ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -47,7 +47,7 @@
import BossHurtMng
import PlayerSuperMarket
import GameLogic_FamilyInvade
#import GameLogic_MunekadoTrial
import GameLogic_GatherSoul
import FormulaControl
import PlayerMagicWeapon
import PlayerBossReborn
@@ -159,6 +159,11 @@
    # 根据平均等级
    elif lvStrengthenType == 1:
        strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV)
    # 根据按成长等级的上下限随机
    elif lvStrengthenType == 4:
        randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV)
        randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
        strengthenLV = random.randint(randMinLV, randMaxLV)
        
    if strengthenIpyData.GetCmpNPCBaseLV():
        strengthenLV = max(strengthenLV, curNPC.GetLV())
@@ -209,6 +214,62 @@
            curNPC.Notify_HPEx()
            curNPC.Notify_MaxHPEx()
            #GameWorld.DebugLog("    aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP))
    # 机器人复活初始化给技能
    if isReborn and curNPC.GetType() == ChConfig.ntRobot:
        __OnFBRobotReborn(curNPC, strengthenLV)
    return
def __OnFBRobotReborn(curNPC, npcLV):
    tick = GameWorld.GetGameWorld().GetTick()
    lineID = GameWorld.GetGameWorld().GetLineID()
    objID = curNPC.GetID()
    jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("FBRobotCfg", 1)
    robotJob = random.choice(jobSkillDict.keys())
    lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {})
    lineRobotJobDict[objID] = robotJob
    PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
    skillInfoDict = jobSkillDict[robotJob]
    skillIDList = []
    for skillInfo, needLV in skillInfoDict.items():
        if npcLV < needLV:
            continue
        if isinstance(skillInfo, int):
            skillIDList.append(skillInfo)
        else:
            skillIDList += list(skillInfo)
    GameWorld.DebugLog("给机器人NPC技能: objID=%s,robotJob=%s,npcLV=%s, %s" % (objID, robotJob, npcLV, skillIDList))
    skillManager = curNPC.GetSkillManager()
    for skillID in skillIDList:
        skillManager.LearnSkillByID(skillID)
    playerManager = GameWorld.GetMapCopyPlayerManager()
    for index in xrange(playerManager.GetPlayerCount()):
        curPlayer = playerManager.GetPlayerByIndex(index)
        if not curPlayer:
            continue
        FBLogic.DoFBHelp(curPlayer, tick)
    return
def __DoGiveVSPlayerNPCSkill(curNPC, job, npcLV):
    skillManager = curNPC.GetSkillManager()
    jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("XMZZRobotSkill", 1)
    if job not in jobSkillDict:
        return
    skillInfoDict = jobSkillDict[job]
    #{1:{(100, 101, 102, 103):1, 50000:100, 50100:200, 50400:300}, 2:{(200, 201, 202, 203):1, 55000:100, 55100:200, 55200:300}}
    skillIDList = []
    for skillInfo, needLV in skillInfoDict.items():
        if npcLV < needLV:
            continue
        if isinstance(skillInfo, int):
            skillIDList.append(skillInfo)
        else:
            skillIDList += list(skillInfo)
    GameWorld.DebugLog("给NPC技能: job=%s,npcLV=%s, %s" % (job, npcLV, skillIDList))
    for skillID in skillIDList:
        skillManager.LearnSkillByID(skillID)
    return
def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None):
@@ -335,7 +396,7 @@
    return attrDict
def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, 
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[]):
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0):
    '''给玩家击杀NPC掉落奖励
    @param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图
    @param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...}
@@ -375,7 +436,7 @@
        # 掉落有概率因素,需多次执行
        for dCount in xrange(1, totalCount + 1):
            isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx)
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
            if not dropInfo:
                continue
            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
@@ -690,7 +751,7 @@
                           % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
    return dropIDCountDict, dropIDBindDict, dropMoney
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True):
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -782,7 +843,7 @@
    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
    if indepRateDoCnt:
        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
        
    #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
@@ -878,7 +939,7 @@
    fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorStarRateDict:
        gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
        curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        
    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
@@ -953,7 +1014,7 @@
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
@@ -1227,17 +1288,17 @@
        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, ...]]}, ...}
    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
    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)
        GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, 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:
            isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
            for itemID, itemCount in itemIDCountDict.items():
                if isJobLimit:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
@@ -1247,12 +1308,12 @@
                        # 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:
                dropItemIDList += [itemID] * itemCount
                GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
            if randItemIDCountList:
                if isJobLimit:
                    randJobItemList = []
                    for rItemID in randItemIDList:
                    for rItemID, rItemCount in randItemIDCountList:
                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
                        if not itemData:
                            continue
@@ -1261,12 +1322,12 @@
                            # 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)
                        randJobItemList.append([rItemID, rItemCount])
                    randItemID, randItemCount = 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)
                    randItemID, randItemCount = random.choice(randItemIDCountList)
                dropItemIDList += [randItemID] * randItemCount
                GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
                
    return dropItemIDList
@@ -1335,7 +1396,7 @@
    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
    ## 获取NPC独立掉率装备掉落信息
    npcID = ipyDrop.GetNPCID()
    indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
@@ -1346,7 +1407,7 @@
    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorRateDict:
        gradeColorRateDict = fbGradeColorRateDict[npcID]
        curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        
    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    dropEquipInfoList = []
@@ -1986,9 +2047,8 @@
        # 设置npc死亡及自身处理
        SetDeadEx(summonNPC)
        
    if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC and \
        curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
        FBLogic.DoFB_SummonNPCDead(curNPC)
    if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC:
        FBLogic.DoFB_NPCDead(curNPC)
    
    summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SummonMapNPCPlayerID)
    if summonPlayerID > 0:
@@ -2019,7 +2079,12 @@
    AttackCommon.ClearTeamPlayerHurtValue(curNPC)
    # 清除自定义伤血列表
    #BossHurtMng.ClearHurtValueList(curNPC)
    if curNPC.GetType() == ChConfig.ntRobot:
        lineID = GameWorld.GetGameWorld().GetLineID()
        lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {})
        lineRobotJobDict.pop(curNPC.GetID(), 0)
        PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
    # C++设置npc死亡
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
@@ -2382,7 +2447,7 @@
    def GetIsBossView(self):
        # 主动视野情况,GetIsBoss 0 1 4 为普通NPC视野(有视野范围配置,但去除视野刷新),其他为BOSS类视野有刷新
        curNPC = self.__Instance
        if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC):
        if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC) and curNPC.GetType() != ChConfig.ntRobot:
            return False
        
        return True
@@ -3654,7 +3719,7 @@
    #  @remarks 刷新NPC属性
    def RefreshNPCAttrState(self, canSyncClient=True, isReborn=False):
        curNPC = self.__Instance
        curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
        #curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
        #清空NPC战斗属性
        curNPC.ClearBattleEffect()
        #--------------------------------------------
@@ -3691,6 +3756,28 @@
            
        return
    
    def SetHelpBattleRobotRebornAttr(self, fightPower):
        '''助战机器人只设置血量属性
                        血量算法,(助战玩家=助战机器人):每个副本配置伤害*(助战玩家战力/副本规定战力)*系数值  系数值暂定为50
        '''
        curNPC = self.__Instance
        mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
        funcLineID = FBCommon.GetFBPropertyMark()
        ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID)
        if not ipyData:
            return
        SetSuppressFightPower(curNPC, fightPower)
        fbFightPower = ipyData.GetFightPowerMin()
        baseHurt = ipyData.GetRobotBaseHurt()
        hpCoefficient = ipyData.GetRobotHPCoefficient()
        maxHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("HelpBattleRobot", 2)))
        GameWorld.DebugLog("设置助战机器人属性: objID=%s,fightPower=%s,maxHP=%s" % (curNPC.GetID(), fightPower, maxHP))
        GameObj.SetMaxHP(curNPC, maxHP)
        GameObj.SetHP(curNPC, maxHP)
        curNPC.Notify_HPEx()
        curNPC.Notify_MaxHPEx()
        return
    
    # NPC移动速度特殊处理,只处理百分比不能处理固定值 
    # 因为 ChConfig.TYPE_Calc_AttrSpeed 非服务端移动速度,偷懒处理法
@@ -3715,7 +3802,6 @@
    #  @remarks 刷新NPC行为属性
    def RefreshNPCActionState(self):
        curNPC = self.__Instance
        OperControlManager.ClearObjActionState(curNPC)
        
        #根据BUFF 加上状态
@@ -3919,7 +4005,7 @@
                return moneyID
        return moneyItemList[-1][1]
    
    def __NPCSpecialDropItem(self, ownerPlayerList, ipyDrop):
    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
        @return: None
        @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
@@ -3927,6 +4013,12 @@
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        specDropItemList = []
        playerLV = dropPlayer.GetLV()
        maxDropLV = ipyDrop.GetMaxDropLV()
        if maxDropLV and playerLV > maxDropLV:
            GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
            return specDropItemList
        
        # 私有掉落
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
@@ -4027,7 +4119,7 @@
        mapID = FBCommon.GetRecordMapID(mapID)
        isGameBoss = ChConfig.IsGameBoss(curNPC)
        if isGameBoss:
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()))
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
        if mapID == ChConfig.Def_FBMapID_MunekadoTrial:
            return
        ipyDrop = GetNPCDropIpyData(npcID)
@@ -4051,13 +4143,17 @@
            dropIDList += [moneyID] * dropMoneyCnt
            
        specItemSign = "SpecItem"
        playerSpecDropList = self.__NPCSpecialDropItem(ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
        dropIDList += [specItemSign] * len(playerSpecDropList)
        
        if len(dropIDList) > 5:
            #打乱物品顺序
            random.shuffle(playerSpecDropList)
            random.shuffle(dropIDList)
        if not dropIDList and isGameBoss:
            GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s"
                             % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
            
        gameMap = GameWorld.GetMap()
        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
@@ -4088,9 +4184,16 @@
                ownerType, ownerID = hurtType, hurtID
                itemCnt = moneyValue if itemID == moneyID else 1
                isBind = dropIDBindDict.get(itemID, 1)
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
            if not curItem:
                continue
            if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                curItem.Clear()
                continue
            
            if isDropInItemPack:
@@ -4100,17 +4203,22 @@
                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True,
                                                       event=["NPCDrop", False, {"npcID":npcID}]):
                    #通知客户端
                    vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
                    vItemDrop.ItemTypeID = itemID
                    vItemDrop.PosX = resultX
                    vItemDrop.PosY = resultY
                    vItemDrop.UserData = dropItemDataStr
                    vItemDrop.UserDataLen = len(vItemDrop.UserData)
                    NetPackCommon.SendFakePack(ownerPlayer, vItemDrop)
                    self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
            else:
                self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID)
        return
    
    def SendVirtualItemDrop(self, player, itemID, posX, posY, userDataStr):
        #通知客户端
        vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
        vItemDrop.ItemTypeID = itemID
        vItemDrop.PosX = posX
        vItemDrop.PosY = posY
        vItemDrop.UserData = userDataStr
        vItemDrop.UserDataLen = len(vItemDrop.UserData)
        NetPackCommon.SendFakePack(player, vItemDrop)
        return
    #---------------------------------------------------------------------
    ## NPC被杀死逻辑处理
    #  @param self 类实例
@@ -4812,7 +4920,7 @@
        npcID = curNPC.GetNPCID()
        defObjType = curNPC.GetGameObjType() 
        mapFBType = GameWorld.GetMap().GetMapFBType()
        mapID = GameWorld.GetMap().GetMapID()
        mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
        playerID = curPlayer.GetPlayerID()
        
        # 如果是NPC
@@ -4844,13 +4952,14 @@
                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
                    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
                    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
                elif limitIndex == 1: #BOSS之家
                    # BOSS之家BOSS击杀成就
                    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
                    # 每日活动
                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
                    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
                    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
            if ChConfig.IsGameBoss(curNPC) and mapID == ChConfig.Def_FBMapID_BossHome:
                #BOSS之家
                # BOSS之家BOSS击杀成就
                PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
                # 每日活动
                PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
                PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
                PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
            
            
        return