xdh
2019-03-11 ff52a6596b014b171a10de35779648e46b7a621b
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MunekadoTrial.py
@@ -34,6 +34,8 @@
import PyGameData
import EventShell
import NPCCommon
import FBHelpBattle
import PlayerActLogin
import math
@@ -50,7 +52,7 @@
# 副本状态
(
FB_Step_Open, #开启
FB_Step_CallHelp, # 助战召唤
FB_Step_Prepare, #准备中
FB_Step_Fight, # 战斗中
FB_Step_PickItem, # 拾取物品中
@@ -84,8 +86,9 @@
##---获得副本刷怪配置---
#  @param None
#  @return 配置信息
def __GetZMSLnpcCfg(lineID):
    mapID = GameWorld.GetMap().GetMapID()
def __GetZMSLnpcCfg(lineID, mapID=0):
    if not mapID:
        mapID = GameWorld.GetMap().GetMapID()
    return FBCommon.GetFBLineRefreshNPC(mapID, lineID)
def GetMTFBLineStepTime(lineID=-1):
@@ -157,16 +160,16 @@
    mapID = FBCommon.GetRecordMapID(mapID)
    gameFB = GameWorld.GetGameFB()
    
    # 设置副本公共属性的单独处理,防止队员进入后被修改
    if not FBCommon.GetHadSetFBPropertyMark():
        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
        FBCommon.SetFBPropertyMark(lineID)
        if gameFB.GetFBStep() == FB_Step_Open:
            FBCommon.SetFBStep(FB_Step_Prepare, tick)
            gameFB.SetGameFBDict(ZMSL_FBNextRefreshStep, 0)
            gameFB.SetGameFBDict(ZMSL_FBNPCCnt, 0)
            gameFB.SetGameFBDict(ZMSL_FBNPCRefreshCnt, 0)
#        if gameFB.GetFBStep() == FB_Step_Open:
#            FBCommon.SetFBStep(FB_Step_Prepare, tick)
#            gameFB.SetGameFBDict(ZMSL_FBNextRefreshStep, 0)
#            gameFB.SetGameFBDict(ZMSL_FBNPCCnt, 0)
#            gameFB.SetGameFBDict(ZMSL_FBNPCRefreshCnt, 0)
    lineID = FBCommon.GetFBPropertyMark()
    GameWorld.DebugLog("ZMSL DoEnterFB lineID=%s!" % lineID, curPlayer.GetID())
    # 进入消耗处理
@@ -174,12 +177,15 @@
        FBCommon.SetHadDelTicket(curPlayer)
        PyGameData.g_fbPickUpItemDict.pop(curPlayer.GetPlayerID(), 0)
        curPlayer.SetDict(ChConfig.Def_PlayerKey_IsInFBOnDay, 0)
        isHelpFight = False
        if FBCommon.SetIsHelpFight(curPlayer):
            isHelpFight = True
            GameWorld.DebugLog("ZMSL 助战进入副本!", curPlayer.GetID())
        joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
        EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_Start, joinType)
#        isHelpFight = False
#        if FBCommon.SetIsHelpFight(curPlayer):
#            isHelpFight = True
#            GameWorld.DebugLog("ZMSL 助战进入副本!", curPlayer.GetID())
#        joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
#        EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_Start, joinType)
    if gameFB.GetFBStep() == FB_Step_CallHelp:
        FBHelpBattle.SendGameServer_RefreshHelpBattlePlayer(curPlayer, mapID, lineID)
        return
    ZMSLCfg = GetMTFBLineStepTime()
    fbStep = gameFB.GetFBStep()
    if fbStep <= FB_Step_Prepare:
@@ -193,6 +199,16 @@
        
    __UpdZMSLFBStar(tick, True, curPlayer)
    DoFBHelp(curPlayer, tick)
    return
## 召唤助战完成
def OnCallHelpBattleOK(curPlayer, tick):
    ZMSLCfg = GetMTFBLineStepTime()
    FBCommon.SetFBStep(FB_Step_Prepare, tick)
    notify_tick = ZMSLCfg[Def_PrepareTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
    curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, max(notify_tick, 0), True)
    lineID = FBCommon.GetFBPropertyMark()
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, lineID, ChConfig.CME_Log_Start)
    return
## 刷怪
@@ -407,29 +423,22 @@
            GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, star, False, [mapID])
            needSyncFBData = True
        isInFBOnDay = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IsInFBOnDay)
        isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
        if star == 5:
            joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
            EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_End, joinType, 1)
            EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_End, 0, 1)
        EventShell.EventRespons_FBEvent(curPlayer, "zmsl_%s_%s" % (lineID, star))
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrial, 1, [playerCount, star, lineID+1])
        EventShell.EventRespons_FBEvent(curPlayer, "passzmsl")
        #增加助战积分
        if isHelpFight:
            EventShell.EventRespons_FBEvent(curPlayer, "helpzmsl_%s"%lineID)
            FBCommon.AddFBHelpPoint(curPlayer, mapID, 1)
            overDict.pop(FBCommon.Over_itemInfo, 0)
        # 如果在副本中过天,则只给物品奖励,不变更过关信息
        if not isInFBOnDay:
            FBCommon.AddEnterFBCount(curPlayer, mapID, 1)
            addXianyuanCoin, reason = FBHelpBattle.DoFBAddXianyuanCoin(curPlayer, mapID, lineID)
            overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
            needSyncFBData = False
        else:
            # 如果在副本中过天,则只给物品奖励,不变更过关信息
            if not isInFBOnDay:
                FBCommon.AddEnterFBCount(curPlayer, mapID, 1)
                needSyncFBData = False
            else:
                curPlayer.SetDict(ChConfig.Def_PlayerKey_IsInFBOnDay, 0)
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrialEx, 1)
            curPlayer.SetDict(ChConfig.Def_PlayerKey_IsInFBOnDay, 0)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrialEx, 1)
        PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_MunekadoTrial, 1)
            #=======================================================================================
            # #给奖励
            # needSpace = len(prizeItemList)
@@ -440,13 +449,13 @@
            #    GameWorld.DebugLog("背包空间不够,发送邮件: mailItemList=%s" % str(prizeItemList), curPlayer.GetPlayerID())
            # else:
            #    for itemID, itemCnt, isBind in prizeItemList:
            #        ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=["MunekadoTrial", False, {}])
            #        ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem], event=["MunekadoTrial", False, {}])
            #overDict[FBCommon.Over_itemInfo] = FBCommon.GetJsonItemList(prizeItemList)
            #=======================================================================================
            
            jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, {killNPCID:1})
            # 通知结果
            overDict[FBCommon.Over_itemInfo] = jsonItemList
        jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, {killNPCID:1})
        # 通知结果
        overDict[FBCommon.Over_itemInfo] = jsonItemList
            
        if needSyncFBData:
            FBCommon.Sync_FBPlayerFBInfoData(curPlayer, mapID)
@@ -456,6 +465,53 @@
        GameWorld.DebugLog('    overDict=%s'%overDict, curPlayer.GetID())
        FBCommon.Notify_FB_Over(curPlayer, overDict)
    return
## 可否扫荡
def OnPlayerFBSweepAsk(curPlayer, mapID, lineID, sweepCnt, isFinish, dataEx):
    if mapID != ChConfig.Def_FBMapID_MunekadoTrial:
        return
    # 暂写死,前两层不能扫
    if lineID < 2:
        GameWorld.DebugLog("前两层不能扫荡!")
        return
    historyStar = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID-1, False, [mapID])
    if historyStar < 5:
        GameWorld.DebugLog("没有S级不能扫荡!")
        return
    return True
## 助战扫荡结果
def OnPlayerFBHelpBattleSweepResult(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason):
    #扣门票要在公共逻辑中完成
    refreshNPCList = __GetZMSLnpcCfg(lineID, mapID)[0]
    if not refreshNPCList:
        return
    lastNPCList = refreshNPCList[-1]
    if not lastNPCList:
        return
    killNPCID = lastNPCList[0][0] # 默认最后一波的NPCID为通关boss奖励ID
    GameWorld.DebugLog("扫荡宗门试炼: killNPCID=%s,addXianyuanCoin=%s,reason=%s,helpBattlePlayerDict=%s"
                       % (killNPCID, addXianyuanCoin, reason, helpBattlePlayerDict))
    star = 5
    EventReport.WriteEvent_FB(curPlayer, mapID, lineID, ChConfig.CME_Log_End, 0, 1)
    EventShell.EventRespons_FBEvent(curPlayer, "zmsl_%s_%s" % (lineID, star))
    EventShell.EventRespons_FBEvent(curPlayer, "passzmsl")
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrialEx, 1)
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrial, 1, [1, star, lineID+1])
    PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_MunekadoTrial, 1)
    jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_MunekadoTrial, {killNPCID:1}, curGrade=star)
    # 通知结果
    overDict = {FBCommon.Over_grade:star,FBCommon.Over_dataMapID:mapID,FBCommon.Over_isPass:1, FBCommon.Over_isSweep:1}
    overDict[FBCommon.Over_helpPlayer] = helpBattlePlayerDict
    overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
    overDict[FBCommon.Over_itemInfo] = jsonItemList
    FBCommon.Notify_FB_Over(curPlayer, overDict)
    return True
## 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
#  @param attacker 攻击方
@@ -497,6 +553,10 @@
            npcIDList.append(npcid)
    return npcIDList
def DoFB_Npc_KillNPC(attacker, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
##玩家杀死NPC
# @param curPlayer:玩家实例
# @param curNPC:当前被杀死的NPC
@@ -504,6 +564,10 @@
# @return 返回值无意义
# @remarks 玩家主动离开副本.
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
def __FBNPCOnKilled(curNPC, tick):
    if curNPC.GetNPCID() not in __GetAllNPCIDList():
        return
    gameFB = GameWorld.GetGameFB()
@@ -515,8 +579,6 @@
    
    GameWorld.DebugLog("DoFB_Player_KillNPC, npcID=%s,ZMSL_FBNPCCnt=%s,needRefreshCnt=%s" 
                       % (curNPC.GetNPCID(), npcCnt, needRefreshCnt))
    
    if npcCnt <= 0 and needRefreshCnt <= 0:
        GameWorld.DebugLog("本波所有怪物已被击杀!")
@@ -727,7 +789,7 @@
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict)
    
    #给物品
    ItemControler.GivePlayerItem(curPlayer, exchangeItemID, exchangeItemCount, exchangeItemIsBind, [IPY_GameWorld.rptItem],
    ItemControler.GivePlayerItem(curPlayer, exchangeItemID, exchangeItemCount, 0, [IPY_GameWorld.rptItem],
                                 event=[ChConfig.ItemGive_TrialExchange, False, {}])
    #任务
    EventShell.EventRespons_TrialExchange(curPlayer, costItemID)