
return True
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
@@ -1991,10 +2108,10 @@
killerObjID = killer.GetID() if killer else 0
skillID = useSkill.GetSkillID() if useSkill else 0
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()
+ gameObj.SetDead(killer)
TurnBuff.DoBuffByDead(turnFight, gameObj)
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
+ clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
clientPack.ObjID = objID
clientPack.KillerObjID = killerObjID
clientPack.SkillID = skillID
@@ -2017,7 +2134,10 @@
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])
@@ -2037,17 +2157,23 @@
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():
@@ -2056,8 +2182,14 @@
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():
+ posObjIDList = [[posNum, objID] for posNum, objID in batLineup.posObjIDDict.items()]
+ mgObj = batLineup.minggeObj # 命格
+ if mgObj:
+ posObjIDList.append([mgObj.GetPosNum(), mgObj.GetID()])
+ # 灵兽
+ for posNum, objID in posObjIDList:
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
@@ -2070,6 +2202,8 @@
batLineup.totalHurt += atkHurt
batFaction.totalHurt += atkHurt
dead = 0 if batObj.IsAlive() else 1
+ if heroID:
+ heroCount += 1
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,
@@ -2080,6 +2214,11 @@
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, guid)
return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -2090,19 +2229,83 @@
# char GUID[40]; //战报guid
#};
def OnTurnFightReportView(index, clientData, tick):
+ ## 改为下载文件
+ return
+
+#// B4 16 查看NPC属性 #tagCSViewNPCAttr
+#
+#struct tagCSViewNPCAttr
+#{
+# tagHead Head;
+# DWORD MapID; // 自定义地图ID,可用于绑定战斗地图场景功能(如主线boss、爬塔、竞技场等)
+# DWORD FuncLineID; // MapID对应的扩展值,如具体某个关卡等
+# DWORD ViewNPCID; // 指定查看某个NPCID,发0则查看该关卡阵容所有NPC
+#};
+def OnViewNPCAttr(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- guid = clientData.GUID
+ mapID = clientData.MapID
+ funcLineID = clientData.FuncLineID
+ viewNPCID = clientData.ViewNPCID
+ SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID)
+ return
+
+def SyncLineupNPCAttr(curPlayer, mapID, funcLineID, viewNPCID=0):
+ lineupIDList = []
+ strongerLV, difficulty = 0, 0
- lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
- if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
- guid, reprot = lastBatBufferInfo
- SyncTurnFightReport(curPlayer, guid, reprot)
+ if mapID == ChConfig.Def_FBMapID_MainBoss:
+ chapterID = funcLineID / 100
+ levelNum = funcLineID % 100
+ levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
+ if not levelIpyData:
+ return
+ lineupIDList = levelIpyData.GetBossLineupIDList() # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
+ strongerLV = levelIpyData.GetNPCLV()
+ difficulty = levelIpyData.GetDifficulty()
+
+ else:
+ fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID)
+ if fbLineIpyData:
+ lineupIDList = fbLineIpyData.GetLineupIDList()
+ strongerLV = fbLineIpyData.GetNPCLV()
+ difficulty = fbLineIpyData.GetDifficulty()
+ else:
+ ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+ if not ret:
+ return
+ lineupIDList, strongerLV, difficulty = ret
+
+ if not lineupIDList:
return
- # 其他战报,一般是入库存储的,待扩展
-
- # 战报已过期
- PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
+ npcAttrList = []
+ for lineupID in lineupIDList:
+ lineupInfo = GetNPCLineupInfo(lineupID, strongerLV, difficulty, False, viewNPCID=viewNPCID)
+ if not lineupInfo:
+ continue
+ heroDict = lineupInfo["Hero"]
+ for posNum, attrInfo in heroDict.items():
+ posNum = int(posNum)
+ npcAttr = ChPyNetSendPack.tagSCViewNPCAttr()
+ npcAttr.PosNum = posNum
+ npcAttr.NPCID = attrInfo["NPCID"]
+ npcAttr.HeroID = attrInfo["HeroID"]
+ npcAttr.LV = attrInfo["LV"]
+ npcAttr.Star = attrInfo["Star"]
+ npcAttr.BreakLV = attrInfo["BreakLV"]
+ npcAttr.AwakeLV = attrInfo["AwakeLV"]
+ npcAttr.AttrMsg = json.dumps(attrInfo["AttrDict"], ensure_ascii=False).replace(" ", "")
+ npcAttr.AttrLen = len(npcAttr.AttrMsg)
+ npcAttrList.append(npcAttr)
+ if not npcAttrList:
+ return
+ clientPack = ChPyNetSendPack.tagSCViewNPCAttrRet()
+ clientPack.MapID = mapID
+ clientPack.FuncLineID = funcLineID
+ clientPack.ViewNPCID = viewNPCID
+ clientPack.NPCAttrList = npcAttrList
+ clientPack.NPCCnt = len(clientPack.NPCAttrList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
return
def SyncTurnFightReport(curPlayer, guid, reprot):
@@ -2128,13 +2331,15 @@
if not os.path.exists(ReportDir):
os.makedirs(ReportDir)
else:
- items = os.listdir(ReportDir)
- for item in items:
- fullPath = os.path.join(ReportDir, item)
- try:
- os.remove(fullPath)
- except:
- pass
+ isSaveOne = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 2) # 个人战报是否只保留1份
+ if isSaveOne:
+ items = os.listdir(ReportDir)
+ for item in items:
+ fullPath = os.path.join(ReportDir, item)
+ try:
+ os.remove(fullPath)
+ except:
+ pass
saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
--
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