hxp
2019-03-19 06233c1cb36e7a1bdd10d7d88d94473878e96dba
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
##@package GameWorldLogic.FBProcess.GameLogic_PersonalBoss
#
# @todo:¸öÈËBOSS
# @author xdh
# @date 2017-05-05
# @version 1.0
# ÏêϸÃèÊö: ¸öÈËBOSS
#
#---------------------------------------------------------------------
#"""Version = 2017-05-05 11:00"""
#---------------------------------------------------------------------
 
import FBCommon
import GameWorld
import IPY_GameWorld
import NPCCustomRefresh
import IpyGameDataPY
import PlayerBossReborn
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import ChConfig
import ChPlayer
import EventReport
 
 
 
# ¸±±¾Í¨ÓÃÅäÖÃ
(
Def_PrepareTime, # ×¼±¸Ê±¼ä£¬Ãë
Def_FightTime, # Õ½¶·Ê±¼ä£¬Ãë
Def_ExitTime, # Í˳öʱ¼ä, Ãë
Def_RefreshBossMark, # Ë¢¹Ö±êʶµã
) = range(4)
 
 
 
 
# ¸±±¾×´Ì¬
(
FB_State_Open, # ¸±±¾¿ªÆô
FB_State_FightPrepare, # Õ½¶·×¼±¸Ê±¼ä
FB_State_Fighting, # Õ½¶·
FB_State_FreeTime, # »î¶¯½áÊø×¼±¸£¨Ê¤Àû/ʧ°Ü£©
FB_State_Close, # ¹Ø±Õ¸±±¾
) = range(5)
 
## ÊÇ·ñ¿É½øÈë
#  @param curPlayer
#  @param mapID µØÍ¼ID
#  @param lineId ·ÖÏßID
#  @param tick
#  @return ÊÇ·ñ¿É½øÈë
def OnEnterFBEvent(curPlayer, mapID, lineId, tick):
    return True
 
 
## ¼ì²é¿É·ñ½øÐÐÌôÕ½
def __CheckCanChallenge(curPlayer, bossID):
    ipyData = IpyGameDataPY.GetIpyGameData('PersonalBoss', bossID)
    
    if not ipyData:
        return False
    needLV = ipyData.GetChanllengeLv()
    if curPlayer.GetLV() < needLV:
        GameWorld.DebugLog('    ¼ì²é¿É·ñ½øÐÐÌôÕ½ bossID-%s  µÈ¼¶²»×ã %s'%(bossID, needLV))
        return False
    delResult = FBCommon.DelFBEnterTicket(curPlayer, ChConfig.Def_FBMapID_PersonalBoss)
    isOK = delResult[0]
    if not isOK:
        return False
    return True
 
 
##¸±±¾Íæ¼Ò½øÈëµã
# @param curPlayer Íæ¼ÒʵÀý
# @param mapID µØÍ¼ID
# @param lineId ·ÖÏßID
# @param ipyEnterPosInfo ¹¦ÄÜÏß·IPYÅäÖÃ×ø±êÐÅÏ¢
# @param tick Ê±¼ä´Á
# @return posX, posY, Ëæ»ú°ë¾¶(¿ÉÑ¡)
def OnGetFBEnterPos(curPlayer, mapID, lineId, ipyEnterPosInfo, tick):
    return ipyEnterPosInfo
 
 
## ÊÇ·ñ¿ÉÒÔ½øÈë
#  @param ask ÇëÇóÐÅÏ¢
#  @param tick
#  @return »Ø¸´ÊÇ·ñͨ¹ýÇëÇó
def OnChangeMapAsk(ask, tick):
    return IPY_GameWorld.cmeAccept
 
## ½ø¸±±¾
#  @param curPlayer
#  @param tick
#  @return None
def DoEnterFB(curPlayer, tick):
    # ²»×ö´¦Àí£¬Óи±±¾ÐÐΪ¿Í»§¶Ë·¢°üÑ¡ÔñÌôÕ½¹Ø¿¨
    return
 
 
## ¸±±¾Ê±¼äµ½¹Ø±Õ
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def OnCloseFB(tick):
    return
 
 
##Íæ¼ÒÍ˳ö¸±±¾.
# @param curPlayer Íæ¼ÒʵÀý
# @param tick Ê±¼ä´Á
# @return ·µ»ØÖµÎÞÒâÒå
# @remarks Íæ¼ÒÖ÷¶¯À뿪¸±±¾.
def DoExitFB(curPlayer, tick):
    # Íæ¼ÒÍ˳öĬÈϹرո±±¾
    #GameWorldProcess.CloseFB(tick)
    return
 
 
##¸±±¾×ÜÂß¼­¼ÆÊ±Æ÷
# @param tick Ê±¼ä´Á
# @return ÎÞÒâÒå
# @remarks ¸±±¾×ÜÂß¼­¼ÆÊ±Æ÷
def OnProcess(tick):
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    
    if fbStep == FB_State_FightPrepare:
        __DoLogic_FightPrepare(tick)
    elif fbStep == FB_State_Fighting:
        __DoLogic_Fighting(tick)
    elif fbStep == FB_State_FreeTime:
        __DoLogic_FreeTime(tick)
    elif fbStep == FB_State_Close:
        pass
    
    return
 
 
##Õ½¶·×¼±¸Ê±¼ä
# @param tick  Ê±ÖÓ
# @return ÎÞÒâÒå
def __DoLogic_FightPrepare(tick):
    gameFB = GameWorld.GetGameFB()
    mapID = GameWorld.GetMap().GetMapID()
    trialCfg = FBCommon.GetFBLineStepTime(mapID)
    if tick - gameFB.GetFBStepTick() < trialCfg[Def_PrepareTime] * 1000:
        return
    
    bossID = FBCommon.GetFBPropertyMark()
    if not bossID:
        FBCommon.DoLogic_FBKickAllPlayer()
        return
    
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, trialCfg[Def_FightTime] * 1000)
    NPCCustomRefresh.SetNPCRefresh(FBCommon.GetFBLineStepTime(mapID)[Def_RefreshBossMark], [bossID])
    
    #תÈëÕ½¶·
    FBCommon.SetFBStep(FB_State_Fighting, tick)
    return
 
## ¿ªÊ¼¸±±¾¹Ø¿¨
def StartFBLevel(curPlayer, bossID, tick):
    FBCommon.SetFBPropertyMark(bossID)
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
        GameWorld.DebugLog("¸´»îÍæ¼Ò...", curPlayer.GetPlayerID())
        ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_City, tick)
    #Ôö¼Ó½øÈë´ÎÊý
    FBCommon.AddEnterFBCount(curPlayer, ChConfig.Def_FBMapID_PersonalBoss)
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_PersonalBoss, 0, ChConfig.CME_Log_Start)
    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_VIPBOSS, 1)
    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_VIPBoss, 1)
    PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_VIPBoss, 1)
    
    FBCommon.ClearFBNPC()
    
    #gameFB = GameWorld.GetGameFB()
    mapID = GameWorld.GetMap().GetMapID()
    prepareTick = FBCommon.GetFBLineStepTime(mapID)[Def_PrepareTime] * 1000
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttAddUpTime, prepareTick)
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttWaitStart, prepareTick)
    FBCommon.SetFBStep(FB_State_FightPrepare, tick)
    helpDict = {FBCommon.Help_npcTotal:0}
    FBCommon.Notify_FBHelp(curPlayer, helpDict)
    GameWorld.DebugLog("StartFBLevel, fbLevel=%s, helpDict=%s" 
                       % (bossID, str(helpDict)), curPlayer.GetPlayerID())
    return
 
 
##Õ½¶·Ê±¼ä
# @param tick  Ê±ÖÓ
# @return ÎÞÒâÒå
def __DoLogic_Fighting(tick):
    gameFB = GameWorld.GetGameFB()
    mapID = GameWorld.GetMap().GetMapID()
    #ÅжÏʱ¼ä½áÊø
    if tick - gameFB.GetFBStepTick() < FBCommon.GetFBLineStepTime(mapID)[Def_FightTime] * 1000:
        return
    
    #ÓÎÏ·½áÊø
    __SetFBToFreeTime(tick)
    return
 
##ÉèÖø±±¾½øÈëÀ뿪״̬
# @param tick  Ê±ÖÓ
# @return ÎÞÒâÒå
def __SetFBToFreeTime(tick):
    mapID = GameWorld.GetMap().GetMapID()
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttLeaveMap, FBCommon.GetFBLineStepTime(mapID)[Def_ExitTime] * 1000)
    FBCommon.SetFBStep(FB_State_FreeTime, tick)
    return
 
##±ÈÈü½áÊøµÄ¿ÕÏÐʱ¼ä
# @param tick  Ê±ÖÓ
# @return ÎÞÒâÒå
# @remarks ±ÈÈü½áÊøµÄ¿ÕÏÐʱ¼ä
def __DoLogic_FreeTime(tick):
    mapID = GameWorld.GetMap().GetMapID()
    if tick - GameWorld.GetGameFB().GetFBStepTick() < FBCommon.GetFBLineStepTime(mapID)[Def_ExitTime] * 1000:
        return
    
    FBCommon.DoLogic_FBKickAllPlayer()
    return
 
## É±¹Ö
#  @param curPlayer
#  @param curNPC ±»É±µÄ¹Ö
#  @param tick
#  @return None
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
    
    bossID = FBCommon.GetFBPropertyMark()
    if bossID != curNPC.GetNPCID():
        return
    helpDict = {FBCommon.Help_npcTotal:1}
    FBCommon.Notify_FBHelp(curPlayer, helpDict)
 
    __SetFBToFreeTime(tick)
    return
 
## ¼ì²éÊÇ·ñ¿É¹¥»÷£¬ Ö÷Åж¨²»¿É¹¥»÷µÄÇé¿ö£¬ÆäËûÂß¼­ÓÉÍâ²ã¾ö¶¨
#  @param attacker ¹¥»÷·½
#  @param defender ·ÀÊØ·½
#  @return bool
def CheckCanAttackTagObjInFB(attacker, defender):
    gameFB = GameWorld.GetGameFB()
    if gameFB.GetFBStep() != FB_State_Fighting:
        return False
    return True
 
 
## ÊÇ·ñ¸±±¾¸´»î
#  @param None
#  @return ÊÇ·ñ¸±±¾¸´»î
def OnPlayerReborn():
    return True
 
## ¸±±¾ÐÐΪ
#  @param curPlayer Íæ¼Ò
#  @param actionType ÐÐΪÀàÐÍ
#  @param actionInfo ÐÐΪÐÅÏ¢
#  @param tick µ±Ç°Ê±¼ä
#  @return None
def DoFBAction(curPlayer, actionType, actionInfo, tick):
    # Ä¬ÈÏΪѡÔñ¹Ø¿¨£¬Óɿͻ§¶Ë¾ö¶¨£¬½ø³¡¼°¸±±¾Ñ¡¹ØÍ¨ÓôËÐÐΪ
    if actionInfo <= 0:
        return
    
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    
    if fbStep in [FB_State_FightPrepare, FB_State_Fighting]:
        GameWorld.DebugLog("×¼±¸»òÕ½¶·ÖÐ, ÎÞ·¨±ä¸ü¹Ø¿¨!")
        return
    
    bossid = actionInfo
    if not __CheckCanChallenge(curPlayer, bossid):
        FBCommon.DoLogic_FBKickAllPlayer()
        return
    
    StartFBLevel(curPlayer, bossid, tick)
    return