hxp
6 天以前 0b314dd1d9f0c39e8d86de7e996c62836aa19aca
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -20,13 +20,10 @@
import GameWorldProcess
import CrossRealmPlayer
import DataRecordPack
import IpyGameDataPY
import PlayerSuccess
import ReadChConfig
import ShareDefine
import PyGameData
import FBCommon
import GameMap
import GameObj
import random
@@ -551,8 +548,6 @@
        
    #注册玩家离开副本时间
    gameFBMgr.SetPlayerLogoffTick(0)
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_EnterMap, 1, [gameMapID])
    
    if gameFBMgr.HaveFBPlayer(curPlayerID):
        #已经注册了这个玩家, 不清除已注册的玩家的字典信息
@@ -1311,9 +1306,6 @@
        if mapID in value:
            return key
        
    if mapID in FBCommon.GetGeneralTrainMapIDList():
        return "GeneralTrain"
    #for key , value in ReadChConfig.GetEvalChConfig("MapID_ProcessPy").items():
    #    if mapID in value:
    #        return key
@@ -1481,21 +1473,6 @@
        return False
    
    return callFunc()
## 获得特殊副本npc掉落金钱
#  @param curPlayer
#  @return None
def OnGetNPCExp(curPlayer, curNPC):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGetNPCExp"))
    if not callFunc:
        return 0
    return callFunc(curPlayer, curNPC)
## 获得外层经验倍率
def OnGetOuterExpRate(curPlayer):
@@ -2246,14 +2223,14 @@
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
    ## 回合战斗请求 - 地图验证
    # @return: 是否允许
    # @return: 是否允许, 后端验证通过的funcLineID
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightRequest"))
    
    if callFunc == None:
        # 默认不限制
        return True
        return True, funcLineID
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
@@ -2291,7 +2268,7 @@
    
    return callFunc(curPlayer, turnFight, npcObj)
def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer):
def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
    ## 副本NPC被击杀前处理,一般用于处理一些不被击杀的副本NPC逻辑
    # @return: 可否被正常击杀
    do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
@@ -2301,7 +2278,7 @@
        # 不需要逻辑时默认可被正常击杀
        return True
    
    return callFunc(curPlayer, turnFight, gameObj, killer)
    return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
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