hxp
2018-09-12 73f586a3147b956b81e56aa6c6ffdfefa4cff1cc
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -52,6 +52,7 @@
import PlayerMagicWeapon
import PlayerBossReborn
import PlayerFairyCeremony
import FamilyRobBoss
import IpyGameDataPY
import PyGameData
import PlayerTeam
@@ -71,9 +72,10 @@
NPCAttr_ParamDict, # 过程参数公式
NPCAttr_AttrStrengthenList, # 等级成长属性公式
NPCAttr_PlayerCntCoefficient, # 地图人数对应属性额外成长系数 {mapID:{"属性名":{组队进入人数:系数, ...}, ...}, ...}
NPCAttr_NPCPlayerCntCoefficient, # NPC特殊成长人数对应属性额外成长系数 {npcID:{"属性名":{人数:系数, ...}, ...}, ...}, 优先级大于地图人数系数
NPCAttr_DynNPCLVMap, # 动态等级的地图ID列表,默认已刷新出来的NPC等级不会再变更,下次刷出来的怪物等级变更 [地图ID, ...]
NPCAttr_DynPCCoefficientMap, # 动态人数系数的地图ID {地图ID:是否马上刷新属性, ...}
) = range(5)
) = range(6)
#---------------------------------------------------------------------
##NPC初始化->出生调用
@@ -104,6 +106,7 @@
    return curNPC.GetLV()
def GetRealmLV(curNPC): return curNPC.GetMAtkMin()      # NPC表中此字段含义改成境界等级
def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV)      # NPC表中此字段含义改成境界等级
def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制
def GetSuppressFightPower(curNPC): return curNPC.GetThunderDef() # 雷防代表压制战力
def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(value)
@@ -112,6 +115,7 @@
def GetFaction(curNPC): return curNPC.GetCountry()
def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率
def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果
def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果
def GetSkillEnhance(curNPC): return curNPC.GetWindAtk() # 风攻代表NPC 《普攻》 的技能附加伤害固定值
def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分
@@ -137,11 +141,14 @@
    gameFB = GameWorld.GetGameFB()
    
    if strengthenIpyData.GetIsStrengthenByPlayerCount():
        strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
        if not strengthenPlayerCnt:
            GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
            return
        if FamilyRobBoss.IsHorsePetRobBoss(npcID):
            strengthenPlayerCnt = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HorsePetRobBossPlayerCount)
        else:
            strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
            if not strengthenPlayerCnt:
                GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
                return
    lvStrengthenType = strengthenIpyData.GetLVStrengthenType()
    # 根据世界等级
    if lvStrengthenType == 3:
@@ -216,6 +223,7 @@
    paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典
    attrStrengthenList = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
    playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数
    npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数
    baseMaxHP = npcData.GetHPEx() * ShareDefine.Def_PerPointValue + npcData.GetHP()
    
    if strengthenLV:
@@ -293,6 +301,8 @@
        playerCntAttrCoefficient = playerCntCoefficient.get(mapID, {})
        if not playerCntAttrCoefficient and dataMapID in playerCntCoefficient:
            playerCntAttrCoefficient = playerCntCoefficient[dataMapID]
        if npcID in npcIDPlayerCntCoefficient:
            playerCntAttrCoefficient = npcIDPlayerCntCoefficient[npcID]
        for attrKey, coefficientDict in playerCntAttrCoefficient.items():
            if attrKey in attrDict:
                attrValue = attrDict[attrKey]
@@ -822,13 +832,28 @@
    tagPlaceSortList.sort() # 升序排序
    tagPlaceSortList2.sort() # 升序排序
    if isKillCountDropEquipEx:
        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList), playerID)
        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList2), playerID)
    tagPlaceSortList += tagPlaceSortList2
    if tagPlaceSortList:
        tagPlace = tagPlaceSortList[0][-2]
        tagJob = tagPlaceSortList[0][-1]
        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
    if tagPlaceSortList or tagPlaceSortList2:
        isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
        if isOptimalPlace:
            tagPlaceSortList += tagPlaceSortList2
            if tagPlaceSortList:
                tagPlace = tagPlaceSortList[0][-2]
                tagJob = tagPlaceSortList[0][-1]
                GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
        else:
            randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
            if len(tagPlaceSortList) < randPlaceCountLimit:
                tagPlaceSortList += tagPlaceSortList2
            else:
                GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
            randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
            GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
            tagPlace = tagPlaceSortList[randPlaceIndex][-2]
            tagJob = tagPlaceSortList[randPlaceIndex][-1]
            GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
    if isKillCountDropEquipEx:
        GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" 
                           % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
@@ -1080,12 +1105,18 @@
            if len(jobItemList) < job:
                GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                jobItemID = jobItemList[job - 1]
                canDropCount += 1
            jobItemID = jobItemList[job - 1]
            for _ in xrange(canDropCount):
                dropItemIDList.append(jobItemID)
                #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
                
@@ -1102,11 +1133,17 @@
            # 在只掉本职业里的不处理
            if jobItemKey in ItemKeyDropRateJobDict:
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                canDropCount += 1
            for _ in xrange(canDropCount):
                randJobItemID = random.choice(jobItemList)
                dropItemIDList.append(randJobItemID)
                #GameWorld.DebugLog("掉落随机职业指定物品ID: jobItemKey=%s,randJobItemID=%s" % (jobItemKey, randJobItemID))
@@ -1175,6 +1212,48 @@
        msgInfo = str([itemID, updKilledCnt])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
         
    # 4. 指定全服击杀次数必掉,算额外掉落
    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, [物品ID, ...], [随机物品ID, ...]]}, ...}
    if npcID in globalKillDropDict:
        killCountDropDict = globalKillDropDict[npcID]
        updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
        GameWorld.DebugLog("更新全服击杀次数: %s" % updNPCKilledCount)
        # 通知GameServer记录
        msgInfo = str([npcID, updNPCKilledCount])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
        if updNPCKilledCount in killCountDropDict:
            isJobLimit, itemIDList, randItemIDList = killCountDropDict[updNPCKilledCount]
            for itemID in itemIDList:
                if isJobLimit:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
                        continue
                    itemJob = itemData.GetJobLimit() / 100
                    if itemJob and itemJob != curPlayer.GetJob():
                        # 非本职业可用,不掉落
                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
                        continue
                dropItemIDList.append(itemID)
                GameWorld.DebugLog("全服击杀次数必掉物品: itemID=%s" % itemID)
            if randItemIDList:
                if isJobLimit:
                    randJobItemList = []
                    for rItemID in randItemIDList:
                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
                        if not itemData:
                            continue
                        itemJob = itemData.GetJobLimit() / 100
                        if itemJob and itemJob != curPlayer.GetJob():
                            # 非本职业可用,不掉落
                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
                            continue
                        randJobItemList.append(rItemID)
                    randItemID = random.choice(randJobItemList)
                else:
                    randItemID = random.choice(randItemIDList)
                dropItemIDList.append(randItemID)
                GameWorld.DebugLog("全服击杀次数必掉随机物品: randItemID=%s" % randItemID)
    return dropItemIDList
def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
@@ -1917,11 +1996,15 @@
            #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典
            GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
        
            if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
                FamilyRobBoss.ClearFamilyOwnerBossHurt(curNPC)
        ChNPC.OnNPCSetDead(curNPC)
    
    # 清除队伍成员伤血列表
    AttackCommon.ClearTeamPlayerHurtValue(curNPC)
    # 清除自定义伤血列表
    BossHurtMng.ClearHurtValueList(curNPC)
    #BossHurtMng.ClearHurtValueList(curNPC)
    # C++设置npc死亡
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
@@ -1955,6 +2038,9 @@
        self.__Killer = None # 击杀者, 由各种规则得出, 一般也是物品归属的代表, 用于广播、记录等确保与归属一致
        self.__AllKillerDict = {} # 所有击杀的玩家ID对应字典, 非队伍, 一般也是归属的拥有者
        self.__FeelPlayerList = [] # 所有摸怪玩家列表,处理任务及某些逻辑用
        self.__OwnerHurtType = 0
        self.__OwnerHurtID = 0
        return
    #---------------------------------------------------------------------
    ## 移动到某一个点的附近点
@@ -2485,7 +2571,7 @@
            self.__AddAngryValue(npcAngry, curObjID, curObjType, plusAngryValue, canPile)
        
        #激活呆滞的NPC
        if curNPC.GetHP() > 0 and not curNPC.GetIsNeedProcess() :
        if GameObj.GetHP(curNPC) > 0 and not curNPC.GetIsNeedProcess() :
            curNPC.SetIsNeedProcess(True)
        
@@ -2789,11 +2875,18 @@
            # 这种情况一般是玩家未加入队伍前对该NPC有伤血,加入到某个队伍后,将该伤害转移到队伍中
            return True
        
        if hurtPlayer.GetHP() <= 0 or hurtPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
            deadTime = hurtPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
            if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1):
                #GameWorld.DebugLog("伤血玩家死亡超过伤血保护时长,清除该伤血!playerID=%s" % hurtID)
                return True
        #GameWorld.DebugLog("正常玩家伤血保护中!playerID=%s" % hurtID)
        return False
    
    def __GetTeamHurtNPCPlayerIDList(self, refreshPoint, teamID, tick):
        
        curNPC = self.__Instance
        teamHurtPlayerIDList = []
        # 如果没有在线队员在有效范围内,则进一步判断离线队员是否有伤血保护中的
        playerMgr = GameWorld.GetPlayerManager()
@@ -2806,8 +2899,16 @@
                if curTeamPlayer.GetCopyMapID() != copyMapID:
                    #GameWorld.DebugLog("队员不在本线路,不计!playerID=%s" % playerID)
                    continue
                if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                    deadTime = curTeamPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
                    if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1):
                        #GameWorld.DebugLog("伤血队员死亡超过伤血保护时长,不计!playerID=%s" % playerID)
                        continue
                #if curTeamPlayer.GetHP() > 0 and self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint) \
                    and AttackCommon.CheckKillNPCByCnt(curTeamPlayer, curNPC, False):
                    #GameWorld.DebugLog("有队员在boss范围内,保留队伍伤血!teamID=%s,playerID=%s" % (teamID, curTeamPlayer.GetPlayerID()))
                    teamHurtPlayerIDList.append(playerID)
            else:
@@ -2945,7 +3046,7 @@
            #获得伤血对象
            hurtObj = npcHurtList.GetHurtAt(index)
            
            curPlayer, curTeam = self.__GetTagByHurtObj(hurtObj, False)
            curPlayer, curTeam = self.__GetTagByHurtObj(hurtObj, True)
            
            if curPlayer or curTeam:
                return hurtObj
@@ -2996,10 +3097,13 @@
        curNPC = self.__Instance
        #清除状态
        self.__ClearNPCAllState(False)
        #初始化召唤兽
        self.__InitNPCSummon()
        #重置技能CD
        self.__NormalNPCInItCD()
        #只在重生或者满血的状态下才重置以下内容
        if isReborn or GameObj.GetHP(curNPC) >= GameObj.GetMaxHP(curNPC):
            #初始化召唤兽
            self.__InitNPCSummon()
            #重置技能CD
            self.__NormalNPCInItCD()
        #重刷属性
        self.RefreshNPCState(isReborn=isReborn)
        #通知血量, 复活的情况不通知血量,由NPC出现包通知
@@ -3317,6 +3421,9 @@
                GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState',
                                                            '%s' % (msgList), len(str(msgList)))
                
                if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
                    FamilyRobBoss.FamilyOwnerBossOnReborn(curNPC)
        # 检查是否有光环, 在重生时处理,不然可能导致有些无战斗逻辑的怪物无法套上光环buff
        skillManager = curNPC.GetSkillManager()
        for index in xrange(skillManager.GetSkillCount()):
@@ -3694,7 +3801,7 @@
        #=====================================================================================================
        
        #boss伤血排行榜击杀逻辑
        BossHurtMng.BossOnKilled(curNPC)
        #BossHurtMng.BossOnKilled(curNPC)
        
        #掉落需要用到摸怪,所以在处理掉落奖励之前设置
        self.__SetFeelNPCPlayerList()
@@ -3710,6 +3817,8 @@
        # 记录boss击杀信息的NPC
        bossIpyData = IpyGameDataPY.GetIpyGameDataListNotLog('BOSSInfo', npcID)
        if bossIpyData:
            if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
                killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID)
            #KillerJob = 0 if not self.__Killer else self.__Killer.GetJob()
            GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0)
        #===========================================================================================
@@ -4149,56 +4258,14 @@
    #  @remarks 设置对象奖励
    def __GiveObjPrize(self):
        curNPC = self.__Instance
        objID = curNPC.GetID()
        #objID = curNPC.GetID()
        npcID = curNPC.GetNPCID()
        self.__LastHurtPlayer = self.__FindLastTimeHurtObjEx()
        self.__MaxHurtPlayer = self.__FindBossMaxHurtObj() # py自定义伤血所得到的Boss最大伤血玩家
        
        self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo()
        #isLog = self.__GetIsLog()
        #if isLog:
        #    GameWorld.Log("__GiveObjPrize npcID=%s,hurtType=%s,hurtID=%s,allKillPlayer=%s,curTeam=%s"
        #                  % (npcID, hurtType, hurtID, self.__AllKillerDict.keys(), curTeam.GetTeamID() if curTeam else None))
        # 归属队伍时,有击杀次数限制的NPC特殊处理
        if hurtType == ChConfig.Def_NPCHurtTypeTeam and curTeam:
            if ChConfig.IsGameBoss(curNPC) and GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_MaxHurt:
                #if isLog:
                #    GameWorld.DebugLog("击杀boss有次数限制的NPC,队伍人数=%s" % (curTeam.GetMemberCount()))
                memInfoList = []
                for i in xrange(curTeam.GetMemberCount()):
                    curTeamPlayer = curTeam.GetMember(i)
                    if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                        #if isLog:
                        #    GameWorld.DebugLog("    i=%s,队员不存在!" % i)
                        memInfoList.append(None)
                        continue
                    findBuff = SkillCommon.FindBuffByID(curTeamPlayer, ChConfig.Def_SkillID_DropOwnerBuff)[0]
                    if not findBuff:
                        #if isLog:
                        #    GameWorld.DebugLog("    i=%s,找不到归属buff!" % i, curTeamPlayer.GetPlayerID())
                        memInfoList.append([curTeamPlayer.GetPlayerID(), "Not DropOwnerBuff"])
                        continue
                    #同一张地图可能有多个boss,该队伍可能同时在打多个boss,且都获得归属,所以需判断归属的buff所对应的NPC实例ID
                    if findBuff.GetOwnerType() != IPY_GameWorld.gotNPC or findBuff.GetOwnerID() != objID:
                        #if isLog:
                        #    GameWorld.DebugLog("    i=%s,不同归属bossBuff,不能设置归属!objID=%s,curBuffOwnerID=%s"
                        #                       % (i, objID, findBuff.GetOwnerID()), curTeamPlayer.GetPlayerID())
                        #GameWorld.DebugLog("不同归属bossbuff,不能设置归属!objID=%s,curBuffOwnerID=%s"
                        #                   % (objID, findBuff.GetOwnerID()), curTeamPlayer.GetPlayerID())
                        memInfoList.append([curTeamPlayer.GetPlayerID(), {"OwnerType":findBuff.GetOwnerType(), "OwnerID":findBuff.GetOwnerID()}])
                        continue
                    playerID = curTeamPlayer.GetPlayerID()
                    if playerID not in self.__AllKillerDict:
                        self.__AllKillerDict[playerID] = curTeamPlayer
                    memInfoList.append([playerID, 1])
                curTeam = None
                hurtType, hurtID = ChConfig.Def_NPCHurtTypeSpecial, 0
                if not self.__AllKillerDict:
                    GameWorld.ErrLog("归属异常队伍信息: objID=%s,npcID=%s, %s" % (objID, npcID, memInfoList))
        self.__OwnerHurtType, self.__OwnerHurtID = hurtType, hurtID
        #最后一击处理
        self.__DoLastTimeHurtLogic()
        
@@ -4228,9 +4295,19 @@
        elif curTeam != None:
            self.__KilledByTeamSetPrize(curTeam, hurtType, hurtID)
        
        #被仙盟杀死
        elif hurtType == ChConfig.Def_NPCHurtTypeFamily:
            self.__KilledByFamilySetPrize(hurtType, hurtID)
        else:
            GameWorld.ErrLog("NPC归属异常:npcID=%s,hurtType=%s,hurtID=%s" % (npcID, hurtType, hurtID))
        if ChConfig.IsGameBoss(curNPC):
            dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "mapID":GameWorld.GetMap().GetMapID(),
                        "lineID":GameWorld.GetGameWorld().GetLineID(), "teamID":curTeam.GetTeamID() if curTeam else 0,
                            "killerID":self.__AllKillerDict.keys(), "hurtType":hurtType,"hurtID":hurtID}
            DataRecordPack.SendEventPack("KillBossRecord", dataDict)
        if OnNPCDie:
            OnNPCDie(curNPC, hurtType, hurtID)
        
@@ -4299,6 +4376,14 @@
    def __FindNPCKillerInfo(self):
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        objID = curNPC.GetID()
        key = (GameWorld.GetGameWorld().GetLineID(), objID, npcID)
        if key in PyGameData.g_npcKillerInfo:
            killerDict, killTeam, hurtType, hurtID = PyGameData.g_npcKillerInfo.pop(key)
            teamID = killTeam.GetTeamID() if killTeam else 0
            GameWorld.Log("NPC被击杀,归属信息: key=%s,playerIDList=%s,teamID=%s,hurtType=%s,hurtID=%s"
                          % (key, killerDict.keys(), teamID, hurtType, hurtID))
            return killerDict, killTeam, hurtType, hurtID
        
        hurtType = 0
        hurtID = 0
@@ -4472,16 +4557,16 @@
    #  @param maxHurtObj 最大伤血对象
    #  @return 返回值, 伤血对象
    #  @remarks 获得伤血对象,支持抢怪
    def __GetTagByHurtObj(self, maxHurtObj, isLog=True):
    def __GetTagByHurtObj(self, maxHurtObj, isCheckRefreshArea=False):
        #获得死亡的NPC
        curNPC = self.__Instance
        # 伤害的obj类型元组(玩家, 队伍)
        hurtObjTuple = (None, None)
        #isLog = self.__GetIsLog() and isLog
        if maxHurtObj == None:
            GameWorld.DebugLog("伤血对象错误,npcID=%s" % (curNPC.GetNPCID()))
            return hurtObjTuple
        
        refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
        #最大伤血类型
        maxHurtValueType = maxHurtObj.GetValueType()
        
@@ -4489,21 +4574,18 @@
            curPlayer = GameWorld.GetObj(maxHurtObj.GetValueID(), IPY_GameWorld.gotPlayer)
            
            if curPlayer == None:
                #if isLog:
                #    GameWorld.DebugLog("无法找到玩家,npcID=%s" % (curNPC.GetNPCID()))
                return hurtObjTuple
            
            #支持抢怪,个人杀死,但自己死亡,不算
            if curPlayer.GetHP() <= 0 :
                #if isLog:
                #    GameWorld.DebugLog("玩家已死亡!playerID=%s" % curPlayer.GetPlayerID())
            if curPlayer.GetHP() <= 0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                return hurtObjTuple
            
            if isCheckRefreshArea:
                if not self.GetIsInRefreshPoint(curPlayer.GetPosX(), curPlayer.GetPosY(), refreshPoint):
                    return hurtObjTuple
            #如果玩家已经超出指定距离,不加经验
            if GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
            elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
                                     curPlayer.GetPosX(), curPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist:
                #if isLog:
                #    GameWorld.DebugLog("玩家已经超出指定距离,npcPos(%s,%s),playerPos(%s,%s)" % (curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY()))
                return hurtObjTuple
            
            #正常返回
@@ -4515,31 +4597,36 @@
            teamID = maxHurtObj.GetValueID()
            curTeam = GameWorld.GetTeamManager().FindTeam(teamID)
            if curTeam == None:
                #if isLog:
                #    GameWorld.Log("该队伍异常不存在!npcID=%s,teamID=%s" % (curNPC.GetNPCID(), teamID))
                return hurtObjTuple
            
            #组队成员检查
            playerlist = PlayerControl.GetAreaTeamMember(curTeam, curNPC.GetPosX(), curNPC.GetPosY())
            if len(playerlist) == 0 :
                #所有队伍成员,均超过获得奖励距离,或者全部死亡
            #遍历队伍,半径为一屏半的距离内的所有队伍/团队成员,可以获得经验
            for i in xrange(curTeam.GetMemberCount()):
                curTeamPlayer = curTeam.GetMember(i)
                if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                    continue
                if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                    continue
                if isCheckRefreshArea:
                    if not self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                        continue
                elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTeamPlayer.GetPosX(),
                                       curTeamPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist:
                    continue
                hurtObjTuple = (None, curTeam)
                return hurtObjTuple
            
            #正常返回
            hurtObjTuple = (None, curTeam)
            return hurtObjTuple
            
        #最大伤血对象是NPC,那么一定不给经验(玩家的召唤兽伤血算玩家)
        elif maxHurtValueType == ChConfig.Def_NPCHurtTypeNPC:
            #if isLog:
            #    GameWorld.DebugLog("最大伤血对象是NPC...valueID=%s" % maxHurtObj.GetValueID())
            return hurtObjTuple
        
        #异常信息,添加伤血类型错误
        else:
            pass
            #if isLog:
            #    GameWorld.Log("异常信息,伤血类型错误 maxHurtValueType = %s" % (maxHurtValueType))
        
        return hurtObjTuple
    
@@ -4612,7 +4699,60 @@
        self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
        #GameWorld.Log("队伍杀死怪物奖励,逻辑成功结束")
        return
    def __KilledByFamilySetPrize(self, hurtType, hurtID):
        ## 仙盟杀死NPC奖励逻辑
        curNPC = self.__Instance
        maxLV = 0
        dropPlayer = None
        ownerPlayerList = []
        refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
        copyPlayerMgr = GameWorld.GetMapCopyPlayerManager()
        for index in xrange(copyPlayerMgr.GetPlayerCount()):
            player = copyPlayerMgr.GetPlayerByIndex(index)
            if not player:
                continue
            if player.GetFamilyID() != hurtID or not self.GetIsInRefreshPoint(player.GetPosX(), player.GetPosY(), refreshPoint):
                continue
            curPlayerLV = player.GetLV()
            if maxLV < curPlayerLV:
                maxLV = curPlayerLV
                dropPlayer = player
            ownerPlayerList.append(player)
        if not ownerPlayerList:
            GameWorld.Log("奖励归属仙盟,但是不存在可获得该奖励的成员!npcID=%s,hurtType=%s,hurtID=%s"
                          % (curNPC.GetNPCID(), hurtType, hurtID))
        # 因为仙盟归属boss归属伤血第一的仙盟,仙盟伤血有保护,可能存在伤血第一仙盟在boss死亡的时候都不在
        # 此时掉落计算玩家算最后一击玩家,归属还是算伤血第一仙盟的
        if not dropPlayer:
            dropPlayer = self.__LastHurtPlayer
        if not dropPlayer:
            GameWorld.ErrLog("奖励归属仙盟,找不到掉落玩家!npcID=%s,hurtType=%s,hurtID=%s"
                             % (curNPC.GetNPCID(), hurtType, hurtID))
            return
        # 赶时间,先简单处理直接取最大等级的,之后可按实际情况来
        if not self.__LastHurtPlayer:
            self.__LastHurtPlayer = dropPlayer
        if not self.__MaxHurtPlayer:
            self.__MaxHurtPlayer = dropPlayer
        if not self.__Killer:
            self.__Killer = dropPlayer
        maxHurtID = dropPlayer.GetPlayerID()
        for curPlayer in ownerPlayerList:
            self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, False)
        #调用物品掉落
        self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
        return
    ## 队伍或自己击杀NPC扩展功能
    #  @param curPlayer
    #  @return None
@@ -4643,13 +4783,11 @@
                dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "touchCnt":newCnt,
                            "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
                DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
                if limitIndex == 0:
                    # 世界BOSS击杀成就
                    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
                    # 每日活动
                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
                    PlayerMagicWeapon.SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_KillBossAddAttr, 1, True)
                    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
                    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
                elif limitIndex == 1: #BOSS之家
@@ -4659,6 +4797,7 @@
                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
                    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
                    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
            #击杀特定NPC成就
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, 1, [npcID])
        return
@@ -5341,6 +5480,7 @@
#  @param None
#  @param None
def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
    return #暂不同步
    if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList:
        return
    
@@ -5428,15 +5568,15 @@
        collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
        npcIDList = collectNPCIDTimeLimit.keys()
    
    if funcTypeList:
        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
        for fType in funcTypeList:
            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
            collection.Clear()
            collection.FuncType = fType
            collection.CollectionCnt = todayCollTime
            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
            NetPackCommon.SendFakePack(curPlayer, collection)
#    if funcTypeList:
#        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
#        for fType in funcTypeList:
#            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
#            collection.Clear()
#            collection.FuncType = fType
#            collection.CollectionCnt = todayCollTime
#            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
#            NetPackCommon.SendFakePack(curPlayer, collection)
        
    if npcIDList:
        npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
@@ -5551,6 +5691,59 @@
    NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
    return
## 获取本地图NPC数量
#  @param queryNPCIDList:查询的NPCID列表
#  @param tick
#  @return {NPCID:cnt}
def GetNPCCntInfo(queryNPCIDList, tick):
    npcCntDict = {}
    if not queryNPCIDList:
        return npcCntDict
    gameNPCManager = GameWorld.GetNPCManager()
    GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList)))
    for index in xrange(gameNPCManager.GetNPCCount()):
        curNPC = gameNPCManager.GetNPCByIndex(index)
        curID = curNPC.GetID()
        if curID == 0:
            continue
        curNPCID = curNPC.GetNPCID()
        if curNPCID not in queryNPCIDList:
            continue
        if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
            continue
        npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
    GameWorld.DebugLog("    npcCntDict=%s" % (str(npcCntDict)))
    return npcCntDict
## 同步地图NPC数量信息
#  @param curPlayer:采集玩家实例
#  @param mapID:
#  @param npcInfoDict:
#  @return None
def SyncNPCCntInfo(curPlayer, mapID, npcCntDict):
    npcInfoPack = ChPyNetSendPack.tagMCNPCCntList()
    npcInfoPack.Clear()
    npcInfoPack.MapID = mapID
    npcInfoPack.NPCInfoList = []
    for npcid, npcCnt in npcCntDict.items():
        npcInfo = ChPyNetSendPack.tagMCNPCCntInfo()
        npcInfo.Clear()
        npcInfo.NPCID = npcid
        npcInfo.Cnt = npcCnt
        npcInfoPack.NPCInfoList.append(npcInfo)
    npcInfoPack.NPCInfoCnt = len(npcInfoPack.NPCInfoList)
    NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
    return
def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[]):
    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"