ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -1549,10 +1549,12 @@
def OnPlayerFBQuickPass(curPlayer, mapID, lineID):
    '''副本快速过关验证
    @param mapID: 数据地图ID
    @param lineID: 目标关卡线路ID,可一次性跳多关,由前端发包决定
    @return: (bossID, quickCnt) 或  None
    @note: bossID 目标NPCID - 目标关卡所需要挑战的主NPCID,一般是boss,用于验证战力是否满足快速过关
    @note: quickCnt 本次总共跳过几关 - 默认1
    @param lineID: 目标关卡线路ID,可一次性跳多关,根据功能由前端发包决定或后端直接决定
    @return: (lineID, quickCnt, quickFightPower, quickData) 或  None
    @note: lineID 由后端决定的快速过关到哪,如果前端决定的则直接返回 lineID
    @note: quickCnt 本次总共跳过几关
    @note: quickFightPower 目标阵容战力,用于验证战力是否满足快速过关
    @note: quickData 扩展数据,功能自定义,传给 OnPlayerFBQuickPassResult
    '''
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
@@ -1564,7 +1566,7 @@
    
    return callFunc(curPlayer, mapID, lineID)
def OnPlayerFBQuickPassResult(curPlayer, mapID, lineID):
def OnPlayerFBQuickPassResult(curPlayer, mapID, lineID, quickData):
    '''副本快速过关结果
    '''
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -1574,7 +1576,7 @@
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID)
    return callFunc(curPlayer, mapID, lineID, quickData)
#---------------------------------------------------------------------
@@ -2234,19 +2236,6 @@
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
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
@@ -2258,7 +2247,7 @@
    
    return callFunc(curPlayer, mapID, funcLineID)
def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
def GetFBNPCInitAttr(turnFight, npcObj):
    ## 获取副本指定NPC初始化属性
    do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
    
@@ -2266,9 +2255,9 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, turnFight, npcObj)
    return callFunc(turnFight, npcObj)
def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
def OnFBNPCKilledBefore(turnFight, gameObj, killer=None, useSkill=None):
    ## 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
    # @return: 可否被正常击杀
    do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
@@ -2278,7 +2267,7 @@
        # 不需要逻辑时默认可被正常击杀
        return True
    
    return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
    return callFunc(turnFight, gameObj, killer, useSkill)
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
@@ -2291,7 +2280,7 @@
        
    return
def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
def OnTurnFightOver(turnFight, mapID, funcLineID, overMsg):
    ## 回合战斗结束
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2301,9 +2290,9 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, turnFight, mapID, funcLineID, overMsg)
    return callFunc(turnFight, mapID, funcLineID, overMsg)
def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
    ## 回合战斗结算奖励
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2313,4 +2302,4 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, turnFight, mapID, funcLineID, awardData)
    return callFunc(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)