From c35e176a3b05f745600c6e60f168313d2b9e7b30 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 17 九月 2025 12:00:19 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  158 +++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 125 insertions(+), 33 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 dde3b29..082ab50 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,7 @@
 
 import ChConfig
 import PlayerTask
+import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
@@ -162,26 +163,43 @@
         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
         
-        # 多小队 - 一般只有PVE用到
+        # pve 多小队 - 一般只有PVE用到
         self.lineupIndex = 0 # 当前小队索引
         self.lineupIDList = [] # npc小队列表
         self.strongerLV = 0 # npc成长等级
         self.difficulty = 0 # npc难度
+        
+        # pvp 目标
+        self.tagPlayerID = 0
+        self.tagViewCache = None
         return
     
-    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}, lineupIDList=[], strongerLV=0, difficulty=0):
+    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, 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.setPVE()
+        self.setPVP()
+        self.msgDict = {}
+        self.nextTurnFight(msgDict)
+        return
+    
+    def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
         self.lineupIndex = 0
         self.lineupIDList = lineupIDList
         self.strongerLV = strongerLV
         self.difficulty = difficulty
-        self.msgDict = {}
-        self.nextTurnFight(msgDict)
         return
+    
+    def setPVP(self, tagPlayerID=0, tagViewCache=None):
+        self.tagPlayerID = tagPlayerID
+        self.tagViewCache = tagViewCache
+        return
+    
+    #def setPVPTeam(self):
+    #    return
     
     def nextTurnFight(self, msgDict={}, resetByNextTeam=False):
         ## 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
@@ -247,7 +265,7 @@
         @param turnNum: 第x回合
         '''
         self.timeline = timeline
-        GameWorld.DebugLog("时间节点更新: %s" % self.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
@@ -481,10 +499,30 @@
                           % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
     return
 
-def GetPlayerLineupInfoByCache(playerID, lineupID):
-    ## 获取玩家阵容信息 - 根据玩家查看缓存
-    lineupInfo = {}
+
+def GetCacheLineupFightPower(tagViewCache, lineupID):
+    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
+    return lineupInfo.get("FightPower", 0)
+def GetCacheLineupInfo(tagViewCache, lineupID):
+    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
+    plusDict = tagViewCache.GetPlusDict()
+    lineupDict = plusDict.get("Lineup", {})
+    lineupInfo = lineupDict.get("%s" % lineupID, {})
+    if not lineupInfo:
+        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
     return lineupInfo
+
+def GetPlayerLineupFightPower(curPlayer, lineupID):
+    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
+    return GetPlayerLineup(curPlayer, lineupID).fightPower
+def GetPlayerLineup(curPlayer, lineupID):
+    ## 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
+        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
+    return lineup
 
 def GetPlayerLineupInfo(curPlayer, lineupID):
     ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
@@ -492,11 +530,10 @@
     # @return: 阵容全部信息json字典,前端通用格式
     
     playerID = curPlayer.GetPlayerID()
-    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+    lineup = GetPlayerLineup(curPlayer, lineupID)
     if not lineup.lineupHeroDict:
         return {}
     
-    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType}
     heroDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for posNum in lineup.lineupHeroDict.keys():
@@ -522,8 +559,11 @@
                                  "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                  "SkillIDList":skillIDlist,
                                  }
-    lineupInfo.update({"Hero":heroDict})
+        
+    if not heroDict:
+        return {}
     
+    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
     return lineupInfo
 
 def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
@@ -633,7 +673,7 @@
             if skillID:
                 skillIDList.append(skillID)
                 
-    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if awakeIpyDataList:
         for awakeIpyData in awakeIpyDataList:
             if awakeIpyData.GetAwakeLV() > awakeLV:
@@ -688,11 +728,9 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
-    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
         
-        atkBackSkillID = 0 # 反击技能ID
         fightPower = 0
         skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
         attrDict = {}
@@ -704,6 +742,7 @@
         lv = heroInfo.get("LV", 1)
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
         if heroIpyData:
+            specialty = heroIpyData.GetSpecialty()
             atkDistType = heroIpyData.GetAtkDistType()
             objName = heroIpyData.GetName()
             country = heroIpyData.GetCountry()
@@ -719,6 +758,7 @@
             if not npcDataEx:
                 continue
             if not heroIpyData:
+                specialty = npcDataEx.GetSpecialty()
                 atkDistType = npcDataEx.GetAtkDistType()
                 objName = npcDataEx.GetNPCName()
                 country = npcDataEx.GetCountry()
@@ -739,16 +779,11 @@
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
         batObj.SetAtkDistType(atkDistType)
+        batObj.SetSpecialty(specialty)
         batObj.SetCountry(country)
         batObj.SetSex(sex)
         batObj.SetHero(heroID, skinID)
         
-        if atkDistType == ChConfig.AtkDistType_Short:
-            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
-        elif atkDistType == ChConfig.AtkDistType_Long:
-            atkBackSkillID = atkBackSkillIDList[1] if len(atkBackSkillIDList) > 1 else 0
-        if atkBackSkillID:
-            skillIDList.append(atkBackSkillID)
         skillManager = batObj.GetSkillManager()
         skillManager.SkillReset()
         for skillID in skillIDList:
@@ -778,6 +813,8 @@
             GameWorld.DebugLog("    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()
         
         # 清除buff
         buffMgr = batObj.GetBuffManager()
@@ -824,12 +861,11 @@
     atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
     if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
         return
-        
+    
     # 玩家
     if tagType == 1:
-        # OnTurnFightVSPlayer
-        pass
-    
+        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
+        
     # NPC
     else:
         ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
@@ -852,9 +888,8 @@
         GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
         return
     
-    turnMax = 15
+    turnMax = GetTurnMax(mapID)
     if mapID == ChConfig.Def_FBMapID_MainBoss:
-        turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
         # 停止主线小怪战斗、清空
         mainFightMgr = GetMainFightMgr(curPlayer)
         mainTF = mainFightMgr.turnFight
@@ -865,7 +900,8 @@
     turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
     guid = turnFight.guid
     
-    turnFight.setTurnFight(mapID, funcLineID, turnMax, True, lineupIDList=npcLineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     
     for index, lineupID in enumerate(npcLineupIDList):
@@ -882,9 +918,54 @@
         if not turnFight.isWin:
             break
         
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
     SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
     tfMgr.delTurnFight(guid)
     return
+
+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
+    
+    turnMax = GetTurnMax(mapID)
+    
+    tfMgr = GetTurnFightMgr()
+    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+    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.sortActionQueue()
+    turnFight.startFight()
+    
+    __processTurnFight(turnFight.guid)
+    
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    tfMgr.delTurnFight(guid)
+    return
+
+def GetTurnMax(mapID):
+    if mapID == ChConfig.Def_FBMapID_Main:
+        return IpyGameDataPY.GetFuncCfg("TurnMax", 1)
+    mapTurnMaxDict= IpyGameDataPY.GetFuncEvalCfg("TurnMax", 3, {})
+    return mapTurnMaxDict.get(mapID, IpyGameDataPY.GetFuncCfg("TurnMax", 2))
 
 #// B4 13 主线战斗请求 #tagCSMainFightReq
 #
@@ -997,13 +1078,14 @@
     mainFightMgr.levelNum = levelNum
     mainFightMgr.waveMax = waveMax
     mainFightMgr.wave = wave
-    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
     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)
     
     turnFight = mainFightMgr.turnFight
-    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, lineupIDList=lineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
+    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
     turnFight.sortActionQueue()
@@ -1085,7 +1167,7 @@
                 turnFight.syncState(FightState_Fighting)
                 
             for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+                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
@@ -1176,7 +1258,7 @@
             
         # 回合开始
         for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+            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
@@ -1383,6 +1465,7 @@
     if batObj.GetHP() <= 0:
         return
     
+    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
     return
 
@@ -1589,10 +1672,19 @@
 #    char        GUID[40];    //战报guid
 #};
 def OnTurnFightReportView(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    guid = clientData.GUID
     
-    # 通过查找已存在的战报
+    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
+    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
+        guid, reprot = lastBatBufferInfo
+        SyncTurnFightReport(curPlayer, guid, reprot)
+        return
     
-    #SyncTurnFightReport(curPlayer, guid, reprot)
+    # 其他战报,一般是入库存储的,待扩展
+    
+    # 战报已过期
+    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
     return
 
 def SyncTurnFightReport(curPlayer, guid, reprot):

--
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