From cc2207557c22a88475e28f6a05a416c0fa97e527 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 八月 2025 18:53:15 +0800
Subject: [PATCH] 1111 删除不需要内容;

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  509 +++++++++++++++++++++++---------------------------------
 1 files changed, 211 insertions(+), 298 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 4e600cb..80b81d4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -24,7 +24,6 @@
 import NetPackCommon
 import PlayerControl
 import GameWorld
-import GameObj
 import FBCommon
 import IpyGameDataPY
 import PlayerOnline
@@ -33,8 +32,8 @@
 import PyGameData
 import ItemControler
 import SkillCommon
-import AttackCommon
 import BattleObj
+import TurnPassive
 import TurnSkill
 import TurnBuff
 import ObjPool
@@ -43,6 +42,7 @@
 import time
 import json
 
+TimelineSet = 10000 # 单回合最大时间轴
 PosNumMax = 10 # 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
 
@@ -67,6 +67,8 @@
         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
     
@@ -86,12 +88,16 @@
     
     def clearLineup(self):
         ## 清除阵容
-        if not self.posObjIDDict:
-            return
         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
     
@@ -151,6 +157,7 @@
         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
@@ -197,18 +204,35 @@
         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([fightPower, sortValue, faction, 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:
+        for _, _, _, faction, num in sortList:
             self.actionSortList.append([faction, num])
             
-        GameWorld.DebugLog("阵容战力排序[fp, sortV, f, n]: %s" % sortList)
+        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 getTimeline(self): return self.timeline
+    def setTimeline(self, turnNum):
+        '''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 = turnNum * TimelineSet + 0
+        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+        OnTimelineChange(self)
+        return
+    def addTimeline(self):
+        ## 每切换一个行动单位可视为一个行动节点,即代表单回合战斗中的某一个时间节点
+        self.timeline += 1
+        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+        OnTimelineChange(self)
         return
     
     def getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -241,12 +265,12 @@
                     batObj = batObjMgr.getBatObj(objID)
                     if not batObj:
                         continue
-                    if batObj.GetHP() > 0:
+                    if batObj.IsAlive():
                         allKilled = False
                         break
                     
             if allKilled:
-                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionA
+                self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
                 DoTurnFightOver(self.guid)
                 return self.winFaction
             
@@ -263,6 +287,7 @@
     def startFight(self):
         ## 准备就绪,开始战斗
         self.state = FightState_Start
+        self.setTimeline(1)
         self.syncInit()
         return
     
@@ -529,7 +554,7 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
-    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
+    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
         
@@ -570,6 +595,7 @@
         batObj.SetLineupPos(posNum, num)
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
+        batObj.SetAtkDistType(atkDistType)
         if npcID:
             batObj.SetNPCID(npcID)
         elif lineupPlayerID:
@@ -587,7 +613,7 @@
             skillManager.LearnSkillByID(skillID)
             
         batLineup.posObjIDDict[posNum] = objID
-        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s" % (objID, faction, num, posNum, skillIDList))
+        GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
         batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
         
     return
@@ -847,12 +873,15 @@
         ## 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
     
-    # 以下均是处理关卡小怪分段实时战斗
-    
-    EntryLogic(turnFight)
-    
     # 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
+    EntryLogic(turnFight)
     
     # 按阵营阵容执行顺序,逐个遍历
     doCnt = 0
@@ -869,18 +898,19 @@
         if turnFight.turnStart < turnNum:
             GameWorld.DebugLog("执行行动: turnNum=%s, 回合开始" % (turnFight.turnNum))
             turnFight.syncState(FightState_Fighting)
-            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
-                GameWorld.DebugLog("回合开始时战锤不足!")
-                return
+            #if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
+            #    GameWorld.DebugLog("回合开始时战锤不足!")
+            #    return
             turnFight.turnStart = turnNum
             turnFight.actionIndex = 0
+            turnFight.addTimeline() # 每回合开始算一个时间节点
             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)
-                    TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
+                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
                     
         if turnFight.actionIndex >= len(turnFight.actionSortList):
             turnFight.actionIndex = 0
@@ -896,10 +926,6 @@
             turnFight.actionIndex += 1
             continue
         
-        if faction == ChConfig.Def_FactionA:
-            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
-                GameWorld.DebugLog("战锤不足!")
-                return
         GameWorld.DebugLog("执行行动: turnNum=%s,faction=%s,num=%s,actionNum=%s" % (turnFight.turnNum, faction, num, batLineup.actionNum))
         
         # 主公
@@ -913,11 +939,13 @@
         # 武将
         elif batLineup.actionNum > 0:
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
+                turnFight.addTimeline() # 每个武将位算一个时间节点
                 batLineup.actionNum = posNum
                 if posNum not in batLineup.posObjIDDict:
                     continue
                 objID = batLineup.posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
+                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                 if not OnObjAction(turnFight, batObj):
                     continue
                 
@@ -948,21 +976,24 @@
     if len(overLineupList) >= len(turnFight.actionSortList):
         GameWorld.DebugLog("执行行动: turnNum=%s, 回合结束" % (turnFight.turnNum))
         if turnFight.turnEnd < turnNum:
-            if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
-                GameWorld.DebugLog("回合结束时战锤不足!")
-                return
+            #if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
+            #    GameWorld.DebugLog("回合结束时战锤不足!")
+            #    return
             turnFight.turnEnd = turnNum
+            turnFight.addTimeline() # 每回合结束算一个时间节点
             for faction, num in turnFight.actionSortList:
                 batFaction = turnFight.getBatFaction(faction)
                 batLineup = batFaction.getBatlineup(num)
                 for objID in batLineup.posObjIDDict.values():
-                    pass
-                
+                    batObj = batObjMgr.getBatObj(objID)
+                    TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
+                    
             if turnFight.checkOverByKilled():
                 return
             
         if turnNum < turnFight.turnMax:
             turnFight.turnNum += 1
+            turnFight.setTimeline(turnFight.turnNum) # 回合变更,直接设置新回合时间节点
         else:
             OnTurnAllOver(turnFight.guid)
             
@@ -978,10 +1009,12 @@
     for turnNum in range(1, turnMax + 1):
         turnFight.turnNum = turnNum
         GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
+        turnFight.setTimeline(turnNum)
         if curPlayer:
             turnFight.syncState(FightState_Fighting)
             
         # 回合开始
+        turnFight.addTimeline() # 每回合开始算一个时间节点
         for faction, num in turnFight.actionSortList:
             GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
             batFaction = turnFight.getBatFaction(faction)
@@ -989,19 +1022,19 @@
             batLineup.actionNum = 1
             for objID in batLineup.posObjIDDict.values():
                 batObj = batObjMgr.getBatObj(objID)
-                TurnFightObjPerTurnStart(turnFight, batObj, turnNum)
+                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
                 
         # 主公
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("主公逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
+        #for faction, num in turnFight.actionSortList:
+        #    GameWorld.DebugLog("主公逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        #    batFaction = turnFight.getBatFaction(faction)
+        #    batLineup = batFaction.getBatlineup(num)
             
         # 红颜
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("红颜逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
+        #for faction, num in turnFight.actionSortList:
+        #    GameWorld.DebugLog("红颜逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        #    batFaction = turnFight.getBatFaction(faction)
+        #    batLineup = batFaction.getBatlineup(num)
             
         if turnFight.checkOverByKilled():
             break
@@ -1015,11 +1048,13 @@
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
+                turnFight.addTimeline() # 每个武将位算一个时间节点
                 batLineup.actionNum = posNum + 1
                 if posNum not in batLineup.posObjIDDict:
                     continue
                 objID = batLineup.posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
+                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                 if not OnObjAction(turnFight, batObj):
                     continue
                 
@@ -1031,13 +1066,15 @@
                 turnFight.actionIndex += 1
                 
         # 回合结束
+        turnFight.addTimeline() # 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():
-                pass
-            
+                batObj = batObjMgr.getBatObj(objID)
+                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
+                
         if turnFight.checkOverByKilled():
             break
         
@@ -1061,69 +1098,132 @@
         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)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
+            
     turnFight.enterLogic = True
     return
 
-def TurnFightObjPerTurnStart(turnFight, batObj, turnNum):
-    ## 回合制战斗实例 - 每回合开始时处理
+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
+                
+                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()
+                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)
+                    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, buff.GetSkillID()))
+                        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, buff.GetSkillID()))
+                        continue
+                    
+                    updRemainTime = max(0, remainTime - passTurn)
+                    buffID = buff.GetBuffID()
+                    skillID = buff.GetSkillID()
+                    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
     
-    curID = batObj.GetID()
-    buffMgr = batObj.GetBuffManager()
-    GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
-    for index in range(buffMgr.GetBuffCount())[::-1]:
-        buff = buffMgr.GetBuffByIndex(index)
-        curRemainTime = buff.GetRemainTime()
-        if not curRemainTime:
-            # 永久buff不处理
-            continue
-        buffID = buff.GetBuffID()
-        skillID = buff.GetSkillID()
-        updRemainTime = curRemainTime - 1
-        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,skillID=%s,updRemainTime=%s" % (buffID, skillID, updRemainTime))
-        if updRemainTime > 0:
-            buff.SetRemainTime(updRemainTime)
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
-        else:
-            TurnBuff.DoBuffDel(turnFight, batObj, buff)
-            
-#    SetTimeline(gameObj, turnNum, 0)
-#    # 重置连击、反击数
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
-#    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0)
-#    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # 击晕CD
-#    
-#    objType = gameObj.GetGameObjType()
-#    objID = gameObj.GetID()
-#    objName = GetObjName(gameObj)
-#    GameWorld.DebugLog("ObjPerTurnStart: 回合%s, %s objType-ID-HP(%s-%s-%s)" % (turnNum, objName, objType, objID, GameObj.GetHP(gameObj)))
-#    
-#    # 每回合开始减技能CD
-#    skillManager = gameObj.GetSkillManager()
-#    for i in range(skillManager.GetSkillCount()):
-#        skill = skillManager.GetSkillByIndex(i)
-#        remainTime = skill.GetRemainTime()
-#        if not remainTime:
-#            continue
-#        skillID = skill.GetSkillID()
-#        updRemainTime = max(0, remainTime - ChConfig.Def_PerTurnTick)
-#        skill.SetRemainTime(updRemainTime)
-#        GameWorld.DebugLog("    skillID=%s,remainTime=%s,updRemainTime=%s" % (skillID, remainTime, updRemainTime))
-#        
-#    # 刷新定时处理的buff效果
-#    SkillShell.ProcessPersistBuff(gameObj, tick)
-#    
-#    PassiveBuffEffMng.OnPassiveSkillTrigger(gameObj, tagObj, None, ChConfig.TriggerType_TurnNum, tick)
-#    
-#    __logGameObjAttr(gameObj)
+    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
+    if not batObj:
+        return
+    
+    if batObj.GetHP() <= 0:
+        return
+    
+    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
     return
 
 def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
@@ -1142,19 +1242,20 @@
         
     return
 
-def AddTurnObjHurtValue(curBatObj, tagBatObj, hurtValue, lostHP, curSkill=None, isBounce=False):
+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()
-    skillID = curSkill.GetSkillID() if curSkill else 0
     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(lostHP)
+            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))
             
@@ -1178,8 +1279,7 @@
     objName = GetObjName(curBatObj)
     
     # 是否可行动状态判断
-    canAction = True
-    
+    canAction = curBatObj.CanAction()
     if not canAction:
         GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
         return
@@ -1189,6 +1289,8 @@
     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 = []
@@ -1197,8 +1299,8 @@
         useSkill = skillManager.GetSkillByIndex(index)
         if not useSkill:
             continue
-        if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
-            #基础普攻不能主动释放,目前仅用于反击
+        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):
@@ -1211,6 +1313,9 @@
         if SkillCommon.isAngerSkill(useSkill):
             if curXP < xpMax:
                 continue
+            if curBatObj.IsInState(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)
@@ -1222,209 +1327,17 @@
     for useInfo in useSkillList:
         useSkill = useInfo[-1]
         if TurnSkill.OnUseSkill(turnFight, curBatObj, useSkill):
-            return True
+            break
         
-    return
-
-def DoAttack(curBatObj, tagBatObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, useSkill=None):
-#    curID = curBatObj.GetID()
-#    npcID = curBatObj.GetNPCID()
-#    objName = GetObjName(curBatObj)
-#    GameWorld.DebugLog("    ● %s DoAttack: curID=%s,,turnBattleType=%s" % (objName, curID, turnBattleType))
-#    
-#    atkOK = False
-#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, turnBattleType)
-#    
-#    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
-#        if not tagBatObj:
-#            return
-#        skillManager = curBatObj.GetSkillManager()
-#        for index in range(0, skillManager.GetSkillCount()):
-#            skill = skillManager.GetSkillByIndex(index)
-#            if not skill:
-#                continue
-#            if skill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
-#                useSkill = skill
-#                break
-#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
-#    elif turnBattleType == ChConfig.TurnBattleType_Combo:
-#        if not tagBatObj:
-#            return
-#        atkOK = SkillShell.DoLogic_UseSkill(curBatObj, tagBatObj, useSkill, tick)
-#    else:
-#        curXP = GameObj.GetXP(curBatObj)
-#        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() in [ChConfig.Def_SkillFuncType_AtkbackSkill]:
-#                #基础普攻不能主动释放,目前仅用于反击
-#                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) and turnBattleType == ChConfig.TurnBattleType_Normal:
-#                if curXP < xpMax:
-#                    continue
-#                useCnt = -1 # xp技能优先释放
-#            else:
-#                useCnt = curBatObj.GetDictByKey(ChConfig.Def_NPC_Dict_SkillUseCnt % skillID) # 该技能已使用次数
-#            useSkillList.append([useCnt, index, 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]
-#            #skillID = useSkill.GetSkillID()
-#            atkOK, tagBatObj = OnUseSkill(curBatObj, useSkill, tick)
-#            if atkOK:
-#                break
-#            
-#    curBatObj.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
-#    
-#    tagID = 0
-#    tagHP = 0
-#    if tagObj:
-#        tagID = tagObj.GetID()
-#        tagHP = GameObj.GetHP(tagObj)
-#    GameWorld.DebugLog('        atkOK=%s,tagID=%s,tagHP=%s' % (atkOK, tagID, tagHP), npcID)
-#    if not atkOK:
-#        return
-#    
-#    if not tagObj:
-#        return
-#    
-#    if GameObj.GetFaction(curNPC) == GameObj.GetFaction(tagObj):
-#        # 同阵营直接返回,不处理连击、反击
-#        return True
-#    
-#    curHP = GameObj.GetHP(curNPC)
-#    tagHP = GameObj.GetHP(tagObj)
-#    tagID = tagObj.GetID()
-#    GameWorld.DebugLog("            curID-HP=(%s-%s),tagID-HP=(%s-%s)" % (curID, curHP, tagID, tagHP))
-#    if tagHP <= 0 or curHP <= 0:
-#        return True
-#    
-#    # 反击,反击可打断连击,所以优先判断
-#    if CanAtkBack(curNPC, tagObj):
-#        DoAttack(tagObj, curNPC, tick, ChConfig.TurnBattleType_AtkBack)
-#        return True
-#    
-#    # 连击
-#    if CanCombo(curNPC, tagObj):
-#        DoAttack(curNPC, tagObj, tick, ChConfig.TurnBattleType_Combo, useSkill)
-#        
+    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
     return True
-
-def CanAtkBack(atkObj, defObj):
-    ## 可否反击
-    posNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo) % 100
-    if posNum <= 0:
-        GameWorld.DebugLog("            被非主战单位攻击时无法触发反击: atkID=%s,posNum=%s" % (atkObj.GetID(), posNum))
-        return False
-    atkDistType = AttackCommon.GetAtkDistType(defObj)
-    if atkDistType == ChConfig.AtkDistType_Long:
-        if not IpyGameDataPY.GetFuncCfg("ParryCfg", 2):
-            GameWorld.DebugLog("            远程单位不可反击: defID=%s" % (defObj.GetID()))
-            return False
-    defAtkBackRate = GameObj.GetAtkBackRate(defObj) # 防方反击率
-    atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # 已反击次数
-    if atkBackNum > 10:
-        # 内置最高反击数防范
-        return False
-    if atkBackNum > 0:
-        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 4)
-        vaildPer = validPerList[atkBackNum - 1] if len(validPerList) >= atkBackNum else 0
-        defAtkBackRate = int(defAtkBackRate * vaildPer / 100.0)
-        
-    atkAtkBackDefRate = GameObj.GetAtkBackDefRate(atkObj) # 攻方抵抗反击率
-    atkBackRate = max(0, defAtkBackRate - atkAtkBackDefRate)
-    if atkBackRate <= 0 or not GameWorld.CanHappen(atkBackRate):
-        GameWorld.DebugLog("            无法反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)" 
-                           % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
-        return False
-    GameWorld.DebugLog("            可以反击: defID=%s,atkBackNum=%s,atkBackRate=%s=(defAtkBackRate=%s - atkAtkBackDefRate=%s)" 
-                       % (defObj.GetID(), atkBackNum, atkBackRate, defAtkBackRate, atkAtkBackDefRate))
-    return True
-
-def CanCombo(atkObj, defObj):
-    ## 可否连击
-    
-    atkComboRate = GameObj.GetComboRate(atkObj) # 攻方连击率
-    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) # 已连击次数
-    if comboNum > 10:
-        # 内置最高连击数防范
-        return False
-    if comboNum > 0:
-        validPerList = IpyGameDataPY.GetFuncEvalCfg("TurnFight", 3)
-        vaildPer = validPerList[comboNum - 1] if len(validPerList) >= comboNum else 0
-        atkComboRate = int(atkComboRate * vaildPer / 100.0)
-        
-    defComboReduce = GameObj.GetComboDefRate(defObj) # 防方抵抗连击率
-    comboRate = max(0, atkComboRate - defComboReduce)
-    if comboRate <= 0 or not GameWorld.CanHappen(comboRate):
-        GameWorld.DebugLog("            无法连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
-                           % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
-        return False
-    GameWorld.DebugLog("            可以连击: atkID=%s,comboNum=%s,comboRate=%s=(atkComboRate=%s - defComboReduce=%s)" 
-                       % (atkObj.GetID(), comboNum, comboRate, atkComboRate, defComboReduce))
-    return True
-
-#def GetEnemyObj(curNPC, ruleType=0):
-#    ## 获取一个敌对单位,针对所有敌对阵容主战单位,优先选择对位阵容单位,仅限活着的单位
-#    # @param ruleType: 选择规则,默认0任意,1-最低血量;2-最高血量
-#    objID = curNPC.GetID()
-#    faction = GameObj.GetFaction(curNPC)
-#    posInfo = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
-#    num = posInfo / 100 # 阵容编号
-#    posNum = posInfo % 100 # 所在阵容站位
-#    turnFight = GetTurnFightMgr().getTurnFight(curNPC.GetTFGUID())
-#    if not turnFight:
-#        return
-#    
-#    tagBatFaction = turnFight.getBatFaction(Def_FactionB if faction == Def_FactionA else Def_FactionA)
-#    
-#    tagLineupNumList = [num] # 目标阵容选择顺序,优先对位阵容,再其他阵容
-#    if num in tagBatFaction.lineupDict:
-#        tagLineupNumList = [num]
-#    for tagNum in tagBatFaction.lineupDict.keys():
-#        if tagNum not in tagLineupNumList:
-#            tagLineupNumList.append(tagNum)
-#            
-#    batObjMgr = BattleObj.GetBatObjMgr()
-#    for tagNum in tagLineupNumList:
-#        tagLineup = tagBatFaction.getBatlineup(tagNum)
-#        tagPosNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
-#        pNumList = tagLineup.posObjIDDict.keys()
-#        pNumList.sort()
-#        for pNum in pNumList:
-#            if pNum > 0 and pNum not in tagPosNumList:
-#                tagPosNumList.append(pNum)
-#        for pNum in tagPosNumList:
-#            batObj = batObjMgr.getBatObj(objID)
-#            if not batObj:
-#                continue
-#            if batObj.GetHP( )<= 0:
-#                continue
-#            return batObj
-#    return
 
 def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
     objID = gameObj.GetID()
-    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
-    gameObj.SetHP(0)
     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
@@ -1462,7 +1375,7 @@
     
     turnFight.costTime = time.time() - turnFight.startTime
     winFaction = turnFight.winFaction
-    GameWorld.DebugLog("--- 战斗结束处理 --- %s, winFaction=%s, costTime=%ss" % (guid, winFaction, turnFight.costTime))
+    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
     
     # 统计明细
     batObjMgr = BattleObj.GetBatObjMgr()
@@ -1488,7 +1401,7 @@
                 atkHurt = batObj.hurtStat
                 defHurt = batObj.defStat
                 cureHP = batObj.cureStat
-                GameWorld.DebugLog("    Pos:%s ID=%s-%s-%s,,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
+                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}
                 

--
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