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 |  588 ++++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 407 insertions(+), 181 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 8f97292..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):
@@ -302,8 +312,8 @@
         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):
@@ -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)
@@ -458,18 +473,15 @@
         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)
-            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.DebugLog("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:
@@ -655,13 +693,35 @@
         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
+
+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)
+    lineupDictA = {1:GetPlayerLineupInfo(curPlayer)}
+    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
@@ -750,7 +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
@@ -761,20 +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)
@@ -794,10 +855,10 @@
                 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))
+            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(), 
@@ -818,13 +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.DebugLog("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):
@@ -841,6 +902,9 @@
             skillID = breakIpyData.GetSkillID()
             if skillID:
                 skillIDList.append(skillID)
+            skillIDExList = breakIpyData.GetSkillIDExList()
+            if skillIDExList:
+                skillIDList += skillIDExList
                 
     awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if awakeIpyDataList:
@@ -853,29 +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.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))
+    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):
@@ -887,13 +951,34 @@
     '''
     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)
+    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)
@@ -959,15 +1044,16 @@
             
         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 +1064,7 @@
     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 +1073,9 @@
             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 +1098,7 @@
     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 +1106,7 @@
     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
     
@@ -1051,28 +1137,23 @@
     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" 
-                       % (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:
         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.DebugLog("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
     
@@ -1080,9 +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.DebugLog("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
@@ -1091,13 +1173,14 @@
         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)
+        defBatPresetType = ChConfig.MapDefBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
+        defLineupInfo = GetCacheLineupInfo(tagViewCache, defBatPresetType)
         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预设数据! tagPlayerID=%s,defBatPresetType=%s", tagPlayerID, defBatPresetType, playerID)
             PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
             return
         
@@ -1156,6 +1239,7 @@
     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:
@@ -1165,15 +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:
@@ -1195,14 +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)
@@ -1241,7 +1331,7 @@
     
     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: 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)})
@@ -1257,6 +1347,7 @@
     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 +1400,7 @@
         __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 +1460,14 @@
 
 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 +1477,10 @@
     # @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:
@@ -1419,9 +1510,9 @@
         return
     lineupID = lineupIDList[0] # NPC阵容ID
     
-    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
+    lineupMainInfo = GetPlayerLineupInfo(curPlayer)
     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 +1524,8 @@
     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 +1564,7 @@
     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 +1580,7 @@
     # 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 +1600,7 @@
         
         # 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 +1622,10 @@
             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 +1634,7 @@
                 # 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 +1677,7 @@
         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 +1740,7 @@
     ## 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 +1761,7 @@
     
     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
@@ -1683,7 +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():
@@ -1698,7 +1789,7 @@
     
     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 +1812,7 @@
     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 +1829,7 @@
     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 +1847,7 @@
         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)
@@ -1773,19 +1864,29 @@
         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:
             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):
+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()
@@ -1794,20 +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.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))
-        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):
@@ -1819,32 +1941,34 @@
     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()
         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 +1983,8 @@
     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 +1996,18 @@
     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 +2027,12 @@
     # 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 +2041,7 @@
     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 +2061,18 @@
             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]
@@ -1956,6 +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):
@@ -1970,11 +2107,11 @@
     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))
-    gameObj.SetDead()
+    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(killer)
     TurnBuff.DoBuffByDead(turnFight, gameObj)
     
-    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
+    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
     clientPack.ObjID = objID
     clientPack.KillerObjID = killerObjID
     clientPack.SkillID = skillID
@@ -1987,7 +2124,7 @@
 
 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
@@ -1997,7 +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])
@@ -2017,17 +2157,23 @@
     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))
+    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():
@@ -2036,8 +2182,14 @@
             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():
+            facDRLineupInfo[str(num)] = batLineup.lineupInfo
+            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
+            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
@@ -2049,16 +2201,24 @@
                 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))
+                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, 
-                                               "LV":batObj.GetLV(), "Star":batObj.GetStar(), "Skin":batObj.GetSkinID()}
+                                               "LV":batObj.GetLV(), "Star":batObj.GetStar(), "Skin":batObj.GetSkinID(), "Dead":dead}
                 
     statMsg = {"winFaction":winFaction, "statInfo":statInfo}
     
     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
@@ -2069,19 +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):
@@ -2107,16 +2331,18 @@
     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.DebugLog("战报路径=%s" % saveFilePath)
+    GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
     
     try:
         clientPack = ChPyNetSendPack.tagSCTurnFightReport()

--
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