From abe9dbc7d8eb82602cc975284a7d2ae8894e4ef9 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 12 十二月 2025 17:35:03 +0800
Subject: [PATCH] 389 流向记录(登录、下线、主线任务、主线关卡、副本、货币、物品)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 1219 ++++++++++++++++++++++++++++++++++++++++-----------------
 1 files changed, 843 insertions(+), 376 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 06c2a8d..b1d4436 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,11 +21,16 @@
 
 import ChConfig
 import PlayerTask
+import PlayerActivity
 import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
 import GameWorld
+import PlayerLLMJ
+import PlayerPrestigeSys
+import CrossServerPackLogic
+import PlayerSuccess
 import IpyGameDataPY
 import PlayerOnline
 import NPCCommon
@@ -36,15 +41,17 @@
 import TurnPassive
 import TurnSkill
 import TurnBuff
+import FBCommon
 import CommFunc
-import ObjPool
 import FBLogic
 
 import random
 import time
 import json
+import os
 
-TimelineSet = 10000 # 单回合最大时间轴
+g_gmTestFightReq = []
+
 PosNumMax = 7 # 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
 
@@ -70,12 +77,18 @@
         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.actionNum = ActionNumStart # 行动位置,从1开始
+        self.totalHurt = 0 # 阵容总输出
+        
+        #特殊
+        self.bossID = 0
+        self.bossPosView = 0
         return
     
-    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
+    def getReqPlayerID(self): return self.turnFight.getReqPlayerID() # 发起的玩家ID
     
     def isEmpty(self): return not self.posObjIDDict
     
@@ -86,7 +99,9 @@
         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)
-        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
+        self.bossID = lineupInfo.get("BossID", 0)
+        self.bossPosView = lineupInfo.get("BossPosView", 0)
+        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getReqPlayerID())
         return
     
     def clearLineup(self):
@@ -99,10 +114,25 @@
         for objID in self.beautyObjIDDict.values():
             batObjMgr.delBatObj(objID)
         self.posObjIDDict = {}
+        self.heroObjIDDict = {}
         self.lingshouObjIDDict = {}
         self.beautyObjIDDict = {}
         self.fightPower = 0
+        self.totalHurt = 0
         return
+    
+    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():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if batObj.IsAlive():
+                continue
+            deadCnt += 1
+        return deadCnt
     
 class BatFaction():
     ## 战斗阵营
@@ -111,6 +141,7 @@
         self.turnFight = turnFight # TurnFight
         self.faction = faction
         self.lineupDict = {} # 该阵营所有阵容信息 {编号:BatLineup, ...}
+        self.totalHurt = 0 # 阵营总输出
         return
     
     def getBatlineup(self, num=1):
@@ -122,6 +153,8 @@
             lineup = BatLineup(self.faction, num, self.turnFight)
             self.lineupDict[num] = lineup
         return lineup
+    
+    def getTotalHurt(self): return self.totalHurt # 阵营总输出
     
     def clearLineups(self):
         ## 清除所有战斗阵容
@@ -140,26 +173,30 @@
     2. 以单阵容方式轮流出场战斗,该方式同样可以使用方式1的逻辑实现,固优先使用方式1战斗逻辑,方便扩展
     '''
     
-    def __init__(self, mapID=0, funcLineID=0, playerID=0, isNeedReport=False):
-        self.guid = GameWorld.GetGUID() # 某场战斗的唯一guid,可用于存储记录如战报等
-        self.playerID = playerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
-        self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
+    def __init__(self, guid, mapID=0, funcLineID=0, reqPlayerID=0, reqServerID=0):
+        self.guid = guid # 某场战斗的唯一guid,可用于存储记录如战报等
+        self._reqPlayerID = reqPlayerID # 可能为0,系统后台自动处理的战斗时为0,某个玩家发起则为发起玩家ID,同个玩家ID可能同时存在多场战斗,如主线+其他
+        self._reqServerID = reqServerID # 可能是玩家的服务器ID,或者请求的ServerID
+        self.curPlayer = None
         self.mapID = mapID
         self.funcLineID = funcLineID
         self.state = -1 # -1 代表未战斗
         self.turnNum = 1 # 当前第x回合,默认第1回合开始
         self.turnMax = 15 # 最大回合数
+        self.turnNumStart = 0 # 已处理第x回合开始
         self.enterLogic = False # 是否已执行进场逻辑
         self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
         self.isWin = False
         self.batBuffer = "" # 战报buffer,战报暂时只保留最后一个小队的
-        self.isNeedReport = isNeedReport # 是否需要战报
+        self.dateStr = "" # 战报所在文件夹日期
+        self._isNeedReport = False # 是否需要战报
+        self.statMsg = {} # 战斗结果统计信息
         self.msgDict = {} # 扩展信息字典,一般由MapID绑定的功能决定信息内容  {k:v, ...}
+        self._kvDict = {} # 自定义信息字典,不会被重置  {k:v, ...}
         
         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.actionIndex = 0 # 行动顺序索引
         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
         self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
@@ -170,50 +207,59 @@
         self.strongerLV = 0 # npc成长等级
         self.difficulty = 0 # npc难度
         
-        # pvp 目标
-        self.tagPlayerID = 0
-        self.tagViewCache = None
+        # pvp
+        self._isPVP = False
         return
     
-    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
+    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, curPlayer=None, msgDict={}):
         ## 设置本场回合战斗设定
         self.mapID = mapID
         self.funcLineID = funcLineID
         self.turnMax = turnMax # 最大回合数
-        self.isNeedReport = isNeedReport
+        self._isNeedReport = isNeedReport
+        self.curPlayer = curPlayer
         self.setPVE()
         self.setPVP()
         self.msgDict = {}
+        self._kvDict = {}
         self.nextTurnFight(msgDict)
         return
+    
+    def getReqPlayerID(self): return self._reqPlayerID
+    def getReqServerID(self): return self._reqServerID
     
     def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
         self.lineupIndex = 0
         self.lineupIDList = lineupIDList
         self.strongerLV = strongerLV
         self.difficulty = difficulty
+        self._isPVP = False
         return
     
-    def setPVP(self, tagPlayerID=0, tagViewCache=None):
-        self.tagPlayerID = tagPlayerID
-        self.tagViewCache = tagViewCache
+    def setPVP(self):
+        self._isPVP = True
         return
     
-    #def setPVPTeam(self):
-    #    return
+    def isPVP(self): return self._isPVP
     
-    def nextTurnFight(self, msgDict={}, resetByNextTeam=False):
+    def isFBMap(self):
+        ## 是否副本地图中,非主线的均视为副本
+        return self.mapID not in [ChConfig.Def_FBMapID_Main, ChConfig.Def_FBMapID_MainBoss]
+    
+    def GetDictByKey(self, key): return self._kvDict.get(key, 0)
+    def SetDict(self, key, value): self._kvDict[key] = value
+    
+    def nextTurnFight(self, msgDict={}):
         ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
         self.turnNum = 1
+        self.turnNumStart = 0
         self.enterLogic = False
         self.winFaction = 0
         self.isWin = False
         self.msgDict.update(msgDict)
-        self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
-        if resetByNextTeam:
-            ResetByNextTeam(self)
+        ResetByNextTeam(self)
         return
     
     def haveNextLineup(self):
@@ -255,24 +301,9 @@
         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 getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
-    def getTimeline(self): return self.timeline
-    def setTimeline(self, timeline, isEmpty=False):
-        '''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 = timeline
-        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
-        if isEmpty:
-            # 空位置的节点可直接跳过
-            return timeline
-        
-        OnTimelineChange(self)
-        return timeline
     
     def getBatFaction(self, faction=ChConfig.Def_FactionA):
         ## 默认阵营1
@@ -327,7 +358,7 @@
         ## 准备就绪,开始战斗
         self.state = FightState_Start
         self.turnNum = 1
-        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+        self.turnNumStart = 0
         self.syncInit()
         return
     
@@ -372,7 +403,10 @@
                     tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
                     tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
                     tfObj.LV = batObj.GetLV()
-                    tfObj.PosNum = posNum
+                    if batLineup.bossPosView and batLineup.bossID == batObj.GetNPCID():
+                        tfObj.PosNum = batLineup.bossPosView
+                    else:
+                        tfObj.PosNum = posNum                        
                     tfObj.AngreXP = batObj.GetXP()
                     tfLineup.ObjList.append(tfObj)
                 tfLineup.ObjCnt = len(tfLineup.ObjList)
@@ -383,8 +417,15 @@
         self.addBatPack(clientPack)
         return
     
+    def syncHelp(self, msgDict):
+        ## 通知帮助信息,一般是副本用
+        self.syncState(self.state, msgDict)
+        return
+    
     def syncState(self, state, msgDict={}):
         self.state = state
+        if state == FightState_Award:
+            self.statMsg = msgDict
         msg = json.dumps(msgDict, ensure_ascii=False)
         msg = msg.replace(" ", "")
         clientPack = ChPyNetSendPack.tagMCTurnFightState()
@@ -413,20 +454,18 @@
             headStr = "%02x%02x" % (clientPack.Head.Cmd, clientPack.Head.SubCmd)
         else:
             headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
-        if self.isNeedReport:
+        if self._isNeedReport:
             packBuff = clientPack.GetBuffer()
             buffLen = len(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 = {}
@@ -439,13 +478,14 @@
     ## 回合战斗管理器
     
     def __init__(self):
+        self.lastRequestTick = 0
         self.turnFightDict = {} # {guid:TurnFight, ...}
         return
     
-    def addTurnFight(self, mapID, funcLineID=0, playerID=0, isNeedReport=False):
-        tf = ObjPool.GetPoolMgr().acquire(TurnFight, mapID, funcLineID, playerID, isNeedReport)
+    def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
+        tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
         if not tf:
-            tf = TurnFight(mapID, funcLineID, playerID, isNeedReport) # 一般是不可能,为了点出代码
+            tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
         self.turnFightDict[tf.guid] = tf
         return tf
     
@@ -455,7 +495,6 @@
             return
         turnFight.exitFight()
         self.turnFightDict.pop(guid, None)
-        ObjPool.GetPoolMgr().release(turnFight)
         return
     
     def getTurnFight(self, guid):
@@ -484,7 +523,19 @@
         self.levelNum = 0 # 关卡编号
         self.waveMax = 6 # 本关最大波数,每波有多个小队,每个小队即为一张战斗 TurnFight
         self.wave = 0 # 当前刷怪波,注意不是玩家当前进度波,比如被击杀会回退一波
-        self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
+        self.turnFight = GetTurnFightMgr().addTurnFight(GameWorld.GetGUID(), ChConfig.Def_FBMapID_Main, 0, playerID)
+        
+        # 主线小怪战斗额外数据,一般用于分割与主线战斗表现无关的附加功能内容
+        self.useZhanchui = 0
+        self.mjExp = 0 # 历练秘笈额外经验
+        self.killNPCCnt = 0
+        return
+    
+    def resetMainFightExDataRec(self):
+        ## 重置主线战斗相关的额外数据记录,每次前端请求主线小怪战斗处理后需要重置
+        self.useZhanchui = 0
+        self.mjExp = 0
+        self.killNPCCnt = 0
         return
     
     def isLevelBoss(self):
@@ -526,8 +577,8 @@
     ## 获取玩家阵容
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
     lineup = olPlayer.GetLineup(lineupID)
-    if not lineup.lineupHeroDict:
-        # 为空时默认取主阵容
+    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)
     return lineup
 
@@ -538,22 +589,24 @@
     
     playerID = curPlayer.GetPlayerID()
     lineup = GetPlayerLineup(curPlayer, lineupID)
-    if not lineup.lineupHeroDict:
+    if lineup.IsEmpty():
         return {}
     
     heroDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for posNum in lineup.lineupHeroDict.keys():
+    for posNum in lineup.GetPosNumList():
         hero = lineup.GetLineupHero(posNum)
         heroID = hero.heroID
         itemIndex = hero.itemIndex
-        userData = ""
         heroLV = 1
+        star = 0
         if itemIndex >= 0 and itemIndex < curPack.GetCount():
             heroItem = curPack.GetAt(itemIndex)
             if heroItem and not heroItem.IsEmpty():
-                userData = heroItem.GetUserData()
                 heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                 
         skillIDlist = []
         skillIDlist += hero.heroSkillIDList
@@ -561,7 +614,9 @@
                                  "HeroID":heroID,
                                  "SkinID":hero.skinID,
                                  "LV":heroLV,
-                                 "Data":userData,
+                                 "Star":star,
+                                 #"BreakLV":breakLV,
+                                 #"AwakeLV":awakeLV,
                                  "FightPower":hero.fightPower,
                                  "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                  "SkillIDList":skillIDlist,
@@ -578,13 +633,18 @@
     # @param lineupID: 阵容ID
     # @param npcLV: 成长NPC等级
     # @param difficulty: 成长NPC难度系数
-    # @return: 阵容全部信息json字典,前端通用格式
+    # @return: 阵容全部信息json字典,前端通用格式    
+    lineupInfo = GetGMTestNPCLineupInfo(lineupID, strongerLV, difficulty)
+    if lineupInfo:
+        return lineupInfo
     ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
     if not ipyData:
         return {}
+    bossID = ipyData.GetBossID()
+    bossPosView = ipyData.GetBossPosView()
     
     heroDict = {}
-    for posNum in range(1, 1 + 10):
+    for posNum in range(1, 1 + 6):
         if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
             break
         npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
@@ -595,9 +655,114 @@
             continue
         heroDict[str(posNum)] = battleDict
         
-    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+    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, ShareDefine.Lineup_Main)
+    lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
+    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
+    global g_gmTestFightReq
+    g_gmTestFightReq = [heroIDList, isAllSkill]
+    __doMainLevelWave(curPlayer, True)
+    g_gmTestFightReq = []
+    return
+
+def GetGMTestNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
+    ## 获取GM测试战斗阵容信息
+    if not g_gmTestFightReq:
+        return
+    heroIDList, isAllSkill = g_gmTestFightReq
+    
+    lineupIpyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
+    if not lineupIpyData:
+        return
+    
+    npcDict = {}
+    heroNPCIDDict = {}
+    for posNum in range(1, 1 + 6):
+        if not hasattr(lineupIpyData, "GetPosNPCID%s" % posNum):
+            break
+        npcID = getattr(lineupIpyData, "GetPosNPCID%s" % posNum)()
+        if not npcID:
+            continue
+        battleDict = GetNPCBattleDict(lineupIpyData, npcID, strongerLV, difficulty)
+        if not battleDict:
+            continue
+        npcDict[npcID] = battleDict
+        heroID = battleDict["HeroID"]
+        heroNPCIDDict[heroID] = npcID
+        
+    if not npcDict:
+        return
+    
+    heroDict = {}
+    # 原先阵容刚好有的直接用
+    for posNum, heroID in enumerate(heroIDList, 1):
+        if heroID not in heroNPCIDDict:
+            continue
+        npcID = heroNPCIDDict[heroID]
+        heroDict[str(posNum)] = npcDict[npcID]
+        heroIDList[posNum - 1] = 0
+        
+    lineupNPCID = npcDict.keys()[0]
+    ipyNPCIDList = []
+    ipyHeroIDList = []
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    for index in xrange(ipyDataMgr.GetNPCCount()):
+        ipyData = ipyDataMgr.GetNPCByIndex(index)
+        heroID = ipyData.GetRelatedHeroID()
+        npcID = ipyData.GetNPCID()
+        ipyNPCIDList.append(npcID)
+        ipyHeroIDList.append(heroID)
+        
+    lineupNPCIndex = ipyNPCIDList.index(lineupNPCID)
+    # 从参考阵容先往前检索,再往后检索,还没有对应武将的NPC
+    loopIndexList = range(lineupNPCIndex + 1)[::-1] + range(lineupNPCIndex + 1, ipyDataMgr.GetNPCCount())
+    for index in loopIndexList:
+        npcID = ipyNPCIDList[index]
+        heroID = ipyHeroIDList[index]
+        if heroID not in heroIDList:
+            continue
+        battleDict = GetNPCBattleDict(lineupIpyData, npcID, strongerLV, difficulty)
+        if not battleDict:
+            continue
+        
+        for posNum, posHeroID in enumerate(heroIDList, 1):
+            if not posHeroID or heroID != posHeroID:
+                continue
+            heroIDList[posNum - 1] = 0
+            heroDict[str(posNum)] = battleDict
+        
+        if heroIDList.count(0) == len(heroIDList):
+            break
+        
+    if isAllSkill:
+        for battleDict in heroDict.values():
+            heroID = battleDict["HeroID"]
+            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+            skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, 99999, 99999) # 默认取突破、觉醒都满级时的技能
+            battleDict["SkillIDList"] = skillIDList
+            
+    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":0, "BossPosView":0}
+    return lineupInfo
+    
 def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
     ## 获取NPC战斗相关字典,支持成长NPC
     # @param strongerLV: 成长等级
@@ -607,6 +772,7 @@
         return
     heroID = npcData.GetRelatedHeroID()
     npcLV = npcData.GetLV()
+    star, breakLV, awakeLV = 0, 0, 0
     
     lvIpyData = None
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
@@ -617,11 +783,14 @@
             npcLV = strongerLV
     if not lvIpyData:
         lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
-        
-    if heroIpyData and lvIpyData:
+    if lvIpyData:
+        star = lvIpyData.GetReHeroStar()
+        breakLV = lvIpyData.GetReHeroBreakLV()
+        awakeLV = lvIpyData.GetReHeroAwakeLV()
+    if heroIpyData:
         skinIDList = heroIpyData.GetSkinIDList()
         skinID = skinIDList[0] if skinIDList else 0
-        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
+        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV)
     else:
         heroID = 0
         skinID = 0
@@ -638,7 +807,7 @@
                 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))
+            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)
@@ -661,11 +830,14 @@
                   "HeroID":heroID,
                   "SkinID":skinID,
                   "LV":npcLV,
+                  "Star":star,
+                  #"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))
+    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
     return battleDict
 
 def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -714,26 +886,24 @@
         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))
+    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, playerID=0):
+def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
     '''召唤阵容战斗实例
     @param faction: 所属阵营,目前支持两个阵营,1或2
     @param num: 战斗阵容在该阵营上的编号,1V1时默认1,多对多时1~n
     @param lineupInfo: 阵容信息
-    @param playerID: 发起的玩家ID,系统场次为0
+    @param reqPlayerID: 发起的玩家ID,系统场次为0
     '''
-    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,lineupInfo=%s" % (faction, num, lineupInfo), playerID)
-    if playerID:
-        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
-        if not curPlayer:
-            return
-        
-    tfGUID = batLineup.turnFight.guid
     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)
+    
+    turnFight = batLineup.turnFight
+    tfGUID = turnFight.guid
     heroDict = lineupInfo.get("Hero", {})
     
     batObjMgr = BattleObj.GetBatObjMgr()
@@ -750,6 +920,7 @@
         heroID = heroInfo.get("HeroID", 0)
         skinID = heroInfo.get("SkinID", 0)
         lv = heroInfo.get("LV", 1)
+        star = heroInfo.get("Star", 0)
         specialty, atkDistType, country, sex, job = 0, 1, 0, 1, 0
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
         if heroIpyData:
@@ -786,6 +957,7 @@
         batObj.SetLineupPos(posNum, num)
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
+        batObj.SetStar(star)
         batObj.SetAtkDistType(atkDistType)
         batObj.SetSpecialty(specialty)
         batObj.SetCountry(country)
@@ -799,7 +971,17 @@
             skillManager.LearnSkillByID(skillID)
             
         batLineup.posObjIDDict[posNum] = objID
-        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+        batLineup.heroObjIDDict[heroID] = objID
+        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.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
@@ -810,7 +992,7 @@
     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():
@@ -819,23 +1001,46 @@
             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()))
-        
-        batObj.TurnReset()
+        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()
         buffMgr.ClearBuff()
         
-        # 重置CD
+        # 重置技能
+        ResetObjSkill(batObj)
         
         # 重刷属性、被动
         TurnBuff.RefreshBuffAttr(batObj)
         TurnPassive.RefreshPassive(batObj)
         
     return
+
+def CheckFightCD(curPlayer, tick, selfKey):
+    ## 是否战斗请求CD中
+    
+    # 所有玩家公共CD,待扩展
+    tfMgr = GetTurnFightMgr()
+    pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
+    if pubCD:
+        if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
+            GameWorld.DebugLogEx("回合制战斗请求服务器公共CD中!")
+            PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+            return True
+        
+    # 个人CD
+    selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
+    lastTick = curPlayer.GetDictByKey(selfKey)
+    if selfCD and lastTick and tick - lastTick <= selfCD:
+        GameWorld.DebugLogEx("回合制战斗请求CD中: %s", selfKey)
+        PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+        return True
+    
+    tfMgr.lastRequestTick = tick
+    curPlayer.SetDict(selfKey, tick)
+    return False
 
 #// B4 10 回合制战斗 #tagCMTurnFight
 #
@@ -853,122 +1058,245 @@
     ''' 本战斗会一次性处理完所有小队战斗,以战报的形式下发,目前除了主线小怪分段战斗外,均使用该战斗
     '''
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    playerID = curPlayer.GetPlayerID()
     mapID = clientData.MapID
     funcLineID = clientData.FuncLineID
     tagType = clientData.TagType
     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), curPlayer.GetPlayerID())
+    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
     
+    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 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
+    
+    reqPlayerID = playerID
+    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
+    guid = GameWorld.GetGUID()
+    
+    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+    if not atkLineupInfo:
+        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
+        return
+    
     # 玩家
     if tagType == 1:
-        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
+        tagPlayerID = tagID
+        tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
+        if not tagViewCache:
+            # 跨服玩家待扩展
+            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)
+        if not defLineupInfo:
+            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
+            PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
+            return
+        
+        lineupDictA = {1:atkLineupInfo}
+        lineupDictB = {1:defLineupInfo}
+        AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, reqData=[tagType, tagID, valueList])
         
     # NPC
     else:
-        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
-        if not ret:
+        npcLineupIDList, strongerLV, difficulty = [], 0, 0
+        if fbLineIpyData:
+            npcLineupIDList = fbLineIpyData.GetLineupIDList()
+            strongerLV = fbLineIpyData.GetNPCLV()
+            difficulty = fbLineIpyData.GetDifficulty()
+            
+        if not npcLineupIDList:
+            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+            if not ret:
+                return
+            npcLineupIDList, strongerLV, difficulty = ret
+            
+        if not npcLineupIDList:
             return
-        npcLineupIDList, strongerLV, difficulty = ret
-        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
+        
+        #if mapID == ChConfig.Def_FBMapID_MainBoss:
+        #    # 停止主线小怪战斗、清空
+        #    mainFightMgr = GetMainFightMgr(curPlayer)
+        #    mainTF = mainFightMgr.turnFight
+        #    if mainTF.isInFight():
+        #        mainTF.exitFight()
+        
+        lineupDictA = {1:atkLineupInfo}
+        lineupDictB = None
+        AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty)
+        
+    return True
+
+def AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, playerServerID=0, npcLineupIDList=[], strongerLV=0, difficulty=0, reqData=None):
+    '''添加进战斗请求队列,这里做战斗分发处理,由当前服务器根据当前服务器情况分配到本机子的其他战斗地图,或直接本地图处理
+    @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
+    @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...},pvp时用
+    @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
+    @param npcLineupIDList: pve时用,要对战的npc阵容ID列表
+    @param strongerLV: pve时用,npc属性成长等级
+    @param difficulty: pve时用,npc属性难度系数
+    @param reqData: 每场战斗自定义的请求信息,由功能自己决定,任意结构,透传参数
+    '''
+    
+    if not lineupDictA:
+        return
+    
+    if not lineupDictB and not npcLineupIDList:
+        # pvp 或 pve 必须要满足其中一种
+        return
+    
+    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:
+        isMultiMap = True
+    elif multiMapSet == 2:
+        if not GameWorld.GetGameWorld().GetDebugLevel():
+            isMultiMap = True
+            
+    if isMultiMap:
+        CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
+    else:
+        SSMsg_BattleRequest(reqInfo, fromServerID)
+    return
+
+def SSMsg_BattleRequest(reqInfo, fromServerID):
+    ## 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 npcLineupIDList:
+        turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
+    else:
+        turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID)
+        
+    winFaction = None
+    statMsg = {}
+    dateStr = ""
+    if turnFight:
+        statMsg = turnFight.statMsg
+        winFaction = turnFight.winFaction
+        dateStr = turnFight.dateStr
+        
+    retInfo = [guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData]
+    
+    # 本地图自己处理的
+    if fromServerID == GameWorld.GetGameWorld().GetServerID():
+        SSMsg_BattleResult(retInfo, fromServerID)
+        
+    # 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)
+    return
+
+def SSMsg_BattleResult(retInfo, fromServerID):
+    ## 收到战斗结果信息
+    
+    guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
+    
+    curPlayer = None
+    if reqPlayerID:
+        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
+        if not curPlayer:
+            # 收到战斗结果时玩家已离线,不处理,可视为该战斗无效,玩家重新请求
+            return
+        
+    if winFaction == None:
+        if curPlayer:
+            PlayerControl.NotifyCode(curPlayer, "BattleFail")
+        return
+    
+    # 根据战斗结果结算奖励
+    awardDict = {}
+    FBLogic.OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
+    
+    if curPlayer:
+        isWin = winFaction == ChConfig.Def_FactionA
+        SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict)
         
     return
 
-def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
-    playerID = curPlayer.GetPlayerID()
-    GameWorld.DebugLog("OnTurnFightVSNPC: mapID=%s,funcLineID=%s,atkLineupID=%s,npcLineupIDList=%s,strongerLV=%s,difficulty=%s" 
-                       % (mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty), playerID)
-    if not npcLineupIDList:
-        return
-    
-    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
-    if not lineupMainInfo:
-        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
-        return
+def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
+    '''执行PVE战斗,支持多小队
+    '''
     
     turnMax = GetTurnMax(mapID)
-    if mapID == ChConfig.Def_FBMapID_MainBoss:
-        # 停止主线小怪战斗、清空
-        mainFightMgr = GetMainFightMgr(curPlayer)
-        mainTF = mainFightMgr.turnFight
-        if mainTF.isInFight():
-            mainTF.exitFight()
-            
+    
     tfMgr = GetTurnFightMgr()
-    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, playerServerID)
     guid = turnFight.guid
     
     turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
     turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
-    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, playerLineupDict)
     
     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: index=%s, lineupID=%s", index, lineupID)
         if index > 0:
-            turnFight.nextTurnFight(resetByNextTeam=True)
+            turnFight.nextTurnFight()
         turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
         turnFight.sortActionQueue()
         turnFight.startFight()
         
-        __processTurnFight(turnFight.guid)
+        __processTurnFight(turnFight)
         
         if not turnFight.isWin:
             break
         
-    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
-    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    saveOK = __saveBatBuffer(turnFight)
     tfMgr.delTurnFight(guid)
-    return
+    return turnFight if saveOK else None
 
-def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
-    playerID = curPlayer.GetPlayerID()
-    GameWorld.DebugLog("OnTurnFightVSPlayer: mapID=%s,funcLineID=%s,atkLineupID=%s,defLineupID=%s,tagPlayerID=%s" 
-                       % (mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID), playerID)
-    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
-    if not atkLineupInfo:
-        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
-        return
-    
-    tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
-    if not tagViewCache:
-        GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
-        return {}
-    defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
-    if not defLineupInfo:
-        GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
-        return
+#@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}, ...}
+    @param lineupDictB: 阵营B所有阵容{阵容编号:{阵容信息}, ...}
+    @param reqPlayerID: 请求的玩家ID,如果是系统自动处理的战斗场次,则为0
+    '''
     
     turnMax = GetTurnMax(mapID)
     
     tfMgr = GetTurnFightMgr()
-    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+    turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, playerServerID)
     guid = turnFight.guid
     
     turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
-    turnFight.setPVP(tagPlayerID, tagViewCache)
-    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
-    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
+    turnFight.setPVP()
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, lineupDictA)
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, lineupDictB)
     turnFight.sortActionQueue()
     turnFight.startFight()
     
-    __processTurnFight(turnFight.guid)
+    __processTurnFight(turnFight)
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
-    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    saveOK = __saveBatBuffer(turnFight)
     tfMgr.delTurnFight(guid)
-    return
+    return turnFight if saveOK else None
 
 def GetTurnMax(mapID):
     if mapID == ChConfig.Def_FBMapID_Main:
@@ -996,7 +1324,10 @@
         __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
+    
     clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
     clientPack.Sign = 0
     NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
@@ -1011,6 +1342,36 @@
     # 标记结束
     clientPack.Sign = 1
     NetPackCommon.SendFakePack(curPlayer, clientPack)
+    
+    __doMainFightExDataFunc(curPlayer)
+    return
+
+def __doMainFightExDataFunc(curPlayer):
+    mainFightMgr = GetMainFightMgr(curPlayer)
+    
+    # 本次消耗战锤数
+    useZhanchui = mainFightMgr.useZhanchui
+    if useZhanchui > 0:
+        PlayerLLMJ.AddUseZhanchui(curPlayer, useZhanchui)
+        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, useZhanchui)
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, useZhanchui)
+        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSACutTree, useZhanchui)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_CutTree, useZhanchui)
+        
+    # 历练秘境额外经验
+    mjExp = mainFightMgr.mjExp
+    if mjExp > 0:
+        PlayerLLMJ.AddExpEx(curPlayer, mjExp)
+        
+    # 击杀怪物
+    killNPCCnt = mainFightMgr.killNPCCnt
+    if killNPCCnt > 0:
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, killNPCCnt)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, killNPCCnt)
+        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAKillNPC, killNPCCnt)
+        
+    # 结算逻辑最后重置数据
+    mainFightMgr.resetMainFightExDataRec()
     return
 
 def __doExitMainFight(curPlayer):
@@ -1023,16 +1384,14 @@
 
 def __doSetFightPoint(curPlayer, fightPoint):
     ## 设置消耗倍值
-    GameWorld.DebugLog("设置战锤消耗倍值: %s" % fightPoint)
-    if fightPoint == 1:
-        pass
-    elif fightPoint == 2:
-        # 条件验证
-        pass
-    elif fightPoint == 3:
-        # 条件验证
-        pass
-    else:
+    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.DebugLogEx("祝福树等级不足: treeLV=%s < %s", treeLV, needTreeLV)
         return
     curPlayer.SetFightPoint(fightPoint)
     return
@@ -1042,10 +1401,10 @@
     # @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:
@@ -1077,7 +1436,7 @@
     
     lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
     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()
@@ -1089,11 +1448,11 @@
     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)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
     turnFight.setPVE(lineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1110,12 +1469,8 @@
     
     # 限制请求CD
     if tick:
-        key = "MainFightReqTick"
-        lastTick = curPlayer.GetDictByKey(key)
-        if lastTick and tick - lastTick <= 1000:
-            GameWorld.DebugLog("主线战斗请求CD中")
+        if CheckFightCD(curPlayer, tick, "MainFightReqTick"):
             return
-        curPlayer.SetDict(key, tick)
         
     mainFightMgr = GetMainFightMgr(curPlayer)
     turnFight = mainFightMgr.turnFight
@@ -1133,9 +1488,9 @@
     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(resetByNextTeam=True)
+            turnFight.nextTurnFight()
             # 切换小队时,玩家阵容不需要处理,保留状态
             turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(nextLineupID, turnFight.strongerLV, turnFight.difficulty)})
             turnFight.sortActionQueue()
@@ -1149,7 +1504,7 @@
     # 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
@@ -1162,49 +1517,39 @@
     batObjMgr = BattleObj.GetBatObjMgr()
     turnNum = turnFight.turnNum
     turnMax = turnFight.turnMax
+    turnNumStart = turnFight.turnNumStart
     for turnNum in range(turnNum, turnMax + 1):
-        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.getTimeline()
+        if turnFight.winFaction:
+            break
         
         # 回合开始
-        turnTimeline += 1 # 每回合开始算一个时间节点
-        if curTimeline < turnTimeline:
-            curTimeline = turnFight.setTimeline(turnTimeline)
-            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
+        if turnNumStart < turnNum:
+            GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】 ", turnNum)
             turnFight.turnNum = turnNum
+            turnFight.turnNumStart = turnNum
             if curPlayer:
                 turnFight.syncState(FightState_Fighting)
-                
-            for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("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
-                for objID in batLineup.posObjIDDict.values():
-                    batObj = batObjMgr.getBatObj(objID)
-                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                    
+            TurnFightPerTurnBigStart(turnFight, turnNum)
+            
         # 红颜
         # 灵兽
         
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
             doCnt += 1
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
-                # 每个武将位算一个时间节点
-                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
                 if posNum not in batLineup.posObjIDDict:
                     batLineup.actionNum = posNum + 1
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
-                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                    #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                     continue
                 
                 objID = batLineup.posObjIDDict[posNum]
@@ -1213,13 +1558,16 @@
                 # 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: curTimeline=%s,nextPosNum=%s" % (curTimeline, 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
-                curTimeline = turnFight.setTimeline(curTimeline + 1)
+                
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                
+                if not isAction:
                     continue
                 
                 if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1232,60 +1580,41 @@
             else:
                 turnFight.actionIndex += 1
                 
-        # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 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():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
+        
+        # 回合结束
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
         
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
         
     return
 
-def __processTurnFight(guid):
+def __processTurnFight(turnFight):
     ## 一次性处理完一个小队的战斗
-    turnFight = GetTurnFightMgr().getTurnFight(guid)
     curPlayer = turnFight.curPlayer
     turnMax = turnFight.turnMax
     EntryLogic(turnFight)
     batObjMgr = BattleObj.GetBatObjMgr()
     for turnNum in range(1, turnMax + 1):
+        if turnFight.winFaction:
+            break
         turnFight.turnNum = turnNum
-        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
-        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.setTimeline(curTimeline + 1)
+        GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】", turnNum)
         if curPlayer:
             turnFight.syncState(FightState_Fighting)
             
         # 回合开始
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("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
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                
-                    
-        # 红颜
-        # 灵兽
-            
-        if turnFight.checkOverByKilled():
+        TurnFightPerTurnBigStart(turnFight, turnNum)
+        
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
             doCnt += 1
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
@@ -1293,15 +1622,14 @@
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
                 batLineup.actionNum = posNum + 1
                 if posNum not in batLineup.posObjIDDict:
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                     continue
-                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                 objID = batLineup.posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                if not isAction:
                     continue
-                
                 break
             
             if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1309,18 +1637,11 @@
             else:
                 turnFight.actionIndex += 1
                 
-        # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 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():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
+        
+        # 回合结束
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
         
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
@@ -1343,7 +1664,7 @@
     ## 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:
@@ -1354,114 +1675,57 @@
             batObj = batObjMgr.getBatObj(objID)
             turnFight.ResetOneActionUseSkillCnt()
             TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_InBattlefield)
             
     turnFight.enterLogic = True
     return True
 
-def OnTimelineChange(turnFight):
-    ## 每个时间节点变化时处理
-    
-    nowTimeline = turnFight.getTimeline()
+def TurnFightPerTurnBigStart(turnFight, turnNum):
+    ## 大回合开始时
     
     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)
-                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
-                if not batObj or not batObj.IsAlive():
-                    continue
+    for faction, num in turnFight.actionSortList:
+        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
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            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)
+            batObj.ResetBigTurn() # 每大回合重置
+            
+            if not batObj.IsAlive():
+                TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStartByDead)
+            else:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
                 
-                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)
-                    buffID = buff.GetBuffID()
-                    skillID = buff.GetSkillID()
-                    skillData = buff.GetSkillData()
-                    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))
-                        continue
-                    remainTime = buff.GetRemainTime()
-                    if not remainTime:
-                        # 永久buff不处理
-                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
-                        continue
-                    calcTimeline = buff.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
-                    if passTurn <= 0:
-                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
-                        continue
-                    
-                    updRemainTime = max(0, remainTime - passTurn)
-                    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可算可不算,具体看需求调整
-    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
-    
-    turnFight.ResetOneActionUseSkillCnt()
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
-    return
-
-def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
     ## 大回合结束时
-    if not batObj:
-        return
     
-    if batObj.GetHP() <= 0:
-        return
-    
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for faction, num in turnFight.actionSortList:
+        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():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+            
     return
 
 def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1469,12 +1733,134 @@
     if not batObj:
         return
     
-    if batObj.GetHP() <= 0:
+    if not batObj.IsAlive():
         return
     
-    GameWorld.DebugLog("---[武将回合开始时] : 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)
+    
+    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+    batObj.SetTiming(ChConfig.TurnTiming_After)
+    return
+
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+    ## 武将回合结束时,不能行动也要触发
+    if not batObj:
+        return
+    
+    if not batObj.IsAlive():
+        return
+    
+    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
+
+def ResetObjSkill(batObj):
+    ## 重置所有技能,一般是每场战斗开始的重置
+    curID = batObj.GetID()
+    batObj.ResetSkillUseCnt() # 使用次数
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        skillID = curSkill.GetSkillID()
+        initCD = curSkill.GetCoolDownInit()
+        if initCD:
+            curSkill.SetRemainTime(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)
+        
+    return
+
+def RefreshObjSkillByBigTurn(batObj):
+    '''按回合刷新技能:默认以大回合统一减1回合
+    '''
+    curID = batObj.GetID()
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        skillID = curSkill.GetSkillID()
+        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+        remainTime = curSkill.GetRemainTime()
+        if remainTime <= 0:
+            continue
+        if preTurnUseCnt > 0:
+            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.DebugLogEx("    更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
+    return
+
+def RefreshObjByBigTurn(turnFight, batObj):
+    ## 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()
+    for index in range(buffMgr.GetBuffCount())[::-1]:
+        buff = buffMgr.GetBuffByIndex(index)
+        buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
+        skillData = buff.GetSkillData()
+        if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
+            continue
+        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+            #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.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.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
+        TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
+    return
+
+def RefreshObjBuffTime(turnFight, batObj):
+    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+    '''
+    curID = batObj.GetID()
+    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount())[::-1]:
+        buff = buffMgr.GetBuffByIndex(index)
+        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.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.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.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.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.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.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
 
 def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
@@ -1488,36 +1874,36 @@
     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
 
-def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
+def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, lostType=""):
     ## 回合对象添加伤害值
-    # @param isBounce: 是否反弹伤害
     if hurtValue <= 0:
         return
     curID = curBatObj.GetID()
     tagID = tagBatObj.GetID()
     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" 
-                       % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
+        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,isBounce=%s" 
-                           % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), isBounce))
+            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):
     ## 战斗单位行动
+    # @param isExtra: 是否额外行动的
     if not curBatObj:
         return
     
@@ -1532,12 +1918,13 @@
     # 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)
     
     TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1545,7 +1932,7 @@
     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:
@@ -1562,18 +1949,21 @@
         skillID = useSkill.GetSkillID()
         # 常规攻击优先xp
         if SkillCommon.isAngerSkill(useSkill):
-            if curXP < xpMax:
+            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!") # 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.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]
@@ -1584,27 +1974,35 @@
     return True
 
 def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
+    curPlayer = turnFight.curPlayer
+    npcID = gameObj.GetNPCID()
+    
+    # 非主线的PVE目标怪物
+    if npcID and turnFight.getReqPlayerID() and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
+        if not FBLogic.OnFBNPCKilledBefore(turnFight, gameObj, killer, useSkill):
+            return
+        
     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))
+    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()
+    TurnBuff.DoBuffByDead(turnFight, gameObj)
     
-    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
+    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
     clientPack.ObjID = objID
     clientPack.KillerObjID = killerObjID
     clientPack.SkillID = skillID
     turnFight.addBatPack(clientPack)
     
-    curPlayer = turnFight.curPlayer
     # 暂时只算主线小怪
     if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
-        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)    
+        GetMainFightMgr(curPlayer).killNPCCnt += 1
     return True
 
 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
@@ -1612,7 +2010,7 @@
     if turnFight.winFaction:
         return
     
-    if turnFight.playerID:
+    if turnFight.getReqPlayerID():
         # 玩家发起的,未击杀对方,算玩家输
         turnFight.winFaction = ChConfig.Def_FactionB
     else:
@@ -1632,8 +2030,12 @@
     turnFight.costTime = time.time() - turnFight.startTime
     winFaction = turnFight.winFaction
     turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
-    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
-    
+    mapID = turnFight.mapID
+    funcLineID = turnFight.funcLineID
+    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
     batObjMgr = BattleObj.GetBatObjMgr()
     statInfo = {}
@@ -1642,12 +2044,14 @@
             statInfo[str(faction)] = {}
         facStatInfo = statInfo[str(faction)]
         batFaction = turnFight.getBatFaction(faction)
+        batFaction.totalHurt = 0
         for num in batFaction.lineupDict.keys():
             if str(num) not in facStatInfo:
                 facStatInfo[str(num)] = {}
             lineupStatInfo = facStatInfo[str(num)]
             batLineup = batFaction.getBatlineup(num)
-            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
+            batLineup.totalHurt = 0
+            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
             for posNum, objID in batLineup.posObjIDDict.items():
                 batObj = batObjMgr.getBatObj(objID)
                 if not batObj:
@@ -1658,18 +2062,19 @@
                 atkHurt = batObj.hurtStat
                 defHurt = batObj.defStat
                 cureHP = batObj.cureStat
-                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))
-                lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
+                batLineup.totalHurt += atkHurt
+                batFaction.totalHurt += atkHurt
+                dead = 0 if batObj.IsAlive() else 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(), "Dead":dead}
                 
-    overMsg = {"winFaction":winFaction, "statInfo":statInfo}
-    curPlayer = turnFight.curPlayer
-    mapID = turnFight.mapID
-    funcLineID = turnFight.funcLineID
+    statMsg = {"winFaction":winFaction, "statInfo":statInfo}
     
-    FBLogic.OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg)
+    FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
     
-    turnFight.syncState(FightState_Award, overMsg)
+    turnFight.syncState(FightState_Award, statMsg)
     return
 
 #// B4 14 查看战报 #tagCSTurnFightReportView
@@ -1703,4 +2108,66 @@
     clientPack.Len = len(clientPack.Report)
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
+
+def __saveBatBuffer(turnFight):
+    ## 持久化战报
+    
+    reqPlayerID = turnFight.getReqPlayerID()
+    reqServerID = turnFight.getReqServerID()
+    
+    guid = turnFight.guid
+    ReportRoot = "C:\TurnFightReport"
+    
+    dateStr = GameWorld.ChangeTimeNumToStr(int(time.time()), "%Y%m%d") 
+    ReportDir = os.path.join(ReportRoot, "S%s" % reqServerID, dateStr, "%s" % reqPlayerID, "%s" % turnFight.mapID)
+    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
+            
+    saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
+    GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
+    
+    try:
+        clientPack = ChPyNetSendPack.tagSCTurnFightReport()
+        clientPack.GUID = guid
+        clientPack.Report = turnFight.batBuffer
+        clientPack.Len = len(clientPack.Report)
+        fp = open(saveFilePath, "wb")
+        fp.write(clientPack.GetBuffer())
+        fp.close()
+    except:
+        return
+    
+    turnFight.dateStr = dateStr
+    return True
+
+def SyncTurnFightRet(curPlayer, guid, mapID, funcLineID, reqData, isWin, statMsg, dateStr, awardDict):
+    tagType, tagID, valueList = 0, 0, []
+    if reqData and len(reqData) == 3:
+        tagType, tagID, valueList = reqData
+    clientPack = ChPyNetSendPack.tagSCTurnFightRet()
+    clientPack.MapID = mapID
+    clientPack.FuncLineID = funcLineID
+    clientPack.TagType = tagType
+    clientPack.TagID = tagID
+    clientPack.ValueList = valueList
+    clientPack.ValueCount = len(clientPack.ValueList)
+    
+    clientPack.IsWin = isWin
+    clientPack.AwardMsg = json.dumps(awardDict, ensure_ascii=False).replace(" ", "")
+    clientPack.AwardLen = len(clientPack.AwardMsg)
+    clientPack.BatStatMsg = json.dumps(statMsg, ensure_ascii=False).replace(" ", "")
+    clientPack.BatLen = len(clientPack.BatStatMsg)
+    clientPack.PathDate = dateStr
+    clientPack.GUID = guid
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+
     

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