From f2aeecf0a02b97418b762bd6ee518c33d3ae2685 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 12 九月 2025 10:22:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(新增演武场;支持机器人;支持PVP战斗;每场战斗结束后支持查看战斗回放;榜单优化存储玩家形象Value5;主线关卡榜支持;支持查看玩家;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 138 ++++++++++++++++++++++++++++++++++++++-------
1 files changed, 116 insertions(+), 22 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 dde3b29..18ffeee 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,7 @@
import ChConfig
import PlayerTask
+import PlayerViewCache
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
@@ -162,26 +163,43 @@
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
- # 多小队 - 一般只有PVE用到
+ # pve 多小队 - 一般只有PVE用到
self.lineupIndex = 0 # 当前小队索引
self.lineupIDList = [] # npc小队列表
self.strongerLV = 0 # npc成长等级
self.difficulty = 0 # npc难度
+
+ # pvp 目标
+ self.tagPlayerID = 0
+ self.tagViewCache = None
return
- def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}, lineupIDList=[], strongerLV=0, difficulty=0):
+ def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
## 设置本场回合战斗设定
self.mapID = mapID
self.funcLineID = funcLineID
self.turnMax = turnMax # 最大回合数
self.isNeedReport = isNeedReport
+ self.setPVE()
+ self.setPVP()
+ self.msgDict = {}
+ self.nextTurnFight(msgDict)
+ return
+
+ def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
self.lineupIndex = 0
self.lineupIDList = lineupIDList
self.strongerLV = strongerLV
self.difficulty = difficulty
- self.msgDict = {}
- self.nextTurnFight(msgDict)
return
+
+ def setPVP(self, tagPlayerID=0, tagViewCache=None):
+ self.tagPlayerID = tagPlayerID
+ self.tagViewCache = tagViewCache
+ return
+
+ #def setPVPTeam(self):
+ # return
def nextTurnFight(self, msgDict={}, resetByNextTeam=False):
## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
@@ -481,10 +499,30 @@
% (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
return
-def GetPlayerLineupInfoByCache(playerID, lineupID):
- ## 获取玩家阵容信息 - 根据玩家查看缓存
- lineupInfo = {}
+
+def GetCacheLineupFightPower(tagViewCache, lineupID):
+ lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
+ return lineupInfo.get("FightPower", 0)
+def GetCacheLineupInfo(tagViewCache, lineupID):
+ ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
+ plusDict = tagViewCache.GetPlusDict()
+ lineupDict = plusDict.get("Lineup", {})
+ lineupInfo = lineupDict.get("%s" % lineupID, {})
+ if not lineupInfo:
+ lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
return lineupInfo
+
+def GetPlayerLineupFightPower(curPlayer, lineupID):
+ ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
+ return GetPlayerLineup(curPlayer, lineupID).fightPower
+def GetPlayerLineup(curPlayer, lineupID):
+ ## 获取玩家阵容
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ lineup = olPlayer.GetLineup(lineupID)
+ if not lineup.lineupHeroDict:
+ # 为空时默认取主阵容
+ lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
+ return lineup
def GetPlayerLineupInfo(curPlayer, lineupID):
## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
@@ -492,11 +530,10 @@
# @return: 阵容全部信息json字典,前端通用格式
playerID = curPlayer.GetPlayerID()
- lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+ lineup = GetPlayerLineup(curPlayer, lineupID)
if not lineup.lineupHeroDict:
return {}
- lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType}
heroDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for posNum in lineup.lineupHeroDict.keys():
@@ -522,8 +559,11 @@
"AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
"SkillIDList":skillIDlist,
}
- lineupInfo.update({"Hero":heroDict})
+
+ if not heroDict:
+ return {}
+ lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
@@ -633,7 +673,7 @@
if skillID:
skillIDList.append(skillID)
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if awakeIpyDataList:
for awakeIpyData in awakeIpyDataList:
if awakeIpyData.GetAwakeLV() > awakeLV:
@@ -824,12 +864,11 @@
atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
return
-
+
# 玩家
if tagType == 1:
- # OnTurnFightVSPlayer
- pass
-
+ OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
+
# NPC
else:
ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
@@ -852,9 +891,8 @@
GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
return
- turnMax = 15
+ turnMax = GetTurnMax(mapID)
if mapID == ChConfig.Def_FBMapID_MainBoss:
- turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
# 停止主线小怪战斗、清空
mainFightMgr = GetMainFightMgr(curPlayer)
mainTF = mainFightMgr.turnFight
@@ -865,7 +903,8 @@
turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
guid = turnFight.guid
- turnFight.setTurnFight(mapID, funcLineID, turnMax, True, lineupIDList=npcLineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+ turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+ turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
for index, lineupID in enumerate(npcLineupIDList):
@@ -882,9 +921,54 @@
if not turnFight.isWin:
break
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
tfMgr.delTurnFight(guid)
return
+
+def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
+ playerID = curPlayer.GetPlayerID()
+ GameWorld.DebugLog("OnTurnFightVSPlayer: mapID=%s,funcLineID=%s,atkLineupID=%s,defLineupID=%s,tagPlayerID=%s"
+ % (mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID), playerID)
+ atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+ if not atkLineupInfo:
+ GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+ return
+
+ tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
+ if not tagViewCache:
+ GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
+ return {}
+ defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
+ if not defLineupInfo:
+ GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
+ return
+
+ turnMax = GetTurnMax(mapID)
+
+ tfMgr = GetTurnFightMgr()
+ turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+ guid = turnFight.guid
+
+ turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+ turnFight.setPVP(tagPlayerID, tagViewCache)
+ turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
+ turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
+ turnFight.sortActionQueue()
+ turnFight.startFight()
+
+ __processTurnFight(turnFight.guid)
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+ SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+ tfMgr.delTurnFight(guid)
+ return
+
+def GetTurnMax(mapID):
+ if mapID == ChConfig.Def_FBMapID_Main:
+ return IpyGameDataPY.GetFuncCfg("TurnMax", 1)
+ mapTurnMaxDict= IpyGameDataPY.GetFuncEvalCfg("TurnMax", 3, {})
+ return mapTurnMaxDict.get(mapID, IpyGameDataPY.GetFuncCfg("TurnMax", 2))
#// B4 13 主线战斗请求 #tagCSMainFightReq
#
@@ -997,13 +1081,14 @@
mainFightMgr.levelNum = levelNum
mainFightMgr.waveMax = waveMax
mainFightMgr.wave = wave
- turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
+ turnMax = GetTurnMax(mapID)
GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
% (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
turnFight = mainFightMgr.turnFight
- turnFight.setTurnFight(mapID, funcLineID, turnMax, False, lineupIDList=lineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+ turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
+ turnFight.setPVE(lineupIDList, strongerLV, difficulty)
turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
turnFight.sortActionQueue()
@@ -1589,10 +1674,19 @@
# char GUID[40]; //战报guid
#};
def OnTurnFightReportView(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ guid = clientData.GUID
- # 通过查找已存在的战报
+ lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
+ if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
+ guid, reprot = lastBatBufferInfo
+ SyncTurnFightReport(curPlayer, guid, reprot)
+ return
- #SyncTurnFightReport(curPlayer, guid, reprot)
+ # 其他战报,一般是入库存储的,待扩展
+
+ # 战报已过期
+ PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
return
def SyncTurnFightReport(curPlayer, guid, reprot):
--
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