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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package GameWorldLogic.FBProcess.GameLogic_QueenRelics
#
# @todo:æ´»ÊÒż£
# @author hxp
# @date 2017-12-17
# @version 1.0
#
# ÏêϸÃèÊö: æ´»ÊÒż£
#
#-------------------------------------------------------------------------------
#"""Version = 2017-12-17 15:00"""
#-------------------------------------------------------------------------------
 
import IPY_GameWorld
import GameWorldProcess
import NPCCustomRefresh
import PlayerControl
import ItemControler
import ItemCommon
import GameWorld
import FBCommon
import ChConfig
import GameMap
import BuffSkill
import PlayerSuccess
import ShareDefine
import EventShell
import EventReport
import ChPlayer
import FBHelpBattle
import IpyGameDataPY
import PlayerWeekParty
import PlayerActLogin
 
 
#½×¶Îʱ¼ä
(
Def_PrepareTime, # ¸±±¾×¼±¸Ê±¼ä(Ãë)
Def_FightTime, # ½øÐÐʱ¼ä(Ãë)
Def_LeaveTime, # Í˳öʱ¼ä(Ãë)
) = range(3)
 
#µ±Ç°¸±±¾µØÍ¼µÄ״̬
(
FB_Step_CallHelp, # ÖúÕ½ÕÙ»½
FB_Step_Prepare, # ¸±±¾µÈ´ý
FB_Step_Fighting, # ¸±±¾½øÐÐÖÐ
FB_Step_Over, # ¸±±¾½áÊø
FB_Step_Close, # ¸±±¾¹Ø±Õ
) = range(5)
 
FBKey_RefreshStep = 'RefreshStep' # Ë¢¹Ö½×¶ÎÊý, ´Ó1¿ªÊ¼ 
FBKey_IsLastRefreshStep = 'SetGameFBDict' # ÊÇ·ñ×îºóÒ»²¨Ë¢¹Ö
FBKey_NextLineID = 'NextLineID' # ¿ÉÒÔÌôÕ½ÏÂÒ»¹ØµÄlineID, ´óÓÚ0´ú±í¿ÉÒÔ¼ÌÐøÌôÕ½
 
FBKey_NeedKillNPCNum = 'NeedKillNPCNum '  # ÐèÒª»÷ɱ²Å¿É¹ý¹ØµÄNPCIDÊý, ¼´±àºÅkey¸öÊý
FBKey_NeedKillNPCID = 'NeedKillNPCID_%s'  # ÐèÒª»÷ɱ²Å¿É¹ý¹ØµÄNPCID, ²ÎÊý(±àºÅ)
FBKey_NeedKillNPCCount = 'NeedKillNPCCount_%s'  # ÐèÒª»÷ɱ²Å¿É¹ý¹ØµÄNPCID¸öÊý, ²ÎÊý(NPCID)
FBKey_KillNPCCount = 'KillNPCCount_%s'  # µ±Ç°½×¶ÎÒÑ»÷ɱ¹ÖÎïÊý, ²ÎÊý(NPCID)
 
FBPKey_IsInFBOnDay = "IsInFBOnDay" # Íæ¼ÒÊÇ·ñ¸±±¾ÖйýÌì
FBPKey_RewardLine = "RewardLine" # Íæ¼ÒÒѾ­½áËãµ½µÄ½±ÀøÌìÊý, ¼Ç¼ֵʱҪ+1
 
def OnFBPlayerOnDay(curPlayer):
    
    mapID = FBCommon.GetRecordMapID(curPlayer.GetMapID())
    if mapID != ChConfig.Def_FBMapID_QueenRelics:
        return
    
    # ÉèÖÃÔÚ¸±±¾ÖйýÌì
    GameWorld.GetGameFB().SetPlayerGameFBDict(curPlayer.GetPlayerID(), FBPKey_IsInFBOnDay, 1)
    GameWorld.DebugLog("ÉèÖÃæ´»ÊÌôÕ½ÖйýÌ죡", curPlayer.GetPlayerID()) 
    return
 
## ÊÇ·ñ¿É½øÈë
#  @param curPlayer
#  @param mapID µØÍ¼ID
#  @param lineId ·ÖÏßID
#  @param tick
#  @return ÊÇ·ñ¿É½øÈë
def OnEnterFBEvent(curPlayer, mapID, lineId, tick):
    if not lineId:
        return True
    
    preLineID = lineId - 1 # ÉÏÒ»²ã
    mapID = FBCommon.GetRecordMapID(mapID)
    maxGrade = len(FBCommon.GetFBLineGrade(mapID, lineId))
    preLineGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, preLineID, False, [mapID])
    canEnter = preLineGrade >= maxGrade
    if not canEnter:
        GameWorld.DebugLog("ÉÏÒ»²ã·Ç×î´óÆÀ¼¶¹ý¹Ø£¬ÎÞ·¨ÌôÕ½ÏÂÒ»²ã£¡lineID=%s,preLineID=%s,preLineGrade=%s,maxGrade=%s" 
                           % (lineId, preLineID, preLineGrade, maxGrade), curPlayer.GetPlayerID())
        return False
    #ÅжÏÕ½Á¦ÊÇ·ñÂú×ã±¾²ãÒªÇó
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, lineId)
    if helpIpyData:
        if PlayerControl.GetFightPower(curPlayer) < helpIpyData.GetFightPowerMin():
            GameWorld.DebugLog("Õ½Á¦²»×ã%s£¬ÎÞ·¨ÌôÕ½±¾²ã£¡lineID=%s" % (helpIpyData.GetFightPowerMin(), lineId), curPlayer.GetPlayerID())
            return False
    return True
 
## ½øÈë´«Ë͵ã
#  @param curPlayer
#  @param mapID µØÍ¼ID
#  @param lineId ·ÖÏßID
#  @param tick
#  @return ×ø±êÁбí(X,Y)
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
 
## »Ø³Ç¸´»îΪ¸±±¾Öи´»î
def OnPlayerReborn():
    return True
 
## ÖØÖø±±¾¸´»îÍæ¼Ò×ø±êµã
def OnResetFBRebornPlacePos(curPlayer, rebornPlace, tick):
    mapID = GameWorld.GetMap().GetMapID()
    lineID = FBCommon.GetFBPropertyMark()
    enterX, enterY = __GetQueenRelicsLinePos(mapID, lineID)
    curPlayer.ResetPos(enterX, enterY)
    return
 
## ÕÙ»½ÖúÕ½Íê³É
def OnCallHelpBattleOK(curPlayer, tick):
    lineID = FBCommon.GetFBPropertyMark()
    DoQueenRelicsLinePrepare(curPlayer, lineID, tick)
    return
 
## ½ø¸±±¾
#  @param curPlayer
#  @param tick
#  @return None
def DoEnterFB(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("DoEnterFB...", playerID)
 
    gameFB = GameWorld.GetGameFB()
    
    if not FBCommon.GetHadDelTicket(curPlayer):
        if not FBCommon.DelFBEnterTicket(curPlayer, GameWorld.GetGameWorld().GetMapID())[0]:
            PlayerControl.PlayerLeaveFB(curPlayer)
            GameWorld.ErrLog("½øÈ븱±¾¿Û³ýÃÅÆ±Ê§°Ü£¡", curPlayer.GetPlayerID())
            return 0
        FBCommon.SetHadDelTicket(curPlayer)
        
    mapID = ChConfig.Def_FBMapID_QueenRelics
    lineID = FBCommon.GetFBPropertyMark()
    reqLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
    
    fbStep = gameFB.GetFBStep()
    if fbStep == FB_Step_CallHelp:
        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
        lineID = reqLineID
        FBHelpBattle.SendGameServer_RefreshHelpBattlePlayer(curPlayer, mapID, lineID)
        return
    
    if reqLineID > lineID:
        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
        lineID = reqLineID
        DoQueenRelicsLinePrepare(curPlayer, lineID, tick)
    else:
        fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
        if fbStep == FB_Step_Prepare:
            notify_tick = fbLineTime[Def_PrepareTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
            curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, max(notify_tick, 0), True)
            
        elif fbStep == FB_Step_Fighting:
            notify_tick = fbLineTime[Def_FightTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
            curPlayer.Sync_TimeTick(IPY_GameWorld.tttTowerTake, 0, max(notify_tick, 0), True)
            FBCommon.UpdateFBGrade(tick, FBCommon.GetFBLineGrade(GameWorld.GetGameWorld().GetMapID(), lineID), curPlayer)
            
    DoFBHelp(curPlayer, tick)
    return
 
def DoQueenRelicsLinePrepare(curPlayer, lineID, tick):
    # ÒòΪ¸Ã¸±±¾Ö§³Ö¶à³¡¾°£¬ËùÒÔ¸±±¾°æ±¾ºÅ²»ÄÜÒÔµ¥³¡¾°ÎªÖ÷£¬ÐèÒªÒÔÍæ¼ÒΪÖ÷£¬Íæ¼Ò±¾´ÎÌôÕ½µÄ°æ±¾ºÅ´ø×Å×ß
    GameWorld.DebugLog("¹¦ÄÜÏß¿ªÊ¼£¬½øÈë×¼±¸½×¶Î; lineID=%s" % (lineID), curPlayer.GetPlayerID())
    gameFB = GameWorld.GetGameFB()
    gameFB.SetGameFBDict(FBKey_RefreshStep, 0)
    gameFB.SetGameFBDict(FBKey_IsLastRefreshStep, 0)
    gameFB.SetGameFBDict(FBKey_NextLineID, 0)
    gameFB.SetGameFBDict(ChConfig.Def_FB_Grade, 0)
    
    FBCommon.SetFBPropertyMark(lineID, curPlayer)
    FBCommon.SetFBStep(FB_Step_Prepare, tick)
    __RefreshQueenRelicsNPC(True, False, tick, curPlayer)
    fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
    curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, fbLineTime[Def_PrepareTime] * 1000, True)
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start)
    
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", ChConfig.Def_FBMapID_QueenRelics, lineID)
    if helpIpyData:
        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBBaseHurt, helpIpyData.GetRobotBaseHurt())
        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBFightPower, helpIpyData.GetFightPowerMin())
        GameWorld.DebugLog("    ¸üи±±¾ÖúÕ½»úÆ÷ÈË»ù´¡É˺¦: lineID=%s,RobotBaseHurt=%s,fbFightPower=%s" 
                           % (lineID, helpIpyData.GetRobotBaseHurt(), helpIpyData.GetFightPowerMin()))
    return
 
##¸±±¾×ÜÂß¼­¼ÆÊ±Æ÷
# @param tick Ê±¼ä´Á
# @return ÎÞÒâÒå
# @remarks ¸±±¾×ÜÂß¼­¼ÆÊ±Æ÷
def OnProcess(tick):
    
    fbStep = GameWorld.GetGameFB().GetFBStep()
    lineID = FBCommon.GetFBPropertyMark()
    fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
    
    # ¸±±¾×¼±¸
    if fbStep == FB_Step_Prepare:
        __DoLogic_FB_Prepare(tick, fbLineTime)    
    # ¸±±¾½øÐÐÖÐ
    elif fbStep == FB_Step_Fighting:
        FBCommon.UpdateFBGrade(tick, FBCommon.GetFBLineGrade(GameWorld.GetGameWorld().GetMapID(), lineID))
        __DoLogic_FB_Fighting(tick, fbLineTime)
    # ¸±±¾½áÊø
    elif fbStep == FB_Step_Over:
        __DoLogic_FB_Over(tick, fbLineTime)
        
    return
 
## ¸±±¾×¼±¸Âß¼­
#  @param tick:ʱ¼ä´Á
#  @return ÎÞÒâÒå
def __DoLogic_FB_Prepare(tick, fbLineTime):
    # ¼ä¸ôδµ½
    if tick - GameWorld.GetGameFB().GetFBStepTick() < fbLineTime[Def_PrepareTime] * 1000:
        return
    
    # ¸±±¾¿ªÊ¼
    __RefreshQueenRelicsNPC(False, True, tick)
    FBCommon.SetFBStep(FB_Step_Fighting, tick)
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, fbLineTime[Def_FightTime] * 1000)
    return
 
## ¸±±¾½øÐÐÖÐ
#  @param tick:ʱ¼ä´Á
#  @return ÎÞÒâÒå
def __DoLogic_FB_Fighting(tick, fbLineTime):
    # ¼ä¸ôδµ½
    if tick - GameWorld.GetGameFB().GetFBStepTick() < fbLineTime[Def_FightTime] * 1000:
        return
    
    __DoQueenRelicsOver(False, tick)
    return
 
##¸±±¾¹Ø±ÕÖÐ
# @param tick:ʱ¼ä´Á
# @return ÎÞÒâÒå
# @remarks ¸±±¾¹Ø±ÕÖÐ
def __DoLogic_FB_Over(tick, fbLineTime):
    # ¼ä¸ôδµ½
    # ·þÎñ¶ËÇ¿ÖÆ½áÊø¸±±¾Ê±¼äÊʵ±ÑÓ³¤20Ã룬Ìṩһ¶¨µÄʱ¼ä¸ø¶ÓÎé³ÉÔ±ÇÐÏÂÒ»¹ØÓÃ
    if tick - GameWorld.GetGameFB().GetFBStepTick() < (fbLineTime[Def_LeaveTime] * 1000 + 20000):
        return
    
    #¸±±¾¹Ø±Õ
    GameWorldProcess.CloseFB(tick)
    FBCommon.SetFBStep(FB_Step_Close, tick)
    return
 
def __RefreshQueenRelicsNPC(isNextStep, isRefreshNow, tick, notifyPlayer=None):
    ## Ë¢Ð½׶εĹÖÎï
    
    lineID = FBCommon.GetFBPropertyMark()
    refreshNPCCfg = FBCommon.GetFBLineRefreshNPC(ChConfig.Def_FBMapID_QueenRelics, lineID)
    # [{µÚÒ»²¨Ë¢¹Ö¹æÔòID:¹ý¹ØÊÇ·ñÐèÒª»÷ɱ, ...}, {µÚ¶þ²¨Ë¢¹Ö¹æÔòID:¹ý¹ØÊÇ·ñÐèÒª»÷ɱ, ...}, ...]
    if not refreshNPCCfg:
        GameWorld.ErrLog("ûÓÐÅäÖÃË¢¹ÖÐÅÏ¢!lineID=%s" % lineID)
        return
    
    gameFB = GameWorld.GetGameFB()
    step = gameFB.GetGameFBDictByKey(FBKey_RefreshStep)
    if isNextStep:
        step += 1
    maxStep = len(refreshNPCCfg)
    if step > maxStep:
        GameWorld.DebugLog("³¬¹ý×î´óË¢¹Ö½×¶Î!step=%s,maxStep=%s" % (step, maxStep))
        return
    refreshIDDict = refreshNPCCfg[step - 1]
    
    needKillNPCDict = {}
    for refreshID, needKill in refreshIDDict.items():
        if not needKill:
            continue
        npcCountList = NPCCustomRefresh.GetNPCRefreshCountList(refreshID)
        if not npcCountList:
            return
        for npcID, count in npcCountList:
            needKillNPCDict[npcID] = needKillNPCDict.get(npcID, 0) + count
            
    if not needKillNPCDict:
        GameWorld.ErrLog("ûÓÐÐèÒª»÷ɱ²Å¿É¹ý¹ØµÄNPCÅäÖÃ!lineID=%s,step=%s" % (lineID, step))
        return
    
    isLastStep = int(step == maxStep)
    gameFB.SetGameFBDict(FBKey_RefreshStep, step)
    gameFB.SetGameFBDict(FBKey_IsLastRefreshStep, isLastStep)
    
    # ¸üÐÂÉèÖùý¹ØÐèÒª»÷ɱµÄNPCÐÅÏ¢
    needKillNPCIDList = needKillNPCDict.keys()
    needKillNum = len(needKillNPCIDList)
    gameFB.SetGameFBDict(FBKey_NeedKillNPCNum, needKillNum)
    for i, npcID in enumerate(needKillNPCIDList):
        gameFB.SetGameFBDict(FBKey_NeedKillNPCID % i, npcID)
        gameFB.SetGameFBDict(FBKey_NeedKillNPCCount % npcID, needKillNPCDict[npcID])
        
    if isNextStep:
        GameWorld.DebugLog("Ë¢¹Ö×¼±¸: step=%s,isLastStep=%s,refreshIDDict=%s,needKillNPCDict=%s" 
                           % (step, isLastStep, refreshIDDict, needKillNPCDict))
        
    # Ë¢¹Ö
    if isRefreshNow:
        GameWorld.DebugLog("ˢйÖÎï: step=%s,isLastStep=%s,refreshIDDict=%s,needKillNPCDict=%s" 
                           % (step, isLastStep, refreshIDDict, needKillNPCDict))
        for refreshID in refreshIDDict.keys():
            NPCCustomRefresh.SetNPCRefreshByID(refreshID)
        
    if notifyPlayer:
        DoFBHelp(notifyPlayer, tick)
        return
        
    playerManager = GameWorld.GetMapCopyPlayerManager()
    for i in range(playerManager.GetPlayerCount()):
        curPlayer = playerManager.GetPlayerByIndex(i)
        if not curPlayer:
            continue
        DoFBHelp(curPlayer, tick)
        
    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):
    return
 
##Íæ¼ÒÖ÷¶¯À뿪¸±±¾.
# @param curPlayer Íæ¼ÒʵÀý
# @param tick Ê±¼ä´Á
# @return ·µ»ØÖµÎÞÒâÒå
def DoPlayerLeaveFB(curPlayer, tick):
    # É¾³ýµ¥²ãÓÐЧµÄbuff, ÊÈѪµ¤
    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_QueenRelicsItemBuff, tick)
 
    return
 
##¸±±¾°ïÖúÐÅÏ¢
# @param curPlayer Íæ¼ÒʵÀý
# @param tick Ê±¼ä´Á
# @return ÎÞÒâÒå
# @remarks ÓÃÓÚ֪ͨÕóÓª±È·ÖÌõ
def DoFBHelp(curPlayer, tick):
    gameFB = GameWorld.GetGameFB()
    step = gameFB.GetGameFBDictByKey(FBKey_RefreshStep)
    grade = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    lineID = FBCommon.GetFBPropertyMark()
    
    npcDict = {}
    needNum = gameFB.GetGameFBDictByKey(FBKey_NeedKillNPCNum)
    for i in xrange(needNum):
        npcID = gameFB.GetGameFBDictByKey(FBKey_NeedKillNPCID % i)
        killCount = gameFB.GetGameFBDictByKey(FBKey_KillNPCCount % npcID)
        npcDict[npcID] = killCount
        
    fbHelpDict = {FBCommon.Help_lineID:lineID, FBCommon.Help_grade:grade,
                  FBCommon.Help_npc:FBCommon.GetJsonNPCKillList(npcDict)}
    if step:
        fbHelpDict[FBCommon.Help_step] = step
        
    FBCommon.NotifyFBHelp(curPlayer, lineID, fbHelpDict)
    return
 
def DoFB_Npc_KillNPC(attacker, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
 
##Íæ¼ÒɱËÀNPC
# @param curPlayer:Íæ¼ÒʵÀý
# @param curNPC:µ±Ç°±»É±ËÀµÄNPC
# @param tick:ʱ¼ä´Á
# @return ·µ»ØÖµÎÞÒâÒå
# @remarks Íæ¼ÒÖ÷¶¯À뿪¸±±¾.
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
 
def __FBNPCOnKilled(curNPC, tick):
    curNPCID = curNPC.GetNPCID()
    gameFB = GameWorld.GetGameFB()
    killNPCCount = gameFB.GetGameFBDictByKey(FBKey_KillNPCCount % curNPCID) + 1
    gameFB.SetGameFBDict(FBKey_KillNPCCount % curNPCID, killNPCCount)
    
    # ÅжÏÐèÒª»÷ɱ²Å¿É¹ý¹ØµÄNPCÊÇ·ñ¶¼ÒÑ»÷ɱ
    isNeedKillNPCID = False
    isAllKill = True
    needNum = gameFB.GetGameFBDictByKey(FBKey_NeedKillNPCNum)
    for i in xrange(needNum):
        npcID = gameFB.GetGameFBDictByKey(FBKey_NeedKillNPCID % i)
        if curNPCID == npcID:
            isNeedKillNPCID = True
            
        if isAllKill:
            needKillCount = gameFB.GetGameFBDictByKey(FBKey_NeedKillNPCCount % npcID)
            killCount = gameFB.GetGameFBDictByKey(FBKey_KillNPCCount % npcID)
            if killCount < needKillCount:
                isAllKill = False
                
    if not isAllKill:
        if isNeedKillNPCID:
            playerManager = GameWorld.GetMapCopyPlayerManager()
            for index in xrange(playerManager.GetPlayerCount()):
                player = playerManager.GetPlayerByIndex(index)
                if player:
                    DoFBHelp(player, tick)
        return
    
    if gameFB.GetGameFBDictByKey(FBKey_IsLastRefreshStep):
        if isNeedKillNPCID:
            GameWorld.DebugLog("ËùÓйÖÎïÒÑ»÷ɱ£¡¹ý¹Ø£¡")
            __DoQueenRelicsOver(True, tick)
    else:
        __RefreshQueenRelicsNPC(True, True, 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_Step_Fighting:
        return False
    return True
 
def __DoQueenRelicsOver(isPass, tick):
    # Õ½¶·³¬Ê±
    if GameWorld.GetGameFB().GetFBStep() == FB_Step_Over:
        GameWorld.DebugLog("ÒѾ­½áËã¹ý£¡²»Öظ´½áËã!")
        return
    costTime = tick - GameWorld.GetGameFB().GetFBStepTick()
    NPCCustomRefresh.CloseFBCustomRefresh(tick) # ÏȹرÕÔÙÇå¹Ö
    
    mapID = GameWorld.GetMap().GetMapID()
    lineID = FBCommon.GetFBPropertyMark()
    dataMapID = FBCommon.GetRecordMapID(mapID)
    FBCommon.UpdateFBGrade(tick, FBCommon.GetFBLineGrade(mapID, lineID)) # ½áËãÇ°Ç¿ÖÆË¢ÐÂÒ»´ÎÆÀ¼¶
    grade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    
    FBCommon.SetFBStep(FB_Step_Over, tick) # Ðè·ÅÔÚÆÀ¼¶Ë¢ÐºóÉèÖÃ
    
    fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
    rewardRateList = FBCommon.GetFBGradeRewardRateList(mapID)
    maxGrade = len(rewardRateList)
    curPlayer = FBCommon.GetCurSingleFBPlayer()
    if not curPlayer:
        return
    nextLineID = 0
    # ×î¸ßÆÀ¼¶¹ý¹Ø£¬¿ÉÌôÕ½ÏÂÒ»¹Ø
    if isPass and grade >= maxGrade:
        nextLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID + 1, False)
        nextLineID = 0 if not nextLineIpyData else (lineID + 1) # ÕÒ²»µ½ÏëÏÂÒ»²ãÊý¾Ý´ú±íͨ¹Ø
        if nextLineID:
            helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, nextLineID)
            if helpIpyData and PlayerControl.GetFightPower(curPlayer) < helpIpyData.GetFightPowerMin():
                nextLineID = 0 #Õ½Á¦²»×㣬Ôò²»¿ÉÌôÕ½ÏÂÒ»¹Ø
    nextLineID = 0 # Ô½ÄϸÄΪѡÔñ¹Ø¿¨£¬Ò»´ÎÖ»ÄܹýÒ»¹Ø
    
    gameFB = GameWorld.GetGameFB()
    gameFB.SetGameFBDict(FBKey_NextLineID, nextLineID)
    GameWorld.DebugLog("¿ªÊ¼¹ý¹Ø½áËã: lineID=%s,grade=%s,isPass=%s,nextLineID=%s" % (lineID, grade, isPass, nextLineID))
    
#    playerManager = GameWorld.GetMapCopyPlayerManager()
#    for index in xrange(playerManager.GetPlayerCount()):
#        curPlayer = playerManager.GetPlayerByIndex(index)
#        if not curPlayer:
#            continue
    DoFBHelp(curPlayer, tick)
    
    playerID = curPlayer.GetPlayerID()
    rewardLine = lineID #gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine) ¸Ä³ÉÖ»¸ø±¾²ã½±Àø
    needSyncFBData = False
    overDict = {}
    if isPass:
        overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
        curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [dataMapID])
        if curGrade < grade:
            GameWorld.DebugLog("    ¸üйý¹ØÆÀ¼¶: dataMapID=%s,lineID=%s,curGrade=%s,rewardGrade=%s" 
                               % (dataMapID, lineID, curGrade, grade), curPlayer.GetPlayerID())
            GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, grade, False, [dataMapID])
            needSyncFBData = True
            if grade >= maxGrade: #Ê×´ÎS¼¶½±Àø
                lineReward = FBCommon.GetFBLineReward(dataMapID, lineID)
                firstrewardItemList = [[itemID,itemCnt,0] for itemID,itemCnt in lineReward[0]]
                ItemControler.GivePlayerItemOrMail(curPlayer, firstrewardItemList, 'QueenRelicsMail', event=["QueenRelics", False, {}])
                overDict[FBCommon.Over_firstPassItem] = FBCommon.GetJsonItemList(firstrewardItemList)
        
            
        if not nextLineID:#ûÓÐÏÂÒ»²ãÔò¸ø½±Àø£¡£¡
            rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
            if rewardRet:
                startRewardLineID, rewardItemList = rewardRet
                overDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList), 
                                 "startRewardLineID":startRewardLineID})
        if lineID+1 > curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID, lineID+1)
        #³É¾Í
        if grade >= maxGrade:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelics, 1, [lineID+1])
        
        EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID, grade)
        #ÈÎÎñ
        EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
    
    # ¼Ç¼½áËãµ½µÄÏß·²ã£¬¼Ç¼ֵ+1
    updRewardLine = lineID + 1
    gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
    
    if isPass and not nextLineID:
        isInFBOnDay = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_IsInFBOnDay)
        if not isInFBOnDay:
            GameWorld.DebugLog("Ê״νáËã½±Àø£¬Ôö¼ÓÌôÕ½´ÎÊý£¡", playerID)
            needSyncFBData = False
            FBCommon.AddEnterFBCount(curPlayer, dataMapID)
        else:
            GameWorld.DebugLog("¸±±¾ÖйýÌ죬²»Ôö¼ÓÌôÕ½´ÎÊý£¡", playerID)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelicsEx, 1)
        PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_QueenRelices, 1)
        PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_QueenRelices, 1)
    # ²»¿ÉÔÙÌôÕ½ÏÂÒ»¹ØÁË
    if not nextLineID:
        curPlayer.Sync_TimeTick(IPY_GameWorld.tttLeaveMap, 0, fbLineTime[Def_LeaveTime] * 1000, True)
    else:
        curPlayer.Sync_TimeTick(IPY_GameWorld.tttFBAddTime, 0, fbLineTime[Def_LeaveTime] * 1000, True)
        GameWorld.DebugLog("    ¿É½øÈëÏÂÒ»¹Ø: updRewardLine=%s,nextLineID=%s" % (updRewardLine, nextLineID), playerID)
        
    if needSyncFBData:
        FBCommon.Sync_FBPlayerFBInfoData(curPlayer, dataMapID) # Í¬²½ÐÅÏ¢
        
    FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
    return
 
def __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLineID, curLineID, passGrade, maxGrade, rewardRateList):
    ## ¸øÍæ¼Ò¹ý¹Ø½±Àø
    
    totalItemCountDict = {}
    # Ò»°ãÊDz»¿ÉÄÜ£¬ÕâÀï×ö¸öÀíÂÛÊýÖµ·À·¶
    if rewardLineID >= curLineID:
        GameWorld.ErrLog("Íæ¼ÒÖØ¸´½áËãæ´»Ê¹ý¹Ø½±Àø£¡rewardLineID=%s >= curLineID=%s" % (rewardLineID, curLineID), curPlayer.GetPlayerID())
        return
    
    startRewardLineID = rewardLineID + 1
 
    # Í³¼Æ½±Àø£¬±¾¹Ø¿¨Ö®Ç°µÄ¶¼¸ø×î¸ß¼¶½±Àø, µ±Ç°²ãÒÔ±¾´ÎÆÀ¼¶Îª×¼
    for giveLineID in xrange(startRewardLineID, curLineID + 1):
        
        rewardGrade = maxGrade if giveLineID < curLineID else passGrade
                    
        lineReward = FBCommon.GetFBLineReward(dataMapID, giveLineID)
        rewardItemList = lineReward[1]
        rewardRateIndex = 0 if rewardGrade >= maxGrade else maxGrade - rewardGrade
        if rewardRateIndex < 0 or rewardRateIndex >= len(rewardRateList):
            GameWorld.ErrLog("    ÆÀ¼¶¶ÔÓ¦½±Àø±ÈÀýË÷ÒýÒì³£: giveLineID=%s,rewardGrade=%s,rewardRateList=%s,maxGrade=%s,rewardRateIndex=%s" 
                             % (giveLineID, rewardGrade, rewardRateList, maxGrade, rewardRateIndex), curPlayer.GetPlayerID())
            continue
        rewardRate = rewardRateList[rewardRateIndex]
        
        if rewardRate < 100:
            giveItemList = []
            for itemID, itemCount in rewardItemList:
                rewardCount = max(1, int(round(itemCount * rewardRate / 100.0))) # È·±£ÖÁÉÙ1¸ö
                giveItemList.append([itemID, rewardCount])
        else:
            giveItemList = rewardItemList
            
        GameWorld.DebugLog("    ¸ø¹Ø¿¨½±Àø: giveLineID=%s,rewardGrade=%s,rewardRateList=%s,rewardRate=%s,giveItemList=%s" 
                           % (giveLineID, rewardGrade, rewardRateList, rewardRate, giveItemList), curPlayer.GetPlayerID())
        
 
        for itemID, itemCount in giveItemList:
            totalItemCountDict[itemID] = totalItemCountDict.get(itemID, 0) + itemCount
        
    
    # ¸ø½±Àø
    rewardItemList = []
    for itemID, itemCount in totalItemCountDict.items():
        rewardItemList.append([itemID, itemCount, 0])
    
    needSpace = len(rewardItemList)
    emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
    if emptySpace < needSpace:
        PlayerControl.SendMailByKey("QueenRelicsMail", [curPlayer.GetPlayerID()], rewardItemList)
    else:
        for itemID, itemCount, isBind in rewardItemList:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], event=["QueenRelics", False, {}])
            
    GameWorld.DebugLog("    ×ܽ±Àø£ºrewardItemList=%s" % (rewardItemList), curPlayer.GetPlayerID())
    return startRewardLineID, rewardItemList
 
 
## ¸±±¾ÐÐΪ
#  @param curPlayer Íæ¼Ò
#  @param actionType ÐÐΪÀàÐÍ
#  @param actionInfo ÐÐΪÐÅÏ¢
#  @param tick µ±Ç°Ê±¼ä
#  @return None
def DoFBAction(curPlayer, actionType, actionInfo, tick):
    #Ô½ÄϸÄΪ²»¿ÉÖ±½Ó½øÈëÏÂÒ»²ã£¬Ö»ÄÜÒ»²ã²ã´ò
    GameWorld.DebugLog("²»ÄÜÖ±½Ó½øÈëÏÂÒ»²ã")
    return
    if actionType != FBCommon.Def_FbActionChangeLine:
        return
    toLineID = actionInfo
    curLineID = FBCommon.GetFBPropertyMark()
    GameWorld.DebugLog("DoFBAction actionType=%s, toLineID=%s, curLineID=%s" % (actionType, actionInfo, curLineID), curPlayer.GetPlayerID())
    mapID = GameWorld.GetMap().GetMapID()
    if curLineID == toLineID:
        toPosX, toPosY = __GetQueenRelicsLinePos(mapID, toLineID)
        PlayerControl.PlayerResetWorldPosFBLineID(curPlayer, mapID, toPosX, toPosY, toLineID)
        GameWorld.DebugLog("ÒѾ­Êǵ±Ç°¹¦ÄÜÏß·, Çл»µ½¸Ã¹¦ÄÜÏßÂ·×ø±ê: toPosX=%s,toPosY=%s,toLineID=%s" 
                           % (toPosX, toPosY, toLineID), curPlayer.GetPlayerID())
        return
    
    fbStep = GameWorld.GetGameFB().GetFBStep()
    if fbStep != FB_Step_Over:
        GameWorld.DebugLog("·Ç½áÊø×´Ì¬!fbStep=%s" % fbStep)
        return
    if toLineID != curLineID + 1:
        GameWorld.DebugLog("Ö»ÄܽøÈëÏÂÒ»¹Ø, curLineID=%s,toLineID=%s" % (curLineID, toLineID))
        return
    gameFB = GameWorld.GetGameFB()
    grade = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    maxGrade = len(FBCommon.GetFBLineGrade(mapID, curLineID))
    if grade < maxGrade:
        GameWorld.DebugLog("·Ç×î´óÆÀ¼¶¹ý¹Ø£¬ÎÞ·¨ÌôÕ½ÏÂÒ»²ã£¡curLineID=%s,grade=%s,maxGrade=%s" 
                           % (curLineID, grade, maxGrade), curPlayer.GetPlayerID())
        return
    toLineIpyData = FBCommon.GetFBLineIpyData(mapID, toLineID, False)
    if not toLineIpyData:
        GameWorld.ErrLog("ûÓÐÄ¿±ê¹¦ÄÜÏß·£¡toLineID=%s" % toLineID)
        return
    #ÅжÏÕ½Á¦ÊÇ·ñÂú×ã±¾²ãÒªÇó
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, toLineID)
    if helpIpyData:
        if PlayerControl.GetFightPower(curPlayer) < helpIpyData.GetFightPowerMin():
            GameWorld.DebugLog("Õ½Á¦²»×ã%s£¬ÎÞ·¨ÌôÕ½ÏÂÒ»²ã£¡toLineID=%s" % (helpIpyData.GetFightPowerMin(), toLineID), curPlayer.GetPlayerID())
            return
    
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
        GameWorld.Log("½øÈëÏÂÒ»²ãÊ±Íæ¼ÒÊÇËÀÍö״̬£¬Ïȸ´»î!", curPlayer.GetPlayerID())
        ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_System, tick)
        
    toPosX, toPosY = __GetQueenRelicsLinePos(mapID, toLineID, toLineIpyData)
    PlayerControl.PlayerResetWorldPosFBLineID(curPlayer, mapID, toPosX, toPosY, toLineID)
    
    # É¾³ýµ¥²ãÓÐЧµÄbuff, ÊÈѪµ¤
    if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_QueenRelicsItemBuff, tick):
        playerControl = PlayerControl.PlayerControl(curPlayer)
        playerControl.RefreshPlayerAttrByBuff()
    return
 
def __GetQueenRelicsLinePos(mapID, lineID, toLineIpyData=None):
    posInfo = FBCommon.GetFBLineEnterPosInfo(mapID, lineID, toLineIpyData)
    enterX, enterY, dist = posInfo
    posPoint = GameMap.GetEmptyPlaceInArea(enterX, enterY, dist)
    return posPoint.GetPosX(), posPoint.GetPosY()