xdh
2019-05-09 df2af1331d39ad7da3f833931c01e2391f575988
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_FairyTreasure.py
@@ -34,6 +34,7 @@
FBPlayerDict_CurStep = 'FBPlayerDict_CurStep'   # 当前阶段
FBPlayerDict_StepState = 'FBPlayerDict_StepState'   # 阶段状态
# 副本通用配置
(
Def_PrepareTime, # 准备时间,秒
@@ -41,7 +42,8 @@
Def_LeaveTime, # 退出时间, 秒
Def_CollectTime, # 采集时间, 秒
Def_RefreshBossMark, # 刷怪标识点
) = range(5)
Def_RefreshBossMark1, # 刷怪标识点
) = range(6)
#当前副本地图的状态
@@ -100,6 +102,7 @@
#  @param tick
#  @return None
def DoEnterFB(curPlayer, tick):
    PlayerControl.SetSight(curPlayer, ChConfig.Def_PlayerSight_Default * 3)
    mapID = GameWorld.GetMap().GetMapID()
    mapID = FBCommon.GetRecordMapID(mapID)
    gameFB = GameWorld.GetGameFB()
@@ -109,7 +112,11 @@
    if not hadDelTicket:
        FBCommon.SetHadDelTicket(curPlayer)
        FBCommon.SetFBPropertyMark(lineID)
        boxIDList = FBCommon.GetFBLineRefreshNPC(mapID, lineID)[1:]
        npcCnt = len(boxIDList)
        NPCCustomRefresh.SetNPCRefresh(__GetFBTimeCfg()[Def_RefreshBossMark1], [[npcID,1] for npcID in boxIDList], npcCnt, npcCnt)
    if gameFB.GetGameFBDictByKey(FBPlayerDict_CurStep) == 0:
        FBCommon.SyncDynamicBarrierState(IpyGameDataPY.GetFuncEvalCfg('HazyTreasure'), 1, curPlayer) # 准备期间有动态障碍点
    if not hadDelTicket \
        and IpyGameDataPY.GetIpyGameDataByCondition("NPCShow", {"MapID":mapID, "LineID":lineID}, isLogNone=False):
        GameWorld.DebugLog("刚进入时不直接开始,需等前端通知开始才开始!", playerID)  # 掉线重上强制开始
@@ -119,7 +126,7 @@
    if fbStep < FB_Step_Prepare:
        FBCommon.SetFBStep(FB_Step_Prepare, tick)
    if fbStep <= FB_Step_Prepare:
        notify_tick = __GetFBTimeCfg(lineID)[Def_PrepareTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
        curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, max(notify_tick, 0), True)
@@ -168,7 +175,7 @@
    gameFB = GameWorld.GetGameFB()
    
    curStep = gameFB.GetGameFBDictByKey(FBPlayerDict_CurStep) + 1
    helpDict = {FBCommon.Help_step:curStep}
    helpDict = {FBCommon.Help_step:curStep, FBCommon.Help_npcTotal:gameFB.GetGameFBDictByKey(FBPlayerDict_StepState)}
    GameWorld.DebugLog("DoFBHelp %s" % str(helpDict))
    FBCommon.Notify_FBHelp(curPlayer, helpDict)
    return
@@ -179,6 +186,7 @@
# @return 返回值无意义
# @remarks 玩家主动离开副本.
def DoExitFB(curPlayer, tick):
    PlayerControl.SetSight(curPlayer, ChConfig.Def_PlayerSight_Default)
    # 玩家退出默认关闭副本
    #GameWorldProcess.CloseFB(tick)
    return
@@ -263,14 +271,19 @@
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
    mapID = GameWorld.GetMap().GetMapID()
    lineID = FBCommon.GetFBPropertyMark()
    bossID, boxID = FBCommon.GetFBLineRefreshNPC(mapID, lineID)
    bossID = FBCommon.GetFBLineRefreshNPC(mapID, lineID)[0]
    if bossID != curNPC.GetNPCID():
        return
    #刷宝箱进入采集阶段
    GameWorld.GetGameFB().SetGameFBDict(FBPlayerDict_CurStep, 1)
    DoFBHelp(curPlayer, tick)
    FBCommon.SyncDynamicBarrierState(IpyGameDataPY.GetFuncEvalCfg('HazyTreasure'), 0, curPlayer)
    #特效NPC消失
    FBCommon.ClearFBNPCEx(FBCommon.GetFBLineRefreshNPC(mapID, lineID)[2:])
    #FBCommon.SetFBStep(FB_Step_Collect, tick)
    NPCCustomRefresh.SetNPCRefresh(__GetFBTimeCfg()[Def_RefreshBossMark], [boxID])
    #NPCCustomRefresh.SetNPCRefresh(__GetFBTimeCfg()[Def_RefreshBossMark], [boxID])
    return
## 检查是否可攻击, 主判定不可攻击的情况,其他逻辑由外层决定
@@ -291,7 +304,9 @@
# @return 无意义
# @remarks
def OnCanCollect(curPlayer, curNPC, tick):
    return True
    gameFB = GameWorld.GetGameFB()
    curStep = gameFB.GetGameFBDictByKey(FBPlayerDict_CurStep)
    return curStep == 1
##副本中,采集物需要Loading时间.
@@ -323,8 +338,8 @@
    
    ChNPC.OnCollectEnd(curPlayer, curNPC)
    GameWorld.DebugLog('    采集成功!', playerID)
    #DoFBHelp(curPlayer, 0)
    GameWorld.GetGameFB().SetGameFBDict(FBPlayerDict_StepState, 1)
    DoFBHelp(curPlayer, 0)
    #掉落给奖励
    DoFairyTreasureOver(curPlayer, tick, dropPosX, dropPosY)