| | |
| | |
|
| | | # 玩家
|
| | | if tagType == 1:
|
| | | OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID)
|
| | | if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
|
| | | return
|
| | |
|
| | | # NPC
|
| | | else:
|
| | |
| | | if not ret:
|
| | | return
|
| | | npcLineupIDList, strongerLV, difficulty = ret
|
| | | OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
|
| | | if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
|
| | | return
|
| | |
|
| | | return
|
| | | return True
|
| | |
|
| | | def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
|
| | | SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
|
| | | tfMgr.delTurnFight(guid)
|
| | | return
|
| | | return True
|
| | |
|
| | | def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
|
| | | SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
|
| | | tfMgr.delTurnFight(guid)
|
| | | return
|
| | | return True
|
| | |
|
| | | def GetTurnMax(mapID):
|
| | | if mapID == ChConfig.Def_FBMapID_Main:
|
| | |
| | | def TurnFightPerTurnBigStart(turnFight, turnNum):
|
| | | ## 大回合开始时
|
| | |
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for faction, num in turnFight.actionSortList:
|
| | | GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | |
| | |
|
| | | # 非主线的PVE目标怪物
|
| | | if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
|
| | | if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer):
|
| | | if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
|
| | | return
|
| | |
|
| | | objID = gameObj.GetID()
|