ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MunekadoTrial.py
@@ -34,6 +34,7 @@
import PyGameData
import EventShell
import NPCCommon
import FBHelpBattle
import math
@@ -50,7 +51,7 @@
# 副本状态
(
FB_Step_Open, #开启
FB_Step_CallHelp, # 助战召唤
FB_Step_Prepare, #准备中
FB_Step_Fight, # 战斗中
FB_Step_PickItem, # 拾取物品中
@@ -162,11 +163,12 @@
    if not FBCommon.GetHadSetFBPropertyMark():
        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
        FBCommon.SetFBPropertyMark(lineID)
        if gameFB.GetFBStep() == FB_Step_Open:
            FBCommon.SetFBStep(FB_Step_Prepare, tick)
            gameFB.SetGameFBDict(ZMSL_FBNextRefreshStep, 0)
            gameFB.SetGameFBDict(ZMSL_FBNPCCnt, 0)
            gameFB.SetGameFBDict(ZMSL_FBNPCRefreshCnt, 0)
#        if gameFB.GetFBStep() == FB_Step_Open:
#            FBCommon.SetFBStep(FB_Step_Prepare, tick)
#            gameFB.SetGameFBDict(ZMSL_FBNextRefreshStep, 0)
#            gameFB.SetGameFBDict(ZMSL_FBNPCCnt, 0)
#            gameFB.SetGameFBDict(ZMSL_FBNPCRefreshCnt, 0)
    lineID = FBCommon.GetFBPropertyMark()
    GameWorld.DebugLog("ZMSL DoEnterFB lineID=%s!" % lineID, curPlayer.GetID())
    # 进入消耗处理
@@ -174,12 +176,15 @@
        FBCommon.SetHadDelTicket(curPlayer)
        PyGameData.g_fbPickUpItemDict.pop(curPlayer.GetPlayerID(), 0)
        curPlayer.SetDict(ChConfig.Def_PlayerKey_IsInFBOnDay, 0)
        isHelpFight = False
        if FBCommon.SetIsHelpFight(curPlayer):
            isHelpFight = True
            GameWorld.DebugLog("ZMSL 助战进入副本!", curPlayer.GetID())
        joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
        EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_Start, joinType)
#        isHelpFight = False
#        if FBCommon.SetIsHelpFight(curPlayer):
#            isHelpFight = True
#            GameWorld.DebugLog("ZMSL 助战进入副本!", curPlayer.GetID())
#        joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
#        EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_Start, joinType)
    if gameFB.GetFBStep() == FB_Step_CallHelp:
        FBHelpBattle.SendGameServer_RefreshHelpBattlePlayer(curPlayer, mapID, lineID)
        return
    ZMSLCfg = GetMTFBLineStepTime()
    fbStep = gameFB.GetFBStep()
    if fbStep <= FB_Step_Prepare:
@@ -193,6 +198,16 @@
        
    __UpdZMSLFBStar(tick, True, curPlayer)
    DoFBHelp(curPlayer, tick)
    return
## 召唤助战完成
def OnCallHelpBattleOK(curPlayer, tick):
    ZMSLCfg = GetMTFBLineStepTime()
    FBCommon.SetFBStep(FB_Step_Prepare, tick)
    notify_tick = ZMSLCfg[Def_PrepareTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
    curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, max(notify_tick, 0), True)
    lineID = FBCommon.GetFBPropertyMark()
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, lineID, ChConfig.CME_Log_Start)
    return
## 刷怪
@@ -407,28 +422,26 @@
            GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, star, False, [mapID])
            needSyncFBData = True
        isInFBOnDay = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IsInFBOnDay)
        isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
        if star == 5:
            joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
            EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_End, joinType, 1)
            EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_End, 0, 1)
        EventShell.EventRespons_FBEvent(curPlayer, "zmsl_%s_%s" % (lineID, star))
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrial, 1, [playerCount, star, lineID+1])
        EventShell.EventRespons_FBEvent(curPlayer, "passzmsl")
        #增加助战积分
        if isHelpFight:
            EventShell.EventRespons_FBEvent(curPlayer, "helpzmsl_%s"%lineID)
            FBCommon.AddFBHelpPoint(curPlayer, mapID, 1)
            overDict.pop(FBCommon.Over_itemInfo, 0)
#        if isHelpFight:
#            EventShell.EventRespons_FBEvent(curPlayer, "helpzmsl_%s"%lineID)
#            FBCommon.AddFBHelpPoint(curPlayer, mapID, 1)
#            overDict.pop(FBCommon.Over_itemInfo, 0)
#        else:
        # 如果在副本中过天,则只给物品奖励,不变更过关信息
        if not isInFBOnDay:
            FBCommon.AddEnterFBCount(curPlayer, mapID, 1)
            FBHelpBattle.DoSingleFBAddXianyuanCoin(curPlayer, mapID, lineID)
            needSyncFBData = False
        else:
            # 如果在副本中过天,则只给物品奖励,不变更过关信息
            if not isInFBOnDay:
                FBCommon.AddEnterFBCount(curPlayer, mapID, 1)
                needSyncFBData = False
            else:
                curPlayer.SetDict(ChConfig.Def_PlayerKey_IsInFBOnDay, 0)
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrialEx, 1)
            curPlayer.SetDict(ChConfig.Def_PlayerKey_IsInFBOnDay, 0)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrialEx, 1)
            
            #=======================================================================================
            # #给奖励
@@ -444,9 +457,9 @@
            #overDict[FBCommon.Over_itemInfo] = FBCommon.GetJsonItemList(prizeItemList)
            #=======================================================================================
            
            jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, {killNPCID:1})
            # 通知结果
            overDict[FBCommon.Over_itemInfo] = jsonItemList
        jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, {killNPCID:1})
        # 通知结果
        overDict[FBCommon.Over_itemInfo] = jsonItemList
            
        if needSyncFBData:
            FBCommon.Sync_FBPlayerFBInfoData(curPlayer, mapID)
@@ -497,6 +510,10 @@
            npcIDList.append(npcid)
    return npcIDList
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
@@ -504,6 +521,10 @@
# @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):
    if curNPC.GetNPCID() not in __GetAllNPCIDList():
        return
    gameFB = GameWorld.GetGameFB()
@@ -515,8 +536,6 @@
    
    GameWorld.DebugLog("DoFB_Player_KillNPC, npcID=%s,ZMSL_FBNPCCnt=%s,needRefreshCnt=%s" 
                       % (curNPC.GetNPCID(), npcCnt, needRefreshCnt))
    
    if npcCnt <= 0 and needRefreshCnt <= 0:
        GameWorld.DebugLog("本波所有怪物已被击杀!")