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 |  633 ++++++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 489 insertions(+), 144 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 398e8b0..7daa0d6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -27,6 +27,10 @@
 import NetPackCommon
 import PlayerControl
 import GameWorld
+import PlayerLLMJ
+import PlayerPrestigeSys
+import CrossServerPackLogic
+import PlayerSuccess
 import IpyGameDataPY
 import PlayerOnline
 import NPCCommon
@@ -45,6 +49,9 @@
 import random
 import time
 import json
+import os
+
+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
@@ -71,6 +78,7 @@
         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
@@ -81,7 +89,7 @@
         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
     
@@ -94,7 +102,7 @@
         self.fightPower = lineupInfo.get("FightPower", 0)
         self.bossID = lineupInfo.get("BossID", 0)
         self.bossPosView = lineupInfo.get("BossPosView", 0)
-        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
+        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getReqPlayerID())
         return
     
     def clearLineup(self):
@@ -107,6 +115,7 @@
         for objID in self.beautyObjIDDict.values():
             batObjMgr.delBatObj(objID)
         self.posObjIDDict = {}
+        self.heroObjIDDict = {}
         self.lingshouObjIDDict = {}
         self.beautyObjIDDict = {}
         self.fightPower = 0
@@ -165,10 +174,11 @@
     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
@@ -179,10 +189,11 @@
         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.awardData = None # 战斗奖励设置的数据,可以是任意数据格式,由功能自行决定,会传递给 OnTurnFightAward 处理
         
         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], ...]
@@ -197,36 +208,40 @@
         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.awardData = None
         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 isPVP(self): return self._isPVP
     
     def isFBMap(self):
         ## 是否副本地图中,非主线的均视为副本
@@ -234,9 +249,6 @@
     
     def GetDictByKey(self, key): return self._kvDict.get(key, 0)
     def SetDict(self, key, value): self._kvDict[key] = value
-    
-    #def setPVPTeam(self):
-    #    return
     
     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
@@ -413,6 +425,8 @@
     
     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()
@@ -441,9 +455,10 @@
             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, %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
@@ -471,10 +486,10 @@
         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 = ObjPool.GetPoolMgr().acquire(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
     
@@ -513,7 +528,19 @@
         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):
@@ -556,7 +583,7 @@
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
     lineup = olPlayer.GetLineup(lineupID)
     if lineup.IsEmpty():
-        GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
+        GameWorld.DebugLog("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
 
@@ -576,13 +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
@@ -590,7 +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,
@@ -607,7 +638,10 @@
     # @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 {}
@@ -629,6 +663,93 @@
     lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
     return lineupInfo
 
+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
@@ -638,6 +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
@@ -648,11 +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
@@ -692,6 +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,
                   }
@@ -750,22 +878,19 @@
     GameWorld.DebugLog("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
-        
+    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
+    npcLineupID = lineupInfo.get("NPCLineupID", 0)
+    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), reqPlayerID)
+    
     turnFight = batLineup.turnFight
     tfGUID = turnFight.guid
-    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
     heroDict = lineupInfo.get("Hero", {})
     
     batObjMgr = BattleObj.GetBatObjMgr()
@@ -782,6 +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:
@@ -818,6 +944,7 @@
         batObj.SetLineupPos(posNum, num)
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
+        batObj.SetStar(star)
         batObj.SetAtkDistType(atkDistType)
         batObj.SetSpecialty(specialty)
         batObj.SetCountry(country)
@@ -831,12 +958,13 @@
             skillManager.LearnSkillByID(skillID)
             
         batLineup.posObjIDDict[posNum] = objID
-        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+        batLineup.heroObjIDDict[heroID] = objID
+        GameWorld.DebugLog("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(curPlayer, turnFight, batObj)
+            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
             if fbNPCInitAttrDict:
                 GameWorld.DebugLog("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
@@ -916,6 +1044,7 @@
     ''' 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
@@ -923,7 +1052,7 @@
     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())
+                       % (mapID, funcLineID, tagType, tagID, valueList), playerID)
     
     reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
     if not reqRet:
@@ -947,10 +1076,34 @@
     if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
         return
     
+    reqPlayerID = playerID
+    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
+    guid = GameWorld.GetGUID()
+    
+    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+    if not atkLineupInfo:
+        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+        return
+    
     # 玩家
     if tagType == 1:
-        if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
+        tagPlayerID = tagID
+        tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
+        if not tagViewCache:
+            # 跨服玩家待扩展
+            GameWorld.DebugLog("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.DebugLog("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:
@@ -965,38 +1118,126 @@
             if not ret:
                 return
             npcLineupIDList, strongerLV, difficulty = ret
-        if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
+            
+        if not npcLineupIDList:
             return
+        
+        #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 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:
+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
     
-    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
-    if not lineupMainInfo:
-        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+    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)
+    # 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 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
@@ -1007,55 +1248,40 @@
         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)
-    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
+    saveOK = __saveBatBuffer(turnFight)
     tfMgr.delTurnFight(guid)
-    return True
+    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
+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)
-    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
+    saveOK = __saveBatBuffer(turnFight)
     tfMgr.delTurnFight(guid)
-    return True
+    return turnFight if saveOK else None
 
 def GetTurnMax(mapID):
     if mapID == ChConfig.Def_FBMapID_Main:
@@ -1084,6 +1310,9 @@
         return
     
     GameWorld.DebugLog("------------------- 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
@@ -1098,6 +1327,36 @@
     # 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):
@@ -1111,15 +1370,13 @@
 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:
+    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.DebugLog("祝福树等级不足: treeLV=%s < %s" % (treeLV, needTreeLV))
         return
     curPlayer.SetFightPoint(fightPoint)
     return
@@ -1180,7 +1437,7 @@
                        % (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)})
@@ -1319,9 +1576,8 @@
         
     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)
@@ -1336,10 +1592,7 @@
             
         # 回合开始
         TurnFightPerTurnBigStart(turnFight, turnNum)
-                 
-        # 红颜
-        # 灵兽
-            
+        
         if turnFight.winFaction:
             break
         
@@ -1407,6 +1660,7 @@
             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
@@ -1416,7 +1670,7 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     for faction, num in turnFight.actionSortList:
-        GameWorld.DebugLog("大回合开始逻辑: 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
@@ -1424,16 +1678,19 @@
             batObj = batObjMgr.getBatObj(objID)
             if not batObj:
                 continue
-            if not batObj.IsAlive():
-                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
-                RefreshObjSkillByTurn(batObj)
-                
-            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+                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)
+                
     return
 
 def TurnFightPerTurnBigEnd(turnFight, turnNum):
@@ -1506,7 +1763,7 @@
         
     return
 
-def RefreshObjSkillByTurn(batObj):
+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()
@@ -1526,8 +1783,31 @@
         remainTime -= 1
         curSkill.SetRemainTime(remainTime)
         GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
-        
-    batObj.ResetSkillTurnUseCnt() # 重置回合使用次数,放刷新CD后重置
+    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.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
+        if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
+            GameWorld.DebugLog("    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.DebugLog("    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):
@@ -1542,8 +1822,13 @@
         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.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
+        if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
+            GameWorld.DebugLog("    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:
@@ -1560,13 +1845,9 @@
             continue
         remainTime -= 1
         GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
-        if remainTime > 0:
-            buff.SetRemainTime(remainTime)
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
-        else:
-            TurnBuff.DoBuffDel(turnFight, batObj, buff)
+        TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
     return
-                        
+
 def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
     ## 回合对象添加治疗值
     # @param curObj: 获得治疗的对象
@@ -1583,22 +1864,21 @@
         
     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.DebugLog("        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.DebugLog("        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
@@ -1683,8 +1963,8 @@
     npcID = gameObj.GetNPCID()
     
     # 非主线的PVE目标怪物
-    if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
-        if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
+    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()
@@ -1692,6 +1972,7 @@
     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))
     gameObj.SetDead()
+    TurnBuff.DoBuffByDead(turnFight, gameObj)
     
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
     clientPack.ObjID = objID
@@ -1701,8 +1982,7 @@
     
     # 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)
-        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
+        GetMainFightMgr(curPlayer).killNPCCnt += 1
     return True
 
 def OnTurnAllOver(guid):
@@ -1715,7 +1995,7 @@
     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:
@@ -1735,8 +2015,12 @@
     turnFight.costTime = time.time() - turnFight.startTime
     winFaction = turnFight.winFaction
     turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
+    mapID = turnFight.mapID
+    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,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
+        
     # 统计明细
     batObjMgr = BattleObj.GetBatObjMgr()
     statInfo = {}
@@ -1765,18 +2049,17 @@
                 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}
                 
-    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
@@ -1810,4 +2093,66 @@
     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.DebugLog("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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