| | |
| | | if heroCount >= ShareDefine.LineupObjMax:
|
| | | break
|
| | |
|
| | | if not heroDict:
|
| | | return {}
|
| | | |
| | | # 主公属性
|
| | | lordAttrDict = PlayerControl.GetLordAttr(curPlayer)
|
| | |
|
| | |
| | | # @param isRestStart: 是否从休息状态重新开始的
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
|
| | | if not chapterID:
|
| | | chapterID = 1
|
| | | if not levelNum:
|
| | | levelNum =1
|
| | | if not wave:
|
| | | wave = 1
|
| | | if not chapterID and not levelNum:
|
| | | PlayerControl.SetMainLevelNowInfo(curPlayer, 1, 1, 1)
|
| | | chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
|
| | | GameWorld.DebugLog("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
|
| | | fightPoint = max(curPlayer.GetFightPoint(), 1)
|
| | | if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
|
| | |
| | | teamNum = 1
|
| | | lineupID = waveLineupList[teamNum - 1] # NPC阵容ID
|
| | |
|
| | | lineupMainInfo = GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)
|
| | | if not lineupMainInfo:
|
| | | GameWorld.DebugLog("没有设置主阵容!", playerID)
|
| | | return
|
| | | |
| | | mainFightMgr = GetMainFightMgr(curPlayer)
|
| | | mainFightMgr.nextTeam = False
|
| | | mainFightMgr.chapterID = chapterID
|
| | |
| | |
|
| | | turnFight = mainFightMgr.turnFight
|
| | | turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
|
| | | turnFight.setFactionLineup(Def_FactionA, {1:GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)}, True)
|
| | | turnFight.setFactionLineup(Def_FactionA, {1:lineupMainInfo}, True)
|
| | | turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
|
| | | turnFight.sortActionQueue()
|
| | | turnFight.syncInit()
|
| | |
| | |
|
| | | wave = waveMax = 1 # 关卡boss固定只有一波
|
| | |
|
| | | lineupMainInfo = GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)
|
| | | if not lineupMainInfo:
|
| | | GameWorld.DebugLog("没有设置主阵容!", playerID)
|
| | | return
|
| | | |
| | | mainFightMgr = GetMainFightMgr(curPlayer)
|
| | | mainFightMgr.nextTeam = False
|
| | | mainFightMgr.chapterID = chapterID
|
| | |
| | |
|
| | | turnFight = mainFightMgr.turnFight
|
| | | turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
|
| | | turnFight.setFactionLineup(Def_FactionA, {1:GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)}, True)
|
| | | turnFight.setFactionLineup(Def_FactionA, {1:lineupMainInfo}, True)
|
| | | turnFight.setFactionLineup(Def_FactionB, {1:GetNPCLineup(lineupID)})
|
| | | turnFight.sortActionQueue()
|
| | | turnFight.syncInit()
|
| | |
| | | teamNum = mainFightMgr.teamNum = mainFightMgr.teamNum + 1
|
| | | GameWorld.DebugLog("开始进入下一小队: teamNum=%s" % teamNum)
|
| | | if teamNum < 1 or teamNum > len(mainFightMgr.waveLineupList):
|
| | | GameWorld.DebugLog("111111 teamNum=%s,mainFightMgr.waveLineupList=%s" % (teamNum, mainFightMgr.waveLineupList))
|
| | | return
|
| | | lineupID = mainFightMgr.waveLineupList[teamNum - 1] # NPC阵容ID
|
| | | GameWorld.DebugLog("teamNum=%s,lineupID=%s" % (teamNum, lineupID))
|