ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -18,7 +18,7 @@
import IPY_GameWorld
import PlayerControl
import GameWorldProcess
import PlayerMergeEvent
import PlayerSuccess
import ReadChConfig
import ShareDefine
import FBCommon
@@ -325,13 +325,13 @@
    
    return
## 副本中召唤兽死亡(被击杀或者时间到等)
## 副本中NPC死亡(被击杀或者时间到等)
#  @param curNPC
#  @return None.
def DoFB_SummonNPCDead(curNPC):
def DoFB_NPCDead(curNPC):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFB_SummonNPCDead"))
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFB_NPCDead"))
    
    if callFunc:
        callFunc(curNPC)
@@ -355,6 +355,16 @@
    
    return
def DoFBOnNPCKill_Player(curNPC, curPlayer, tick):
    ## 副本内NPC杀人
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFBOnNPCKill_Player"))
    if callFunc:
        #GameWorld.Log("副本逻辑不可使用   GameLogic_%d"%(mapID))
        return  callFunc(curNPC, curPlayer, tick)
    return
#---------------------------------------------------------------------
## 任务专用,触发事件(副本内攻击人)
#  @param curPlayer 攻击者
@@ -485,7 +495,7 @@
    gameMapID = gameMap.GetMapID()
    
    #如果已经设置过副本功能线路属性,则进入时同步玩家,一般下线重登或者非第一个进入该副本的玩家(如队友)会收到该包
    if FBCommon.GetHadSetFBPropertyMark():
    if FBCommon.GetHadSetFBPropertyMark() and gameMap.GetMapFBType() != IPY_GameWorld.fbtSingle:
        PlayerControl.SetFBFuncLineID(curPlayer, FBCommon.GetFBPropertyMark())
        
    #成长NPC所需数据初始化
@@ -507,12 +517,15 @@
    #注册玩家离开副本时间
    gameFBMgr.SetPlayerLogoffTick(0)
    
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_EnterMap, 1, [gameMapID])
    if gameFBMgr.HaveFBPlayer(curPlayerID):
        #已经注册了这个玩家, 不清除已注册的玩家的字典信息
        return
    
    #注册进入这个副本的玩家
    gameFBMgr.AddFBPlayer(curPlayerID)
    return
def DoEnterFB(curPlayer, tick):
@@ -523,6 +536,18 @@
    if callFunc != None:
        GameWorld.Log("DoEnterFBLogic...", curPlayer.GetPlayerID())
        callFunc(curPlayer, tick)
    return
def OnCallHelpBattleOK(curPlayer, tick):
    ## 召唤助战完成
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCallHelpBattleOK"))
    if callFunc != None:
        GameWorld.Log("OnCallHelpBattleOK...", curPlayer.GetPlayerID())
        callFunc(curPlayer, tick)
    return
def InitFBNPCStrengthenData(curPlayer, gameMap):
@@ -673,9 +698,6 @@
    if callFunc:
        #GameWorld.Log("副本逻辑不可使用   GameLogic_%d"%(mapID))
        callFunc(curPlayer , tick)
    #有玩家离开副本广播一次
    PlayerMergeEvent.BroadcastMergePlayerEvent()
    
    #如果是最后一个人离开副本, 那么设置副本的离开时间, 5分钟后副本关闭
    __PlayerLeaveSetPlayerLogoffTick(curPlayer, tick)
@@ -862,6 +884,18 @@
    callFunc(tick)
    return
## 开始采集
#  @param curPlayer 当前玩家
#  @param curNPC 当前NPC
#  @return None or False
#  @remarks 函数详细说明.
def OnBeginCollect(curPlayer, curNPC):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnBeginCollect"))
    if callFunc:
        callFunc(curPlayer, curNPC)
    return
## 收集中(家族战副本中的棋和塔)
#  @param curPlayer 当前玩家
#  @param tick 当前时间
@@ -879,7 +913,7 @@
#  @param tick 当前时间
#  @return None or False
#  @remarks 函数详细说明.
def OnCollectOK(curPlayer, tick):
def OnCollectOK(curPlayer, npcID, tick):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCollectOK"))
@@ -889,7 +923,7 @@
        return False
    
    #执行副本逻辑
    callFunc(curPlayer, tick)
    callFunc(curPlayer, npcID, tick)
    return
## 玩家离开副本
@@ -1195,7 +1229,11 @@
def PlayerLoginInFBCheck(curPlayer, tick):
    gameMap = GameWorld.GetMap()
    #如果此地图是自动释放的, 需要检查这个玩家
    if gameMap.GetMapFBType() == 0:
    if gameMap.GetMapFBType() in [IPY_GameWorld.fbtNull]:
        return False
    #跨服服务器是直接注册的地图ID数据,地图肯定没有该玩家,所以不判断
    if GameWorld.IsCrossServer():
        return False
    
    #玩家 在副本中,并且副本不踢出玩家下线
@@ -1229,9 +1267,6 @@
#  @return mapID
#  @remarks 函数详细说明.
def __GetFBLogic_MapID(mapID):
    #ManorWarMapIDList = ReadChConfig.GetEvalChConfig("ManorWarMapID")
    #if mapID in ManorWarMapIDList:
    #    return 'ManorWar'
    mapID = FBCommon.GetRecordMapID(mapID)
    for key, value in ChConfig.Def_FB_MapID.items():
        if mapID in value:
@@ -1439,6 +1474,17 @@
        return False
    return callFunc(curPlayer, mapID, lineID, cnt, isFinish, dataEx)
## 副本助战扫荡结果
def OnPlayerFBHelpBattleSweepResult(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBHelpBattleSweepResult"))
    if callFunc == None:
        return False
    return callFunc(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason)
## 开始公共CD副本扫荡
def OnStartPubCDFBSweep(curPlayer, mapID, lineID, cnt, dataEx):
@@ -1885,14 +1931,14 @@
#  @param mapID 玩家
#  @param tick 当前时间
#  @return None-未找到,线路id - 0~N
def GetFBLineMaxPlayerCount(mapID):
def GetFBLineMaxPlayerCount(mapID, lineID):
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBLineMaxPlayerCount"))
    
    if callFunc:
        return callFunc()
        return callFunc(lineID)
    
    return 0
@@ -2097,3 +2143,56 @@
    
    return callFunc(curPlayer, tick)
## 客户端进入自定义场景
def OnEnterCustomScene(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnEnterCustomScene"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID)
## 客户端发送刷新自定义副本奖励
def OnRefreshCustomFBPrize(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnRefreshCustomFBPrize"))
    if callFunc == None:
        return []
    return callFunc(curPlayer, mapID, lineID)
## 给自定义副本奖励后续处理
def OnGiveCustomFBPrizeOK(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGiveCustomFBPrizeOK"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID)
## 结束跨服副本
def OnEndCrossFB(curPlayer, mapID, lineID, exData):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnEndCrossFB"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID, exData)
def OnPlayerLVUp(curPlayer):
    ## 玩家升级
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLVUp"))
    if callFunc == None:
        return False
    return callFunc(curPlayer)