From 9b026aee7db0db3e7c0f5efa354be73372a12a2a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 21 一月 2026 14:07:26 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(PK攻击顺序规则调整: PVE固定玩家先手,PVP先手排序优先级: 总先攻值 > 战力 > 挑战方先手; )

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  125 +++++++++++++++++++++++++----------------
 1 files changed, 77 insertions(+), 48 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 7fe52c2..71b9a4b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -79,10 +79,11 @@
         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._posObjIDDict = {} # 站位对应战斗实体 {站位编号:batObjID, ...},如主公、命格、灵兽等
+        self._heroObjIDDict = {} # 武将ID对应ObjID {heroID:batObjID, ...}
+        self._batHeroObjIDList = [] # 主战武将对象ID列表
+        self._minggeObjID = 0 # 命格对象ID
         self.actionNum = ActionNumStart # 行动位置,从1开始
         self.totalHurt = 0 # 阵容总输出
         
@@ -93,7 +94,7 @@
     
     def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
     
-    def isEmpty(self): return not self.posObjIDDict
+    def isEmpty(self): return not self._batHeroObjIDList
     
     def setLineupInfo(self, lineupInfo):
         ## 设置阵容
@@ -111,25 +112,55 @@
     def clearLineup(self):
         ## 清除阵容
         batObjMgr = BattleObj.GetBatObjMgr()
-        for objID in self.posObjIDDict.values():
+        for objID in self._posObjIDDict.values():
             batObjMgr.delBatObj(objID)
-        for objID in self.lingshouObjIDDict.values():
-            batObjMgr.delBatObj(objID)
-        if self.minggeObj:
-            batObjMgr.delBatObj(self.minggeObj.GetID())
         self.lineupInfo = {}
-        self.posObjIDDict = {}
-        self.heroObjIDDict = {}
-        self.lingshouObjIDDict = {}
+        self._posObjIDDict = {}
+        self._heroObjIDDict = {}
+        self._batHeroObjIDList = []
+        self._minggeObjID = 0
         self.fightPower = 0
         self.totalHurt = 0
         return
+    
+    def addObj(self, batObj):
+        objID = batObj.GetID()
+        posNum = batObj.GetPosNum()
+        heroID = batObj.GetHeroID()
+        batObjType = batObj.GetBatObjType()
+        self._posObjIDDict[posNum] = objID
+        if heroID:
+            self._heroObjIDDict[heroID] = objID
+            
+        if batObjType == ChConfig.BatObjType_BatHero:
+            if objID not in self._batHeroObjIDList:
+                self._batHeroObjIDList.append(objID)
+        elif batObjType == ChConfig.BatObjType_Mingge:
+            self._minggeObjID = objID
+        elif batObjType == ChConfig.BatObjType_Lingshou:
+            pass
+        return
+    
+    def getPosObjIDDict(self): return self._posObjIDDict
+    def getAllPosObjIDList(self): return self._posObjIDDict.values()
+    
+    def getBatHeroObjIDList(self): return self._batHeroObjIDList ## 获取主战武将对象ID列表
+    
+    def getHeroObj(self, heroID):
+        if heroID not in self._heroObjIDDict:
+            return
+        return BattleObj.GetBatObjMgr().getBatObj(self._heroObjIDDict[heroID])
+    
+    def getMinggeObj(self):
+        if not self._minggeObjID:
+            return
+        return BattleObj.GetBatObjMgr().getBatObj(self._minggeObjID)        
     
     def getDeadObjCnt(self):
         ## 获取本阵容目前死亡队员数
         deadCnt = 0
         batObjMgr = BattleObj.GetBatObjMgr()
-        for objID in self.posObjIDDict.values():
+        for objID in self._batHeroObjIDList:
             batObj = batObjMgr.getBatObj(objID)
             if not batObj:
                 continue
@@ -137,13 +168,6 @@
                 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
@@ -297,19 +321,27 @@
     
     def sortActionQueue(self):
         ## 刷新出手顺序队列
+        batObjMgr = BattleObj.GetBatObjMgr()
         sortList = []
         for batFaction in self.factionDict.values():
             faction = batFaction.faction
             for num, batLineup in batFaction.lineupDict.items():
                 isPlayer = 1 if batLineup.ownerID else 0 # 玩家阵容优先攻击
+                atkSpeed = 0
+                for objID in batLineup.getBatHeroObjIDList():
+                    batObj = batObjMgr.getBatObj(objID)
+                    if not batObj:
+                        continue
+                    atkSpeed += batObj.GetBatAttrValue(ChConfig.AttrID_AtkSpeed)
                 fightPower = batLineup.fightPower
                 sortValue = -(faction * 10 + num)
-                sortList.append([isPlayer, fightPower, sortValue, faction, num])
+                sortList.append([isPlayer, atkSpeed, fightPower, sortValue, faction, num])
         sortList.sort(reverse=True) # 战力高的先手
         
         self.actionIndex = 0
         self.actionSortList = []
-        for _, _, _, faction, num in sortList:
+        for sortInfo in sortList:
+            faction, num = sortInfo[-2:]
             self.actionSortList.append([faction, num])
             
         GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
@@ -339,10 +371,7 @@
             for batLineup in batFaction.lineupDict.values():
                 if not allKilled:
                     break
-                for posNum, objID in batLineup.posObjIDDict.items():
-                    if posNum <= 0:
-                        # 非主战位置不判断
-                        continue
+                for objID in batLineup.getBatHeroObjIDList():
                     batObj = batObjMgr.getBatObj(objID)
                     if not batObj:
                         continue
@@ -403,9 +432,11 @@
                 tfLineup.OwnerID = batLineup.ownerID
                 tfLineup.ShapeType = batLineup.shapeType
                 tfLineup.ObjList = []
-                for posNum, objID in batLineup.posObjIDDict.items():
+                for posNum, objID in batLineup.getPosObjIDDict().items():
                     batObj = batObjMgr.getBatObj(objID)
                     if not batObj:
+                        continue
+                    if posNum == ChConfig.TFPosNum_Mingge: # 理论上要都同步,但是前端需要同步修改,等前端要改时再同步
                         continue
                     tfObj = ChPyNetSendPack.tagSCTurnFightObj()
                     tfObj.ObjID = batObj.GetID()
@@ -965,7 +996,6 @@
     if mgSkillIDList:
         minggeObj = batObjMgr.addBatObj()
         if minggeObj:
-            batLineup.minggeObj = minggeObj
             minggeObj.SetOwnerID(lineupPlayerID)
             minggeObj.SetTFGUID(tfGUID)
             minggeObj.SetFaction(faction)
@@ -974,6 +1004,7 @@
             skillManager.SkillReset()
             for skillID in mgSkillIDList:
                 skillManager.LearnSkillByID(skillID)
+            batLineup.addObj(minggeObj)
             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})
@@ -1018,7 +1049,7 @@
         batObj = batObjMgr.addBatObj()
         if not batObj:
             break
-        objID = batObj.GetID()
+        #objID = batObj.GetID()
         if npcID:
             batObj.SetNPCID(npcID)
         elif lineupPlayerID:
@@ -1042,8 +1073,7 @@
         for skillID in skillIDList:
             skillManager.LearnSkillByID(skillID)
             
-        batLineup.posObjIDDict[posNum] = objID
-        batLineup.heroObjIDDict[heroID] = objID
+        batLineup.addObj(batObj)
         GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
         ResetObjSkill(batObj)
         
@@ -1067,7 +1097,7 @@
     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():
+    for objID in batLineup.getAllPosObjIDList():
         batObj = batObjMgr.getBatObj(objID)
         if not batObj:
             continue
@@ -1607,7 +1637,6 @@
                 turnFight.syncState(FightState_Fighting)
             TurnFightPerTurnBigStart(turnFight, turnNum)
             
-        # 红颜
         # 灵兽
         
         if turnFight.winFaction:
@@ -1621,14 +1650,15 @@
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
+            posObjIDDict = batLineup.getPosObjIDDict()
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
                 #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
-                if posNum not in batLineup.posObjIDDict:
+                if posNum not in posObjIDDict:
                     batLineup.actionNum = posNum + 1
                     #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                     continue
                 
-                objID = batLineup.posObjIDDict[posNum]
+                objID = posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
                 
                 # 玩家自己阵营,预判可否行动
@@ -1695,11 +1725,12 @@
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
+            posObjIDDict = batLineup.getPosObjIDDict()
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
                 batLineup.actionNum = posNum + 1
-                if posNum not in batLineup.posObjIDDict:
+                if posNum not in posObjIDDict:
                     continue
-                objID = batLineup.posObjIDDict[posNum]
+                objID = posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                 isAction = OnObjAction(turnFight, batObj)
@@ -1747,7 +1778,7 @@
         batFaction = turnFight.getBatFaction(faction)
         batLineup = batFaction.getBatlineup(num)
         batLineup.actionNum = ActionNumStart
-        for objID in batLineup.posObjIDDict.values():
+        for objID in batLineup.getAllPosObjIDList():
             batObj = batObjMgr.getBatObj(objID)
             turnFight.ResetOneActionUseSkillCnt()
             TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
@@ -1765,7 +1796,7 @@
         batFaction = turnFight.getBatFaction(faction)
         batLineup = batFaction.getBatlineup(num)
         batLineup.actionNum = 1
-        for objID in batLineup.posObjIDDict.values():
+        for objID in batLineup.getAllPosObjIDList():
             batObj = batObjMgr.getBatObj(objID)
             if not batObj:
                 continue
@@ -1792,7 +1823,7 @@
         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():
+        for objID in batLineup.getAllPosObjIDList():
             batObj = batObjMgr.getBatObj(objID)
             if not batObj:
                 continue
@@ -2085,7 +2116,7 @@
         batFaction = turnFight.getBatFaction(faction)
         for lineupNum in batFaction.lineupDict.keys():
             batLineup = batFaction.getBatlineup(lineupNum)
-            for lineupObjID in batLineup.posObjIDDict.values():
+            for lineupObjID in batLineup.getBatHeroObjIDList():
                 lineupObj = batObjMgr.getBatObj(lineupObjID)
                 if not lineupObj.IsAlive():
                     continue
@@ -2184,12 +2215,10 @@
             batLineup.totalHurt = 0
             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:
+            for posNum, objID in batLineup.getPosObjIDDict().items():
+                if posNum == ChConfig.TFPosNum_Mingge:
+                    #命格不统计
+                    continue
                 batObj = batObjMgr.getBatObj(objID)
                 if not batObj:
                     continue

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