From c63ffd10aecb12b2e09dae603cf9a0f824f6482c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 10 十二月 2025 15:46:15 +0800
Subject: [PATCH] 16 卡牌服务端(合成目标物品与材料物品不在同一背包时支持合成;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 116 ++++++++++++++++++++++++++++++++++++++--------------------
1 files changed, 76 insertions(+), 40 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 20d85f8..7daa0d6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -29,6 +29,8 @@
import GameWorld
import PlayerLLMJ
import PlayerPrestigeSys
+import CrossServerPackLogic
+import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
import NPCCommon
@@ -47,7 +49,6 @@
import random
import time
import json
-import shutil
import os
g_gmTestFightReq = []
@@ -176,7 +177,7 @@
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
+ 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
@@ -457,6 +458,7 @@
if self._isNeedReport:
packBuff = clientPack.GetBuffer()
buffLen = len(packBuff)
+ #GameWorld.DebugLog("回合战斗过程封包: %s, len:%s, %s" % (headStr, buffLen, CommFunc.B2Hex(packBuff)))
GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
self.batBuffer += CommFunc.WriteWORD("", buffLen)
self.batBuffer += packBuff
@@ -601,13 +603,15 @@
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
@@ -615,7 +619,9 @@
"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,
@@ -753,6 +759,7 @@
return
heroID = npcData.GetRelatedHeroID()
npcLV = npcData.GetLV()
+ star, breakLV, awakeLV = 0, 0, 0
lvIpyData = None
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
@@ -763,11 +770,14 @@
npcLV = strongerLV
if not lvIpyData:
lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
-
+ if lvIpyData:
+ star = lvIpyData.GetReHeroStar()
+ breakLV = lvIpyData.GetReHeroBreakLV()
+ awakeLV = lvIpyData.GetReHeroAwakeLV()
if heroIpyData and lvIpyData:
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
@@ -807,6 +817,9 @@
"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,
}
@@ -894,6 +907,7 @@
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:
@@ -930,6 +944,7 @@
batObj.SetLineupPos(posNum, num)
batObj.SetFightPower(fightPower)
batObj.SetLV(lv)
+ batObj.SetStar(star)
batObj.SetAtkDistType(atkDistType)
batObj.SetSpecialty(specialty)
batObj.SetCountry(country)
@@ -944,7 +959,7 @@
batLineup.posObjIDDict[posNum] = objID
batLineup.heroObjIDDict[heroID] = objID
- GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+ GameWorld.DebugLog("AddBatObj %s,lv=%s,star=%s,skill=%s" % (GetObjName(batObj), lv, star, skillManager.GetSkillIDList()))
ResetObjSkill(batObj)
if npcID:
@@ -1062,6 +1077,7 @@
return
reqPlayerID = playerID
+ playerServerID = GameWorld.GetPlayerServerID(curPlayer)
guid = GameWorld.GetGUID()
atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
@@ -1087,7 +1103,7 @@
lineupDictA = {1:atkLineupInfo}
lineupDictB = {1:defLineupInfo}
- AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqData=[tagType, tagID, valueList])
+ AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, reqData=[tagType, tagID, valueList])
# NPC
else:
@@ -1115,11 +1131,11 @@
lineupDictA = {1:atkLineupInfo}
lineupDictB = None
- AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty)
+ AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty)
return True
-def AddToBattleQueue(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, npcLineupIDList=[], strongerLV=0, difficulty=0, reqData=None):
+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
@@ -1137,21 +1153,31 @@
# pvp 或 pve 必须要满足其中一种
return
- # 先默认本地图处理,后续优化多战斗地图支持
-
- reqServerID = GameWorld.GetGameWorld().GetServerID()
- reqInfo = [reqServerID, guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData]
- OnMsg_BattleRequest(reqInfo)
+ fromServerID = GameWorld.GetGameWorld().GetServerID()
+ reqInfo = [guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData]
+ multiMapSet = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 1)
+ # 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 OnMsg_BattleRequest(reqInfo):
+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
- reqServerID, guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
+ guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
if npcLineupIDList:
- turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
+ turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
else:
- turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, reqServerID)
+ turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID)
winFaction = None
statMsg = {}
@@ -1164,16 +1190,15 @@
retInfo = [guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData]
# 本地图自己处理的
- if reqServerID == GameWorld.GetGameWorld().GetServerID():
- OnMsg_BattleResult(retInfo)
+ 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:
- pass
-
+ CrossServerPackLogic.SendToServer(ShareDefine.SSMsg_BattleResult, retInfo, [fromServerID], playerID=reqPlayerID)
return
-def OnMsg_BattleResult(retInfo):
+def SSMsg_BattleResult(retInfo, fromServerID):
## 收到战斗结果信息
guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
@@ -1200,14 +1225,14 @@
return
-def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, reqServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
+def DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, playerLineupDict, npcLineupIDList, strongerLV, difficulty):
'''执行PVE战斗,支持多小队
'''
turnMax = GetTurnMax(mapID)
tfMgr = GetTurnFightMgr()
- turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
+ turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, playerServerID)
guid = turnFight.guid
turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
@@ -1232,7 +1257,7 @@
tfMgr.delTurnFight(guid)
return turnFight if saveOK else None
-def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, reqServerID=0):
+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}, ...}
@@ -1242,7 +1267,7 @@
turnMax = GetTurnMax(mapID)
tfMgr = GetTurnFightMgr()
- turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
+ turnFight = tfMgr.addTurnFight(guid, mapID, funcLineID, reqPlayerID, playerServerID)
guid = turnFight.guid
turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
@@ -1315,6 +1340,7 @@
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
@@ -1327,6 +1353,7 @@
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()
@@ -1992,7 +2019,7 @@
funcLineID = turnFight.funcLineID
GameWorld.DebugLog("--- 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" % (turnFight.costTime, mapID, funcLineID))
+ 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()
@@ -2022,9 +2049,11 @@
cureHP = batObj.cureStat
batLineup.totalHurt += atkHurt
batFaction.totalHurt += atkHurt
+ dead = 0 if batObj.IsAlive() else 1
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}
+ 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}
statMsg = {"winFaction":winFaction, "statInfo":statInfo}
@@ -2075,21 +2104,28 @@
ReportRoot = "C:\TurnFightReport"
dateStr = GameWorld.ChangeTimeNumToStr(int(time.time()), "%Y%m%d")
- ReportDir = os.path.join(ReportRoot, "S%s" % reqServerID, dateStr, "%s" % reqPlayerID)
-
- GameWorld.DebugLog("ReportDir=%s" % ReportDir)
+ ReportDir = os.path.join(ReportRoot, "S%s" % reqServerID, dateStr, "%s" % reqPlayerID, "%s" % turnFight.mapID)
if not os.path.exists(ReportDir):
os.makedirs(ReportDir)
else:
- shutil.rmtree(ReportDir)
- os.makedirs(ReportDir)
-
+ 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.DebugLog("saveFilePath=%s" % saveFilePath)
+ GameWorld.DebugLog("战报路径=%s" % saveFilePath)
try:
- fp = open(saveFilePath, "w")
- fp.write(turnFight.batBuffer)
+ 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
--
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