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 |  418 ++++++++++++++++++++++++++++++++++++++++++-----------------
 1 files changed, 297 insertions(+), 121 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 a8e07ca..71b9a4b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -34,6 +34,7 @@
 import PlayerSuccess
 import IpyGameDataPY
 import PlayerOnline
+import PlayerPreset
 import NPCCommon
 import ShareDefine
 import PyGameData
@@ -78,10 +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.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._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
         
@@ -92,9 +94,9 @@
     
     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 setLineup(self, lineupInfo):
+    def setLineupInfo(self, lineupInfo):
         ## 设置阵容
         # @param lineupInfo: 阵容信息
         self.clearLineup()
@@ -110,26 +112,55 @@
     def clearLineup(self):
         ## 清除阵容
         batObjMgr = BattleObj.GetBatObjMgr()
-        for objID in self.posObjIDDict.values():
-            batObjMgr.delBatObj(objID)
-        for objID in self.lingshouObjIDDict.values():
-            batObjMgr.delBatObj(objID)
-        for objID in self.beautyObjIDDict.values():
+        for objID in self._posObjIDDict.values():
             batObjMgr.delBatObj(objID)
         self.lineupInfo = {}
-        self.posObjIDDict = {}
-        self.heroObjIDDict = {}
-        self.lingshouObjIDDict = {}
-        self.beautyObjIDDict = {}
+        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
@@ -285,24 +316,32 @@
             if not lineupInfo:
                 continue
             batLineup = batFaction.getBatlineup(num)
-            batLineup.setLineup(lineupInfo)
+            batLineup.setLineupInfo(lineupInfo)
         return
     
     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)
@@ -332,10 +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
@@ -396,9 +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()
@@ -415,6 +453,8 @@
                     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)
@@ -564,40 +604,52 @@
                           % (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)
@@ -606,14 +658,16 @@
         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
@@ -622,8 +676,9 @@
                                  "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,
@@ -632,14 +687,26 @@
     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:
@@ -657,10 +724,14 @@
         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
@@ -677,8 +748,8 @@
     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
@@ -770,7 +841,7 @@
     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
@@ -781,19 +852,20 @@
     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 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
@@ -814,10 +886,10 @@
                 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(), 
@@ -838,13 +910,13 @@
                   "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):
@@ -861,6 +933,9 @@
             skillID = breakIpyData.GetSkillID()
             if skillID:
                 skillIDList.append(skillID)
+            skillIDExList = breakIpyData.GetSkillIDExList()
+            if skillIDExList:
+                skillIDList += skillIDExList
                 
     awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if awakeIpyDataList:
@@ -873,29 +948,29 @@
                 
     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):
@@ -908,12 +983,33 @@
     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:
+            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)
+            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})
+            
+    # 武将
     initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
@@ -953,7 +1049,7 @@
         batObj = batObjMgr.addBatObj()
         if not batObj:
             break
-        objID = batObj.GetID()
+        #objID = batObj.GetID()
         if npcID:
             batObj.SetNPCID(npcID)
         elif lineupPlayerID:
@@ -977,8 +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)
         
@@ -1002,7 +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
@@ -1078,21 +1173,17 @@
     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
     
@@ -1100,9 +1191,10 @@
     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
@@ -1115,9 +1207,10 @@
             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
         
@@ -1268,7 +1361,7 @@
     
     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)})
@@ -1447,7 +1540,7 @@
         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
@@ -1544,7 +1637,6 @@
                 turnFight.syncState(FightState_Fighting)
             TurnFightPerTurnBigStart(turnFight, turnNum)
             
-        # 红颜
         # 灵兽
         
         if turnFight.winFaction:
@@ -1558,14 +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
@@ -1632,11 +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)
@@ -1684,7 +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)
@@ -1702,7 +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
@@ -1729,7 +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
@@ -1801,6 +1895,16 @@
         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:
@@ -1868,6 +1972,8 @@
     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()
@@ -2010,7 +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
@@ -2033,7 +2139,7 @@
     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 = ChPyNetSendPack.tagMCTurnFightObjDead()
@@ -2109,11 +2215,13 @@
             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():
+            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
-                heroCount += 1
                 objID = batObj.GetID()
                 npcID = batObj.GetNPCID()
                 heroID = batObj.GetHeroID()
@@ -2123,6 +2231,8 @@
                 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, 
@@ -2137,7 +2247,7 @@
     # 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)
+                                    heroCount, turnFight.costTime, statInfo, drLineupInfo, guid)
     return
 
 #// B4 14 查看战报 #tagCSTurnFightReportView
@@ -2148,19 +2258,83 @@
 #    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):
@@ -2186,13 +2360,15 @@
     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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