hch
2019-05-29 93813adb387e6f879836d517240e883cefd93b32
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossGrassland.py
@@ -24,6 +24,9 @@
import NPCCommon
import PlayerControl
import ChConfig
import FBCommon
FBDict_SyncFBNPC = 'SyncFBNPC' #是否需要同步副本NPC
def DoResetCrossGrassland(curPlayer, eventType, fdeventID):
    ## 草园重置
@@ -35,23 +38,40 @@
    if eventType == PlayerFairyDomain.FDEventType_GrasslandXian:
        npcID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
        if npcID:
            NPCCommon.UpdateNPCAttackCount(curPlayer, [npcID], 0)
            NPCCommon.UpdateNPCAttackCount(curPlayer, npcID, 0)
    ResetGrasslandAwardRecord(curPlayer)
    return
def __SetGrasslandVisitState(curPlayer, mapID, lineID, state):
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition("FairyDomain", {"MapID":mapID, "LineID":lineID})
    if not ipyData:
        return False
    eventID = ipyData.GetID()
    if not PlayerFairyDomain.SetFairyDomainEventState(curPlayer, eventID, state):
        return False
    return True
## 是否需要做进入副本通用检查条件逻辑,默认需要检查
def OnNeedCheckCanEnterFBComm(curPlayer, mapID, lineID):
    curState = PlayerFairyDomain.GetFairyDomainFBEventState(curPlayer, mapID, lineID)
    return curState != PlayerFairyDomain.FDEventState_Visiting
def OnEnterFBEvent(curPlayer, mapID, lineID, tick):
    if not __SetGrasslandVisitState(curPlayer, mapID, lineID, PlayerFairyDomain.FDEventState_Visiting):
        return False
    return True
    curState = PlayerFairyDomain.GetFairyDomainFBEventState(curPlayer, mapID, lineID)
    return curState in [PlayerFairyDomain.FDEventState_CanVisit, PlayerFairyDomain.FDEventState_Visiting]
## 进入跨服副本注册数据前逻辑
## @return: 是否可以注册前往跨服副本,次函数中可以写一些扣除消耗逻辑等
def OnRegEnterCrossFB(curPlayer, mapID, lineID):
    curState = PlayerFairyDomain.GetFairyDomainFBEventState(curPlayer, mapID, lineID)
    if curState == PlayerFairyDomain.FDEventState_CanVisit:
        delResult = FBCommon.DelFBEnterTicket(curPlayer, mapID, lineID)
        isOK = delResult[0]
        if not isOK:
            return False
        return PlayerFairyDomain.SetFairyDomainFBEventState(curPlayer, mapID, lineID, PlayerFairyDomain.FDEventState_Visiting)
    if curState == PlayerFairyDomain.FDEventState_Visiting:
        return True
    return False
## 跨服功能线路数据缓存,下次开启同样功能线路时会用该数据进行还原之前的副本状态
def OnGetCrossFuncLineDataCache():
    refreshNPCInfo = NPCCustomRefresh.GetCopyMapRandomRefreshNPCInfo()
    return refreshNPCInfo
## 开启副本
def OnOpenFB(tick):
@@ -59,48 +79,42 @@
    realMapID, copyMapID = gameWorld.GetRealMapID(), gameWorld.GetCopyMapID()
    key = (realMapID, copyMapID)
    if key in PyGameData.g_crossFuncLineDataCache:
        refreshNPCInfo = PyGameData.g_crossFuncLineDataCache[key]
        refreshNPCInfo = PyGameData.g_crossFuncLineDataCache.pop(key)
        GameWorld.DebugLog("副本开启根据保存的虚拟线路标试点刷怪信息刷怪: realMapID=%s,copyMapID=%s,refreshNPCInfo=%s" % (realMapID, copyMapID, refreshNPCInfo))
        NPCCustomRefresh.OnFBOpenSetRandomRefreshNPCInfo(refreshNPCInfo, tick)
        
    return
def GetCurFBFuncLineID():
    ## 获取本线路功能线路ID
    return GameWorld.GetGameWorld().GetPropertyID() % 10000 / 10
def GetCurFBLineZoneID():
    ## 获取本线路所属跨服分区
    return GameWorld.GetGameWorld().GetPropertyID() / 10000
## 进副本
def DoEnterFB(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    zoneID = GetCurFBLineZoneID()
    funcLineID = GetCurFBFuncLineID()
    GameWorld.Log("DoEnterFB zoneID=%s,funcLineID=%s" % (zoneID, funcLineID), playerID)
    zoneID = FBCommon.GetCrossDynamicLineMapZoneID()
    funcLineID = FBCommon.GetCrossDynamicLineMapFuncLineID()
    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
    GameWorld.Log("DoEnterFB zoneID=%s,funcLineID=%s,crossMapID=%s" % (zoneID, funcLineID, crossMapID), playerID)
    FBCommon.Sync_FBNPC(curPlayer=curPlayer)
    if crossMapID == ChConfig.Def_FBMapID_CrossGrasslandXian:
        boxNPCID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
        if boxNPCID:
            NPCCommon.SyncNPCAttackCount(curPlayer, [boxNPCID])
    return
## 副本总逻辑计时器
def OnProcess(tick):
    return
## 关闭副本
def OnCloseFB(tick):
    gameWorld = GameWorld.GetGameWorld()
    refreshNPCInfo = NPCCustomRefresh.GetCopyMapRandomRefreshNPCInfo()
    if refreshNPCInfo:
        realMapID, copyMapID = gameWorld.GetRealMapID(), gameWorld.GetCopyMapID()
        key = (realMapID, copyMapID)
        PyGameData.g_crossFuncLineDataCache[key] = refreshNPCInfo
        GameWorld.DebugLog("缓存虚拟线路标试点刷怪信息: realMapID=%s,copyMapID=%s,refreshNPCInfo=%s" % (realMapID, copyMapID, refreshNPCInfo))
    gameFB = GameWorld.GetGameFB()
    if gameFB.GetGameFBDictByKey(FBDict_SyncFBNPC):
        gameFB.SetGameFBDict(FBDict_SyncFBNPC, 0)
        FBCommon.Sync_FBNPC()
        
    GameWorld.GetGameWorld().SetPropertyID(0)
    return
## 玩家退出副本
def DoExitFB(curPlayer, tick):
    return
#
### 关闭副本
#def OnCloseFB(tick):
#    return
#
### 玩家退出副本
#def DoExitFB(curPlayer, tick):
#    return
##玩家主动离开副本.
def DoPlayerLeaveFB(curPlayer, tick):
@@ -114,44 +128,149 @@
## 客户端进入自定义场景
def OnEnterCustomScene(curPlayer, mapID, lineID):
    __SetGrasslandVisitState(curPlayer, mapID, lineID, PlayerFairyDomain.FDEventState_Visiting)
    curState = PlayerFairyDomain.GetFairyDomainFBEventState(curPlayer, mapID, lineID)
    PlayerFairyDomain.SetFairyDomainFBEventState(curPlayer, mapID, lineID, PlayerFairyDomain.FDEventState_Visiting)
    if curState == PlayerFairyDomain.FDEventState_CanVisit:
        refreshMapNPCDict = IpyGameDataPY.GetFuncEvalCfg("CrossGrasslandCfg", 2)
        npcCountDict = refreshMapNPCDict.get((mapID, lineID), {})
        for npcID, npcCount in npcCountDict.items():
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GrasslandNPCCount % npcID, npcCount)
        if mapID == ChConfig.Def_FBMapID_CrossGrasslandXian:
            FBCommon.DelFBEnterTicket(curPlayer, mapID, lineID)
    else:
        DoCheckUpdateGrasslandEnd(curPlayer)
    SyncCustomSceneNPCCount(curPlayer, mapID, lineID)
    if mapID == ChConfig.Def_FBMapID_CrossGrasslandXian:
        boxNPCID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
        if boxNPCID:
            NPCCommon.SyncNPCAttackCount(curPlayer, [boxNPCID])
    return
## 自定义场景采集OK,需自带是否允许采集的判断
def OnCustomSceneCollectOK(curPlayer, mapID, lineID, npcID):
    curState = PlayerFairyDomain.GetFairyDomainFBEventState(curPlayer, mapID, lineID)
    if curState != PlayerFairyDomain.FDEventState_Visiting:
        return False
    curCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GrasslandNPCCount % npcID)
    if not curCount:
        return False
    return True
def DecCustomSceneNPCCount(curPlayer, npcID):
    ## 减少草园自定义场景NPC,默认减少一个
    mapID, lineID = GetGrasslandMapID(curPlayer)
    if not mapID:
        return
    curCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GrasslandNPCCount % npcID)
    updCount = max(0, curCount - 1)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GrasslandNPCCount % npcID, updCount)
    SyncCustomSceneNPCCount(curPlayer, mapID, lineID)
    return
def SyncCustomSceneNPCCount(curPlayer, mapID, lineID):
    ## 通知自定义场景NPC数
    refreshMapNPCDict = IpyGameDataPY.GetFuncEvalCfg("CrossGrasslandCfg", 2)
    npcCountDict = refreshMapNPCDict.get((mapID, lineID), {})
    npcNowCountDict = {}
    for npcID in npcCountDict.keys():
        npcNowCountDict[npcID] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GrasslandNPCCount % npcID)
    if mapID == ChConfig.Def_FBMapID_CrossGrasslandXian:
        boxNPCID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
        if boxNPCID:
            npcNowCountDict[boxNPCID] = 1
    NPCCommon.SyncNPCCntInfo(curPlayer, mapID, npcNowCountDict)
    return
def RecordGrasslandAward(curPlayer, addItemList):
    ## 记录草园奖励信息
    mapID = GetGrasslandMapID(curPlayer)[0]
    if not mapID:
        return
    for itemInfo in addItemList:
        if not isinstance(itemInfo, list):
            continue
        itemID, itemCount = itemInfo[:2]
        newIndex = None
        for i in xrange(20):
            itemCountInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GrasslandDropCount % i)
            if not itemCountInfo:
                newIndex = i
                break
            recItemID = itemCountInfo/100
            if recItemID == itemID:
                updRecValue = itemCountInfo + itemCount
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GrasslandDropCount % i, updRecValue)
                break
        if newIndex != None:
            newRecValue = itemID*100 + itemCount
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GrasslandDropCount % newIndex, newRecValue)
    return
def ResetGrasslandAwardRecord(curPlayer):
    ## 重置草园奖励信息记录
    for i in xrange(20):
        itemCountInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GrasslandDropCount % i)
        if not itemCountInfo:
            break
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GrasslandDropCount % i, 0)
    return
def GetGrasslandMapID(curPlayer):
    grasslandMapIDList = [ChConfig.Def_FBMapID_CrossGrasslandLing, ChConfig.Def_FBMapID_CrossGrasslandXian]
    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
    customMapID = PlayerControl.GetCustomMapID(curPlayer)
    if crossMapID in grasslandMapIDList:
        mapID = crossMapID
        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqCrossFBFuncLine)
    elif customMapID in grasslandMapIDList:
        mapID = customMapID
        lineID = PlayerControl.GetCustomLineID(curPlayer)
    else:
        return 0, 0
    return mapID, lineID
def DoCheckUpdateGrasslandEnd(curPlayer):
    ## 检查更新草园已拜访完成
    
    grasslandMapIDList = [ChConfig.Def_FBMapID_CrossGrasslandLing, ChConfig.Def_FBMapID_CrossGrasslandXian]
    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
    clientCustomSceneMapID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomSceneMapID)
    if crossMapID in grasslandMapIDList:
        mapID = crossMapID
        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqCrossFBFuncLine)
    elif clientCustomSceneMapID in grasslandMapIDList:
        mapID = clientCustomSceneMapID
        lineID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomSceneLineID)
    else:
    mapID, lineID = GetGrasslandMapID(curPlayer)
    if not mapID:
        return
    
    # 采集次数是否已用完
    collNPCIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("MapRefreshNPC", mapID)
    if not collNPCIpyDataList:
        return
    for collIpyData in collNPCIpyDataList:
        npcIDList = collIpyData.GetNPCIDList()
        for npcID in npcIDList:
            collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
            if not collectNPCIpyData:
                return
            limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
            totalCollTime = NPCCommon.GetTodayCollectCount(curPlayer, npcID)
            if totalCollTime < limitMaxTime:
                GameWorld.DebugLog("草园NPC采集次数未用完! npcID=%s,totalCollTime=%s < limitMaxTime=%s" % (npcID, totalCollTime, limitMaxTime))
                return
    if mapID == PlayerControl.GetCustomMapID(curPlayer):
        refreshMapNPCDict = IpyGameDataPY.GetFuncEvalCfg("CrossGrasslandCfg", 2)
        npcCountDict = refreshMapNPCDict.get((mapID, lineID), {})
        npcIDList = npcCountDict.keys()
    else:
        collNPCIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("MapRefreshNPC", mapID)
        if not collNPCIpyDataList:
            return
        npcIDList = []
        for collIpyData in collNPCIpyDataList:
            npcIDList += collIpyData.GetNPCIDList()
    for npcID in npcIDList:
        collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
        if not collectNPCIpyData:
            return
        limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
        totalCollTime = NPCCommon.GetTodayCollectCount(curPlayer, npcID)
        if totalCollTime < limitMaxTime:
            GameWorld.DebugLog("草园NPC采集次数未用完! npcID=%s,totalCollTime=%s < limitMaxTime=%s" % (npcID, totalCollTime, limitMaxTime))
            return
            
    # 宝箱怪攻击次数是否已用完
    if mapID == ChConfig.Def_FBMapID_CrossGrasslandXian:
        boxNPCID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
    boxNPCID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
    if mapID == ChConfig.Def_FBMapID_CrossGrasslandXian and boxNPCID:
        boxNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("TreasureNPC", boxNPCID)
        if not boxNPCIpyData:
            return
@@ -164,8 +283,34 @@
            GameWorld.DebugLog("草园宝箱怪攻击次数未用完! boxNPCID=%s,attackCount=%s < maxAttackCount=%s" % (boxNPCID, attackCount, maxAttackCount))
            return
        
    __SetGrasslandVisitState(curPlayer, mapID, lineID, PlayerFairyDomain.FDEventState_Visited)
    PlayerFairyDomain.SetFairyDomainFBEventState(curPlayer, mapID, lineID, PlayerFairyDomain.FDEventState_Visited)
    PlayerControl.SetCustomMap(curPlayer, 0, 0)
    GameWorld.DebugLog("设置草园已完成!mapID=%s, lineID=%s" % (mapID, lineID))
    # 通知结算
    awardItemList = []
    for i in xrange(20):
        itemCountInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GrasslandDropCount % i)
        if not itemCountInfo:
            break
        isAuctionItem = 0
        itemID, itemCount = itemCountInfo/100, itemCountInfo%100
        awardItemList.append([itemID, itemCount, isAuctionItem])
    overDict = {FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(awardItemList)}
    FBCommon.NotifyFBOver(curPlayer, mapID, lineID, 1, overDict)
    ResetGrasslandAwardRecord(curPlayer)
    return
def DoFB_NPCDead(curNPC):
    #GameWorld.DebugLog("DoFB_NPCDead 设置需要同步副本NPC!")
    GameWorld.GetGameFB().SetGameFBDict(FBDict_SyncFBNPC, 1)
    return
def OnNPCRebornInFB(curNPC):
    #GameWorld.DebugLog("OnNPCRebornInFB 设置需要同步副本NPC!")
    GameWorld.GetGameFB().SetGameFBDict(FBDict_SyncFBNPC, 1)
    return