From a65d363c813b7d554de1ce2edad271162ad86d55 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 八月 2025 17:33:53 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(计算战力支持属性系数参数,技能战力参数支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 289 +++++++++++++++++++++++++++++++++++++--------------------
1 files changed, 189 insertions(+), 100 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 4e600cb..31df10d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -35,6 +35,7 @@
import SkillCommon
import AttackCommon
import BattleObj
+import TurnPassive
import TurnSkill
import TurnBuff
import ObjPool
@@ -43,6 +44,7 @@
import time
import json
+TimelineSet = 10000 # 单回合最大时间轴
PosNumMax = 10 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -67,6 +69,8 @@
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.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
return
@@ -86,12 +90,16 @@
def clearLineup(self):
## 清除阵容
- if not self.posObjIDDict:
- return
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():
+ batObjMgr.delBatObj(objID)
self.posObjIDDict = {}
+ self.lingshouObjIDDict = {}
+ self.beautyObjIDDict = {}
self.fightPower = 0
return
@@ -151,6 +159,7 @@
self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
self.actionIndex = 0 # 行动顺序索引
+ self.timeline = 0 # 时间轴节点 turnNum*1000+actionIndex*100++actionNum
self.startTime = 0 # 开始时间戳,支持毫秒小数
self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
@@ -197,18 +206,35 @@
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
fightPower = batLineup.fightPower
sortValue = -(faction * 10 + num)
- sortList.append([fightPower, sortValue, faction, num])
+ sortList.append([isPlayer, 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 _, _, _, faction, num in sortList:
self.actionSortList.append([faction, num])
- GameWorld.DebugLog("阵容战力排序[fp, sortV, f, n]: %s" % sortList)
+ 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)
+ return
+
+ def getTimeline(self): return self.timeline
+ def setTimeline(self, turnNum):
+ '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
+ @param turnNum: 第x回合
+ '''
+ self.timeline = turnNum * TimelineSet + 0
+ GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+ OnTimelineChange(self)
+ return
+ def addTimeline(self):
+ ## 每切换一个行动单位可视为一个行动节点,即代表单回合战斗中的某一个时间节点
+ self.timeline += 1
+ GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+ OnTimelineChange(self)
return
def getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -263,6 +289,7 @@
def startFight(self):
## 准备就绪,开始战斗
self.state = FightState_Start
+ self.setTimeline(1)
self.syncInit()
return
@@ -587,7 +614,7 @@
skillManager.LearnSkillByID(skillID)
batLineup.posObjIDDict[posNum] = objID
- GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s" % (objID, faction, num, posNum, skillIDList))
+ GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
return
@@ -847,12 +874,15 @@
## 关卡boss是一次性处理完的,一般不可能走到这里,这边做下防范
return
- # 以下均是处理关卡小怪分段实时战斗
-
- EntryLogic(turnFight)
-
# 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!")
+ return
+
+ # 以下均是处理关卡小怪分段实时战斗
+ EntryLogic(turnFight)
# 按阵营阵容执行顺序,逐个遍历
doCnt = 0
@@ -869,18 +899,19 @@
if turnFight.turnStart < turnNum:
GameWorld.DebugLog("执行行动: turnNum=%s, 回合开始" % (turnFight.turnNum))
turnFight.syncState(FightState_Fighting)
- if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("回合开始时战锤不足!")
- return
+ #if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
+ # GameWorld.DebugLog("回合开始时战锤不足!")
+ # return
turnFight.turnStart = turnNum
turnFight.actionIndex = 0
+ turnFight.addTimeline() # 每回合开始算一个时间节点
for faction, num in turnFight.actionSortList:
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
batLineup.actionNum = ActionNumStart
for objID in batLineup.posObjIDDict.values():
batObj = batObjMgr.getBatObj(objID)
- TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
+ TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
if turnFight.actionIndex >= len(turnFight.actionSortList):
turnFight.actionIndex = 0
@@ -896,10 +927,6 @@
turnFight.actionIndex += 1
continue
- if faction == ChConfig.Def_FactionA:
- if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("战锤不足!")
- return
GameWorld.DebugLog("执行行动: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
# 主公
@@ -913,11 +940,13 @@
# 武将
elif batLineup.actionNum > 0:
for posNum in range(batLineup.actionNum, PosNumMax + 1):
+ turnFight.addTimeline() # 每个武将位算一个时间节点
batLineup.actionNum = posNum
if posNum not in batLineup.posObjIDDict:
continue
objID = batLineup.posObjIDDict[posNum]
batObj = batObjMgr.getBatObj(objID)
+ TurnFightHeroTurnStart(turnFight, batObj, turnNum)
if not OnObjAction(turnFight, batObj):
continue
@@ -948,21 +977,24 @@
if len(overLineupList) >= len(turnFight.actionSortList):
GameWorld.DebugLog("执行行动: turnNum=%s, 回合结束" % (turnFight.turnNum))
if turnFight.turnEnd < turnNum:
- if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
- GameWorld.DebugLog("回合结束时战锤不足!")
- return
+ #if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
+ # GameWorld.DebugLog("回合结束时战锤不足!")
+ # return
turnFight.turnEnd = turnNum
+ turnFight.addTimeline() # 每回合结束算一个时间节点
for faction, num in turnFight.actionSortList:
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for objID in batLineup.posObjIDDict.values():
- pass
-
+ batObj = batObjMgr.getBatObj(objID)
+ TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
+
if turnFight.checkOverByKilled():
return
if turnNum < turnFight.turnMax:
turnFight.turnNum += 1
+ turnFight.setTimeline(turnFight.turnNum) # 回合变更,直接设置新回合时间节点
else:
OnTurnAllOver(turnFight.guid)
@@ -978,10 +1010,12 @@
for turnNum in range(1, turnMax + 1):
turnFight.turnNum = turnNum
GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
+ turnFight.setTimeline(turnNum)
if curPlayer:
turnFight.syncState(FightState_Fighting)
# 回合开始
+ turnFight.addTimeline() # 每回合开始算一个时间节点
for faction, num in turnFight.actionSortList:
GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
batFaction = turnFight.getBatFaction(faction)
@@ -989,19 +1023,19 @@
batLineup.actionNum = 1
for objID in batLineup.posObjIDDict.values():
batObj = batObjMgr.getBatObj(objID)
- TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
+ TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
# 主公
- for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("主公逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(num)
+ #for faction, num in turnFight.actionSortList:
+ # GameWorld.DebugLog("主公逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ # batFaction = turnFight.getBatFaction(faction)
+ # batLineup = batFaction.getBatlineup(num)
# 红颜
- for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("红颜逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(num)
+ #for faction, num in turnFight.actionSortList:
+ # GameWorld.DebugLog("红颜逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ # batFaction = turnFight.getBatFaction(faction)
+ # batLineup = batFaction.getBatlineup(num)
if turnFight.checkOverByKilled():
break
@@ -1015,11 +1049,13 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for posNum in range(batLineup.actionNum, PosNumMax + 1):
+ turnFight.addTimeline() # 每个武将位算一个时间节点
batLineup.actionNum = posNum + 1
if posNum not in batLineup.posObjIDDict:
continue
objID = batLineup.posObjIDDict[posNum]
batObj = batObjMgr.getBatObj(objID)
+ TurnFightHeroTurnStart(turnFight, batObj, turnNum)
if not OnObjAction(turnFight, batObj):
continue
@@ -1031,13 +1067,15 @@
turnFight.actionIndex += 1
# 回合结束
+ turnFight.addTimeline() # 每回合结束算一个时间节点
for faction, num in turnFight.actionSortList:
GameWorld.DebugLog("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():
- pass
-
+ batObj = batObjMgr.getBatObj(objID)
+ TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
+
if turnFight.checkOverByKilled():
break
@@ -1061,35 +1099,101 @@
return
GameWorld.DebugLog("执行进场逻辑...")
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction, num in turnFight.actionSortList:
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(num)
+ batLineup.actionNum = ActionNumStart
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
+
turnFight.enterLogic = True
return
-def TurnFightObjPerTurnStart(turnFight, batObj, turnNum):
- ## 回合制战斗实例 - 每回合开始时处理
+def OnTimelineChange(turnFight):
+
+ nowTimeline = turnFight.getTimeline()
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for batFaction in turnFight.factionDict.values():
+ for batLineup in batFaction.lineupDict.values():
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj or batObj.GetHP() <= 0:
+ continue
+ curID = batObj.GetID()
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ remainTime = curSkill.GetRemainTime()
+ if not remainTime:
+ continue
+ calcTimeline = curSkill.GetCalcTime()
+ passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
+ if passTurn <= 0:
+ continue
+ skillID = curSkill.GetSkillID()
+ updRemainTime = max(0, remainTime - passTurn)
+ curSkill.SetRemainTime(updRemainTime)
+ curSkill.SetCalcTime(nowTimeline)
+ GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
+ % (curID, skillID, updRemainTime, calcTimeline, passTurn))
+
+ buffMgr = batObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount())[::-1]:
+ buff = buffMgr.GetBuffByIndex(index)
+ remainTime = buff.GetRemainTime()
+ if not remainTime:
+ # 永久buff不处理
+ continue
+ calcTimeline = buff.GetCalcTime()
+ passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
+ if passTurn <= 0:
+ continue
+
+ updRemainTime = max(0, remainTime - passTurn)
+ buffID = buff.GetBuffID()
+ skillID = buff.GetSkillID()
+ GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
+ % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
+ if updRemainTime > 0:
+ buff.SetRemainTime(updRemainTime)
+ buff.SetCalcTime(nowTimeline)
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+ else:
+ TurnBuff.DoBuffDel(turnFight, batObj, buff)
+
+ return
+
+def __calcPassturn(calcTimeline, nowTimeline, equalOK):
+ ## 计算已经过了的回合数
+ # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff不算
+ calcTurnNum = calcTimeline / TimelineSet
+ calcTimeNode = calcTimeline % TimelineSet
+ nowTurnNum = nowTimeline / TimelineSet
+ nowTimeNode = nowTimeline % TimelineSet
+ if equalOK:
+ if nowTimeNode >= calcTimeNode:
+ return max(0, nowTurnNum - calcTurnNum)
+ return max(0, nowTurnNum - calcTurnNum - 1)
+ else:
+ if nowTimeNode > calcTimeNode:
+ return max(0, nowTurnNum - calcTurnNum)
+ return max(0, nowTurnNum - calcTurnNum - 1)
+ return 0
+
+def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
+ ## 大回合开始时
if not batObj:
return
if batObj.GetHP() <= 0:
return
- curID = batObj.GetID()
- buffMgr = batObj.GetBuffManager()
- GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
- for index in range(buffMgr.GetBuffCount())[::-1]:
- buff = buffMgr.GetBuffByIndex(index)
- curRemainTime = buff.GetRemainTime()
- if not curRemainTime:
- # 永久buff不处理
- continue
- buffID = buff.GetBuffID()
- skillID = buff.GetSkillID()
- updRemainTime = curRemainTime - 1
- GameWorld.DebugLog(" 更新buff剩余回合数: buffID=%s,skillID=%s,updRemainTime=%s" % (buffID, skillID, updRemainTime))
- if updRemainTime > 0:
- buff.SetRemainTime(updRemainTime)
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
- else:
- TurnBuff.DoBuffDel(turnFight, batObj, buff)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
# SetTimeline(gameObj, turnNum, 0)
# # 重置连击、反击数
@@ -1126,6 +1230,28 @@
# __logGameObjAttr(gameObj)
return
+def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+ ## 大回合结束时
+ if not batObj:
+ return
+
+ if batObj.GetHP() <= 0:
+ return
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+ return
+
+def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
+ ## 武将回合开始时
+ if not batObj:
+ return
+
+ if batObj.GetHP() <= 0:
+ return
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+ return
+
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
## 回合对象添加治疗值
# @param curObj: 获得治疗的对象
@@ -1142,12 +1268,11 @@
return
-def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, curSkill=None, isBounce=False):
+def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
## 回合对象添加伤害值
# @param isBounce: 是否反弹伤害
curID = curBatObj.GetID()
tagID = tagBatObj.GetID()
- skillID = curSkill.GetSkillID() if curSkill else 0
if curID != tagID:
updStatValue = curBatObj.StatHurtValue(hurtValue)
GameWorld.DebugLog(" 统计伤血: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,isBounce=%s"
@@ -1183,11 +1308,13 @@
if not canAction:
GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
return
-
+
atk = curBatObj.GetAtk()
curXP = curBatObj.GetXP()
GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
turnFight.syncObjAction(turnNum, objID)
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
skillManager = curBatObj.GetSkillManager()
@@ -1197,8 +1324,8 @@
useSkill = skillManager.GetSkillByIndex(index)
if not useSkill:
continue
- if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
- #基础普攻不能主动释放,目前仅用于反击
+ if useSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
+ #只能主动释放普攻或怒技
continue
#被动技能无法使用
if SkillCommon.isPassiveSkill(useSkill):
@@ -1222,9 +1349,10 @@
for useInfo in useSkillList:
useSkill = useInfo[-1]
if TurnSkill.OnUseSkill(turnFight, curBatObj, useSkill):
- return True
+ break
- return
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
+ return True
def DoAttack(curBatObj, tagBatObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
# curID = curBatObj.GetID()
@@ -1379,45 +1507,6 @@
GameWorld.DebugLog(" 可以连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)"
% (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
return True
-
-#def GetEnemyObj(curNPC, ruleType=0):
-# ## 获取一个敌对单位,针对所有敌对阵容主战单位,优先选择对位阵容单位,仅限活着的单位
-# # @param ruleType: 选择规则,默认0任意,1-最低血量;2-最高血量
-# objID = curNPC.GetID()
-# faction = GameObj.GetFaction(curNPC)
-# posInfo = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
-# num = posInfo / 100 # 阵容编号
-# posNum = posInfo % 100 # 所在阵容站位
-# turnFight = GetTurnFightMgr().getTurnFight(curNPC.GetTFGUID())
-# if not turnFight:
-# return
-#
-# tagBatFaction = turnFight.getBatFaction(Def_FactionB if faction == Def_FactionA else Def_FactionA)
-#
-# tagLineupNumList = [num] # 目标阵容选择顺序,优先对位阵容,再其他阵容
-# if num in tagBatFaction.lineupDict:
-# tagLineupNumList = [num]
-# for tagNum in tagBatFaction.lineupDict.keys():
-# if tagNum not in tagLineupNumList:
-# tagLineupNumList.append(tagNum)
-#
-# batObjMgr = BattleObj.GetBatObjMgr()
-# for tagNum in tagLineupNumList:
-# tagLineup = tagBatFaction.getBatlineup(tagNum)
-# tagPosNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
-# pNumList = tagLineup.posObjIDDict.keys()
-# pNumList.sort()
-# for pNum in pNumList:
-# if pNum > 0 and pNum not in tagPosNumList:
-# tagPosNumList.append(pNum)
-# for pNum in tagPosNumList:
-# batObj = batObjMgr.getBatObj(objID)
-# if not batObj:
-# continue
-# if batObj.GetHP( )<= 0:
-# continue
-# return batObj
-# return
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
objID = gameObj.GetID()
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