ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
@@ -32,15 +32,23 @@
import FBLogic
import ChPyNetSendPack
import NetPackCommon
import PlayerSuccess
import ItemCommon
import IpyGameDataPY
import ShareDefine
import GameFuncComm
import FBHelpBattle
import SkillShell
import PyGameData
import PetControl
import NPCCommon
import time
import math
#---------------------------------------------------------------------
def OnLogin(curPlayer):
    NotifyBuyFBBuffInfo(curPlayer)
    return
## 玩家副本行为封包 A5 08
#  @param playerIndex 玩家索引  
@@ -332,6 +340,8 @@
    if not FBLogic.OnPlayerFBSweepAsk(curPlayer, mapID, lineID, cnt, isFinish, dataEx):
        return
    
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_FBSweep, 1, [mapID])
    #扣除扫荡道具
    if sweepCostindexList and sweepCostCnt:
        ItemCommon.ReduceItem(curPlayer, itemPack, sweepCostindexList, sweepCostCnt, False, 'FBSweepCostItem')
@@ -444,5 +454,168 @@
    FBLogic.OnClientStartFB(curPlayer, tick)
    return
#// A2 31 前端开始自定义场景 #tagCMClientStartCustomScene
#
#struct    tagCMClientStartCustomScene
#{
#    tagHead        Head;
#    DWORD        MapID;
#    WORD        FuncLineID;
#};
def OnClientStartCustomScene(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    DoEnterCustomScene(curPlayer, mapID, funcLineID, tick)
    return
#// A2 33 前端退出自定义场景 #tagCMClientExitCustomScene
#
#struct    tagCMClientExitCustomScene
#{
#    tagHead        Head;
#};
def OnClientExitCustomScene(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    DoExitCustomScene(curPlayer)
    return
def DoEnterCustomScene(curPlayer, mapID, lineID, tick):
    ## 进入自定义场景状态
    playerID = curPlayer.GetPlayerID()
    GameWorld.Log("玩家请求进入自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID)
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        curMapID = PlayerControl.GetCustomMapID(curPlayer)
        curLineID = PlayerControl.GetCustomLineID(curPlayer)
        if mapID == curMapID and lineID == curLineID:
            GameWorld.Log("    玩家当前已经在自定义场景中!无需重新请求!", playerID)
            result = 1
        else:
            GameWorld.Log("    玩家当前在不同的自定义场景中!不允许进入!curMapID=%s,curLineID=%s"
                          % (curMapID, curLineID), playerID)
            result = 0
        StartCustomSceneResult(curPlayer, mapID, lineID, result)
        return
    #进入副本通用检查
    if mapID:
        fbIpyData = FBCommon.GetFBIpyData(mapID)
        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID)
        if PlayerControl.CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK:
            StartCustomSceneResult(curPlayer, mapID, lineID, 0)
            return
    PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 1) # 由于前端不一定有发mapID,所以这里额外记录这个状态,不能直接用mapID判断
    PlayerControl.SetCustomMap(curPlayer, mapID, lineID)
    NPCCommon.ClearPriWoodPile(curPlayer)
    GameWorld.Log("玩家开始自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID)
    if mapID:
        PetControl.DoLogic_PetLoadMapOK(curPlayer)
        FBLogic.OnEnterCustomScene(curPlayer, mapID, lineID)
    #默认回满血
    if curPlayer.GetHP() < curPlayer.GetMaxHP():
        curPlayer.SetHP(curPlayer.GetMaxHP())
    #通知进入状态
    StartCustomSceneResult(curPlayer, mapID, lineID, 1)
    return
def StartCustomSceneResult(curPlayer, mapID, lineID, result):
    if result != 1:
        DoExitCustomScene(curPlayer)
    resultPack = ChPyNetSendPack.tagMCStartCustomSceneResult()
    resultPack.MapID = mapID
    resultPack.FuncLineID = lineID
    resultPack.Result = result
    NetPackCommon.SendFakePack(curPlayer, resultPack)
    return
def DoExitCustomScene(curPlayer):
    ## 退出自定义场景状态
    PlayerControl.SetPlayerSightLevel(curPlayer, 0)
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 0)
    PlayerControl.SetCustomMap(curPlayer, 0, 0)
    if mapID and FBCommon.GetCustomMapStep(curPlayer, mapID, lineID) != ChConfig.CustomMapStep_Over:
        FBCommon.SetCustomMapStep(curPlayer, mapID, lineID, ChConfig.CustomMapStep_Over)
    NPCCommon.ClearPriWoodPile(curPlayer)
    #默认回满血
    if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie and curPlayer.GetHP() < curPlayer.GetMaxHP():
        curPlayer.SetHP(curPlayer.GetMaxHP())
    GameWorld.Log("玩家退出自定义场景!", curPlayer.GetPlayerID())
    return
#// B1 0A 副本购买buff #tagCMFBBuyBuff
#struct    tagCMFBBuyBuff
#{
#    tagHead         Head;
#    DWORD        MapID;
#    WORD        MoneyCnt;
#};
def OnFBBuyBuff(playerIndex, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
    playerID = curPlayer.GetPlayerID()
    mapID = clientData.MapID
    moneyCnt = clientData.MoneyCnt
    ipyData = IpyGameDataPY.GetIpyGameData('FBBuyBuff', mapID, moneyCnt)
    if not ipyData:
        return
    addBuffID = ipyData.GetBuffID()
    curSkill = GameWorld.GetGameData().GetSkillBySkillID(addBuffID)
    if not curSkill:
        return
    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
    if crossMapID and mapID !=crossMapID:
        return
    if not crossMapID and mapID != GameWorld.GetMap().GetMapID():
        return
    curTime = int(time.time())
    #判断CD
    timeKey = (mapID, moneyCnt)
    lastTime = PyGameData.g_fbBuyBuffTimeDict.get(playerID, {}).get(timeKey, 0)
    if lastTime and curTime - lastTime < ipyData.GetBuffCD():
        GameWorld.DebugLog('副本购买buff CD未到 ')
        return
    #扣钱
    infoDict =  {"MapID":mapID, "addBuffID":addBuffID}
    if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, moneyCnt, ChConfig.Def_Cost_FBBuyBuff, infoDict):
        return
    if playerID not in PyGameData.g_fbBuyBuffTimeDict:
        PyGameData.g_fbBuyBuffTimeDict[playerID] = {}
    PyGameData.g_fbBuyBuffTimeDict[playerID][timeKey] = curTime
    NotifyBuyFBBuffInfo(curPlayer)
    if crossMapID:
        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "buffID":addBuffID}
        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_AddBuff, msgDict)
        GameWorld.DebugLog("跨服中请求复活, crossMapID=%s,msgDict=%s" % (crossMapID, msgDict), playerID)
        return
    SkillShell.__DoLogic_AddBuff(curPlayer, curPlayer, curSkill, False, tick, 0, 0)
    #SkillCommon.AddBuffBySkillType(curPlayer, addBuffID, tick)
    return
def NotifyBuyFBBuffInfo(curPlayer):
    playerID = curPlayer.GetPlayerID()
    buffTimeDict = PyGameData.g_fbBuyBuffTimeDict.get(playerID, {})
    if not buffTimeDict:
        return
    packData = ChPyNetSendPack.tagMCFBBuyBuffInfo()
    packData.InfoList = []
    for timeKey, buyTime in buffTimeDict.items():
        mapID, moneyCnt = timeKey
        timeInfo = ChPyNetSendPack.tagMCFBBuyBuffTime()
        timeInfo.MapID = mapID
        timeInfo.MoneyCnt = moneyCnt
        timeInfo.BuyTime = buyTime
        packData.InfoList.append(timeInfo)
    packData.Cnt = len(packData.InfoList)
    NetPackCommon.SendFakePack(curPlayer, packData)
    return