| | |
| | |
|
| | | return
|
| | |
|
| | | #// B4 0F 回收私有专属木桩怪 #tagCMRecyclePriWoodPile
|
| | | #
|
| | | #struct tagCMRecyclePriWoodPile
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD ObjID;
|
| | | #};
|
| | | def OnRecyclePriWoodPile(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | objID = clientData.ObjID
|
| | | curNPC = GameWorld.FindNPCByID(objID)
|
| | | if not curNPC:
|
| | | return
|
| | | if curNPC.GetType() not in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
|
| | | return
|
| | | summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
|
| | | if curPlayer.GetPlayerID() != summonPlayerID:
|
| | | #GameWorld.DebugLog("非玩家私有木桩...")
|
| | | return
|
| | | SetDeadEx(curNPC)
|
| | | return
|
| | |
|
| | | #// B4 0C 召唤私有专属木桩怪 #tagCMSummonPriWoodPile
|
| | | #
|
| | | #struct tagCMSummonPriWoodPile
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD NPCID;
|
| | | # BYTE Count; //默认1个,最多5个
|
| | | # DWORD HP; //默认0取最大值,其中一个血量数值大于0则用指定血量
|
| | | # DWORD HPEx; //默认0取最大值,其中一个血量数值大于0则用指定血量
|
| | | #};
|
| | | def OnSummonPriWoodPile(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | npcID = clientData.NPCID
|
| | | count = clientData.Count
|
| | | hp = clientData.HP
|
| | | hpEx = clientData.HPEx
|
| | | SummonPriWoodPile(curPlayer, npcID, count, hp, hpEx)
|
| | | return
|
| | |
|
| | | def SummonPriWoodPile(curPlayer, npcID, count, hp=0, hpEx=0):
|
| | | ''' 召唤私有专属木桩怪
|
| | | '''
|
| | | |
| | | mapID = PlayerControl.GetCustomMapID(curPlayer)
|
| | | lineID = PlayerControl.GetCustomLineID(curPlayer)
|
| | | if mapID:
|
| | | if not FBLogic.OnCanSummonPriWoodPile(curPlayer, mapID, lineID, npcID, count):
|
| | | GameWorld.ErrLog("无法召唤木桩怪!mapID=%s,lineID=%s,npcID=%s,count=%s" % (mapID, lineID, npcID, count))
|
| | | return
|
| | | |
| | | if count != 1:
|
| | | hp, hpEx = 0, 0 # 指定血量的暂仅适用于单只的
|
| | | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerPriWoodPileNPCDict:
|
| | | PyGameData.g_playerPriWoodPileNPCDict[playerID] = []
|
| | | playerPriWoodNPCList = PyGameData.g_playerPriWoodPileNPCDict[playerID]
|
| | | maxCount = 3
|
| | | nowCount = len(playerPriWoodNPCList)
|
| | | summonCount = min(count, maxCount - nowCount)
|
| | | GameWorld.DebugLog("召唤木桩: npcID=%s,count=%s,maxCount=%s,nowCount=%s,summonCount=%s,hp=%s,hpEx=%s" |
| | | % (npcID, count, maxCount, nowCount, summonCount, hp, hpEx))
|
| | | if summonCount <= 0:
|
| | | return
|
| | | |
| | | npcManager = GameWorld.GetNPCManager()
|
| | | for _ in xrange(summonCount):
|
| | | #summonNPC = curPlayer.SummonNewNPC()
|
| | | summonNPC = npcManager.AddPlayerSummonNPC()
|
| | | |
| | | #设置召唤兽基础信息
|
| | | summonNPC.SetNPCTypeID(npcID)
|
| | | summonNPC.SetSightLevel(curPlayer.GetSightLevel())
|
| | | #初始化
|
| | | InitNPC(summonNPC)
|
| | | |
| | | #玩家召唤兽列表添加召唤兽,召唤兽添加主人
|
| | | #summonNPC.SetOwner(curPlayer)
|
| | | summonNPC.SetDict(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID, playerID)
|
| | | |
| | | #将召唤兽召唤出来
|
| | | #玩家周围随机出生点
|
| | | #技能召唤坐标 ChConfig.Def_SummonAppearDist
|
| | | summonPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), 3)
|
| | | summonNPC.Reborn(summonPos.GetPosX(), summonPos.GetPosY(), False)
|
| | | NPCControl(summonNPC).ResetNPC_Init(isReborn=True)
|
| | | if hp or hpEx:
|
| | | hpTotal = hpEx * ShareDefine.Def_PerPointValue + hp
|
| | | GameObj.SetHP(summonNPC, hpTotal)
|
| | | GameObj.SetMaxHP(summonNPC, hpTotal)
|
| | | summonNPC.NotifyAppear() # 最终统一通知NPC出现
|
| | | playerPriWoodNPCList.append(summonNPC)
|
| | | |
| | | return
|
| | |
|
| | | def ClearPriWoodPile(curPlayer):
|
| | | ## 清除私有木桩
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerPriWoodPileNPCDict:
|
| | | return
|
| | | playerPriWoodNPCList = PyGameData.g_playerPriWoodPileNPCDict.pop(playerID)
|
| | | for summonNPC in playerPriWoodNPCList:
|
| | | if not summonNPC:
|
| | | continue
|
| | | SetDeadEx(summonNPC)
|
| | | return
|
| | |
|
| | | ## 设置npc死亡及自身处理(请不要将游戏逻辑加在此函数中)
|
| | | # @param curNPC:npc实例
|
| | | # @return
|
| | |
| | | DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, crossCollectOK=True)
|
| | | return
|
| | |
|
| | | #// A2 34 自定义场景中获取采集奖励 #tagCMGetCustomSceneCollectAward
|
| | | #
|
| | | #struct tagCMGetCustomSceneCollectAward
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD NPCID; //采集的NPCID
|
| | | #};
|
| | | def OnGetCustomSceneCollectAward(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | npcID = clientData.NPCID
|
| | | if not curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
|
| | | GameWorld.ErrLog("非自定义场景中,无法获取定义采集奖励!", playerID)
|
| | | return
|
| | | mapID = PlayerControl.GetCustomMapID(curPlayer)
|
| | | lineID = PlayerControl.GetCustomLineID(curPlayer)
|
| | | GameWorld.Log("前端场景采集: mapID=%s,lineID=%s,npcID=%s" % (mapID, lineID, npcID), playerID)
|
| | | if not mapID:
|
| | | GameWorld.ErrLog("无自定义场景地图ID,不允许采集!", playerID)
|
| | | return
|
| | | |
| | | if not FBLogic.OnCustomSceneCollectOK(curPlayer, mapID, lineID, npcID):
|
| | | GameWorld.ErrLog("自定义场景地图不允许采集! mapID=%s,lineID=%s,npcID=%s" % (mapID, lineID, npcID), playerID)
|
| | | return
|
| | | |
| | | collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
|
| | | if collectNPCIpyData:
|
| | | DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
|
| | | return
|
| | |
|
| | | def DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, collectCnt=1, crossCollectOK=False, isSweep=False):
|
| | | return
|
| | |
|
| | | ## 采集结果同步
|
| | | # @param None
|
| | | # @param None
|
| | | def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
|
| | | return #暂不同步
|
| | |
|
| | | def SyncCollNPCTime(curPlayer, npcIDList=None):
|
| | | ## 同步采集NPC功能号采集次数
|