hxp
2019-07-19 ccd935ceb37990a02ee734867e30db5a7e5cac29
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossGrassland.py
@@ -25,6 +25,7 @@
import PlayerControl
import ChConfig
import FBCommon
import ItemControler
FBDict_SyncFBNPC = 'SyncFBNPC' #是否需要同步副本NPC
@@ -39,7 +40,8 @@
        npcID = IpyGameDataPY.GetFuncCfg("CrossGrasslandCfg", 1)
        if npcID:
            NPCCommon.UpdateNPCAttackCount(curPlayer, npcID, 0)
    ResetGrasslandAwardRecord(curPlayer)
    return
## 是否需要做进入副本通用检查条件逻辑,默认需要检查
@@ -89,8 +91,13 @@
    playerID = curPlayer.GetPlayerID()
    zoneID = FBCommon.GetCrossDynamicLineMapZoneID()
    funcLineID = FBCommon.GetCrossDynamicLineMapFuncLineID()
    GameWorld.Log("DoEnterFB zoneID=%s,funcLineID=%s" % (zoneID, funcLineID), playerID)
    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
@@ -122,44 +129,149 @@
## 客户端进入自定义场景
def OnEnterCustomScene(curPlayer, mapID, lineID):
    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
@@ -173,7 +285,31 @@
            return
        
    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])
    extraAward = [] #额外物品奖励
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition("FairyDomain", {"MapID":mapID, "LineID":lineID})
    if ipyData:
        fdEventID = ipyData.GetID()
        extraAward = PlayerFairyDomain.GetFairyAppointAward(curPlayer, fdEventID)
    if not extraAward:
        extraAward = FBCommon.GetFBLineReward(mapID, lineID)
    if extraAward:
        ItemControler.GivePlayerItemOrMail(curPlayer, extraAward)
        awardItemList += extraAward
    overDict = {FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(awardItemList)}
    FBCommon.NotifyFBOver(curPlayer, mapID, lineID, 1, overDict)
    ResetGrasslandAwardRecord(curPlayer)
    return
def DoFB_NPCDead(curNPC):
@@ -186,3 +322,6 @@
    GameWorld.GetGameFB().SetGameFBDict(FBDict_SyncFBNPC, 1)
    return