ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_ClearDevil.py
@@ -26,6 +26,7 @@
import ShareDefine
import EventReport
import PlayerControl
import QuestCommon
#---副本配置对应key值---
@@ -57,6 +58,7 @@
) = range(5)
FBPlayerDict_MissionID = 'FBPlayerDict_MissionID'   #副本任务ID
FBPlayerDict_MissionType = 'FBPlayerDict_MissionType'   #副本任务类型
FBPlayerDict_CostTime = 'FBPlayerDict_CostTime'   #副本耗时
FBPlayerDict_TotalPoint = 'FBPlayerDict_TotalPoint'   # 获得的总积分
FBPlayerDict_NPCRemainCnt = 'FBPlayerDict_NPCRemainCnt_%s'   # NPC剩余数量
@@ -140,8 +142,11 @@
    
    fbMissionID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBMissionID)
    if fbMissionID:
        fbMissionType = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBMissionType)
        gameFB.SetGameFBDict(FBPlayerDict_MissionID, fbMissionID)
        gameFB.SetGameFBDict(FBPlayerDict_MissionType, fbMissionType)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_ReqFBMissionID, 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_ReqFBMissionType, 0)
    
    fbStep = gameFB.GetFBStep()
    if fbStep < FB_Step_Prepare:
@@ -395,6 +400,16 @@
    
    return
##玩家退出家族处理
# @param curPlayer 玩家实例
# @param tick 时间戳
# @return 返回值无意义
def OnLeaveFamily(curPlayer, tick):
    gameFB = GameWorld.GetGameFB()
    fbMissionType = gameFB.GetGameFBDictByKey(FBPlayerDict_MissionType)
    if fbMissionType == QuestCommon.Def_Mission_Type_RunFamily:
        gameFB.SetGameFBDict(FBPlayerDict_MissionType, 0)
    return
## 任务专用,触发事件(副本内完成某任务)
#  @param curPlayer:玩家实例
@@ -473,8 +488,9 @@
    costTime = tick - GameWorld.GetGameFB().GetFBStepTick()
    gameFB.SetGameFBDict(FBPlayerDict_CostTime, costTime)
    fbMissionID = gameFB.GetGameFBDictByKey(FBPlayerDict_MissionID)
    fbMissionType = gameFB.GetGameFBDictByKey(FBPlayerDict_MissionType)
    # 通知结果 此处只通知失败,成功在完成任务时通知, 不是通过任务进的副本也通知
    if not isPass or not fbMissionID:
    if not isPass or not fbMissionID or not fbMissionType:
        __SendOverInfo(curPlayer, {FBCommon.Over_isPass:int(isPass), FBCommon.Over_exp:exp,FBCommon.Over_expPoint:expPoint, FBCommon.Over_costTime:costTime})
    
    # 进入离开阶段