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| | | import GameWorldProcess
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| | | import CrossRealmPlayer
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| | | import DataRecordPack
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| | | import IpyGameDataPY
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| | | import PlayerSuccess
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| | | import ReadChConfig
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| | | import ShareDefine
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| | | import PyGameData
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| | | import FBCommon
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| | | import GameMap
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| | | import GameObj
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| | |
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| | | import random
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| | |
| | |
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| | | #注册玩家离开副本时间
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| | | gameFBMgr.SetPlayerLogoffTick(0)
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| | | |
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_EnterMap, 1, [gameMapID])
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| | |
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| | | if gameFBMgr.HaveFBPlayer(curPlayerID):
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| | | #已经注册了这个玩家, 不清除已注册的玩家的字典信息
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| | |
| | | if mapID in value:
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| | | return key
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| | |
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| | | if mapID in FBCommon.GetGeneralTrainMapIDList():
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| | | return "GeneralTrain"
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| | | |
| | | #for key , value in ReadChConfig.GetEvalChConfig("MapID_ProcessPy").items():
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| | | # if mapID in value:
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| | | # return key
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| | |
| | |
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| | | return callFunc()
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| | |
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| | |
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| | | ## 获得特殊副本npc掉落金钱
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| | | # @param curPlayer |
| | | # @return None
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| | | def OnGetNPCExp(curPlayer, curNPC):
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| | | do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
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| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGetNPCExp"))
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| | | |
| | | if not callFunc:
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| | | return 0
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| | | |
| | | |
| | | return callFunc(curPlayer, curNPC)
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| | |
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| | | ## 获得外层经验倍率
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| | | def OnGetOuterExpRate(curPlayer):
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| | | do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
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| | |
| | |
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| | | return callFunc(curPlayer, addExp, expViewType)
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| | |
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| | | ## 副本扫荡询问
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| | | def OnPlayerFBSweepAsk(curPlayer, mapID, lineID, cnt, dataEx):
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| | | ## 副本扫荡询问
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| | | # @return: None - 不可扫荡
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| | | # @return: 非None - 可以扫荡,且返回值直接传给 OnPlayerFBSweepResult
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| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
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| | |
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| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBSweepAsk"))
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| | |
| | |
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| | | return callFunc(curPlayer, mapID, lineID, cnt, dataEx)
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| | |
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| | | ## 副本扫荡结果
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| | | def OnPlayerFBSweepResult(curPlayer, mapID, lineID, cnt, dataEx):
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| | | def OnPlayerFBSweepResult(curPlayer, mapID, lineID, cnt, dataEx, askRet):
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| | | ## 副本扫荡结果
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| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
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| | |
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| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBSweepResult"))
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| | |
| | | if callFunc == None:
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| | | return False
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| | |
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| | | return callFunc(curPlayer, mapID, lineID, cnt, dataEx)
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| | | return callFunc(curPlayer, mapID, lineID, cnt, dataEx, askRet)
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| | |
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| | | ## 开始公共CD副本扫荡
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| | | def OnStartPubCDFBSweep(curPlayer, mapID, lineID, cnt, dataEx):
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| | |
| | |
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| | | def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
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| | | ## 回合战斗请求 - 地图验证
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| | | # @return: 是否允许
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| | | # @return: 是否允许, 后端验证通过的funcLineID
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| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
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| | |
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| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightRequest"))
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| | |
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| | | if callFunc == None:
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| | | # 默认不限制
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| | | return True
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| | | return True, funcLineID
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| | |
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| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
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| | |
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| | |
| | |
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| | | return callFunc(curPlayer, mapID, funcLineID)
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| | |
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| | | def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
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| | | ## 获取副本指定NPC初始化属性
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| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
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| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBNPCInitAttr"))
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| | | if callFunc == None:
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| | | return
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| | | |
| | | return callFunc(curPlayer, turnFight, npcObj)
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| | |
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| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
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| | | ## 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
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| | | # @return: 可否被正常击杀
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| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
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| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnFBNPCKilledBefore"))
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| | | if callFunc == None:
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| | | # 不需要逻辑时默认可被正常击杀
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| | | return True
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| | | |
| | | return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
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| | |
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| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
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| | | ## 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
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| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
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