From cc207773cbedb51c20300a87c62529ace416b086 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 九月 2025 19:23:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(无敌支持,免疫伤害、dot、控制;小怪技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 1762 ++++++++++++++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 1,632 insertions(+), 130 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 3e17b07..111c080 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -10,19 +10,43 @@
 # @version 1.0
 #
 # 详细描述: 回合制攻击逻辑,均使用NPC实例作为战斗主体
+#        实时战斗:  仅用于主线,每个玩家最多仅允许存在一个实时战斗
+#                    由前端控制战斗流程,后端进行计算
+#        瞬时战斗:  用于非主线外的各种战斗,如副本PVE挑战,PVP挑战等,一样仅有一个瞬时战斗,
+#                    一次性处理完,后端控制整体战斗流程及计算,前端仅做战报解析表现战斗过程
 #
 #-------------------------------------------------------------------------------
 #"""Version = 2023-11-30 15:30"""
 #-------------------------------------------------------------------------------
 
 import ChConfig
+import PlayerTask
+import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
 import GameWorld
-import GameObj
-import FBCommon
+import IpyGameDataPY
+import PlayerOnline
+import NPCCommon
+import ShareDefine
+import PyGameData
+import SkillCommon
+import BattleObj
+import TurnPassive
+import TurnSkill
+import TurnBuff
+import CommFunc
+import ObjPool
 import FBLogic
+
+import random
+import time
+import json
+
+TimelineSet = 10000 # 单回合最大时间轴
+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
 
 # 回合战斗流程状态
 (
@@ -32,21 +56,800 @@
 FightState_FightEnd, # 3 战斗结束
 FightState_Award, # 4 结算奖励
 FightState_Over, # 5 结束状态,无特殊意义,仅代表所有处理结束了,与Start对应
-) = range(6)
+FightState_Rest, # 6 结束并休息,一般是前端主动退出并休息的
+) = range(7)
+    
+class BatLineup():
+    ## 战斗阵容
+    
+    def __init__(self, faction, num, turnFight):
+        self.turnFight = turnFight # TurnFight
+        self.faction = faction # 所属阵营
+        self.num = num # 该阵容所在阵营中的编号,不同阵营可重复,多V多
+        self.ownerID = 0 # 阵容所属玩家ID,可能为0,0代表非玩家阵容
+        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.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
+        return
+    
+    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
+    
+    def isEmpty(self): return not self.posObjIDDict
+    
+    def setLineup(self, lineupInfo):
+        ## 设置阵容
+        # @param lineupInfo: 阵容信息
+        self.clearLineup()
+        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())
+        return
+    
+    def clearLineup(self):
+        ## 清除阵容
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for objID in self.posObjIDDict.values():
+            batObjMgr.delBatObj(objID)
+        for objID in self.lingshouObjIDDict.values():
+            batObjMgr.delBatObj(objID)
+        for objID in self.beautyObjIDDict.values():
+            batObjMgr.delBatObj(objID)
+        self.posObjIDDict = {}
+        self.lingshouObjIDDict = {}
+        self.beautyObjIDDict = {}
+        self.fightPower = 0
+        return
+    
+class BatFaction():
+    ## 战斗阵营
+    
+    def __init__(self, faction, turnFight):
+        self.turnFight = turnFight # TurnFight
+        self.faction = faction
+        self.lineupDict = {} # 该阵营所有阵容信息 {编号:BatLineup, ...}
+        return
+    
+    def getBatlineup(self, num=1):
+        ## 获取战斗阵容
+        lineup = None
+        if num in self.lineupDict:
+            lineup = self.lineupDict[num]
+        else:
+            lineup = BatLineup(self.faction, num, self.turnFight)
+            self.lineupDict[num] = lineup
+        return lineup
+    
+    def clearLineups(self):
+        ## 清除所有战斗阵容
+        for lineup in self.lineupDict.values():
+            lineup.clearLineup()
+        return
+    
+class TurnFight():
+    '''某场回合战斗,支持多V多,所有战斗通用,主线、爬塔、PVP等
+    可能为系统后台发起的,则攻击方、防守方阵容以玩家所保存的阵容镜像进行战斗
+    如果玩家发起的,则攻击方为发起方玩家,目标为防守方,支持多V多,如组队PK
+    多V多的情况也是某个队员各自发起战斗,只是用到队友的镜像阵容一起战斗,队友无感知
+    
+    多V多可使用两种模式:
+    1. 多个阵容一起出场,在一场战斗中完成
+    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
+        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.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.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.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.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, ...}
+        
+        # pve 多小队 - 一般只有PVE用到
+        self.lineupIndex = 0 # 当前小队索引
+        self.lineupIDList = [] # npc小队列表
+        self.strongerLV = 0 # npc成长等级
+        self.difficulty = 0 # npc难度
+        
+        # pvp 目标
+        self.tagPlayerID = 0
+        self.tagViewCache = None
+        return
+    
+    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
+        ## 设置本场回合战斗设定
+        self.mapID = mapID
+        self.funcLineID = funcLineID
+        self.turnMax = turnMax # 最大回合数
+        self.isNeedReport = isNeedReport
+        self.setPVE()
+        self.setPVP()
+        self.msgDict = {}
+        self.nextTurnFight(msgDict)
+        return
+    
+    def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
+        self.lineupIndex = 0
+        self.lineupIDList = lineupIDList
+        self.strongerLV = strongerLV
+        self.difficulty = difficulty
+        return
+    
+    def setPVP(self, tagPlayerID=0, tagViewCache=None):
+        self.tagPlayerID = tagPlayerID
+        self.tagViewCache = tagViewCache
+        return
+    
+    #def setPVPTeam(self):
+    #    return
+    
+    def nextTurnFight(self, msgDict={}, resetByNextTeam=False):
+        ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
+        self.turnNum = 1
+        self.enterLogic = False
+        self.winFaction = 0
+        self.isWin = False
+        self.msgDict.update(msgDict)
+        self.timeline = 0
+        self.startTime = time.time()
+        self.costTime = 0
+        if resetByNextTeam:
+            ResetByNextTeam(self)
+        return
+    
+    def haveNextLineup(self):
+        ## 是否可以打下一小队,获胜且还有下一小队时可打
+        return (self.winFaction == ChConfig.Def_FactionA and self.lineupIndex < len(self.lineupIDList) - 1)
+    def nextLineupID(self):
+        ## 下一小队ID
+        if not self.haveNextLineup():
+            return 0
+        self.lineupIndex += 1
+        return self.lineupIDList[self.lineupIndex]
+    
+    def setFactionLineup(self, faction, lineupDict):
+        ## 设置阵营阵容
+        # @param lineupDict: {阵容编号:阵容信息, ...} 每个阵营支持多个阵容,即支持多V多
+        batFaction = self.getBatFaction(faction)
+        batFaction.clearLineups()
+        for num, lineupInfo in lineupDict.items():
+            if not lineupInfo:
+                continue
+            batLineup = batFaction.getBatlineup(num)
+            batLineup.setLineup(lineupInfo)
+        return
+    
+    def sortActionQueue(self):
+        ## 刷新出手顺序队列
+        sortList = []
+        for batFaction in self.factionDict.values():
+            faction = batFaction.faction
+            for num, batLineup in batFaction.lineupDict.items():
+                isPlayer = 1 if batLineup.ownerID else 0 # 玩家阵容优先攻击
+                fightPower = batLineup.fightPower
+                sortValue = -(faction * 10 + num)
+                sortList.append([isPlayer, fightPower, sortValue, faction, num])
+        sortList.sort(reverse=True) # 战力高的先手
+        
+        self.actionIndex = 0
+        self.actionSortList = []
+        for _, _, _, faction, num in sortList:
+            self.actionSortList.append([faction, num])
+            
+        GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
+        GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
+        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
+        batFaction = None
+        if faction in self.factionDict:
+            batFaction = self.factionDict[faction]
+        else:
+            batFaction = BatFaction(faction, self)
+            self.factionDict[faction] = batFaction
+        return batFaction
+    
+    def checkOverByKilled(self):
+        ##检查是否击杀结束
+        # @return: 0-无获胜阵营,同时也代表战斗未结束;>0-获胜的阵营ID,同时也代表战斗已全部结束
+        
+        if self.winFaction:
+            return self.winFaction
+        
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for faction, batFaction in self.factionDict.items():
+            allKilled = True
+            for batLineup in batFaction.lineupDict.values():
+                if not allKilled:
+                    break
+                for posNum, objID in batLineup.posObjIDDict.items():
+                    if posNum <= 0:
+                        # 非主战位置不判断
+                        continue
+                    batObj = batObjMgr.getBatObj(objID)
+                    if not batObj:
+                        continue
+                    if batObj.IsAlive():
+                        allKilled = False
+                        break
+                    
+            if allKilled:
+                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
+                DoTurnFightOver(self.guid)
+                return self.winFaction
+            
+        return 0
+    
+    def exitFight(self, rest=False):
+        ## 退出战斗
+        self.syncState(FightState_Over if not rest else FightState_Rest)
+        for batFaction in self.factionDict.values():
+            batFaction.clearLineups()
+        self.state = -1
+        return
+    
+    def startFight(self):
+        ## 准备就绪,开始战斗
+        self.state = FightState_Start
+        self.turnNum = 1
+        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+        self.syncInit()
+        return
+    
+    def isInFight(self): return self.state != -1
+    
+    def syncInit(self):
+        ## 初始化通知
+        msg = json.dumps(self.msgDict, ensure_ascii=False)
+        msg = msg.replace(" ", "")
+        clientPack = ChPyNetSendPack.tagSCTurnFightInit()
+        clientPack.MapID = self.mapID
+        clientPack.FuncLineID = self.funcLineID
+        clientPack.TurnMax = self.turnMax
+        clientPack.Msg = msg
+        clientPack.Len = len(clientPack.Msg)
+        clientPack.FactionList = []
+        
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for faction in self.factionDict.keys():
+            batFaction = self.getBatFaction(faction)
+            tfFaction = ChPyNetSendPack.tagSCTurnFightFaction()
+            tfFaction.Faction = faction
+            tfFaction.LineupList = []
+            for num in batFaction.lineupDict.keys():
+                batLineup = batFaction.getBatlineup(num)
+                tfLineup = ChPyNetSendPack.tagSCTurnFightLineup()
+                tfLineup.Num = num
+                tfLineup.OwnerID = batLineup.ownerID
+                tfLineup.ShapeType = batLineup.shapeType
+                tfLineup.ObjList = []
+                for posNum, objID in batLineup.posObjIDDict.items():
+                    batObj = batObjMgr.getBatObj(objID)
+                    if not batObj:
+                        continue
+                    tfObj = ChPyNetSendPack.tagSCTurnFightObj()
+                    tfObj.ObjID = batObj.GetID()
+                    tfObj.NPCID = batObj.GetNPCID()
+                    tfObj.HeroID = batObj.GetHeroID()
+                    tfObj.SkinID = batObj.GetSkinID()
+                    tfObj.HP = batObj.GetHP() % ChConfig.Def_PerPointValue
+                    tfObj.HPEx = batObj.GetHP() / ChConfig.Def_PerPointValue
+                    tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
+                    tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
+                    tfObj.LV = batObj.GetLV()
+                    tfObj.PosNum = posNum
+                    tfObj.AngreXP = batObj.GetXP()
+                    tfLineup.ObjList.append(tfObj)
+                tfLineup.ObjCnt = len(tfLineup.ObjList)
+                tfFaction.LineupList.append(tfLineup)
+            tfFaction.LineupCnt = len(tfFaction.LineupList)
+            clientPack.FactionList.append(tfFaction)
+        clientPack.FactionCnt = len(clientPack.FactionList)
+        self.addBatPack(clientPack)
+        return
+    
+    def syncState(self, state, msgDict={}):
+        self.state = state
+        msg = json.dumps(msgDict, ensure_ascii=False)
+        msg = msg.replace(" ", "")
+        clientPack = ChPyNetSendPack.tagMCTurnFightState()
+        clientPack.Clear()
+        clientPack.MapID = self.mapID
+        clientPack.FuncLineID = self.funcLineID
+        clientPack.State = state
+        clientPack.TurnNum = self.turnNum
+        clientPack.Msg = msg
+        clientPack.Len = len(clientPack.Msg)
+        self.addBatPack(clientPack)
+        return
+    
+    def syncObjAction(self, turnNum, objID):
+        clientPack = ChPyNetSendPack.tagMCTurnFightObjAction()
+        clientPack.Clear()
+        clientPack.TurnNum = turnNum
+        clientPack.ObjID = objID
+        self.addBatPack(clientPack)
+        return
+    
+    def addBatPack(self, clientPack):
+        ## 添加战斗过程封包,非战斗相关的封包可以不使用该函数发送,如加经验、掉落等
+        ## 注:战斗相关的封包需调用本函数方便统一管理战报
+        if hasattr(clientPack, "Head"):
+            headStr = "%02x%02x" % (clientPack.Head.Cmd, clientPack.Head.SubCmd)
+        else:
+            headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
+        if self.isNeedReport:
+            packBuff = clientPack.GetBuffer()
+            buffLen = len(packBuff)
+            GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
+            self.batBuffer += CommFunc.WriteWORD("", buffLen)
+            self.batBuffer += packBuff
+            ObjPool.GetPoolMgr().release(clientPack)
+        else:
+            GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
+            # 有玩家的统一每个包单独发送,同样也支持战报统计
+            if self.curPlayer:
+                NetPackCommon.SendFakePack(self.curPlayer, clientPack)
+            else:
+                ObjPool.GetPoolMgr().release(clientPack)
+        return
+    
+    def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
+    def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0)
+    def SetOneActionUseSkillCnt(self, objID, useCnt):
+        self._oneActionUseSkillCntDict[objID] = useCnt
+        return useCnt
+    
+class TurnFightMgr():
+    ## 回合战斗管理器
+    
+    def __init__(self):
+        self.turnFightDict = {} # {guid:TurnFight, ...}
+        return
+    
+    def addTurnFight(self, mapID, funcLineID=0, playerID=0, isNeedReport=False):
+        tf = ObjPool.GetPoolMgr().acquire(TurnFight, mapID, funcLineID, playerID, isNeedReport)
+        if not tf:
+            tf = TurnFight(mapID, funcLineID, playerID, isNeedReport) # 一般是不可能,为了点出代码
+        self.turnFightDict[tf.guid] = tf
+        return tf
+    
+    def delTurnFight(self, guid):
+        turnFight = self.getTurnFight(guid)
+        if not turnFight:
+            return
+        turnFight.exitFight()
+        self.turnFightDict.pop(guid, None)
+        ObjPool.GetPoolMgr().release(turnFight)
+        return
+    
+    def getTurnFight(self, guid):
+        tf = None
+        if guid in self.turnFightDict:
+            tf = self.turnFightDict[guid]
+        elif False:
+            tf = TurnFight()
+        return tf
+    
+def GetTurnFightMgr():
+    tfMgr = None
+    if PyGameData.g_turnFightMgr:
+        tfMgr = PyGameData.g_turnFightMgr
+    else:
+        tfMgr = TurnFightMgr()
+        PyGameData.g_turnFightMgr = tfMgr
+    return tfMgr
+    
+class MainFight():
+    ## 主线战斗管理
+    
+    def __init__(self, playerID):
+        self.playerID = playerID
+        self.chapterID = 0 # 章节ID
+        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)
+        return
+    
+    def isLevelBoss(self):
+        ## 当前战斗是否关卡boss
+        return self.turnFight.mapID == ChConfig.Def_FBMapID_MainBoss
+    
+def GetMainFightMgr(curPlayer):
+    ## 获取主线战斗管理
+    olPlayer = PlayerOnline.GetOnlineMgr().GetOnlinePlayer(curPlayer)
+    return olPlayer.mainFight
+
+def OnPlayerLogin(curPlayer):
+    chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
+    nowChapterID, _, _ = PlayerControl.GetMainLevelNowInfo(curPlayer)
+    if chapterID != nowChapterID:
+        if IpyGameDataPY.GetIpyGameDataNotLog("MainChapter", chapterID) and IpyGameDataPY.GetIpyGameDataNotLog("MainLevel", chapterID, levelNum):
+            fixNowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, 1)
+            GameWorld.Log("当前主线关卡章节与过关章节不一致时,且过关进度章节已经存在,强制修正当前刷怪进度为过关章节进度! passChapterID-LV=%s-%s,nowChapterID=%s,fixNowValue=%s" 
+                          % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
+    return
+
+
+def GetCacheLineupFightPower(tagViewCache, lineupID):
+    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
+    return lineupInfo.get("FightPower", 0)
+def GetCacheLineupInfo(tagViewCache, lineupID):
+    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
+    plusDict = tagViewCache.GetPlusDict()
+    lineupDict = plusDict.get("Lineup", {})
+    lineupInfo = lineupDict.get("%s" % lineupID, {})
+    if not lineupInfo:
+        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
+    return lineupInfo
+
+def GetPlayerLineupFightPower(curPlayer, lineupID):
+    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
+    return GetPlayerLineup(curPlayer, lineupID).fightPower
+def GetPlayerLineup(curPlayer, lineupID):
+    ## 获取玩家阵容
+    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    lineup = olPlayer.GetLineup(lineupID)
+    if not lineup.lineupHeroDict:
+        # 为空时默认取主阵容
+        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
+    return lineup
+
+def GetPlayerLineupInfo(curPlayer, lineupID):
+    ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
+    # @param lineupID: 阵容ID
+    # @return: 阵容全部信息json字典,前端通用格式
+    
+    playerID = curPlayer.GetPlayerID()
+    lineup = GetPlayerLineup(curPlayer, lineupID)
+    if not lineup.lineupHeroDict:
+        return {}
+    
+    heroDict = {}
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for posNum in lineup.lineupHeroDict.keys():
+        hero = lineup.GetLineupHero(posNum)
+        heroID = hero.heroID
+        itemIndex = hero.itemIndex
+        userData = ""
+        heroLV = 1
+        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)
+                
+        skillIDlist = []
+        skillIDlist += hero.heroSkillIDList
+        heroDict[str(posNum)] = {
+                                 "HeroID":heroID,
+                                 "SkinID":hero.skinID,
+                                 "LV":heroLV,
+                                 "Data":userData,
+                                 "FightPower":hero.fightPower,
+                                 "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
+                                 "SkillIDList":skillIDlist,
+                                 }
+        
+    if not heroDict:
+        return {}
+    
+    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
+    return lineupInfo
+
+def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
+    ## 获取NPC阵容信息
+    # @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
+    ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
+    if not ipyData:
+        return {}
+    
+    heroDict = {}
+    for posNum in range(1, 1 + 10):
+        if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
+            break
+        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
+        if not npcID:
+            continue
+        battleDict = GetNPCBattleDict(ipyData, npcID, strongerLV, difficulty)
+        if not battleDict:
+            continue
+        heroDict[str(posNum)] = battleDict
+        
+    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+    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
+    # @param difficulty: 难度系数
+    npcData = NPCCommon.GetNPCDataPy(npcID)
+    if not npcData:
+        return
+    heroID = npcData.GetRelatedHeroID()
+    npcLV = npcData.GetLV()
+    
+    lvIpyData = None
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+    npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
+    if npcStronger and strongerLV:
+        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
+        if lvIpyData:
+            npcLV = strongerLV
+    if not lvIpyData:
+        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
+        
+    if heroIpyData and lvIpyData:
+        skinIDList = heroIpyData.GetSkinIDList()
+        skinID = skinIDList[0] if skinIDList else 0
+        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
+    else:
+        heroID = 0
+        skinID = 0
+        skillIDList = []# + npcData.GetSkillIDList()
+        
+    # boss额外随机技能
+    bossID = lineupIpyData.GetBossID()
+    if npcID == bossID:
+        skillIDExList = lineupIpyData.GetSkillIDExList()
+        if skillIDExList:
+            randSkillIDExList = [] + list(skillIDExList)
+            skillExCnt = lineupIpyData.GetSkillExCnt()
+            if skillExCnt > 0 and len(randSkillIDExList) > skillExCnt:
+                random.shuffle(randSkillIDExList)
+                randSkillIDExList = randSkillIDExList[:skillExCnt]
+            skillIDList += randSkillIDExList
+            GameWorld.DebugLog("阵容boss技能: %s, 随机附加技能: %s" % (skillIDList, randSkillIDExList))
+            
+    # 成长怪属性
+    batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
+    if not batAttrDict:
+        batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(), 
+                       ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(), 
+                       ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(), 
+                       ChConfig.AttrID_SuperHitRate:npcData.GetSuperHitRate(), ChConfig.AttrID_SuperHitRateDef:npcData.GetSuperHitRateDef(), 
+                       ChConfig.AttrID_StunRate:npcData.GetStunRate(), ChConfig.AttrID_StunRateDef:npcData.GetStunRateDef(), 
+                       ChConfig.AttrID_ComboRate:npcData.GetComboRate(), ChConfig.AttrID_ComboRateDef:npcData.GetComboRateDef(), 
+                       ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(), 
+                       ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
+                       }
+    exAttrDict = npcData.GetSpecAttrInfo()
+    for attrIDStr, attrValue in exAttrDict.items():
+        attrID = int(attrIDStr)
+        batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue
+        
+    battleDict = {"NPCID":npcID,
+                  "HeroID":heroID,
+                  "SkinID":skinID,
+                  "LV":npcLV,
+                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
+                  "SkillIDList":skillIDList,
+                  }
+    
+    GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
+    return battleDict
+
+def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
+    ## 获取NPC对应武将的技能ID列表
+    normalSkillID = heroIpyData.GetNormalSkillID()
+    angerSkillID = heroIpyData.GetAngerSkillID()
+    skillIDList = [normalSkillID, angerSkillID]
+    
+    breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID)
+    if breakIpyDataList:
+        for breakIpyData in breakIpyDataList:
+            if breakIpyData.GetBreakLV() > breakLV:
+                break
+            skillID = breakIpyData.GetSkillID()
+            if skillID:
+                skillIDList.append(skillID)
+                
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+    if awakeIpyDataList:
+        for awakeIpyData in awakeIpyDataList:
+            if awakeIpyData.GetAwakeLV() > awakeLV:
+                break
+            skillID = awakeIpyData.GetSkillID()
+            if skillID:
+                skillIDList.append(skillID)
+                
+    return skillIDList
+
+def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
+    ## 获取NPC成长属性
+    # @param strongerLV: 成长等级
+    # @param difficulty: 难度系数
+    
+    batAttrDict = {}
+    if not lvIpyData or not npcStronger or not difficulty:
+        return batAttrDict
+    lv = lvIpyData.GetLV()
+    for attrID in ChConfig.CalcBattleAttrIDList:
+        attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
+        if not attrIpyData:
+            continue
+        attrName = attrIpyData.GetParameter()
+        if not hasattr(lvIpyData, "GetRe%s" % attrName):
+            continue
+        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
+        ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
+        attrValue = int(reValue * ratio * difficulty)
+        batAttrDict[attrID] = attrValue
+        #GameWorld.DebugLog("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
+        
+    GameWorld.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):
+    '''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
+    '''
+    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,lineupInfo=%s" % (faction, num, lineupInfo), playerID)
+    if playerID:
+        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+        if not curPlayer:
+            return
+        
+    tfGUID = batLineup.turnFight.guid
+    lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
+    heroDict = lineupInfo.get("Hero", {})
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+    for posNumKey, heroInfo in heroDict.items():
+        posNum = int(posNumKey)
+        
+        fightPower = 0
+        skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
+        attrDict = {}
+        skillIDList += heroInfo.get("SkillIDList", [])
+        attrDict.update(heroInfo.get("AttrDict", {}))
+        npcID = heroInfo.get("NPCID", 0)
+        heroID = heroInfo.get("HeroID", 0)
+        skinID = heroInfo.get("SkinID", 0)
+        lv = heroInfo.get("LV", 1)
+        specialty, atkDistType, country, sex = 0, 1, 0, 1
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+        if heroIpyData:
+            objName = heroIpyData.GetName()
+            specialty = heroIpyData.GetSpecialty()
+            atkDistType = heroIpyData.GetAtkDistType()
+            country = heroIpyData.GetCountry()
+            sex = heroIpyData.GetSex()
+            
+        if lineupPlayerID:
+            fightPower = heroInfo.get("FightPower", 0)
+            if not heroIpyData:
+                continue
+            
+        else:
+            npcDataEx = NPCCommon.GetNPCDataPy(npcID)
+            if not npcDataEx:
+                continue
+            if not heroIpyData:
+                objName = npcDataEx.GetNPCName()
+                
+        batObj = batObjMgr.addBatObj()
+        if not batObj:
+            break
+        objID = batObj.GetID()
+        if npcID:
+            batObj.SetNPCID(npcID)
+        elif lineupPlayerID:
+            batObj.SetOwnerID(lineupPlayerID)
+        batObj.SetTFGUID(tfGUID)
+        batObj.SetName(objName)
+        batObj.SetFaction(faction)
+        batObj.SetLineupPos(posNum, num)
+        batObj.SetFightPower(fightPower)
+        batObj.SetLV(lv)
+        batObj.SetAtkDistType(atkDistType)
+        batObj.SetSpecialty(specialty)
+        batObj.SetCountry(country)
+        batObj.SetSex(sex)
+        batObj.SetHero(heroID, skinID)
+        
+        skillManager = batObj.GetSkillManager()
+        skillManager.SkillReset()
+        for skillID in skillIDList:
+            skillManager.LearnSkillByID(skillID)
+            
+        batLineup.posObjIDDict[posNum] = objID
+        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
+        
+    return
+
+def ResetByNextTeam(turnFight):
+    ## 切换下一小队时重置相关,目前设置仅保留血量、怒气、已被击杀的不复活,其他重置
+    
+    batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
+    if not batFaction:
+        return
+    GameWorld.DebugLog("切换小队重置玩家阵容武将...")
+    batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for objID in batLineup.posObjIDDict.values():
+        batObj = batObjMgr.getBatObj(objID)
+        if not batObj:
+            continue
+        objName = GetObjName(batObj)
+        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()
+        
+        # 清除buff
+        buffMgr = batObj.GetBuffManager()
+        buffMgr.ClearBuff()
+        
+        # 重置CD
+        
+        # 重刷属性、被动
+        TurnBuff.RefreshBuffAttr(batObj)
+        TurnPassive.RefreshPassive(batObj)
+        
+    return
 
 #// B4 10 回合制战斗 #tagCMTurnFight
 #
 #struct    tagCMTurnFight
 #{
 #    tagHead        Head;
-#    DWORD        MapID;    // 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
-#    WORD        FuncLineID;
-#    BYTE        TagType;    // 战斗目标类型,0-NPC,1-玩家,2-队伍
-#    DWORD        TagID;    // 战斗目标类型对应的ID
+#    DWORD        MapID;        // 自定义地图ID,可用于绑定战斗地图场景功能(如主线boss、爬塔、竞技场等)
+#    DWORD        FuncLineID;    // MapID对应的扩展值,如具体某个关卡等
+#    BYTE        TagType;        // 目标类型,0-NPC阵容,1-玩家
+#    DWORD        TagID;        // 目标类型对应的ID,如玩家ID
 #    BYTE        ValueCount;
 #    DWORD        ValueList[ValueCount]; // 附加值列表,可选,具体含义由MapID决定
 #};
 def OnTurnFight(index, clientData, tick):
+    ''' 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)
     mapID = clientData.MapID
     funcLineID = clientData.FuncLineID
@@ -54,149 +857,848 @@
     tagID = clientData.TagID
     valueList = clientData.ValueList
     
-    playerID = curPlayer.GetPlayerID()
-    if tagType == ChConfig.TurnBattle_TagType_Player:
-        if tagID == playerID:
-            GameWorld.DebugLog("不能打自己!", playerID)
-            return
-        
+    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())
+    
     reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
     if not reqRet:
         return
     
-    # 需要发送到GameServer验证
-    if mapID in ChConfig.Def_TFMapID_SendToGameServer:
-        SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagType, tagID, valueList])
+    # 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
     
-    DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
-    return
-
-def SendToGameServer_TurnFight(curPlayer, msgType, dataMsg=""):
-    playerID = curPlayer.GetPlayerID()
-    msgList = str([msgType, dataMsg])
-    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(playerID, 0, 0, "TurnFight", msgList, len(msgList))
-    GameWorld.Log("回合战斗发送GameServer: %s, %s" % (msgType, dataMsg), playerID)
-    return
-
-def GameServer_TurnFight_DoResult(curPlayer, msgData, tick):
-    
-    msgType, dataMsg, ret = msgData
-    
-    if not ret:
-        return
-    
-    if msgType == "TurnFightRequest":
-        mapID, funcLineID, tagType, tagID, valueList = dataMsg
-        DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
+    # 玩家
+    if tagType == 1:
+        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
         
-    elif msgType == "TurnFightOver":
-        mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList = dataMsg
-        FBLogic.OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
-        
-    elif msgType == "TurnFightTagPlayerInfo":
-        mapID, funcLineID, tagType, tagID, valueList = dataMsg
-        DoTrunFightVSPlayer(curPlayer, tagID, [mapID, funcLineID, valueList], ret)
-           
-    return
-
-def DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick):
-    ## 执行回合制战斗的完整流程
-    
-    #if curPlayer.GetSightLevel() != curPlayer.GetID():
-    #    PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
-        
-    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Start)
-    
-    tagPlayerInfo = {}
-    if tagType == ChConfig.TurnBattle_TagType_Player and tagID >= 10000 :
-        tagPlayer = GameWorld.GetMapCopyPlayerManager().FindPlayerByID(tagID)
-        if tagPlayer:
-            tagPlayerInfo = __GetPlayerInfo(tagPlayer)
-        else:
-            SendToGameServer_TurnFight(curPlayer, "TurnFightTagPlayerInfo", [mapID, funcLineID, tagType, tagID, valueList])
+    # NPC
+    else:
+        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+        if not ret:
             return
+        npcLineupIDList, strongerLV, difficulty = ret
+        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
         
-    DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick, tagPlayerInfo)
-    
-    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
     return
 
-def __GetPlayerInfo(curPlayer):
-    infoDict = {
-                "Name":curPlayer.GetPlayerName(),
-                "Job":curPlayer.GetJob(),
-                "LV":curPlayer.GetLV(),
-                "RealmLV":curPlayer.GetOfficialRank(),
-                "MaxHP":GameObj.GetMaxHP(curPlayer),
-                "FightPower":PlayerControl.GetFightPower(curPlayer),
-                }
-    return infoDict
-
-def DoTrunFightVSPlayer(curPlayer, tagPlayerID, callData, tagPlayerInfo):
-    tagType = ChConfig.TurnBattle_TagType_Player
-    tagID = tagPlayerID
-    mapID, funcLineID, valueList = callData
-    if tagPlayerInfo and curPlayer.GetPlayerID() != tagPlayerID:
-        tick = GameWorld.GetGameWorld().GetTick()
-        DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick, tagPlayerInfo)
-    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
-    return
-
-def DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick, tagInfo=None):
-    if not tagID:
-        return
-    if not tagInfo:
-        tagInfo = {}
+def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
     playerID = curPlayer.GetPlayerID()
-    GameWorld.DebugLog("回合战斗: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s,tagInfo=%s" 
-                       % (mapID, funcLineID, tagType, tagID, valueList, tagInfo), playerID)
+    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
     
-    factionSyncInfoA = __GetPlayerInfo(curPlayer)
-    factionSyncInfoB = tagInfo
-    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
+    lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+    if not lineupMainInfo:
+        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+        return
     
-    turnNum, turnMax = 1, 15
+    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)
+    guid = turnFight.guid
     
-    curFightPower = PlayerControl.GetFightPower(curPlayer)
-    tagFightPower = tagInfo.get("FightPower", 0)
-    isWin = 1 if curFightPower >= tagFightPower else 0
-    GameWorld.DebugLog("    战斗结果: isWin=%s,curFightPower=%s,tagFightPower=%s" % (isWin, curFightPower, tagFightPower), playerID)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     
-    factionTotalHurtDict = {}
-    
-    playbackID = 0 # 战斗回放ID,可根据该ID查看回放
-    
-    # 战斗结束后处理
-    fightRet = [isWin, turnNum, turnMax, factionTotalHurtDict, playbackID]
-    
-    needSendGameServer, awardItemList, overInfoEx = False, [], {}
-    overRet = FBLogic.OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
-    if overRet != None:
-        needSendGameServer, awardItemList, overInfoEx = overRet
+    for index, lineupID in enumerate(npcLineupIDList):
+        turnFight.lineupIndex = index
+        GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
+        if index > 0:
+            turnFight.nextTurnFight(resetByNextTeam=True)
+        turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
+        turnFight.sortActionQueue()
+        turnFight.startFight()
         
-    if needSendGameServer or mapID in ChConfig.Def_TFMapID_SendToGameServer:
-        SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList])
+        __processTurnFight(turnFight.guid)
         
-    overMsg = {"isWin":isWin, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(awardItemList), "totalHurt":0}
-    playbackID and overMsg.update({"playbackID":playbackID})
-    overInfoEx and overMsg.update(overInfoEx)
-    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Award, turnNum, turnMax, overMsg)
+        if not turnFight.isWin:
+            break
+        
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    tfMgr.delTurnFight(guid)
     return
 
-def SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, state, turnNum=0, turnMax=0, msg=""):
-    if not curPlayer:
+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
-    clientPack = ChPyNetSendPack.tagMCTurnFightState()
-    clientPack.Clear()
-    clientPack.MapID = mapID
-    clientPack.FuncLineID = funcLineID
-    clientPack.TagType = tagType
-    clientPack.TagID = tagID
-    clientPack.State = state
-    clientPack.TurnNum = turnNum
-    clientPack.TurnMax = turnMax
-    clientPack.Msg = str(msg)
-    clientPack.Len = len(clientPack.Msg)    
+    
+    tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
+    if not tagViewCache:
+        GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
+        return {}
+    defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
+    if not defLineupInfo:
+        GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
+        return
+    
+    turnMax = GetTurnMax(mapID)
+    
+    tfMgr = GetTurnFightMgr()
+    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+    guid = turnFight.guid
+    
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVP(tagPlayerID, tagViewCache)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
+    turnFight.sortActionQueue()
+    turnFight.startFight()
+    
+    __processTurnFight(turnFight.guid)
+    
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    tfMgr.delTurnFight(guid)
+    return
+
+def GetTurnMax(mapID):
+    if mapID == ChConfig.Def_FBMapID_Main:
+        return IpyGameDataPY.GetFuncCfg("TurnMax", 1)
+    mapTurnMaxDict= IpyGameDataPY.GetFuncEvalCfg("TurnMax", 3, {})
+    return mapTurnMaxDict.get(mapID, IpyGameDataPY.GetFuncCfg("TurnMax", 2))
+
+#// B4 13 主线战斗请求 #tagCSMainFightReq
+#
+#struct    tagCSMainFightReq
+#{
+#    tagHead        Head;
+#    BYTE        ReqType;        // 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;4-继续战斗;
+#    DWORD        ReqValue;    // 请求值,ReqType为1时发送消耗倍值
+#};
+def OnMainFightReq(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    reqType = clientData.ReqType
+    reqValue = clientData.ReqValue
+    
+    if reqType == 0:
+        __doExitMainFight(curPlayer)
+        return
+    elif reqType == 1:
+        __doSetFightPoint(curPlayer, reqValue)
+        return
+    
+    GameWorld.DebugLog("主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+    clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
+    clientPack.Sign = 0
+    NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
+    
+    if reqType == 2: # 前端主动请求开始关卡小怪的视为从休息中开始
+        __doMainLevelWave(curPlayer, True)
+    elif reqType == 4:
+        __doMainFight(curPlayer, tick)
+    else:
+        pass
+    
+    # 标记结束
+    clientPack.Sign = 1
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
+
+def __doExitMainFight(curPlayer):
+    ## 主线退出战斗 - 回城休息
+    mainFightMgr = GetMainFightMgr(curPlayer)
+    turnFight = mainFightMgr.turnFight
+    if turnFight:
+        turnFight.exitFight(True)
+    return
+
+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:
+        return
+    curPlayer.SetFightPoint(fightPoint)
+    return
+
+def __doMainLevelWave(curPlayer, isRestStart=False):
+    ## 开始新的关卡波
+    # @param isRestStart: 是否从休息状态重新开始的
+    playerID = curPlayer.GetPlayerID()
+    chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
+    GameWorld.DebugLog("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
+    fightPoint = max(curPlayer.GetFightPoint(), 1)
+    if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
+        GameWorld.DebugLog("战锤不足,无法开始!")
+        return
+    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
+    if not chapterIpyData:
+        return
+    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
+    if not levelIpyData:
+        # 如上线后减少某个章节关卡数的情况,导致找不到,则从该章节回退到存在的关卡开始
+        while levelNum > 1:
+            levelNum -= 1 
+            levelIpyData = IpyGameDataPY.GetIpyGameDataNotLog("MainLevel", chapterID, levelNum)
+            if levelIpyData:
+                break
+    if not levelIpyData:
+        return
+    
+    # 本关卡最大波数,暂时支持最大6波
+    waveMax = 6
+    while waveMax >= 1 and (not hasattr(levelIpyData, "GetWaveLineupIDList%s" % waveMax) or not getattr(levelIpyData, "GetWaveLineupIDList%s" % waveMax)()):
+        waveMax -= 1
+    if waveMax < 1:
+        return
+    if wave > waveMax:
+        wave = waveMax
+        
+    lineupIDList = getattr(levelIpyData, "GetWaveLineupIDList%s" % wave)() # 小队1阵容ID|小队2阵容ID|...
+    if not lineupIDList:
+        return
+    lineupID = lineupIDList[0] # NPC阵容ID
+    
+    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
+    if not lineupMainInfo:
+        GameWorld.DebugLog("没有设置主阵容!", playerID)
+        return
+    
+    strongerLV = levelIpyData.GetNPCLV()
+    difficulty = levelIpyData.GetDifficulty()
+    mainFightMgr = GetMainFightMgr(curPlayer)
+    mainFightMgr.chapterID = chapterID
+    mainFightMgr.levelNum = levelNum
+    mainFightMgr.waveMax = waveMax
+    mainFightMgr.wave = wave
+    mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
+    turnMax = GetTurnMax(mapID)
+    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
+                       % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
+    
+    turnFight = mainFightMgr.turnFight
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
+    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
+    turnFight.sortActionQueue()
+    turnFight.startFight()
+    
+    __doMainFight(curPlayer)
+    return
+
+def __doMainFight(curPlayer, tick=0):
+    '''执行主线战斗,单场战斗断电式战斗,以前端玩家手动点击节点做为断点处
+    每场战斗的初始化、结束默认断点,由前端决定自动继续或者点击继续
+    '''
+    
+    # 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")
+            return
+        curPlayer.SetDict(key, tick)
+        
+    mainFightMgr = GetMainFightMgr(curPlayer)
+    turnFight = mainFightMgr.turnFight
+    
+    isLevelBoss = mainFightMgr.isLevelBoss()
+    if isLevelBoss:
+        ## 关卡boss是一次性处理完的,一般不可能走到这里,这边做下防范
+        return
+    
+    if not turnFight.isInFight():
+        __doMainLevelWave(curPlayer, True)
+        return
+    
+    winFaction = turnFight.winFaction
+    if winFaction:
+        nextLineupID = turnFight.nextLineupID()
+        if nextLineupID:
+            GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
+            
+            turnFight.nextTurnFight(resetByNextTeam=True)
+            # 切换小队时,玩家阵容不需要处理,保留状态
+            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(nextLineupID, turnFight.strongerLV, turnFight.difficulty)})
+            turnFight.sortActionQueue()
+            turnFight.startFight()
+            
+            __doMainFight(curPlayer)
+        else:
+            __doMainLevelWave(curPlayer, False)
+        return
+    
+    # 小怪战斗,每次消耗1个战锤
+    fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
+    if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
+        GameWorld.DebugLog("回合开始时战锤不足!")
+        return
+    
+    # 以下均是处理关卡小怪分段实时战斗
+    isEntry = EntryLogic(turnFight)
+    
+    # 是否开始检查断点,预判可断的点,方便前端点击体验,点下去就是玩家放的某个行动
+    # 初始开始进场后,默认开始断点
+    checkBreakpoint = True if isEntry else False
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    turnNum = turnFight.turnNum
+    turnMax = turnFight.turnMax
+    for turnNum in range(turnNum, turnMax + 1):
+        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))
+            turnFight.turnNum = 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)
+                    
+        # 红颜
+        # 灵兽
+        
+        if turnFight.checkOverByKilled():
+            break
+        
+        # 武将
+        doMax = PosNumMax * len(turnFight.actionSortList)
+        doCnt = 0
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+            doCnt += 1
+            faction, num = turnFight.actionSortList[turnFight.actionIndex]
+            batFaction = turnFight.getBatFaction(faction)
+            batLineup = batFaction.getBatlineup(num)
+            for posNum in range(batLineup.actionNum, PosNumMax + 1):
+                # 每个武将位算一个时间节点
+                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                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))
+                    continue
+                
+                objID = batLineup.posObjIDDict[posNum]
+                batObj = batObjMgr.getBatObj(objID)
+                
+                # 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))
+                        return
+                    
+                batLineup.actionNum = posNum + 1
+                curTimeline = turnFight.setTimeline(curTimeline + 1)
+                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
+                if not OnObjAction(turnFight, batObj):
+                    continue
+                
+                if not checkBreakpoint and faction == ChConfig.Def_FactionA:
+                    checkBreakpoint = True
+                    
+                break
+            
+            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
+                turnFight.actionIndex = 0
+            else:
+                turnFight.actionIndex += 1
+                
+        # 回合结束
+        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
+        for faction, num in turnFight.actionSortList:
+            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+            batFaction = turnFight.getBatFaction(faction)
+            batLineup = batFaction.getBatlineup(num)
+            for objID in batLineup.posObjIDDict.values():
+                batObj = batObjMgr.getBatObj(objID)
+                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
+                
+        if turnFight.checkOverByKilled():
+            break
+        
+    if not turnFight.winFaction:
+        OnTurnAllOver(turnFight.guid)
+        
+    return
+
+def __processTurnFight(guid):
+    ## 一次性处理完一个小队的战斗
+    turnFight = GetTurnFightMgr().getTurnFight(guid)
+    curPlayer = turnFight.curPlayer
+    turnMax = turnFight.turnMax
+    EntryLogic(turnFight)
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for turnNum in range(1, turnMax + 1):
+        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
+            
+        if turnFight.checkOverByKilled():
+            break
+        
+        # 武将
+        doMax = PosNumMax * len(turnFight.actionSortList)
+        doCnt = 0
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+            doCnt += 1
+            faction, num = turnFight.actionSortList[turnFight.actionIndex]
+            batFaction = turnFight.getBatFaction(faction)
+            batLineup = batFaction.getBatlineup(num)
+            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):
+                    continue
+                
+                break
+            
+            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
+                turnFight.actionIndex = 0
+            else:
+                turnFight.actionIndex += 1
+                
+        # 回合结束
+        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
+        for faction, num in turnFight.actionSortList:
+            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+            batFaction = turnFight.getBatFaction(faction)
+            batLineup = batFaction.getBatlineup(num)
+            for objID in batLineup.posObjIDDict.values():
+                batObj = batObjMgr.getBatObj(objID)
+                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
+                
+        if turnFight.checkOverByKilled():
+            break
+        
+    if not turnFight.winFaction:
+        OnTurnAllOver(turnFight.guid)
+    return
+
+def GetObjName(batObj):
+    faction = batObj.faction
+    num = batObj.lineupNum
+    posNum = batObj.posNum
+    heroID = batObj.heroID
+    npcID = batObj.npcID
+    objName = GameWorld.CodeToGbk(batObj.GetName())
+    if heroID:
+        objName += " Hero:%s" % heroID
+    if npcID:
+        objName += " NPC:%s" % npcID        
+    return "%s%s-P%s ID:%s %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), objName)
+
+def EntryLogic(turnFight):
+    ## 执行进场逻辑
+    if turnFight.enterLogic:
+        return
+    GameWorld.DebugLog("执行进场逻辑...")
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for faction, num in turnFight.actionSortList:
+        batFaction = turnFight.getBatFaction(faction)
+        batLineup = batFaction.getBatlineup(num)
+        batLineup.actionNum = ActionNumStart
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            turnFight.ResetOneActionUseSkillCnt()
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
+            
+    turnFight.enterLogic = True
+    return True
+
+def OnTimelineChange(turnFight):
+    ## 每个时间节点变化时处理
+    
+    nowTimeline = turnFight.getTimeline()
+    
+    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
+                
+                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, False)
+                    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不算
+    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):
+    ## 大回合结束时
+    if not batObj:
+        return
+    
+    if batObj.GetHP() <= 0:
+        return
+    
+    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+    return
+
+def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
+    ## 武将回合开始时,不能行动也要触发
+    if not batObj:
+        return
+    
+    if batObj.GetHP() <= 0:
+        return
+    
+    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    turnFight.ResetOneActionUseSkillCnt()
+    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+    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
+    # @param srcObj: 来自谁的治疗
+    # @param addValue: 治疗值
+    # @param cureHP: 实际回血量
+    if not srcObj:
+        return
+    curID = curObj.GetID()
+    srcID = srcObj.GetID()
+    updStatValue = srcObj.StatCureValue(cureHP)
+    GameWorld.DebugLog("        统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s" 
+                   % (curID, srcID, skillID, addValue, cureHP, updStatValue))
+        
+    return
+
+def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, skillID=0, isBounce=False):
+    ## 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))
+        
+        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))
+            
+    else:
+        # 如换血类技能,自残的伤害不算输出
+        GameWorld.DebugLog("        自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s" 
+                           % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
+    return
+
+def OnObjAction(turnFight, curBatObj):
+    ## 战斗单位行动
+    if not curBatObj:
+        return
+    
+    curHP = curBatObj.GetHP()
+    objID = curBatObj.GetID()
+    if curHP <= 0:
+        return
+    
+    turnNum = turnFight.turnNum
+    objName = GetObjName(curBatObj)
+    
+    # 是否可行动状态判断
+    canAction = curBatObj.CanAction()
+    if not canAction:
+        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
+        return
+    
+    atk = curBatObj.GetAtk()
+    curXP = curBatObj.GetXP()
+    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
+    turnFight.syncObjAction(turnNum, objID)
+    
+    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
+    
+    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
+    skillManager = curBatObj.GetSkillManager()
+    useSkillList = []
+    #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
+    for index in range(0, skillManager.GetSkillCount()):
+        useSkill = skillManager.GetSkillByIndex(index)
+        if not useSkill:
+            continue
+        if useSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
+            #只能主动释放普攻或怒技
+            continue
+        #被动技能无法使用
+        if SkillCommon.isPassiveSkill(useSkill):
+            continue
+        #还在冷却时间内无法释放
+        if useSkill.GetRemainTime():
+            continue
+        skillID = useSkill.GetSkillID()
+        # 常规攻击优先xp
+        if SkillCommon.isAngerSkill(useSkill):
+            if curXP < xpMax:
+                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
+                continue
+            useCnt = -1 # xp技能优先释放
+        else:
+            useCnt = curBatObj.GetSkillUseCnt(skillID)
+        useSkillList.append([useCnt, skillID, useSkill])
+        
+    useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
+    #GameWorld.DebugLog('    技能使用顺序 = useSkillList%s' % str(useSkillList), npcID)
+    
+    for useInfo in useSkillList:
+        useSkill = useInfo[-1]
+        if TurnSkill.OnUseSkill(turnFight, curBatObj, useSkill):
+            break
+        
+    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
+    return True
+
+def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
+    objID = gameObj.GetID()
+    killerObjID = killer.GetID() if killer else 0
+    skillID = useSkill.GetSkillID() if useSkill else 0
+    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
+    gameObj.SetDead()
+    
+    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
+    clientPack.ObjID = objID
+    clientPack.KillerObjID = killerObjID
+    clientPack.SkillID = skillID
+    turnFight.addBatPack(clientPack)
+    
+    curPlayer = turnFight.curPlayer
+    # 暂时只算主线小怪
+    if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)    
+    return True
+
+def OnTurnAllOver(guid):
+    ## 所有回合已经全部执行完毕
+    GameWorld.DebugLog("所有回合结束")
+    turnFight = GetTurnFightMgr().getTurnFight(guid)
+    if not turnFight:
+        return
+    
+    if turnFight.winFaction:
+        return
+    
+    if turnFight.playerID:
+        # 玩家发起的,未击杀对方,算玩家输
+        turnFight.winFaction = ChConfig.Def_FactionB
+    else:
+        # 系统场次,按一定规则来,这里先随机
+        turnFight.winFaction = random.choice([ChConfig.Def_FactionA, ChConfig.Def_FactionB])
+        
+    DoTurnFightOver(guid)
+    return
+
+def DoTurnFightOver(guid):
+    ## 执行回合战斗结算逻辑
+    tfMgr = GetTurnFightMgr()
+    turnFight = tfMgr.getTurnFight(guid)
+    if not turnFight:
+        return
+    
+    turnFight.costTime = time.time() - turnFight.startTime
+    winFaction = turnFight.winFaction
+    turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
+    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
+    
+    # 统计明细
+    batObjMgr = BattleObj.GetBatObjMgr()
+    statInfo = {}
+    for faction in turnFight.factionDict.keys():
+        if str(faction) not in statInfo:
+            statInfo[str(faction)] = {}
+        facStatInfo = statInfo[str(faction)]
+        batFaction = turnFight.getBatFaction(faction)
+        for num in batFaction.lineupDict.keys():
+            if str(num) not in facStatInfo:
+                facStatInfo[str(num)] = {}
+            lineupStatInfo = facStatInfo[str(num)]
+            batLineup = batFaction.getBatlineup(num)
+            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
+            for posNum, objID in batLineup.posObjIDDict.items():
+                batObj = batObjMgr.getBatObj(objID)
+                if not batObj:
+                    continue
+                objID = batObj.GetID()
+                npcID = batObj.GetNPCID()
+                heroID = batObj.GetHeroID()
+                atkHurt = batObj.hurtStat
+                defHurt = batObj.defStat
+                cureHP = batObj.cureStat
+                GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
+                                   % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
+                lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
+                
+    overMsg = {"winFaction":winFaction, "statInfo":statInfo}
+    curPlayer = turnFight.curPlayer
+    mapID = turnFight.mapID
+    funcLineID = turnFight.funcLineID
+    
+    FBLogic.OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg)
+    
+    turnFight.syncState(FightState_Award, overMsg)
+    return
+
+#// B4 14 查看战报 #tagCSTurnFightReportView
+#
+#struct    tagCSTurnFightReportView
+#{
+#    tagHead        Head;
+#    char        GUID[40];    //战报guid
+#};
+def OnTurnFightReportView(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    guid = clientData.GUID
+    
+    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
+    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
+        guid, reprot = lastBatBufferInfo
+        SyncTurnFightReport(curPlayer, guid, reprot)
+        return
+    
+    # 其他战报,一般是入库存储的,待扩展
+    
+    # 战报已过期
+    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
+    return
+
+def SyncTurnFightReport(curPlayer, guid, reprot):
+    ## 通知完整战报
+    clientPack = ChPyNetSendPack.tagSCTurnFightReport()
+    clientPack.GUID = guid
+    clientPack.Report = reprot
+    clientPack.Len = len(clientPack.Report)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+    

--
Gitblit v1.8.0