ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -23,7 +23,6 @@
import IpyGameDataPY
import PlayerSuccess
import ReadChConfig
import PlayerAssist
import ShareDefine
import PyGameData
import FBCommon
@@ -275,12 +274,6 @@
#  @return None
#  @remarks 函数详细说明.
def DoFB_Player_KillNPC(curPlayer , curNPC , tick):
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    if mapID:
        DoCustomScene_Player_KillNPC(curPlayer, curNPC, mapID, lineID)
        return
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFB_Player_KillNPC"))
@@ -368,9 +361,7 @@
#  @return None
#  @remarks 函数详细说明.
def DoFBOnKill_Player(curPlayer, defender, tick):
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    if not mapID:
        mapID = GameWorld.GetMap().GetMapID()
    mapID = GameWorld.GetMap().GetMapID()
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFBOnKill_Player"))
@@ -541,7 +532,6 @@
    #成长NPC所需数据初始化
    InitFBNPCStrengthenData(curPlayer, gameMap)
    
    PlayerAssist.OnPlayerEnterAssistFB(curPlayer, gameMapID, reqFuncLineID)
    DoEnterFB(curPlayer, tick)
    
    RecordFirstEnterMap(curPlayer, gameMapID)
@@ -584,18 +574,6 @@
    #扣费一般都是在进入副本逻辑里处理,免费只有一次性的,所以放在后面进行重置,防止一直免费
    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFBFree):
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_EnterFBFree, 0)
    return
def OnCallHelpBattleOK(curPlayer, tick):
    ## 召唤助战完成
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCallHelpBattleOK"))
    if callFunc != None:
        GameWorld.Log("OnCallHelpBattleOK...", curPlayer.GetPlayerID())
        callFunc(curPlayer, tick)
    return
def InitFBNPCStrengthenData(curPlayer, gameMap):
@@ -959,18 +937,6 @@
    #GameWorld.Log("副本逻辑不可使用   GameLogic_%d"%(mapID))
    callFunc(tick)
    return
def OnCustomSceneProcess(curPlayer, tick):
    customMapID = PlayerControl.GetCustomMapID(curPlayer)
    if not customMapID:
        return
    customLineID = PlayerControl.GetCustomLineID(curPlayer)
    do_FBLogic_ID = __GetFBLogic_MapID(customMapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCustomSceneProcess"))
    if callFunc:
        callFunc(curPlayer, customMapID, customLineID, tick)
    return
## 开始采集
@@ -1564,22 +1530,6 @@
    
    return callFunc(curPlayer, addExp, expViewType)
## 获得多倍副本奖励
#  @param curPlayer 当前玩家
#  @param mapID
#  @param lineID
#  @param prizeExLV 额外奖励百分比等级
#  @return
def OnGetMultiFBPrize(curPlayer, mapID, lineID, prizeExLV):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGetMultiFBPrize"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID, prizeExLV)
## 副本扫荡询问
def OnPlayerFBSweepAsk(curPlayer, mapID, lineID, cnt, isFinish, dataEx):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -1602,17 +1552,6 @@
        return False
    return callFunc(curPlayer, mapID, lineID, cnt, isFinish, dataEx)
## 副本助战扫荡结果
def OnPlayerFBHelpBattleSweepResult(curPlayer, mapID, lineID, helpBattlePlayerDict):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBHelpBattleSweepResult"))
    if callFunc == None:
        return False
    return callFunc(curPlayer, mapID, lineID, helpBattlePlayerDict)
## 开始公共CD副本扫荡
def OnStartPubCDFBSweep(curPlayer, mapID, lineID, cnt, dataEx):
@@ -1806,22 +1745,6 @@
    
    if callFunc:
        callFunc(curObj, tick)
    return
## NPC攻击成功后FB处理(说明:进入这个函数的时候,怪物已经死亡,掉落经验等都处理过了)
#  @param curNPC 攻击方
#  @param target 防守方
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def DoOverNPCAttackSuccess(curNPC, target, tick):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoOverNPCAttackSuccess"))
    if callFunc:
        callFunc(curNPC, target, tick)
    
    return
@@ -2296,72 +2219,6 @@
        callFunc(curPlayer, curNPC, tick)
    return
## 客户端发送结束副本
def OnClientEndFB(curPlayer, mapID, lineID, dataList):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnClientEndFB"))
    if callFunc == None:
        return False
    return callFunc(curPlayer, mapID, lineID, dataList)
## 客户端发送开始副本
def OnClientStartFB(curPlayer, tick):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnClientStartFB"))
    if callFunc == None:
        return False
    return callFunc(curPlayer, tick)
## 客户端进入自定义场景
def OnEnterCustomScene(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnEnterCustomScene"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID)
## 判断可否召唤木桩怪
def OnCanSummonPriWoodPile(curPlayer, mapID, lineID, npcID, count):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCanSummonPriWoodPile"))
    if callFunc == None:
        return True
    return callFunc(curPlayer, mapID, lineID, npcID, count)
## 自定义场景副本击杀NPC
def DoCustomScene_Player_KillNPC(curPlayer, curNPC, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoCustomScene_Player_KillNPC"))
    if callFunc:
        callFunc(curPlayer, curNPC, mapID, lineID)
    return
## 自定义场景采集OK,需自带是否允许采集的判断
def OnCustomSceneCollectOK(curPlayer, mapID, lineID, npcID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCustomSceneCollectOK"))
    if callFunc:
        return callFunc(curPlayer, mapID, lineID, npcID)
    return
## 进入跨服副本注册数据前逻辑
## @return: 是否可以注册前往跨服副本,次函数中可以写一些扣除消耗逻辑等
def OnRegEnterCrossFB(curPlayer, mapID, lineID):
@@ -2404,14 +2261,6 @@
    
    return callFunc(curPlayer, mapID, lineID)
def OnPlayerLVUp(curPlayer):
    ## 玩家升级
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLVUp"))
    if callFunc == None:
        return False
    return callFunc(curPlayer)
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
    ## 回合战斗请求 - 地图验证
    # @return: 是否允许
@@ -2425,9 +2274,43 @@
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
def GetFBPlayerLineupID(curPlayer, mapID, funcLineID):
    ## 获取玩家使用的攻防阵容ID
    # @return: 攻击方阵容ID, 防守方阵容ID
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBPlayerLineupID"))
    if callFunc == None:
        # 默认不限制
        return ShareDefine.Lineup_Main, ShareDefine.Lineup_Main
    return callFunc(curPlayer, mapID, funcLineID)
def GetFBNPCLineupInfo(curPlayer, mapID, funcLineID):
    ## 获取NPC阵容相关
    # @return: npcLineupIDList, strongerLV, difficulty
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBNPCLineupInfo"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, funcLineID)
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
    if callFunc:
        callFunc(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID)
    return
def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
    ## 回合战斗结束
    # @return: 是否需要同步GameServer, 奖励列表
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
@@ -2436,40 +2319,5 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
    return callFunc(curPlayer, turnFight, mapID, funcLineID, overMsg)
def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret):
    ## 回合战斗结束 - GameServer处理完毕返回
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightOver_GameServerRet"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
def OnMirrorBattleRequest(curPlayer, mapID, funcLineID, factionPlayerList):
    ## 镜像战斗请求
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnMirrorBattleRequest"))
    if callFunc == None:
        # 默认允许
        return True
    return callFunc(curPlayer, mapID, funcLineID, factionPlayerList)
def OnMirrorBattleOver(battleID, mapID):
    ## 镜像战斗结束
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnMirrorBattleOver"))
    if callFunc == None:
        return
    return callFunc(battleID)