| | |
| | | import math
|
| | |
|
| | | g_runeTypeDict = {}
|
| | | FBDict_Level = 'FBDict_Level' # 副本关卡
|
| | |
|
| | |
|
| | | # 副本通用配置
|
| | | (
|
| | | Def_PrepareTime, # 每关准备时间,秒
|
| | | Def_FightTime, # 每关战斗时间,秒
|
| | | Def_ExitTime, # 退出时间, 秒
|
| | | Def_DayPrizeMaxCnt, #每日奖励最多累积几天(配0则无限)
|
| | | ) = range(4)
|
| | |
|
| | |
|
| | |
|
| | |
|
| | | # 副本状态
|
| | | (
|
| | | FB_State_Open, # 副本开启
|
| | | FB_State_FightPrepare, # 战斗准备时间
|
| | | FB_State_Fighting, # 战斗
|
| | | FB_State_FreeTime, # 活动结束准备(胜利/失败)
|
| | | FB_State_Close, # 关闭副本
|
| | | ) = range(5)
|
| | |
|
| | |
|
| | | ## 符印塔配置
|
| | | def __GetTrialCfg(): return FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_TrialTower)
|
| | |
|
| | | def GetTowerIpyData(level):
|
| | | return IpyGameDataPY.GetIpyGameData('RuneTower', level)
|
| | |
| | | GameWorld.DebugLog(' 更新符印塔已通关数 %s' % passlv)
|
| | | return
|
| | |
|
| | | ## 是否可进入
|
| | | # @param curPlayer
|
| | | # @param mapID 地图ID
|
| | | # @param lineId 分线ID
|
| | | # @param tick
|
| | | # @return 是否可进入
|
| | | def OnEnterFBEvent(curPlayer, mapID, lineId, tick): |
| | | return True
|
| | |
|
| | |
|
| | | ## 检查可否进行挑战
|
| | | def __CheckCanChallenge(curPlayer, fbLevel):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | ipyData = GetTowerIpyData(fbLevel)
|
| | | |
| | | if not ipyData:
|
| | | GameWorld.ErrLog("符印塔关卡(%s)不存在" % (fbLevel), playerID)
|
| | | return False
|
| | | |
| | | # 是否已过关
|
| | | if fbLevel <= __GetTrialLevelCurPassLV(curPlayer):
|
| | | GameWorld.DebugLog("符印塔本关(%s)已过关, 无法挑战!" % fbLevel, playerID)
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | |
|
| | | ##副本玩家进入点
|
| | | # @param curPlayer 玩家实例
|
| | | # @param mapID 地图ID
|
| | | # @param lineId 分线ID
|
| | | # @param ipyEnterPosInfo 功能线路IPY配置坐标信息
|
| | | # @param tick 时间戳
|
| | | # @return posX, posY, 随机半径(可选)
|
| | | def OnGetFBEnterPos(curPlayer, mapID, lineId, ipyEnterPosInfo, tick):
|
| | | return ipyEnterPosInfo
|
| | |
|
| | |
|
| | | ## 是否可以进入
|
| | | # @param ask 请求信息
|
| | | # @param tick
|
| | | # @return 回复是否通过请求
|
| | | def OnChangeMapAsk(ask, tick):
|
| | | return IPY_GameWorld.cmeAccept
|
| | |
|
| | | ## 进副本
|
| | | # @param curPlayer
|
| | | # @param tick
|
| | | # @return None
|
| | | def DoEnterFB(curPlayer, tick):
|
| | | # 不做处理,有副本行为客户端发包选择挑战关卡
|
| | | EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_TrialTower, 0, ChConfig.CME_Log_Start)
|
| | | return
|
| | |
|
| | |
|
| | | ## 副本时间到关闭
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def OnCloseFB(tick):
|
| | | return
|
| | |
|
| | |
|
| | | ##玩家退出副本.
|
| | | # @param curPlayer 玩家实例
|
| | | # @param tick 时间戳
|
| | | # @return 返回值无意义
|
| | | # @remarks 玩家主动离开副本.
|
| | | def DoExitFB(curPlayer, tick):
|
| | | # 玩家退出默认关闭副本
|
| | | #GameWorldProcess.CloseFB(tick)
|
| | | return
|
| | |
|
| | |
|
| | | ##副本总逻辑计时器
|
| | | # @param tick 时间戳
|
| | | # @return 无意义
|
| | | # @remarks 副本总逻辑计时器
|
| | | def OnProcess(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbStep = gameFB.GetFBStep()
|
| | | |
| | | if fbStep == FB_State_FightPrepare:
|
| | | __DoLogic_FightPrepare(tick)
|
| | | elif fbStep == FB_State_Fighting:
|
| | | __DoLogic_Fighting(tick)
|
| | | elif fbStep == FB_State_FreeTime:
|
| | | __DoLogic_FreeTime(tick)
|
| | | elif fbStep == FB_State_Close:
|
| | | pass
|
| | | |
| | | return
|
| | |
|
| | | ## 获取BossID
|
| | | def __GetTrialBossID(fbLevel= -1):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | |
| | | return 0
|
| | | return ipyData.GetNPCID()
|
| | |
|
| | | ##战斗准备时间
|
| | | # @param tick 时钟
|
| | | # @return 无意义
|
| | | def __DoLogic_FightPrepare(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | |
| | | trialCfg = __GetTrialCfg()
|
| | | if tick - gameFB.GetFBStepTick() < trialCfg[Def_PrepareTime] * 1000:
|
| | | return
|
| | | |
| | | bossID = __GetTrialBossID()
|
| | | if not bossID:
|
| | | FBCommon.DoLogic_FBKickAllPlayer()
|
| | | return
|
| | | |
| | | FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, trialCfg[Def_FightTime] * 1000)
|
| | | |
| | | NPCCustomRefresh.SetNPCRefresh(FBCommon.GetFBLineRefreshNPC(ChConfig.Def_FBMapID_TrialTower, 0), [bossID])
|
| | | |
| | | #转入战斗
|
| | | FBCommon.SetFBStep(FB_State_Fighting, tick)
|
| | | return
|
| | |
|
| | | ## 开始副本关卡
|
| | | def StartFBLevel(curPlayer, fbLevel, tick):
|
| | | |
| | | if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
|
| | | GameWorld.DebugLog("复活玩家...", curPlayer.GetPlayerID())
|
| | | ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_City, tick)
|
| | | GameObj.SetHPFull(curPlayer)
|
| | | FBCommon.ClearFBNPC()
|
| | | |
| | | gameFB = GameWorld.GetGameFB()
|
| | | gameFB.SetGameFBDict(FBDict_Level, fbLevel)
|
| | | |
| | | prepareTick = __GetTrialCfg()[Def_PrepareTime] * 1000
|
| | | FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttAddUpTime, prepareTick)
|
| | | FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttWaitStart, prepareTick)
|
| | | FBCommon.SetFBStep(FB_State_FightPrepare, tick)
|
| | | helpDict = {FBCommon.Help_wheel:fbLevel}
|
| | | FBCommon.Notify_FBHelp(curPlayer, helpDict)
|
| | | GameWorld.DebugLog("StartFBLevel, fbLevel=%s, helpDict=%s" |
| | | % (fbLevel, str(helpDict)), curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | |
|
| | | ##战斗时间
|
| | | # @param tick 时钟
|
| | | # @return 无意义
|
| | | def __DoLogic_Fighting(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | |
| | | #判断时间结束
|
| | | if tick - gameFB.GetFBStepTick() < __GetTrialCfg()[Def_FightTime] * 1000:
|
| | | return
|
| | | |
| | | fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | playerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for index in xrange(playerManager.GetPlayerCount()):
|
| | | curPlayer = playerManager.GetPlayerByIndex(index)
|
| | | if not curPlayer:
|
| | | continue
|
| | | __SendTrialTowerOverInfo(curPlayer, fbLevel, False)
|
| | | |
| | | #游戏结束
|
| | | __SetFBToFreeTime(tick)
|
| | | return
|
| | |
|
| | | ##设置副本进入离开状态
|
| | | # @param tick 时钟
|
| | | # @return 无意义
|
| | | def __SetFBToFreeTime(tick):
|
| | | FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttLeaveMap, __GetTrialCfg()[Def_ExitTime] * 1000)
|
| | | FBCommon.SetFBStep(FB_State_FreeTime, tick)
|
| | | return
|
| | |
|
| | | ##比赛结束的空闲时间
|
| | | # @param tick 时钟
|
| | | # @return 无意义
|
| | | # @remarks 比赛结束的空闲时间
|
| | | def __DoLogic_FreeTime(tick):
|
| | | if tick - GameWorld.GetGameFB().GetFBStepTick() < __GetTrialCfg()[Def_ExitTime] * 1000:
|
| | | return
|
| | | |
| | | #FBCommon.DoLogic_FBKickAllPlayer()
|
| | | return
|
| | |
|
| | | ## 杀怪
|
| | | # @param curPlayer
|
| | |
| | | FBCommon.Notify_FB_Over(curPlayer, overDict)
|
| | | return
|
| | |
|
| | |
|
| | | ## 检查是否可攻击, 主判定不可攻击的情况,其他逻辑由外层决定
|
| | | # @param attacker 攻击方
|
| | | # @param defender 防守方
|
| | | # @return bool
|
| | | def CheckCanAttackTagObjInFB(attacker, defender):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | if gameFB.GetFBStep() != FB_State_Fighting:
|
| | | return False
|
| | | return True
|
| | |
|
| | | ##玩家死亡.
|
| | | # @param curPlayer:死亡的玩家 |
| | | # @param tick 时间戳
|
| | | # @return 返回值无意义
|
| | | # @remarks 玩家主动离开副本.
|
| | | def DoPlayerDead(curPlayer):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | __SendTrialTowerOverInfo(curPlayer, fbLevel, False)
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | #游戏结束
|
| | | __SetFBToFreeTime(tick)
|
| | | return
|
| | |
|
| | | ## 是否副本复活
|
| | | # @param None
|
| | | # @return 是否副本复活
|
| | | def OnPlayerReborn():
|
| | | return True
|
| | |
|
| | | ## 副本行为
|
| | | # @param curPlayer 玩家
|
| | | # @param actionType 行为类型
|
| | | # @param actionInfo 行为信息
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | def DoFBAction(curPlayer, actionType, actionInfo, tick):
|
| | | # 默认为选择关卡,由客户端决定,进场及副本选关通用此行为
|
| | | if actionInfo <= 0:
|
| | | return
|
| | | |
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbStep = gameFB.GetFBStep()
|
| | | |
| | | if fbStep in [FB_State_FightPrepare, FB_State_Fighting]:
|
| | | GameWorld.DebugLog("准备或战斗中, 无法变更关卡!")
|
| | | return
|
| | | |
| | | fbLevel = actionInfo
|
| | | if not __CheckCanChallenge(curPlayer, fbLevel):
|
| | | FBCommon.DoLogic_FBKickAllPlayer()
|
| | | return
|
| | | |
| | | StartFBLevel(curPlayer, fbLevel, tick)
|
| | | return
|
| | |
|
| | |
|
| | | def GetRuneTypeByTowerLV(towerLV):
|
| | | #获取关卡可掉落符印类型
|
| | | towerRuneTypeDict = IpyGameDataPY.GetFuncEvalCfg('TowerRuneType')
|
| | |
| | | #BOSS复活活动
|
| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_TowerSweep, 1)
|
| | | PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_TowerSweep, 1)
|
| | | return True |
| | | return True
|
| | |
|
| | |
|
| | | def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
|
| | | ## 回合战斗请求 - 地图验证
|
| | | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | ipyData = GetTowerIpyData(funcLineID)
|
| | | |
| | | if not ipyData:
|
| | | GameWorld.ErrLog("符印塔关卡不存在: funcLineID=%s" % (funcLineID), playerID)
|
| | | return False
|
| | | |
| | | # 是否已过关
|
| | | if funcLineID <= __GetTrialLevelCurPassLV(curPlayer):
|
| | | GameWorld.DebugLog("符印塔本关已过关, 无法挑战! funcLineID=%s" % funcLineID, playerID)
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | | def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
|
| | | ## 回合战斗结束
|
| | | # @return: 是否需要同步GameServer, 奖励列表, 发放方式(0-不发放, 1-TurnAttack模块统一发放, 2-功能自己决定发放逻辑)
|
| | | |
| | | needSendGameServer = False
|
| | | awardItemList = []
|
| | | awardWay = 2
|
| | | |
| | | isWin = fightRet[0]
|
| | | if not isWin:
|
| | | return needSendGameServer, awardItemList, awardWay
|
| | | |
| | | return needSendGameServer, awardItemList, awardWay
|
| | |
|
| | | |
| | | return
|
| | |
|