ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
@@ -32,6 +32,7 @@
import EventReport
import ChPlayer
import FBHelpBattle
import IpyGameDataPY
#阶段时间
@@ -136,7 +137,7 @@
def DoEnterFB(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("DoEnterFB...", playerID)
    gameFB = GameWorld.GetGameFB()
    
    if not FBCommon.GetHadDelTicket(curPlayer):
@@ -190,6 +191,13 @@
    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
@@ -376,6 +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
@@ -383,6 +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
@@ -488,7 +504,6 @@
            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
@@ -500,7 +515,8 @@
                GameWorld.DebugLog("首次结算奖励,增加挑战次数!", playerID)
                needSyncFBData = True
                FBCommon.AddEnterFBCount(curPlayer, dataMapID)
                FBHelpBattle.DoSingleFBAddXianyuanCoin(curPlayer, mapID, lineID)
                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)
@@ -513,6 +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):