| | |
| | | if callFunc == None:
|
| | | return False
|
| | | return callFunc(curPlayer)
|
| | |
|
| | | def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
|
| | | ## 回合战斗请求 - 地图验证
|
| | | # @return: 是否允许
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightRequest"))
|
| | | |
| | | if callFunc == None:
|
| | | # 默认不限制
|
| | | return True
|
| | | |
| | | return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList)
|
| | |
|
| | | def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
|
| | | ## 回合战斗结束
|
| | | # @return: 是否需要同步GameServer, 奖励列表, 发放方式(0-不发放, 1-TurnAttack模块统一发放, 2-功能自己决定发放逻辑)
|
| | | # @return: None - 无结算逻辑,可走TurnAttack模块通用逻辑
|
| | | |
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightOver"))
|
| | | |
| | | if callFunc == None:
|
| | | return
|
| | | |
| | | return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet)
|
| | |
|
| | | def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret):
|
| | | ## 回合战斗结束 - GameServer处理完毕返回
|
| | | |
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightOver_GameServerRet"))
|
| | | |
| | | if callFunc == None:
|
| | | return
|
| | | |
| | | return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret)
|
| | |
|
| | | |