From fe40f1881045b901bd5e7365673e3a2b677f7e7f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 30 十二月 2025 18:07:49 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(吕布所有技能;优化效果5501支持同国层级;7002效果支持配置学习x技能生效;增加效果5511;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 133 +++++++++++++++++++++++++++++++++-----------
1 files changed, 100 insertions(+), 33 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 41a9bca..7b0a141 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -30,6 +30,7 @@
import PlayerLLMJ
import PlayerPrestigeSys
import CrossServerPackLogic
+import DataRecordPack
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
@@ -43,7 +44,6 @@
import TurnBuff
import FBCommon
import CommFunc
-import ObjPool
import FBLogic
import random
@@ -75,6 +75,7 @@
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.lineupInfo = {} # 传入初始化的阵容信息
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
@@ -97,6 +98,7 @@
## 设置阵容
# @param lineupInfo: 阵容信息
self.clearLineup()
+ self.lineupInfo = lineupInfo
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)
@@ -114,6 +116,7 @@
batObjMgr.delBatObj(objID)
for objID in self.beautyObjIDDict.values():
batObjMgr.delBatObj(objID)
+ self.lineupInfo = {}
self.posObjIDDict = {}
self.heroObjIDDict = {}
self.lingshouObjIDDict = {}
@@ -134,6 +137,11 @@
continue
deadCnt += 1
return deadCnt
+
+ def getHeroObj(self, heroID):
+ if heroID not in self.heroObjIDDict:
+ return
+ return BattleObj.GetBatObjMgr().getBatObj(self.heroObjIDDict[heroID])
class BatFaction():
## 战斗阵营
@@ -341,7 +349,10 @@
break
if allKilled:
- self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
+ if self.mapID in ChConfig.PlayerWinMapIDList:
+ self.winFaction = ChConfig.Def_FactionA
+ else:
+ self.winFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
DoTurnFightOver(self.guid)
return self.winFaction
@@ -462,14 +473,11 @@
GameWorld.DebugLogEx("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.DebugLogEx("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 = {}
@@ -487,7 +495,7 @@
return
def addTurnFight(self, guid, mapID, funcLineID=0, reqPlayerID=0, reqServerID=0):
- tf = ObjPool.GetPoolMgr().acquire(TurnFight, guid, mapID, funcLineID, reqPlayerID, reqServerID)
+ tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID)
if not tf:
tf = TurnFight(guid, mapID, funcLineID, reqPlayerID, reqServerID) # 一般是不可能,为了点出代码
self.turnFightDict[tf.guid] = tf
@@ -499,7 +507,6 @@
return
turnFight.exitFight()
self.turnFightDict.pop(guid, None)
- ObjPool.GetPoolMgr().release(turnFight)
return
def getTurnFight(self, guid):
@@ -792,7 +799,7 @@
star = lvIpyData.GetReHeroStar()
breakLV = lvIpyData.GetReHeroBreakLV()
awakeLV = lvIpyData.GetReHeroAwakeLV()
- if heroIpyData and lvIpyData:
+ if heroIpyData:
skinIDList = heroIpyData.GetSkinIDList()
skinID = skinIDList[0] if skinIDList else 0
skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV)
@@ -1184,15 +1191,18 @@
isMultiMap = True
if isMultiMap:
- CrossServerPackLogic.SendToBattleServer(ShareDefine.SSMsg_BattleRequest, reqInfo, reqPlayerID)
+ CrossServerPackLogic.SendBattleRequest(reqInfo, guid, mapID, funcLineID, reqPlayerID)
else:
SSMsg_BattleRequest(reqInfo, fromServerID)
return
-def SSMsg_BattleRequest(reqInfo, fromServerID):
+def SSMsg_BattleRequest(reqInfo, fromServerID, msgType=""):
## 请求执行战斗,由本地图或其他服务器地图分配过来的战斗请求
guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData = reqInfo
-
+ if msgType:
+ GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
+ % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+
if npcLineupIDList:
turnFight = DoTurnFightPVE(guid, mapID, funcLineID, reqPlayerID, playerServerID, lineupDictA, npcLineupIDList, strongerLV, difficulty)
else:
@@ -1214,14 +1224,17 @@
# 其他服务器地图请求的,发送战斗结果回去
else:
- CrossServerPackLogic.SendToServer(ShareDefine.SSMsg_BattleResult, retInfo, [fromServerID], playerID=reqPlayerID)
+ CrossServerPackLogic.SendBattleResult(retInfo, fromServerID, guid, mapID, funcLineID, reqPlayerID)
return
-def SSMsg_BattleResult(retInfo, fromServerID):
+def SSMsg_BattleResult(retInfo, fromServerID, msgType=""):
## 收到战斗结果信息
guid, mapID, funcLineID, reqPlayerID, winFaction, statMsg, dateStr, reqData = retInfo
-
+ if msgType:
+ GameWorld.Log("OnServerReceiveMsg => %s, fromServerID=%s,funcMapID=%s,funcLineID=%s,%s,%s"
+ % (msgType, fromServerID, mapID, funcLineID, guid, time.time()), reqPlayerID)
+
curPlayer = None
if reqPlayerID:
curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
@@ -1703,7 +1716,7 @@
batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
if turnNum > 1: # 第1回合不用刷新技能
RefreshObjSkillByBigTurn(batObj)
- RefreshObjByBigTurn(turnFight, batObj)
+ RefreshObjByBigTurn(turnFight, batObj, turnNum)
batObj.ResetBigTurn() # 每大回合重置
if not batObj.IsAlive():
@@ -1805,7 +1818,7 @@
GameWorld.DebugLogEx(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
return
-def RefreshObjByBigTurn(turnFight, batObj):
+def RefreshObjByBigTurn(turnFight, batObj, turnNum):
## 根据大回合开始刷新buff持续时间,每个大回合-1,第1回合不处理
curID = batObj.GetID()
buffMgr = batObj.GetBuffManager()
@@ -1814,20 +1827,41 @@
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
skillData = buff.GetSkillData()
- if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
+ lastType = skillData.GetLastTimeType()
+
+ if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer, ChConfig.BuffLastTimeType_BigTurnLimit]:
continue
+
if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
#GameWorld.DebugLogEx(" 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
if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
GameWorld.DebugLogEx(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
continue
- remainTime = buff.GetRemainTime()
- if remainTime <= 0:
- continue
- remainTime -= 1
- GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
- TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
+
+ # 每大回合固定减1回合
+ if lastType in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLimit]:
+ remainTime = buff.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ remainTime -= 1
+ GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
+ if lastType == ChConfig.BuffLastTimeType_BigTurnLimit and remainTime > 0:
+ lastTurnMax = skillData.GetLastTime()
+ if lastTurnMax and turnNum > lastTurnMax:
+ remainTime = 0
+ GameWorld.DebugLogEx(" 超过最大限制回合数,强制清除!: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
+ TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
+
+ # 每大回合固定减1层
+ elif skillData.GetLastTimeType() == ChConfig.BuffLastTimeType_BigTurnLayer:
+ curLayer = buff.GetLayer()
+ if curLayer <= 0:
+ continue
+ updLayer = curLayer - 1
+ GameWorld.DebugLogEx(" 更新buff层级: curID=%s,buffID=%s,skillID=%s,updLayer=%s", curID, buffID, skillID, updLayer)
+ TurnBuff.DoBuffLayerChange(turnFight, batObj, buff, updLayer)
+
return
def RefreshObjBuffTime(turnFight, batObj):
@@ -1839,6 +1873,8 @@
buffMgr = batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
+ if not buff: # 有出现过报错,先做下防范,理论上不太可能
+ continue
buffID = buff.GetBuffID()
skillID = buff.GetSkillID()
skillData = buff.GetSkillData()
@@ -1976,6 +2012,19 @@
break
TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+ batFaction = turnFight.getBatFaction(faction)
+ for lineupNum in batFaction.lineupDict.keys():
+ batLineup = batFaction.getBatlineup(lineupNum)
+ for lineupObjID in batLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+ if lineupObj.GetFaction() != curBatObj.GetFaction():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyAction, curBatObj)
+ else:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAction, curBatObj)
return True
def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
@@ -1991,10 +2040,10 @@
killerObjID = killer.GetID() if killer else 0
skillID = useSkill.GetSkillID() if useSkill else 0
GameWorld.DebugLogEx(" %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
- gameObj.SetDead()
+ gameObj.SetDead(killer)
TurnBuff.DoBuffByDead(turnFight, gameObj)
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCTurnFightObjDead)
+ clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
clientPack.ObjID = objID
clientPack.KillerObjID = killerObjID
clientPack.SkillID = skillID
@@ -2017,7 +2066,10 @@
if turnFight.getReqPlayerID():
# 玩家发起的,未击杀对方,算玩家输
- turnFight.winFaction = ChConfig.Def_FactionB
+ if turnFight.mapID in ChConfig.PlayerWinMapIDList:
+ turnFight.winFaction = ChConfig.Def_FactionA
+ else:
+ 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])
@@ -2037,17 +2089,23 @@
turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
mapID = turnFight.mapID
funcLineID = turnFight.funcLineID
+ reqPlayerID = turnFight.getReqPlayerID()
GameWorld.DebugLogEx("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s", winFaction, turnFight.costTime, guid)
if mapID != ChConfig.Def_FBMapID_Main:
GameWorld.Log("战斗耗时: %ss, mapID=%s,funcLineID=%s,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
# 统计明细
+ heroCount = 0
batObjMgr = BattleObj.GetBatObjMgr()
statInfo = {}
+ drLineupInfo = {}
for faction in turnFight.factionDict.keys():
if str(faction) not in statInfo:
statInfo[str(faction)] = {}
facStatInfo = statInfo[str(faction)]
+ if str(faction) not in drLineupInfo:
+ drLineupInfo[str(faction)] = {}
+ facDRLineupInfo = drLineupInfo[str(faction)]
batFaction = turnFight.getBatFaction(faction)
batFaction.totalHurt = 0
for num in batFaction.lineupDict.keys():
@@ -2056,11 +2114,13 @@
lineupStatInfo = facStatInfo[str(num)]
batLineup = batFaction.getBatlineup(num)
batLineup.totalHurt = 0
+ facDRLineupInfo[str(num)] = batLineup.lineupInfo
GameWorld.DebugLogEx("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
+ heroCount += 1
objID = batObj.GetID()
npcID = batObj.GetNPCID()
heroID = batObj.GetHeroID()
@@ -2080,6 +2140,11 @@
FBLogic.OnTurnFightOver(turnFight, mapID, funcLineID, statMsg)
turnFight.syncState(FightState_Award, statMsg)
+
+ # 流向记录
+ if mapID != ChConfig.Def_FBMapID_Main and reqPlayerID:
+ DataRecordPack.DR_FightStat(reqPlayerID, mapID, funcLineID, turnFight.isWin, turnFight.turnNum, turnFight.turnMax,
+ heroCount, turnFight.costTime, statInfo, drLineupInfo)
return
#// B4 14 查看战报 #tagCSTurnFightReportView
@@ -2128,13 +2193,15 @@
if not os.path.exists(ReportDir):
os.makedirs(ReportDir)
else:
- items = os.listdir(ReportDir)
- for item in items:
- fullPath = os.path.join(ReportDir, item)
- try:
- os.remove(fullPath)
- except:
- pass
+ isSaveOne = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 2) # 个人战报是否只保留1份
+ if isSaveOne:
+ items = os.listdir(ReportDir)
+ for item in items:
+ fullPath = os.path.join(ReportDir, item)
+ try:
+ os.remove(fullPath)
+ except:
+ pass
saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
--
Gitblit v1.8.0