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
@@ -541,7 +540,6 @@
    #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 +582,6 @@
    #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):
@@ -1603,17 +1589,6 @@
    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):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2388,14 +2363,6 @@
    
    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
@@ -2409,31 +2376,43 @@
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容释放技能成功
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, "OnPlayerLineupAttackSuccess"))
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBPlayerLineupID"))
    
    if callFunc:
        callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
    return
    if callFunc == None:
        # 默认不限制
        return ShareDefine.Lineup_Main, ShareDefine.Lineup_Main
    return callFunc(curPlayer, mapID, funcLineID)
def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容攻击结果额外处理
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, defObj, curSkill, mapID, funcLineID)
        callFunc(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID)
        
    return
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
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)
    
@@ -2442,40 +2421,5 @@
    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)