ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
@@ -61,6 +61,21 @@
    
    return True, levelID
def GetFBNPCLineupInfo(curPlayer, mapID, funcLineID):
    ## 获取NPC阵容相关
    # @return: npcLineupIDList, strongerLV, difficulty
    chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
    if not levelIpyData:
        return
    npcLineupIDList = levelIpyData.GetBossLineupIDList() # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
    strongerLV = levelIpyData.GetNPCLV()
    difficulty = levelIpyData.GetDifficulty()
    return npcLineupIDList, strongerLV, difficulty
def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
    ## 回合战斗结束
    if not curPlayer:
@@ -98,6 +113,28 @@
                            % (chapterID, levelNum, nextChapterID, nextLevelNum), playerID)
        isAllPass = True
        
    # 发放过关奖励
    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
    itemList = levelIpyData.GetAwardItemList() if levelIpyData else []
    GameWorld.DebugLog("过关奖励: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
    overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
    turnFight.awardData = [nextChapterID, nextLevelNum, isAllPass, itemList]
    return
def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
    ## 回合战斗结算奖励
    if not curPlayer:
        return
    if not awardData:
        return
    playerID = curPlayer.GetPlayerID()
    nextChapterID, nextLevelNum, isAllPass, itemList = awardData
    GameWorld.DebugLog("处理奖励数据: nextChapterID=%s,nextLevelNum=%s,isAllPass=%s,itemList=%s" % (nextChapterID, nextLevelNum, isAllPass, itemList))
    updPassValue = PlayerControl.SetMainLevelPassInfo(curPlayer, nextChapterID, nextLevelNum, 0)
    if isAllPass:
        # 已通关的刷怪进度保持不变
@@ -105,17 +142,7 @@
        GameWorld.DebugLog("已通关的刷怪进度保持不变: updNowValue=%s" % updNowValue, playerID)
    else:
        updNowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, nextChapterID, nextLevelNum, 1)
        GameWorld.DebugLog("为通关的刷怪进度设置为下一关的第1波: updNowValue=%s" % updNowValue, playerID)
        GameWorld.DebugLog("未通关的刷怪进度设置为下一关的第1波: updNowValue=%s" % updNowValue, playerID)
    GameWorld.DebugLog("updPassValue=%s,updNowValue=%s" % (updPassValue, updNowValue), playerID)
    # 发放过关奖励
    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
    if not levelIpyData:
        return
    itemList = levelIpyData.GetAwardItemList()
    GameWorld.DebugLog("过关奖励: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
    ItemControler.GivePlayerItemOrMail(curPlayer, itemList, event=["MainLevelBoss", False, {}], isNotifyAward=False)
    overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
    return