hxp
2018-08-29 9f13daf65e0f6acc43ffab6462b737a70879f5cc
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
@@ -1946,11 +1947,14 @@
            #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)
    
    # 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),
@@ -1984,6 +1988,9 @@
        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
@@ -3359,6 +3366,9 @@
                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()):
@@ -3736,7 +3746,7 @@
        #=====================================================================================================
        
        #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()
@@ -3752,6 +3762,8 @@
        # 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)
        #===========================================================================================
@@ -4197,6 +4209,7 @@
        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()
        self.__OwnerHurtType, self.__OwnerHurtID = hurtType, hurtID
                    
        #最后一击处理
        self.__DoLastTimeHurtLogic()
@@ -4226,6 +4239,10 @@
        #被队伍杀死
        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))
@@ -4622,6 +4639,59 @@
        #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