hch
2019-05-20 b830b04b3de84fadca2f03e4d9625ecdfc4429a1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -18,9 +18,11 @@
import IPY_GameWorld
import PlayerControl
import GameWorldProcess
import PlayerMergeEvent
import CrossRealmPlayer
import PlayerSuccess
import ReadChConfig
import ShareDefine
import PyGameData
import FBCommon
import GameMap
import GameObj
@@ -325,13 +327,13 @@
    
    return
## 副本中召唤兽死亡(被击杀或者时间到等)
## 副本中NPC死亡(被击杀或者时间到等)
#  @param curNPC
#  @return None.
def DoFB_SummonNPCDead(curNPC):
def DoFB_NPCDead(curNPC):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFB_SummonNPCDead"))
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFB_NPCDead"))
    
    if callFunc:
        callFunc(curNPC)
@@ -355,6 +357,16 @@
    
    return
def DoFBOnNPCKill_Player(curNPC, curPlayer, tick):
    ## 副本内NPC杀人
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoFBOnNPCKill_Player"))
    if callFunc:
        #GameWorld.Log("副本逻辑不可使用   GameLogic_%d"%(mapID))
        return  callFunc(curNPC, curPlayer, tick)
    return
#---------------------------------------------------------------------
## 任务专用,触发事件(副本内攻击人)
#  @param curPlayer 攻击者
@@ -474,6 +486,29 @@
def DoEnterFBLogic(curPlayer, tick):
    curPlayerID = curPlayer.GetID()
    
    if GameWorld.IsCrossServer():
        mapID = GameWorld.GetMap().GetMapID()
        mapID = FBCommon.GetRecordMapID(mapID)
        if mapID in ChConfig.Def_CrossDynamicLineMap:
            fbZoneID = FBCommon.GetCrossDynamicLineMapZoneID()
            fbFuncLineID = FBCommon.GetCrossDynamicLineMapFuncLineID()
            playerZoneID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqCrossFBZoneID)
            playerFuncLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqCrossFBFuncLine)
            if fbZoneID != playerZoneID or fbFuncLineID != playerFuncLineID:
                GameWorld.ErrLog("DoEnterFB 玩家与当前副本线路所属分区或功能分线不同,踢出玩家!fbZoneID=%s,playerZoneID=%s,fbFuncLineID=%s,playerFuncLineID=%s"
                                 % (fbZoneID, playerZoneID, fbFuncLineID, playerFuncLineID), curPlayerID)
                CrossRealmPlayer.PlayerExitCrossServer(curPlayer)
                return
            GameWorld.Log("玩家进入跨服副本动态分配的线路: fbZoneID=%s,playerZoneID=%s,fbFuncLineID=%s,playerFuncLineID=%s"
                          % (fbZoneID, playerZoneID, fbFuncLineID, playerFuncLineID), curPlayerID)
        gameWorld = GameWorld.GetGameWorld()
        copyMapID = gameWorld.GetCopyMapID()
        if copyMapID not in PyGameData.g_crossPlayerServerGroupIDInfo:
            PyGameData.g_crossPlayerServerGroupIDInfo[copyMapID] = {}
        playerServerGroupIDDict = PyGameData.g_crossPlayerServerGroupIDInfo[copyMapID]
        playerServerGroupIDDict[curPlayerID] = PlayerControl.GetPlayerServerGroupID(curPlayer)
    # 自伸缩副本根据玩家进入开启,主动调用一次,避免间隔调用时机未触发导致逻辑错乱
    GameWorldProcess.EnterOpenFB(tick)
    
@@ -485,7 +520,7 @@
    gameMapID = gameMap.GetMapID()
    
    #如果已经设置过副本功能线路属性,则进入时同步玩家,一般下线重登或者非第一个进入该副本的玩家(如队友)会收到该包
    if FBCommon.GetHadSetFBPropertyMark():
    if FBCommon.GetHadSetFBPropertyMark() and gameMap.GetMapFBType() != IPY_GameWorld.fbtSingle:
        PlayerControl.SetFBFuncLineID(curPlayer, FBCommon.GetFBPropertyMark())
        
    #成长NPC所需数据初始化
@@ -507,12 +542,15 @@
    #注册玩家离开副本时间
    gameFBMgr.SetPlayerLogoffTick(0)
    
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_EnterMap, 1, [gameMapID])
    if gameFBMgr.HaveFBPlayer(curPlayerID):
        #已经注册了这个玩家, 不清除已注册的玩家的字典信息
        return
    
    #注册进入这个副本的玩家
    gameFBMgr.AddFBPlayer(curPlayerID)
    return
def DoEnterFB(curPlayer, tick):
@@ -523,6 +561,18 @@
    if callFunc != None:
        GameWorld.Log("DoEnterFBLogic...", curPlayer.GetPlayerID())
        callFunc(curPlayer, tick)
    return
def OnCallHelpBattleOK(curPlayer, tick):
    ## 召唤助战完成
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnCallHelpBattleOK"))
    if callFunc != None:
        GameWorld.Log("OnCallHelpBattleOK...", curPlayer.GetPlayerID())
        callFunc(curPlayer, tick)
    return
def InitFBNPCStrengthenData(curPlayer, gameMap):
@@ -673,9 +723,6 @@
    if callFunc:
        #GameWorld.Log("副本逻辑不可使用   GameLogic_%d"%(mapID))
        callFunc(curPlayer , tick)
    #有玩家离开副本广播一次
    PlayerMergeEvent.BroadcastMergePlayerEvent()
    
    #如果是最后一个人离开副本, 那么设置副本的离开时间, 5分钟后副本关闭
    __PlayerLeaveSetPlayerLogoffTick(curPlayer, tick)
@@ -1207,7 +1254,11 @@
def PlayerLoginInFBCheck(curPlayer, tick):
    gameMap = GameWorld.GetMap()
    #如果此地图是自动释放的, 需要检查这个玩家
    if gameMap.GetMapFBType() == 0:
    if gameMap.GetMapFBType() in [IPY_GameWorld.fbtNull]:
        return False
    #跨服服务器是直接注册的地图ID数据,地图肯定没有该玩家,所以不判断
    if GameWorld.IsCrossServer():
        return False
    
    #玩家 在副本中,并且副本不踢出玩家下线
@@ -1241,9 +1292,6 @@
#  @return mapID
#  @remarks 函数详细说明.
def __GetFBLogic_MapID(mapID):
    #ManorWarMapIDList = ReadChConfig.GetEvalChConfig("ManorWarMapID")
    #if mapID in ManorWarMapIDList:
    #    return 'ManorWar'
    mapID = FBCommon.GetRecordMapID(mapID)
    for key, value in ChConfig.Def_FB_MapID.items():
        if mapID in value:
@@ -1452,6 +1500,17 @@
    return callFunc(curPlayer, mapID, lineID, cnt, isFinish, dataEx)
## 副本助战扫荡结果
def OnPlayerFBHelpBattleSweepResult(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBHelpBattleSweepResult"))
    if callFunc == None:
        return False
    return callFunc(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason)
## 开始公共CD副本扫荡
def OnStartPubCDFBSweep(curPlayer, mapID, lineID, cnt, dataEx):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -1521,9 +1580,10 @@
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGetFBEnterPos"))
    
    if callFunc == None:
        return
    posInfo = callFunc(curPlayer, mapID, lineId, ipyEnterPosInfo, tick)
        posInfo = ipyEnterPosInfo
    else:
        posInfo = callFunc(curPlayer, mapID, lineId, ipyEnterPosInfo, tick)
    if not posInfo:
        return
    enterX, enterY = posInfo[:2]
@@ -1897,14 +1957,14 @@
#  @param mapID 玩家
#  @param tick 当前时间
#  @return None-未找到,线路id - 0~N
def GetFBLineMaxPlayerCount(mapID):
def GetFBLineMaxPlayerCount(mapID, lineID):
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBLineMaxPlayerCount"))
    
    if callFunc:
        return callFunc()
        return callFunc(lineID)
    
    return 0
@@ -2109,3 +2169,87 @@
    
    return callFunc(curPlayer, tick)
## 客户端进入自定义场景
def OnEnterCustomScene(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnEnterCustomScene"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID)
## 客户端发送刷新自定义副本奖励
def OnRefreshCustomFBPrize(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnRefreshCustomFBPrize"))
    if callFunc == None:
        return []
    return callFunc(curPlayer, mapID, lineID)
## 给自定义副本奖励后续处理
## @return: 返回结算副本over信息字典,不含jsonItem信息
def OnGiveCustomFBPrizeOK(curPlayer, mapID, lineID):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGiveCustomFBPrizeOK"))
    if callFunc == None:
        return {}
    return callFunc(curPlayer, mapID, lineID)
## 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):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnRegEnterCrossFB"))
    if callFunc == None:
        return True
    return callFunc(curPlayer, mapID, lineID)
## 结束跨服副本
def OnEndCrossFB(curPlayer, mapID, lineID, exData):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnEndCrossFB"))
    if callFunc == None:
        return
    return callFunc(curPlayer, mapID, lineID, exData)
## 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():
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGetCrossFuncLineDataCache"))
    if callFunc == None:
        return
    return callFunc()
## 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):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnNeedCheckCanEnterFBComm"))
    if callFunc == None:
        return True
    return callFunc(curPlayer, mapID, lineID)
def OnPlayerLVUp(curPlayer):
    ## 玩家升级
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLVUp"))
    if callFunc == None:
        return False
    return callFunc(curPlayer)