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 |  236 ++++++++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 185 insertions(+), 51 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 98b9907..111c080 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,7 @@
 
 import ChConfig
 import PlayerTask
+import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
@@ -35,6 +36,7 @@
 import TurnPassive
 import TurnSkill
 import TurnBuff
+import CommFunc
 import ObjPool
 import FBLogic
 
@@ -160,29 +162,47 @@
         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, ...}
         
-        # 多小队 - 一般只有PVE用到
+        # pve 多小队 - 一般只有PVE用到
         self.lineupIndex = 0 # 当前小队索引
         self.lineupIDList = [] # npc小队列表
         self.strongerLV = 0 # npc成长等级
         self.difficulty = 0 # npc难度
+        
+        # pvp 目标
+        self.tagPlayerID = 0
+        self.tagViewCache = None
         return
     
-    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}, lineupIDList=[], strongerLV=0, difficulty=0):
+    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
         ## 设置本场回合战斗设定
         self.mapID = mapID
         self.funcLineID = funcLineID
         self.turnMax = turnMax # 最大回合数
         self.isNeedReport = isNeedReport
-        self.lineupIndex = 0
-        self.lineupIDList = lineupIDList
-        self.strongerLV = strongerLV
-        self.difficulty = difficulty
+        self.setPVE()
+        self.setPVP()
         self.msgDict = {}
         self.nextTurnFight(msgDict)
         return
     
-    def nextTurnFight(self, msgDict={}):
+    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
@@ -192,6 +212,8 @@
         self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
+        if resetByNextTeam:
+            ResetByNextTeam(self)
         return
     
     def haveNextLineup(self):
@@ -244,7 +266,7 @@
         @param turnNum: 第x回合
         '''
         self.timeline = timeline
-        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
         if isEmpty:
             # 空位置的节点可直接跳过
             return timeline
@@ -393,7 +415,9 @@
             headStr = "%02x%02x" % (clientPack.Cmd, clientPack.SubCmd)
         if self.isNeedReport:
             packBuff = clientPack.GetBuffer()
-            GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
+            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:
@@ -404,6 +428,12 @@
             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
@@ -476,10 +506,30 @@
                           % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
     return
 
-def GetPlayerLineupInfoByCache(playerID, lineupID):
-    ## 获取玩家阵容信息 - 根据玩家查看缓存
-    lineupInfo = {}
+
+def GetCacheLineupFightPower(tagViewCache, lineupID):
+    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
+    return lineupInfo.get("FightPower", 0)
+def GetCacheLineupInfo(tagViewCache, lineupID):
+    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
+    plusDict = tagViewCache.GetPlusDict()
+    lineupDict = plusDict.get("Lineup", {})
+    lineupInfo = lineupDict.get("%s" % lineupID, {})
+    if not lineupInfo:
+        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
     return lineupInfo
+
+def GetPlayerLineupFightPower(curPlayer, lineupID):
+    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
+    return GetPlayerLineup(curPlayer, lineupID).fightPower
+def GetPlayerLineup(curPlayer, lineupID):
+    ## 获取玩家阵容
+    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    lineup = olPlayer.GetLineup(lineupID)
+    if not lineup.lineupHeroDict:
+        # 为空时默认取主阵容
+        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
+    return lineup
 
 def GetPlayerLineupInfo(curPlayer, lineupID):
     ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
@@ -487,11 +537,10 @@
     # @return: 阵容全部信息json字典,前端通用格式
     
     playerID = curPlayer.GetPlayerID()
-    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+    lineup = GetPlayerLineup(curPlayer, lineupID)
     if not lineup.lineupHeroDict:
         return {}
     
-    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType}
     heroDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for posNum in lineup.lineupHeroDict.keys():
@@ -517,8 +566,11 @@
                                  "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                  "SkillIDList":skillIDlist,
                                  }
-    lineupInfo.update({"Hero":heroDict})
+        
+    if not heroDict:
+        return {}
     
+    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
     return lineupInfo
 
 def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
@@ -573,7 +625,7 @@
     else:
         heroID = 0
         skinID = 0
-        skillIDList = [] + npcData.GetSkillIDList()
+        skillIDList = []# + npcData.GetSkillIDList()
         
     # boss额外随机技能
     bossID = lineupIpyData.GetBossID()
@@ -600,7 +652,10 @@
                        ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(), 
                        ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
                        }
-        batAttrDict.update(npcData.GetSpecAttrInfo())
+    exAttrDict = npcData.GetSpecAttrInfo()
+    for attrIDStr, attrValue in exAttrDict.items():
+        attrID = int(attrIDStr)
+        batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue
         
     battleDict = {"NPCID":npcID,
                   "HeroID":heroID,
@@ -619,7 +674,7 @@
     angerSkillID = heroIpyData.GetAngerSkillID()
     skillIDList = [normalSkillID, angerSkillID]
     
-    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+    breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID)
     if breakIpyDataList:
         for breakIpyData in breakIpyDataList:
             if breakIpyData.GetBreakLV() > breakLV:
@@ -628,7 +683,7 @@
             if skillID:
                 skillIDList.append(skillID)
                 
-    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if awakeIpyDataList:
         for awakeIpyData in awakeIpyDataList:
             if awakeIpyData.GetAwakeLV() > awakeLV:
@@ -683,11 +738,9 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
-    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
         
-        atkBackSkillID = 0 # 反击技能ID
         fightPower = 0
         skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
         attrDict = {}
@@ -697,10 +750,12 @@
         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:
-            atkDistType = heroIpyData.GetAtkDistType()
             objName = heroIpyData.GetName()
+            specialty = heroIpyData.GetSpecialty()
+            atkDistType = heroIpyData.GetAtkDistType()
             country = heroIpyData.GetCountry()
             sex = heroIpyData.GetSex()
             
@@ -714,10 +769,7 @@
             if not npcDataEx:
                 continue
             if not heroIpyData:
-                atkDistType = npcDataEx.GetAtkDistType()
                 objName = npcDataEx.GetNPCName()
-                country = npcDataEx.GetCountry()
-                sex = npcDataEx.GetSex()
                 
         batObj = batObjMgr.addBatObj()
         if not batObj:
@@ -734,16 +786,11 @@
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
         batObj.SetAtkDistType(atkDistType)
+        batObj.SetSpecialty(specialty)
         batObj.SetCountry(country)
         batObj.SetSex(sex)
         batObj.SetHero(heroID, skinID)
         
-        if atkDistType == ChConfig.AtkDistType_Short:
-            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
-        elif atkDistType == ChConfig.AtkDistType_Long:
-            atkBackSkillID = atkBackSkillIDList[1] if len(atkBackSkillIDList) > 1 else 0
-        if atkBackSkillID:
-            skillIDList.append(atkBackSkillID)
         skillManager = batObj.GetSkillManager()
         skillManager.SkillReset()
         for skillID in skillIDList:
@@ -752,6 +799,39 @@
         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
 
@@ -788,12 +868,11 @@
     atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
     if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
         return
-        
+    
     # 玩家
     if tagType == 1:
-        # OnTurnFightVSPlayer
-        pass
-    
+        OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
+        
     # NPC
     else:
         ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
@@ -816,9 +895,8 @@
         GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
         return
     
-    turnMax = 15
+    turnMax = GetTurnMax(mapID)
     if mapID == ChConfig.Def_FBMapID_MainBoss:
-        turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
         # 停止主线小怪战斗、清空
         mainFightMgr = GetMainFightMgr(curPlayer)
         mainTF = mainFightMgr.turnFight
@@ -829,14 +907,15 @@
     turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
     guid = turnFight.guid
     
-    turnFight.setTurnFight(mapID, funcLineID, turnMax, True, lineupIDList=npcLineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     
     for index, lineupID in enumerate(npcLineupIDList):
         turnFight.lineupIndex = index
         GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
         if index > 0:
-            turnFight.nextTurnFight()
+            turnFight.nextTurnFight(resetByNextTeam=True)
         turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
         turnFight.sortActionQueue()
         turnFight.startFight()
@@ -846,9 +925,54 @@
         if not turnFight.isWin:
             break
         
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
     SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
     tfMgr.delTurnFight(guid)
     return
+
+def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.DebugLog("OnTurnFightVSPlayer: mapID=%s,funcLineID=%s,atkLineupID=%s,defLineupID=%s,tagPlayerID=%s" 
+                       % (mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID), playerID)
+    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+    if not atkLineupInfo:
+        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+        return
+    
+    tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
+    if not tagViewCache:
+        GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
+        return {}
+    defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
+    if not defLineupInfo:
+        GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
+        return
+    
+    turnMax = GetTurnMax(mapID)
+    
+    tfMgr = GetTurnFightMgr()
+    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+    guid = turnFight.guid
+    
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVP(tagPlayerID, tagViewCache)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
+    turnFight.sortActionQueue()
+    turnFight.startFight()
+    
+    __processTurnFight(turnFight.guid)
+    
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    tfMgr.delTurnFight(guid)
+    return
+
+def GetTurnMax(mapID):
+    if mapID == ChConfig.Def_FBMapID_Main:
+        return IpyGameDataPY.GetFuncCfg("TurnMax", 1)
+    mapTurnMaxDict= IpyGameDataPY.GetFuncEvalCfg("TurnMax", 3, {})
+    return mapTurnMaxDict.get(mapID, IpyGameDataPY.GetFuncCfg("TurnMax", 2))
 
 #// B4 13 主线战斗请求 #tagCSMainFightReq
 #
@@ -961,13 +1085,14 @@
     mainFightMgr.levelNum = levelNum
     mainFightMgr.waveMax = waveMax
     mainFightMgr.wave = wave
-    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
     mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
+    turnMax = GetTurnMax(mapID)
     GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
                        % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
     
     turnFight = mainFightMgr.turnFight
-    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, lineupIDList=lineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
+    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
     turnFight.sortActionQueue()
@@ -1008,7 +1133,7 @@
         if nextLineupID:
             GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
             
-            turnFight.nextTurnFight()
+            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()
@@ -1049,7 +1174,7 @@
                 turnFight.syncState(FightState_Fighting)
                 
             for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                 batFaction = turnFight.getBatFaction(faction)
                 batLineup = batFaction.getBatlineup(num)
                 batLineup.actionNum = 1
@@ -1140,7 +1265,7 @@
             
         # 回合开始
         for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             batLineup.actionNum = 1
@@ -1225,6 +1350,7 @@
         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
@@ -1243,10 +1369,6 @@
                 #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                 if not batObj or not batObj.IsAlive():
                     continue
-                
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
                 
                 curID = batObj.GetID()
                 skillManager = batObj.GetSkillManager()
@@ -1325,6 +1447,7 @@
     if batObj.GetHP() <= 0:
         return
     
+    turnFight.ResetOneActionUseSkillCnt()
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
     return
 
@@ -1347,6 +1470,8 @@
     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
 
@@ -1437,7 +1562,7 @@
         if SkillCommon.isAngerSkill(useSkill):
             if curXP < xpMax:
                 continue
-            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
+            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
@@ -1553,10 +1678,19 @@
 #    char        GUID[40];    //战报guid
 #};
 def OnTurnFightReportView(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    guid = clientData.GUID
     
-    # 通过查找已存在的战报
+    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
+    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
+        guid, reprot = lastBatBufferInfo
+        SyncTurnFightReport(curPlayer, guid, reprot)
+        return
     
-    #SyncTurnFightReport(curPlayer, guid, reprot)
+    # 其他战报,一般是入库存储的,待扩展
+    
+    # 战报已过期
+    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
     return
 
 def SyncTurnFightReport(curPlayer, guid, reprot):

--
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