hxp
2025-12-05 c80c8718c507a7e52f065eee9e35bb4f27573f48
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
@@ -60,7 +60,9 @@
        GameWorld.DebugLog("最后一波未通过,无法挑战本关boss! passWave=%s < %s" % (wave, waveMax))
        return
    
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_MainLevelChallenge, 1, [levelID])
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ChallengeLVID, levelID)
    PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevelChallenge)
    
    return True, levelID
@@ -79,24 +81,19 @@
    
    return npcLineupIDList, strongerLV, difficulty
def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
    ## 回合战斗结束
def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
    ## 回合战斗结算奖励
    if not curPlayer:
        return
    
    playerID = curPlayer.GetPlayerID()
    #winFaction = turnFight.winFaction
    isWin = turnFight.isWin
    isWin = winFaction == ChConfig.Def_FactionA
    
    chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
    if not isWin:
        nowValue = PlayerControl.GetMainLevelNowValue(curPlayer)
        GameWorld.DebugLog("主线boss战斗失败!保持当前刷怪波进度不变! nowValue=%s" % nowValue, playerID)
        return
    if turnFight.haveNextLineup():
        GameWorld.DebugLog("主线boss小队战斗胜利,有下一小队! chapterID=%s,levelNum=%s,lineupIndex=%s,lineupIDList=%s"
                           % (chapterID, levelNum, turnFight.lineupIndex, turnFight.lineupIDList), playerID)
        return
    
    isAllPass = False # 是否通关
@@ -120,23 +117,7 @@
    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))
    awardDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
    
    updPassValue = PlayerControl.SetMainLevelPassInfo(curPlayer, nextChapterID, nextLevelNum, 0)
    if isAllPass: