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 | 1043 +++++++++++++++++++++++++++++++++++++++------------------
1 files changed, 718 insertions(+), 325 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 4e4123c..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
@@ -45,8 +49,10 @@
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
@@ -72,13 +78,18 @@
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
@@ -89,7 +100,9 @@
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):
@@ -102,11 +115,25 @@
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
@@ -147,27 +174,30 @@
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, ...}
@@ -178,17 +208,17 @@
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 = {}
@@ -196,17 +226,22 @@
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
@@ -215,17 +250,14 @@
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
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
ResetByNextTeam(self)
@@ -273,21 +305,6 @@
GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
return
-
- def 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
@@ -342,7 +359,7 @@
## 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
@@ -387,7 +404,10 @@
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)
@@ -405,6 +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()
@@ -433,9 +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
@@ -459,13 +482,14 @@
## 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 = 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
@@ -504,7 +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):
@@ -546,8 +582,8 @@
## 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.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
@@ -558,22 +594,24 @@
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
@@ -581,7 +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,
@@ -598,13 +638,18 @@
# @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)()
@@ -615,9 +660,96 @@
continue
heroDict[str(posNum)] = battleDict
- lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+ 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
@@ -627,6 +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
@@ -637,11 +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
@@ -681,6 +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,
}
@@ -739,22 +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()
@@ -771,6 +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:
@@ -807,6 +944,7 @@
batObj.SetLineupPos(posNum, num)
batObj.SetFightPower(fightPower)
batObj.SetLV(lv)
+ batObj.SetStar(star)
batObj.SetAtkDistType(atkDistType)
batObj.SetSpecialty(specialty)
batObj.SetCountry(country)
@@ -820,10 +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
@@ -848,21 +989,44 @@
if not batObj.IsAlive():
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()
+ GameWorld.DebugLog("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.DebugLog("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.DebugLog("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
#
@@ -880,14 +1044,20 @@
''' 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.DebugLog("----- 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)
@@ -898,18 +1068,42 @@
if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
return
- reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
- if not reqRet:
- 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.DebugLog("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.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:
@@ -924,37 +1118,126 @@
if not ret:
return
npcLineupIDList, strongerLV, difficulty = ret
- 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 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)
+ # 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
@@ -965,53 +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)
+ 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
+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:
@@ -1040,6 +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
@@ -1054,6 +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):
@@ -1067,15 +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
@@ -1136,7 +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)})
@@ -1153,12 +1454,8 @@
# 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
@@ -1205,30 +1502,20 @@
batObjMgr = BattleObj.GetBatObjMgr()
turnNum = turnFight.turnNum
turnMax = turnFight.turnMax
+ turnNumStart = turnFight.turnNumStart
for turnNum in range(turnNum, turnMax + 1):
if turnFight.winFaction:
break
- turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
- curTimeline = turnFight.getTimeline()
# 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.DebugLog("【----- 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
@@ -1244,12 +1531,10 @@
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.DebugLog("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.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
continue
objID = batLineup.posObjIDDict[posNum]
@@ -1258,13 +1543,16 @@
# 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.DebugLog("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:
@@ -1281,23 +1569,15 @@
break
# 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)
-
+ 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)
@@ -1307,25 +1587,12 @@
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)
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
-
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
if turnFight.winFaction:
break
@@ -1340,15 +1607,14 @@
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:
@@ -1360,15 +1626,8 @@
break
# 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)
-
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
return
@@ -1401,114 +1660,57 @@
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.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)
+ 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.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)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+
return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1516,12 +1718,134 @@
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.DebugLog("---[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.DebugLog("---[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.DebugLog("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.DebugLog(" 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.DebugLog(" 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.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):
+ '''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.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:
+ # 永久buff不处理
+ #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+ continue
+ addTiming = buff.GetAddTiming()
+ if not buff.GetRefreshState():
+ GameWorld.DebugLog(" 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.DebugLog(" 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.DebugLog(" 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):
@@ -1540,22 +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
@@ -1565,6 +1888,7 @@
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
@@ -1585,6 +1909,7 @@
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))
+ turnFight.ResetOneActionUseSkillCnt()
turnFight.syncObjAction(turnNum, objID)
TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1609,13 +1934,16 @@
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.DebugLog("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.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+ continue
useCnt = curBatObj.GetSkillUseCnt(skillID)
useSkillList.append([useCnt, skillID, useSkill])
@@ -1635,8 +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):
+ 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()
@@ -1644,6 +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
@@ -1653,8 +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):
@@ -1667,7 +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:
@@ -1687,8 +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 = {}
@@ -1717,18 +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
@@ -1762,4 +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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