| | |
| | | return {}
|
| | | return ret
|
| | |
|
| | | def GetLogicMapID(curObj=None):
|
| | | if curObj:
|
| | | tfMapID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMapID)
|
| | | if tfMapID:
|
| | | return tfMapID
|
| | | return GameWorld.GetMap().GetMapID()
|
| | |
|
| | | def CalcFBNPCPlusAttr(curNPC):
|
| | | ## 副本NPC增加属性
|
| | | # @return: 增加的属性信息 {attrID:value, ...}
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(GetLogicMapID(curNPC))
|
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "CalcFBNPCPlusAttr"))
|
| | | if not callFunc:
|
| | | return {}
|
| | | return callFunc(curNPC)
|
| | |
|
| | | ## 获得副本LoadIng时间
|
| | | # @param 占领人
|
| | | # @param 被占领的NPC
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
|
| | |
|
| | | def OnTurnFightIsWin(curPlayer, mapID, funcLineID, tagType, tagID, valueList, isWin):
|
| | | ## 回合战斗副本是否获胜
|
| | | |
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightIsWin"))
|
| | | |
| | | if callFunc == None:
|
| | | return isWin
|
| | | |
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, isWin)
|
| | |
|
| | | def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
|
| | | ## 回合战斗结束
|
| | | # @return: 是否需要同步GameServer, 奖励列表, 同步结果信息
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
|
| | |
|
| | | def OnTurnFightPlayerFactionHurt(curPlayer, mapID, funcLineID, hurtObj, hurtValue, factionHurtValue):
|
| | | ## 回合战斗玩家阵营伤害变更
|
| | | |
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightPlayerFactionHurt"))
|
| | | |
| | | if callFunc == None:
|
| | | return
|
| | | |
| | | return callFunc(curPlayer, mapID, funcLineID, hurtObj, hurtValue, factionHurtValue)
|
| | |
|
| | | |