From a0dd1dc92bb2f6eb7067a624df20a9c326ecde87 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 06 二月 2026 22:14:54 +0800
Subject: [PATCH] 66 【公会】基础主体-服务端(修改A619,A523封包结构;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 44 ++++++++++++++++++++++++++------------------
1 files changed, 26 insertions(+), 18 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 2dd7d0e..74a1e71 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -29,7 +29,6 @@
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
-import CrossServerPackLogic
import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
@@ -45,6 +44,7 @@
import TurnBuff
import FBCommon
import CommFunc
+import CrossMsg
import FBLogic
import random
@@ -321,19 +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)
@@ -428,8 +436,8 @@
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
+ #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()
tfObj.NPCID = batObj.GetNPCID()
@@ -684,7 +692,7 @@
mgSkillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
mgSkillIDList = []
for skillTypeID, skillLV in mgSkillLVDict.items():
- skillID = skillTypeID + skillLV - 1
+ skillID = SkillCommon.GetSkillIDBySkillTypeID(skillTypeID, skillLV)
if skillID not in mgSkillIDList:
mgSkillIDList.append(skillID)
#shapeType = 0
@@ -1271,17 +1279,17 @@
isMultiMap = True
if isMultiMap:
- CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
+ CrossMsg.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
else:
- SSMsg_BattleRequest(reqInfo, fromServerID)
+ S2B_BattleRequest(reqInfo, fromServerID)
return
-def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
+def S2B_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 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)
@@ -1300,20 +1308,20 @@
# 本地图自己处理的
if fromServerID == GameWorld.GetGameWorld().GetServerID():
- SSMsg_BattleResult(retInfo, fromServerID)
+ B2S_BattleResult(retInfo, fromServerID)
# 其他服务器地图请求的,发送战斗结果回去
else:
- CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
+ CrossMsg.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
return
-def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
+def B2S_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)
+ #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:
--
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