hxp
2019-07-02 86227d696b4f15c4940a15d4b28a0dc3335ea98f
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
@@ -32,6 +32,9 @@
import EventReport
import ChPlayer
import FBHelpBattle
import IpyGameDataPY
import PlayerWeekParty
import PlayerActLogin
#阶段时间
@@ -92,7 +95,12 @@
        GameWorld.DebugLog("上一层非最大评级过关,无法挑战下一层!lineID=%s,preLineID=%s,preLineGrade=%s,maxGrade=%s" 
                           % (lineId, preLineID, preLineGrade, maxGrade), curPlayer.GetPlayerID())
        return False
    #判断战力是否满足本层要求
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, lineId)
    if helpIpyData:
        if curPlayer.GetFightPower() < helpIpyData.GetFightPowerMin():
            GameWorld.DebugLog("战力不足%s,无法挑战本层!lineID=%s" % (helpIpyData.GetFightPowerMin(), lineId), curPlayer.GetPlayerID())
            return False
    return True
## 进入传送点
@@ -136,7 +144,7 @@
def DoEnterFB(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("DoEnterFB...", playerID)
    gameFB = GameWorld.GetGameFB()
    
    if not FBCommon.GetHadDelTicket(curPlayer):
@@ -190,6 +198,13 @@
    fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
    curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, fbLineTime[Def_PrepareTime] * 1000, True)
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start)
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", ChConfig.Def_FBMapID_QueenRelics, lineID)
    if helpIpyData:
        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBBaseHurt, helpIpyData.GetRobotBaseHurt())
        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBFightPower, helpIpyData.GetFightPowerMin())
        GameWorld.DebugLog("    更新副本助战机器人基础伤害: lineID=%s,RobotBaseHurt=%s,fbFightPower=%s"
                           % (lineID, helpIpyData.GetRobotBaseHurt(), helpIpyData.GetFightPowerMin()))
    return
##副本总逻辑计时器
@@ -457,101 +472,115 @@
    fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
    rewardRateList = FBCommon.GetFBGradeRewardRateList(mapID)
    maxGrade = len(rewardRateList)
    curPlayer = FBCommon.GetCurSingleFBPlayer()
    if not curPlayer:
        return
    nextLineID = 0
    # 最高评级过关,可挑战下一关
    if isPass and grade >= maxGrade:
        nextLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID + 1, False)
        nextLineID = 0 if not nextLineIpyData else (lineID + 1) # 找不到想下一层数据代表通关
        if nextLineID:
            helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, nextLineID)
            if helpIpyData and curPlayer.GetFightPower() < helpIpyData.GetFightPowerMin():
                nextLineID = 0 #战力不足,则不可挑战下一关
    
    gameFB = GameWorld.GetGameFB()
    gameFB.SetGameFBDict(FBKey_NextLineID, nextLineID)
    GameWorld.DebugLog("开始过关结算: lineID=%s,grade=%s,isPass=%s,nextLineID=%s" % (lineID, grade, isPass, nextLineID))
    
    playerManager = GameWorld.GetMapCopyPlayerManager()
    for index in xrange(playerManager.GetPlayerCount()):
        curPlayer = playerManager.GetPlayerByIndex(index)
        if not curPlayer:
            continue
        DoFBHelp(curPlayer, tick)
#    playerManager = GameWorld.GetMapCopyPlayerManager()
#    for index in xrange(playerManager.GetPlayerCount()):
#        curPlayer = playerManager.GetPlayerByIndex(index)
#        if not curPlayer:
#            continue
    DoFBHelp(curPlayer, tick)
    playerID = curPlayer.GetPlayerID()
    rewardLine = lineID #gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine) 改成只给本层奖励
    needSyncFBData = False
    overDict = {}
    if isPass:
        overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
        curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [dataMapID])
        if curGrade < grade:
            GameWorld.DebugLog("    更新过关评级: dataMapID=%s,lineID=%s,curGrade=%s,rewardGrade=%s"
                               % (dataMapID, lineID, curGrade, grade), curPlayer.GetPlayerID())
            GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, grade, False, [dataMapID])
            needSyncFBData = True
            if grade >= maxGrade: #首次S级奖励
                lineReward = FBCommon.GetFBLineReward(dataMapID, lineID)
                firstrewardItemList = [[itemID,itemCnt,0] for itemID,itemCnt in lineReward[0]]
                ItemControler.GivePlayerItemOrMail(curPlayer, firstrewardItemList, 'QueenRelicsMail', event=["QueenRelics", False, {}])
                overDict[FBCommon.Over_firstPassItem] = FBCommon.GetJsonItemList(firstrewardItemList)
        
        playerID = curPlayer.GetPlayerID()
        rewardLine = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine)
        needSyncFBData = False
        overDict = {}
        if isPass:
            overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
        if not nextLineID:#没有下一层则给奖励!!
            rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
            if rewardRet:
                needSyncFBData, startRewardLineID, totalSP, rewardItemList = rewardRet
                overDict.update({FBCommon.Over_sp:totalSP, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList),
                startRewardLineID, rewardItemList = rewardRet
                overDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList),
                                 "startRewardLineID":startRewardLineID})
            if lineID+1 > curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID):
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID, lineID+1)
            #成就
            if grade >= maxGrade:
                PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelics, 1, [lineID+1])
            EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID, grade)
            #任务
            EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
        if lineID+1 > curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID, lineID+1)
        #成就
        if grade >= maxGrade:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelics, 1, [lineID+1])
        
        # 记录结算到的线路层,记录值+1
        updRewardLine = lineID + 1
        gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
        if isPass and not rewardLine:
            isInFBOnDay = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_IsInFBOnDay)
            if not isInFBOnDay:
                GameWorld.DebugLog("首次结算奖励,增加挑战次数!", playerID)
                needSyncFBData = True
                FBCommon.AddEnterFBCount(curPlayer, dataMapID)
                addXianyuanCoin, reason = FBHelpBattle.DoFBAddXianyuanCoin(curPlayer, mapID, lineID)
                overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
            else:
                GameWorld.DebugLog("副本中过天,不增加挑战次数!", playerID)
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelicsEx, 1)
        # 不可再挑战下一关了
        if not nextLineID:
            curPlayer.Sync_TimeTick(IPY_GameWorld.tttLeaveMap, 0, fbLineTime[Def_LeaveTime] * 1000, True)
        EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID, grade)
        #任务
        EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
    # 记录结算到的线路层,记录值+1
    updRewardLine = lineID + 1
    gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
    if isPass and not nextLineID:
        isInFBOnDay = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_IsInFBOnDay)
        if not isInFBOnDay:
            GameWorld.DebugLog("首次结算奖励,增加挑战次数!", playerID)
            needSyncFBData = False
            FBCommon.AddEnterFBCount(curPlayer, dataMapID)
            addXianyuanCoin, reason = FBHelpBattle.DoFBAddXianyuanCoin(curPlayer, mapID, lineID)
            overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
        else:
            curPlayer.Sync_TimeTick(IPY_GameWorld.tttFBAddTime, 0, fbLineTime[Def_LeaveTime] * 1000, True)
            GameWorld.DebugLog("    可进入下一关: updRewardLine=%s,nextLineID=%s" % (updRewardLine, nextLineID), playerID)
        if needSyncFBData:
            FBCommon.Sync_FBPlayerFBInfoData(curPlayer, dataMapID) # 同步信息
        FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
            GameWorld.DebugLog("副本中过天,不增加挑战次数!", playerID)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelicsEx, 1)
        PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_QueenRelices, 1)
        PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_QueenRelices, 1)
    # 不可再挑战下一关了
    if not nextLineID:
        curPlayer.Sync_TimeTick(IPY_GameWorld.tttLeaveMap, 0, fbLineTime[Def_LeaveTime] * 1000, True)
    else:
        curPlayer.Sync_TimeTick(IPY_GameWorld.tttFBAddTime, 0, fbLineTime[Def_LeaveTime] * 1000, True)
        GameWorld.DebugLog("    可进入下一关: updRewardLine=%s,nextLineID=%s" % (updRewardLine, nextLineID), playerID)
    if needSyncFBData:
        FBCommon.Sync_FBPlayerFBInfoData(curPlayer, dataMapID) # 同步信息
    FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
    return
def __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLineID, curLineID, passGrade, maxGrade, rewardRateList):
    ## 给玩家过关奖励
    
    totalSP = 0
    totalItemCountDict = {}
    # 一般是不可能,这里做个理论数值防范
    if rewardLineID >= curLineID:
        GameWorld.ErrLog("玩家重复结算娲皇过关奖励!rewardLineID=%s >= curLineID=%s" % (rewardLineID, curLineID), curPlayer.GetPlayerID())
        return
    
    startRewardLineID = rewardLineID + 1
    needSyncFBData = False
    # 统计奖励,本关卡之前的都给最高级奖励, 当前层以本次评级为准
    for giveLineID in xrange(startRewardLineID, curLineID + 1):
        
        rewardGrade = maxGrade if giveLineID < curLineID else passGrade
        curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, giveLineID, False, [dataMapID])
        if curGrade < rewardGrade:
            GameWorld.DebugLog("    更新过关评级: dataMapID=%s,giveLineID=%s,curGrade=%s,rewardGrade=%s"
                               % (dataMapID, giveLineID, curGrade, rewardGrade), curPlayer.GetPlayerID())
            GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, giveLineID, rewardGrade, False, [dataMapID])
            needSyncFBData = True
        lineReward = FBCommon.GetFBLineReward(dataMapID, giveLineID)
        rewardSP = lineReward[0]
        rewardItemList = lineReward[1:]
        rewardItemList = lineReward[1]
        rewardRateIndex = 0 if rewardGrade >= maxGrade else maxGrade - rewardGrade
        if rewardRateIndex < 0 or rewardRateIndex >= len(rewardRateList):
            GameWorld.ErrLog("    评级对应奖励比例索引异常: giveLineID=%s,rewardGrade=%s,rewardRateList=%s,maxGrade=%s,rewardRateIndex=%s" 
@@ -560,39 +589,36 @@
        rewardRate = rewardRateList[rewardRateIndex]
        
        if rewardRate < 100:
            addSP = int(round(rewardSP * rewardRate / 100.0))
            giveItemList = []
            for itemID, itemCount in rewardItemList:
                rewardCount = max(1, int(round(itemCount * rewardRate / 100.0))) # 确保至少1个
                giveItemList.append([itemID, rewardCount])
        else:
            addSP = rewardSP
            giveItemList = rewardItemList
            
        GameWorld.DebugLog("    给关卡奖励: giveLineID=%s,rewardGrade=%s,rewardRateList=%s,rewardRate=%s,addSP=%s,giveItemList=%s"
                           % (giveLineID, rewardGrade, rewardRateList, rewardRate, addSP, giveItemList), curPlayer.GetPlayerID())
        GameWorld.DebugLog("    给关卡奖励: giveLineID=%s,rewardGrade=%s,rewardRateList=%s,rewardRate=%s,giveItemList=%s"
                           % (giveLineID, rewardGrade, rewardRateList, rewardRate, giveItemList), curPlayer.GetPlayerID())
        
        totalSP += addSP
        for itemID, itemCount in giveItemList:
            totalItemCountDict[itemID] = totalItemCountDict.get(itemID, 0) + itemCount
    
    # 给奖励
    PlayerControl.PlayerAddZhenQi(curPlayer, totalSP, eventName="QueenRelics")
    rewardItemList = []
    for itemID, itemCount in totalItemCountDict.items():
        rewardItemList.append([itemID, itemCount, 1])
        rewardItemList.append([itemID, itemCount, 0])
    needSpace = len(rewardItemList)
    emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
    if emptySpace < needSpace:
        PlayerControl.SendMailByKey("QueenRelicsMail", [curPlayer.GetPlayerID()], rewardItemList)
    else:
        for itemID, itemCount, isBind in rewardItemList:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem], event=["QueenRelics", False, {}])
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], event=["QueenRelics", False, {}])
            
    GameWorld.DebugLog("    总奖励:totalSP=%s,rewardItemList=%s" % (totalSP, rewardItemList), curPlayer.GetPlayerID())
    return needSyncFBData, startRewardLineID, totalSP, rewardItemList
    GameWorld.DebugLog("    总奖励:rewardItemList=%s" % (rewardItemList), curPlayer.GetPlayerID())
    return startRewardLineID, rewardItemList
## 副本行为
@@ -633,6 +659,12 @@
    if not toLineIpyData:
        GameWorld.ErrLog("没有目标功能线路!toLineID=%s" % toLineID)
        return
    #判断战力是否满足本层要求
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, toLineID)
    if helpIpyData:
        if curPlayer.GetFightPower() < helpIpyData.GetFightPowerMin():
            GameWorld.DebugLog("战力不足%s,无法挑战下一层!toLineID=%s" % (helpIpyData.GetFightPowerMin(), toLineID), curPlayer.GetPlayerID())
            return
    
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
        GameWorld.Log("进入下一层时玩家是死亡状态,先复活!", curPlayer.GetPlayerID())