| | |
| | |
|
| | | 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
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
|
| | |
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID):
|
| | | 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, "GetFBPlayerLineupID"))
|
| | | |
| | | if callFunc == None:
|
| | | # 默认不限制
|
| | | return ShareDefine.Lineup_Main, ShareDefine.Lineup_Main
|
| | | |
| | | return callFunc(curPlayer, mapID, funcLineID)
|
| | |
|
| | | 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, killObjIDList, useSkill, 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)
|
| | |
|
| | |
| | | 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)
|