From ff401cef9cd3ca3c0c76542cbd2a35207cb9b83a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 24 十月 2025 14:01:52 +0800
Subject: [PATCH] 66 【公会】基础主体-服务端(捐赠A801补充EventName)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |   58 ++++++++++++++++++++++++++++++++--------------------------
 1 files changed, 32 insertions(+), 26 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 f6db1f1..cf6faf1 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 PlayerActivity
 import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
@@ -217,7 +218,7 @@
     #def setPVPTeam(self):
     #    return
     
-    def nextTurnFight(self, msgDict={}, resetByNextTeam=False):
+    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.enterLogic = False
@@ -227,8 +228,7 @@
         self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
-        if resetByNextTeam:
-            ResetByNextTeam(self)
+        ResetByNextTeam(self)
         return
     
     def haveNextLineup(self):
@@ -546,8 +546,8 @@
     ## 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
+    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
 
@@ -558,12 +558,12 @@
     
     playerID = curPlayer.GetPlayerID()
     lineup = GetPlayerLineup(curPlayer, lineupID)
-    if not lineup.lineupHeroDict:
+    if lineup.IsEmpty():
         return {}
     
     heroDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for posNum in lineup.lineupHeroDict.keys():
+    for posNum in lineup.GetPosNumList():
         hero = lineup.GetLineupHero(posNum)
         heroID = hero.heroID
         itemIndex = hero.itemIndex
@@ -886,8 +886,13 @@
     tagID = clientData.TagID
     valueList = clientData.ValueList
     
-    GameWorld.DebugLog("回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s" 
+    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
     
     fbIpyData = FBCommon.GetFBIpyData(mapID)
     fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
@@ -898,10 +903,6 @@
         if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
             return
         
-    reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
-    if not reqRet:
-        return
-    
     # 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:
@@ -960,7 +961,7 @@
         turnFight.lineupIndex = index
         GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
         if index > 0:
-            turnFight.nextTurnFight(resetByNextTeam=True)
+            turnFight.nextTurnFight()
         turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
         turnFight.sortActionQueue()
         turnFight.startFight()
@@ -1039,7 +1040,7 @@
         __doSetFightPoint(curPlayer, reqValue)
         return
     
-    GameWorld.DebugLog("主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+    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
@@ -1178,7 +1179,7 @@
         if nextLineupID:
             GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
             
-            turnFight.nextTurnFight(resetByNextTeam=True)
+            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()
@@ -1206,6 +1207,8 @@
     turnNum = turnFight.turnNum
     turnMax = turnFight.turnMax
     for turnNum in range(turnNum, turnMax + 1):
+        if turnFight.winFaction:
+            break
         turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
         curTimeline = turnFight.getTimeline()
         
@@ -1230,13 +1233,13 @@
         # 红颜
         # 灵兽
         
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        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)
@@ -1275,6 +1278,9 @@
             else:
                 turnFight.actionIndex += 1
                 
+        if turnFight.winFaction:
+            break
+        
         # 回合结束
         curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
         for faction, num in turnFight.actionSortList:
@@ -1285,9 +1291,6 @@
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                 
-        if turnFight.checkOverByKilled():
-            break
-        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
         
@@ -1301,6 +1304,8 @@
     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)
         curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
@@ -1322,13 +1327,13 @@
         # 红颜
         # 灵兽
             
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        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)
@@ -1352,6 +1357,9 @@
             else:
                 turnFight.actionIndex += 1
                 
+        if turnFight.winFaction:
+            break
+        
         # 回合结束
         curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
         for faction, num in turnFight.actionSortList:
@@ -1362,9 +1370,6 @@
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
                 
-        if turnFight.checkOverByKilled():
-            break
-        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
     return
@@ -1649,7 +1654,8 @@
     
     # 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)    
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
     return True
 
 def OnTurnAllOver(guid):

--
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