| | |
| | |
|
| | | 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:
|
| | |
| | | % (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
|
| | |
| | | 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
|