hxp
4 天以前 19956b8576f2c2c68c4c4d811acbc3e2af3d97b4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -48,8 +48,6 @@
import PlayerBossReborn
import PlayerCrossYaomoBoss
import PlayerActCollectWords
import PlayerActGarbageSorting
import PlayerActBossTrial
import PlayerTongTianLing
import CrossPlayerData
import PlayerFeastWish
@@ -796,115 +794,6 @@
        
    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 
@@ -936,12 +825,12 @@
    # 暗金boss
    if ChConfig.IsGameBoss(curNPC): 
        # 通知GameServer boss状态 封魔坛在副本里单独处理
        ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', npcid)
        if ipyData and ipyData.GetMapID() not in [ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss]:
            GameServe_GameWorldBossState(npcid, 0)
            #GameWorld.GetGameWorld().SetGameWorldDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
            #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典
            GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
        #ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', npcid)
        #if ipyData and ipyData.GetMapID() not in [ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss]:
        #    GameServe_GameWorldBossState(npcid, 0)
        #    #GameWorld.GetGameWorld().SetGameWorldDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
        #    #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典
        #    GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
            
        ChNPC.OnNPCSetDead(curNPC)
        
@@ -1067,24 +956,20 @@
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_BossHome, 1)
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_BossHome, 1)
        
    if mapID == ChConfig.Def_FBMapID_CrossPenglai:
        #跨服蓬莱仙境
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_CrossPenglai)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillCrossPenglaiBoss, 1)
        PlayerGubao.AddGubaoItemEffValue(curPlayer, PlayerGubao.GubaoEffType_KillCrossPenglaiBoss, 1)
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_CrossPenglaiBoss, 1)
    elif mapID == ChConfig.Def_FBMapID_CrossDemonLand:
        #跨服魔化之地
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_CrossDemonLand)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillCrossDemonLandBoss, 1)
        PlayerGubao.AddGubaoItemEffValue(curPlayer, PlayerGubao.GubaoEffType_KillCrossDemonLandBoss, 1)
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_CrossDemonLandBoss, 1)
    if mapID in [ChConfig.Def_FBMapID_CrossPenglai, ChConfig.Def_FBMapID_CrossDemonLand]:
        PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_CrossBoss)
        PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_CrossBoss, 1)
    if npcData.GetIsBoss() == ChConfig.Def_NPCType_Boss_Dark:
        PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_KillBoss)
#    if mapID == ChConfig.Def_FBMapID_CrossPenglai:
#        #跨服蓬莱仙境
#        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_CrossPenglai)
#        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillCrossPenglaiBoss, 1)
#        PlayerGubao.AddGubaoItemEffValue(curPlayer, PlayerGubao.GubaoEffType_KillCrossPenglaiBoss, 1)
#        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_CrossPenglaiBoss, 1)
#    elif mapID == ChConfig.Def_FBMapID_CrossDemonLand:
#        #跨服魔化之地
#        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_CrossDemonLand)
#        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillCrossDemonLandBoss, 1)
#        PlayerGubao.AddGubaoItemEffValue(curPlayer, PlayerGubao.GubaoEffType_KillCrossDemonLandBoss, 1)
#        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_CrossDemonLandBoss, 1)
#    if mapID in [ChConfig.Def_FBMapID_CrossPenglai, ChConfig.Def_FBMapID_CrossDemonLand]:
#        PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_CrossBoss, 1)
        
    # 个人首杀记录
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog("BOSSFirstKill", npcID)
@@ -2605,13 +2490,13 @@
        #杀死NPC, 触发任务
        self.__EventKillNpc()
            
        mapID = GameWorld.GetMap().GetMapID()
        killerName = "" if not self.__Killer else self.__Killer.GetPlayerName()
        # 记录boss击杀信息的NPC
        bossIpyData = IpyGameDataPY.GetIpyGameDataListNotLog('BOSSInfo', npcID)
        if bossIpyData and mapID not in [ChConfig.Def_FBMapID_ZhuXianBoss, ChConfig.Def_FBMapID_SealDemon]:
            killerIDList = [player.GetPlayerID() for player in self.__ownerPlayerList]
            GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0, True, killerIDList)
        #mapID = GameWorld.GetMap().GetMapID()
        #killerName = "" if not self.__Killer else self.__Killer.GetPlayerName()
        ## 记录boss击杀信息的NPC
        #bossIpyData = IpyGameDataPY.GetIpyGameDataListNotLog('BOSSInfo', npcID)
        #if bossIpyData and mapID not in [ChConfig.Def_FBMapID_ZhuXianBoss, ChConfig.Def_FBMapID_SealDemon]:
        #    killerIDList = [player.GetPlayerID() for player in self.__ownerPlayerList]
        #    GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0, True, killerIDList)
            
        if npcID == IpyGameDataPY.GetFuncCfg("BossRebornServerBoss", 3):
            PlayerControl.WorldNotify(0, "BossRebornBossKilled", [curNPC.GetNPCID()])
@@ -3321,7 +3206,6 @@
        else:
            if GetNPCLV(curNPC) >= curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
                PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC)
                PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_KillNPC)
                PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_KillNPC)
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillSpecificNPC, 1, [npcID])
        #PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_KillNPC, 1)
@@ -4056,44 +3940,8 @@
        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