ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
@@ -31,6 +31,8 @@
import EventShell
import EventReport
import ChPlayer
import FBHelpBattle
import IpyGameDataPY
#阶段时间
@@ -42,7 +44,7 @@
#当前副本地图的状态
(
FB_Step_Open, # 副本开启
FB_Step_CallHelp, # 助战召唤
FB_Step_Prepare, # 副本等待
FB_Step_Fighting, # 副本进行中
FB_Step_Over, # 副本结束
@@ -122,6 +124,12 @@
    curPlayer.ResetPos(enterX, enterY)
    return
## 召唤助战完成
def OnCallHelpBattleOK(curPlayer, tick):
    lineID = FBCommon.GetFBPropertyMark()
    DoQueenRelicsLinePrepare(curPlayer, lineID, tick)
    return
## 进副本
#  @param curPlayer
#  @param tick
@@ -129,8 +137,7 @@
def DoEnterFB(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("DoEnterFB...", playerID)
    isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
    gameFB = GameWorld.GetGameFB()
    
    if not FBCommon.GetHadDelTicket(curPlayer):
@@ -139,33 +146,21 @@
            GameWorld.ErrLog("进入副本扣除门票失败!", curPlayer.GetPlayerID())
            return 0
        FBCommon.SetHadDelTicket(curPlayer)
        isHelpFight = FBCommon.SetIsHelpFight(curPlayer)
        GameWorld.DebugLog("    是否助战: %s" % isHelpFight, playerID)
        
    mapID = ChConfig.Def_FBMapID_QueenRelics
    lineID = FBCommon.GetFBPropertyMark()
    reqLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
    joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
    
    if not FBCommon.GetHadSetFBPropertyMark() or reqLineID > lineID:
        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
        FBCommon.SetFBStep(FB_Step_Open, tick)
        lineID = reqLineID
        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start, joinType)
    # 最后一次请求的功能线路ID比副本当前的还小,代表掉线期间队友已经打到其他层了,这时候,需要直接切换过去
    elif reqLineID < lineID:
        GameWorld.DebugLog("掉线期间队友已经打到其他层了,直接切换到目标功能线路ID!", playerID)
        toPosX, toPosY = __GetQueenRelicsLinePos(mapID, lineID)
        PlayerControl.PlayerResetWorldPosFBLineID(curPlayer, mapID, toPosX, toPosY, lineID)
        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start, joinType)
        return
    else:
        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start, joinType)
    #因为是组队副本,队员轮流进,所以只能设置一次
    fbStep = gameFB.GetFBStep()
    if fbStep < FB_Step_Prepare:
    if fbStep == FB_Step_CallHelp:
        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
        lineID = reqLineID
        FBHelpBattle.SendGameServer_RefreshHelpBattlePlayer(curPlayer, mapID, lineID)
        return
    if reqLineID > lineID:
        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
        lineID = reqLineID
        DoQueenRelicsLinePrepare(curPlayer, lineID, tick)
    else:
        fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
@@ -195,6 +190,14 @@
    __RefreshQueenRelicsNPC(True, False, tick, curPlayer)
    fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
    curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, fbLineTime[Def_PrepareTime] * 1000, True)
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start)
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", ChConfig.Def_FBMapID_QueenRelics, lineID)
    if helpIpyData:
        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBBaseHurt, helpIpyData.GetRobotBaseHurt())
        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBFightPower, helpIpyData.GetFightPowerMin())
        GameWorld.DebugLog("    更新副本助战机器人基础伤害: lineID=%s,RobotBaseHurt=%s,fbFightPower=%s"
                           % (lineID, helpIpyData.GetRobotBaseHurt(), helpIpyData.GetFightPowerMin()))
    return
##副本总逻辑计时器
@@ -381,6 +384,10 @@
    FBCommon.NotifyFBHelp(curPlayer, lineID, fbHelpDict)
    return
def DoFB_Npc_KillNPC(attacker, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
##玩家杀死NPC
# @param curPlayer:玩家实例
# @param curNPC:当前被杀死的NPC
@@ -388,6 +395,10 @@
# @return 返回值无意义
# @remarks 玩家主动离开副本.
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
def __FBNPCOnKilled(curNPC, tick):
    curNPCID = curNPC.GetNPCID()
    gameFB = GameWorld.GetGameFB()
    killNPCCount = gameFB.GetGameFBDictByKey(FBKey_KillNPCCount % curNPCID) + 1
@@ -473,30 +484,17 @@
            continue
        DoFBHelp(curPlayer, tick)
        
        isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
        playerID = curPlayer.GetPlayerID()
        rewardLine = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine)
        needSyncFBData = False
        overDict = {}
        if isPass:
            overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
            # 助战只算单次过关
            if isHelpFight:
                helpPoint = FBCommon.AddFBHelpPoint(curPlayer, dataMapID)
                overDict.update({FBCommon.Over_money:FBCommon.GetJsonMoneyList({ShareDefine.TYPE_Price_FBHelpPoint:helpPoint})})
                curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [dataMapID])
                if curGrade < grade:
                    GameWorld.DebugLog("    助战更新过关评级: dataMapID=%s,lineID=%s,curGrade=%s,grade=%s" % (dataMapID, lineID, curGrade, grade), curPlayer.GetPlayerID())
                    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, grade, False, [dataMapID])
                    needSyncFBData = True
            else:
                rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
                if rewardRet:
                    needSyncFBData, startRewardLineID, totalSP, rewardItemList = rewardRet
                    overDict.update({FBCommon.Over_sp:totalSP, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList),
                                     "startRewardLineID":startRewardLineID})
            rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
            if rewardRet:
                needSyncFBData, startRewardLineID, totalSP, rewardItemList = rewardRet
                overDict.update({FBCommon.Over_sp:totalSP, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList),
                                 "startRewardLineID":startRewardLineID})
            if lineID+1 > curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID):
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID, lineID+1)
            #成就
@@ -506,18 +504,19 @@
            EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID, grade)
            #任务
            EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
        FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
        
        # 记录结算到的线路层,记录值+1
        updRewardLine = lineID + 1
        gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
        
        if isPass and not rewardLine and not isHelpFight:
        if isPass and not rewardLine:
            isInFBOnDay = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_IsInFBOnDay)
            if not isInFBOnDay:
                GameWorld.DebugLog("首次结算奖励,增加挑战次数!", playerID)
                needSyncFBData = True
                FBCommon.AddEnterFBCount(curPlayer, dataMapID)
                addXianyuanCoin, reason = FBHelpBattle.DoFBAddXianyuanCoin(curPlayer, mapID, lineID)
                overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
            else:
                GameWorld.DebugLog("副本中过天,不增加挑战次数!", playerID)
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelicsEx, 1)
@@ -530,6 +529,8 @@
            
        if needSyncFBData:
            FBCommon.Sync_FBPlayerFBInfoData(curPlayer, dataMapID) # 同步信息
        FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
    return
def __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLineID, curLineID, passGrade, maxGrade, rewardRateList):