From ce1444c541211107fa3300d75982ae36589b5451 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 31 十月 2025 15:01:22 +0800
Subject: [PATCH] 165 【挑战】天子的考验-服务端(优化生命条变更时B419同步最新当前生命最大生命;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 1869 ++++++++++++++++++++++++++++++++++++++++++++++++++++++----
1 files changed, 1,728 insertions(+), 141 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..daf0220 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 +10,44 @@
# @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 PlayerActivity
+import PlayerViewCache
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import GameWorld
-import GameObj
+import IpyGameDataPY
+import PlayerOnline
+import NPCCommon
+import ShareDefine
+import PyGameData
+import SkillCommon
+import BattleObj
+import TurnPassive
+import TurnSkill
+import TurnBuff
import FBCommon
+import CommFunc
+import ObjPool
import FBLogic
+
+import random
+import time
+import json
+
+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 +57,850 @@
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
+ self.totalHurt = 0 # 阵容总输出
+ 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
+ self.totalHurt = 0
+ return
+
+ def getDeadObjCnt(self):
+ ## 获取本阵容目前死亡队员数
+ deadCnt = 0
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for objID in self.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if batObj.IsAlive():
+ continue
+ deadCnt += 1
+ return deadCnt
+
+class BatFaction():
+ ## 战斗阵营
+
+ 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, ...}
+ self.totalHurt = 0 # 阵营总输出
+ 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 getTotalHurt(self): return self.totalHurt # 阵营总输出
+
+ 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.turnNumStart = 0 # 已处理第x回合开始
+ self.enterLogic = False # 是否已执行进场逻辑
+ self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
+ self.isWin = False
+ self.batBuffer = "" # 战报buffer,战报暂时只保留最后一个小队的
+ self.isNeedReport = isNeedReport # 是否需要战报
+ self.msgDict = {} # 扩展信息字典,一般由MapID绑定的功能决定信息内容 {k:v, ...}
+ self._kvDict = {} # 自定义信息字典,不会被重置 {k:v, ...}
+
+ self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
+ self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
+ self.actionIndex = 0 # 行动顺序索引
+ self.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._kvDict = {}
+ 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 isFBMap(self):
+ ## 是否副本地图中,非主线的均视为副本
+ return self.mapID not in [ChConfig.Def_FBMapID_Main, ChConfig.Def_FBMapID_MainBoss]
+
+ def GetDictByKey(self, key): return self._kvDict.get(key, 0)
+ def SetDict(self, key, value): self._kvDict[key] = value
+
+ #def setPVPTeam(self):
+ # return
+
+ def nextTurnFight(self, msgDict={}):
+ ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
+ self.turnNum = 1
+ self.turnNumStart = 0
+ self.enterLogic = False
+ self.winFaction = 0
+ self.isWin = False
+ self.msgDict.update(msgDict)
+ self.startTime = time.time()
+ self.costTime = 0
+ 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 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.turnNumStart = 0
+ 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 syncHelp(self, msgDict):
+ ## 通知帮助信息,一般是副本用
+ self.syncState(self.state, msgDict)
+ 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.lastRequestTick = 0
+ self.turnFightDict = {} # {guid:TurnFight, ...}
+ return
+
+ def addTurnFight(self, mapID, funcLineID=0, playerID=0, isNeedReport=False):
+ tf = ObjPool.GetPoolMgr().acquire(TurnFight, mapID, funcLineID, playerID, isNeedReport)
+ 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 lineup.IsEmpty():
+ GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
+ 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 lineup.IsEmpty():
+ return {}
+
+ heroDict = {}
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for posNum in lineup.GetPosNumList():
+ 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
+
+ turnFight = batLineup.turnFight
+ tfGUID = turnFight.guid
+ lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
+ heroDict = lineupInfo.get("Hero", {})
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ 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, job = 0, 1, 0, 1, 0
+ 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()
+ job = heroIpyData.GetJob()
+
+ 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.SetJob(job)
+ 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()))
+ if npcID:
+ #副本指定NPC属性
+ fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, turnFight, batObj)
+ if fbNPCInitAttrDict:
+ GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
+ attrDict = {str(k):v for k, v in fbNPCInitAttrDict.items()} # 统一格式
+ 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()))
+
+ # 清除buff
+ buffMgr = batObj.GetBuffManager()
+ buffMgr.ClearBuff()
+
+ # 重置技能
+ batObj.ResetSkillUseCnt()
+ ResetObjSkillCD(batObj)
+
+ # 重刷属性、被动
+ TurnBuff.RefreshBuffAttr(batObj)
+ TurnPassive.RefreshPassive(batObj)
+
+ return
+
+def CheckFightCD(curPlayer, tick, selfKey):
+ ## 是否战斗请求CD中
+
+ # 所有玩家公共CD,待扩展
+ tfMgr = GetTurnFightMgr()
+ pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
+ if pubCD:
+ if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
+ GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
+ PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+ return True
+
+ # 个人CD
+ selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
+ lastTick = curPlayer.GetDictByKey(selfKey)
+ if selfCD and lastTick and tick - lastTick <= selfCD:
+ GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
+ PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+ return True
+
+ tfMgr.lastRequestTick = tick
+ curPlayer.SetDict(selfKey, tick)
+ return False
#// B4 10 回合制战斗 #tagCMTurnFight
#
#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 +908,882 @@
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
+ funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
- # 需要发送到GameServer验证
- if mapID in ChConfig.Def_TFMapID_SendToGameServer:
- SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagType, tagID, valueList])
- 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)
-
- 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])
+ fbIpyData = FBCommon.GetFBIpyData(mapID)
+ fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
+ if fbIpyData:
+ if not fbLineIpyData:
+ GameWorld.DebugLog("不存在该副本功能线路! mapID=%s,funcLineID=%s" % (mapID, funcLineID))
+ return
+ if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
return
- 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:
+ # 攻防方所使用的阵容ID
+ atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
+ if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
return
- if not tagInfo:
- tagInfo = {}
+
+ if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
+ return
+
+ # 玩家
+ if tagType == 1:
+ if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
+ return
+
+ # NPC
+ else:
+ npcLineupIDList, strongerLV, difficulty = [], 0, 0
+ if fbLineIpyData:
+ npcLineupIDList = fbLineIpyData.GetLineupIDList()
+ strongerLV = fbLineIpyData.GetNPCLV()
+ difficulty = fbLineIpyData.GetDifficulty()
+
+ if not npcLineupIDList:
+ ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+ if not ret:
+ return
+ npcLineupIDList, strongerLV, difficulty = ret
+ if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
+ return
+
+ return True
+
+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)
-
- factionSyncInfoA = __GetPlayerInfo(curPlayer)
- factionSyncInfoB = tagInfo
- SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
-
- turnNum, turnMax = 1, 15
-
- 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)
-
- 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
-
- if needSendGameServer or mapID in ChConfig.Def_TFMapID_SendToGameServer:
- SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList])
-
- 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)
- return
-
-def SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, state, turnNum=0, turnMax=0, msg=""):
- if not curPlayer:
+ 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
- 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)
+
+ lineupMainInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+ if not lineupMainInfo:
+ GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+ return
+
+ 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
+
+ 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.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
+ turnFight.sortActionQueue()
+ turnFight.startFight()
+
+ __processTurnFight(turnFight.guid)
+
+ if not turnFight.isWin:
+ break
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+ SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+ tfMgr.delTurnFight(guid)
+ return True
+
+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 True
+
+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:
+ if CheckFightCD(curPlayer, tick, "MainFightReqTick"):
+ return
+
+ 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()
+ # 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
+ turnNumStart = turnFight.turnNumStart
+ for turnNum in range(turnNum, turnMax + 1):
+ if turnFight.winFaction:
+ break
+
+ # 回合开始
+ if turnNumStart < turnNum:
+ GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
+ turnFight.turnNum = turnNum
+ turnFight.turnNumStart = turnNum
+ if curPlayer:
+ turnFight.syncState(FightState_Fighting)
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
+ # 红颜
+ # 灵兽
+
+ if turnFight.winFaction:
+ break
+
+ # 武将
+ doMax = PosNumMax * len(turnFight.actionSortList)
+ doCnt = 0
+ while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
+ doCnt += 1
+ faction, num = turnFight.actionSortList[turnFight.actionIndex]
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(num)
+ for posNum in range(batLineup.actionNum, PosNumMax + 1):
+ #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
+ if posNum not in batLineup.posObjIDDict:
+ batLineup.actionNum = posNum + 1
+ #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
+ 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: nextPosNum=%s" % (posNum))
+ return
+
+ batLineup.actionNum = posNum + 1
+
+ TurnFightHeroTurnStart(turnFight, batObj, turnNum)
+ isAction = OnObjAction(turnFight, batObj)
+ TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+
+ if not isAction:
+ 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
+
+ if turnFight.winFaction:
+ break
+
+ # 回合结束
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
+ 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):
+ if turnFight.winFaction:
+ break
+ turnFight.turnNum = turnNum
+ GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
+ if curPlayer:
+ turnFight.syncState(FightState_Fighting)
+
+ # 回合开始
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
+ # 红颜
+ # 灵兽
+
+ if turnFight.winFaction:
+ break
+
+ # 武将
+ doMax = PosNumMax * len(turnFight.actionSortList)
+ doCnt = 0
+ while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
+ 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:
+ continue
+ objID = batLineup.posObjIDDict[posNum]
+ batObj = batObjMgr.getBatObj(objID)
+ TurnFightHeroTurnStart(turnFight, batObj, turnNum)
+ isAction = OnObjAction(turnFight, batObj)
+ TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+ if not isAction:
+ continue
+ break
+
+ if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
+ turnFight.actionIndex = 0
+ else:
+ turnFight.actionIndex += 1
+
+ if turnFight.winFaction:
+ break
+
+ # 回合结束
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
+ 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 TurnFightPerTurnBigStart(turnFight, turnNum):
+ ## 大回合开始时
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction, num in turnFight.actionSortList:
+ GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(num)
+ batLineup.actionNum = 1
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
+ RefreshObjSkillByTurn(batObj) # 优先刷技能CD
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+
+ return
+
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
+ ## 大回合结束时
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction, num in turnFight.actionSortList:
+ GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(num)
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+
+ return
+
+def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
+ ## 武将回合开始时,不能行动也要触发
+ if not batObj:
+ return
+
+ if not batObj.IsAlive():
+ return
+
+ GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ turnFight.ResetOneActionUseSkillCnt()
+ RefreshObjBuffTime(turnFight, batObj)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+
+ # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+ batObj.SetTiming(ChConfig.TurnTiming_After)
+ return
+
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+ ## 武将回合结束时,不能行动也要触发
+ if not batObj:
+ return
+
+ if not batObj.IsAlive():
+ return
+
+ GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ turnFight.ResetOneActionUseSkillCnt()
+ RefreshObjBuffTime(turnFight, batObj)
+ return
+
+def ResetObjSkillCD(batObj):
+ ## 重置所有技能CD
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ remainTime = curSkill.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ curSkill.SetRemainTime(0)
+ return
+
+def RefreshObjSkillByTurn(batObj):
+ '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
+ '''
+ curID = batObj.GetID()
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ skillID = curSkill.GetSkillID()
+ preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+ batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
+ remainTime = curSkill.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ if preTurnUseCnt > 0:
+ GameWorld.DebugLog(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+ continue
+ remainTime -= 1
+ curSkill.SetRemainTime(remainTime)
+ GameWorld.DebugLog(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+
+ return
+
+def RefreshObjBuffTime(turnFight, batObj):
+ '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+ 回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+ '''
+ curID = batObj.GetID()
+ curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+ buffMgr = batObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount())[::-1]:
+ buff = buffMgr.GetBuffByIndex(index)
+ buffID = buff.GetBuffID()
+ skillID = buff.GetSkillID()
+ skillData = buff.GetSkillData()
+ if skillData.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 remainTime <= 0:
+ # 永久buff不处理
+ #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+ continue
+ addTiming = buff.GetAddTiming()
+ if not buff.GetRefreshState():
+ GameWorld.DebugLog(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ buff.SetRefreshState(1)
+ continue
+ if addTiming != curTiming:
+ GameWorld.DebugLog(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ continue
+ remainTime -= 1
+ GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+ if remainTime > 0:
+ buff.SetRemainTime(remainTime)
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+ else:
+ TurnBuff.DoBuffDel(turnFight, batObj, buff)
+ 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, isExtra=False):
+ ## 战斗单位行动
+ # @param isExtra: 是否额外行动的
+ 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! isExtra=%s" % (turnNum, objName, isExtra))
+ return
+
+ atk = curBatObj.GetAtk()
+ curXP = curBatObj.GetXP()
+ GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+ turnFight.ResetOneActionUseSkillCnt()
+ turnFight.syncObjAction(turnNum, objID)
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
+
+ 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 and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
+ continue
+ if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
+ GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
+ continue
+ useCnt = -1 # xp技能优先释放
+ else:
+ if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
+ GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+ continue
+ useCnt = curBatObj.GetSkillUseCnt(skillID)
+ useSkillList.append([useCnt, skillID, useSkill])
+
+ 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):
+ curPlayer = turnFight.curPlayer
+ npcID = gameObj.GetNPCID()
+
+ # 非主线的PVE目标怪物
+ if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
+ if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
+ return
+
+ 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)
+
+ # 暂时只算主线小怪
+ if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
+ 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)
+ batFaction.totalHurt = 0
+ for num in batFaction.lineupDict.keys():
+ if str(num) not in facStatInfo:
+ facStatInfo[str(num)] = {}
+ lineupStatInfo = facStatInfo[str(num)]
+ batLineup = batFaction.getBatlineup(num)
+ batLineup.totalHurt = 0
+ 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
+ batLineup.totalHurt += atkHurt
+ batFaction.totalHurt += atkHurt
+ 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
+
--
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