5039 【1.3】【后端】组队功能和助战积分优化——宗门、大境界修改
2个文件已修改
157 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_DuJie.py 72 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MunekadoTrial.py 85 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_DuJie.py
@@ -30,12 +30,14 @@
import PlayerSuccess
import EventShell
import EventReport
import FBHelpBattle
import math
import time
#当前副本地图的状态
(
FB_Step_Open, # 地图开启
FB_Step_CallHelp, # 助战召唤
FB_Step_MapPrepare, # 地图准备
FB_Step_Fighting, # 战斗中
FB_Step_LeaveTime, # 自由时间
@@ -57,7 +59,7 @@
def GetRealmFBTimeCfg():
    lineID = FBCommon.GetFBPropertyMark()
    lineID = 1 if FBCommon.GetFBPropertyMark() else 0
    return FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_DuJie, lineID)
def GetDuJieBossID():
@@ -180,9 +182,14 @@
        return
    
    lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
    if lineID: #小境界0 大境界为境界等级
        lineID = curPlayer.GetOfficialRank()
    if not FBCommon.GetHadSetFBPropertyMark():
        FBCommon.SetFBPropertyMark(lineID)
        FBCommon.SetFBStep(FB_Step_MapPrepare, tick)
        if lineID == 0:
            FBCommon.SetFBStep(FB_Step_MapPrepare, tick)
    
    
    fbPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
@@ -195,16 +202,16 @@
        
        GameWorld.DebugLog('玩家进入副本')
        
        if lineID == 0 or fbPlayerCnt == 1 or curPlayer.GetTeamLV() == IPY_GameWorld.tmlLeader:
            __SetFBLeaderPlayer(curPlayer)
            if gameFB.GetFBStep() == FB_Step_Fighting:
                __OnDuJieFBStart(tick)
    isHelpFight = lineID == 1 and curPlayer.GetTeamLV() != IPY_GameWorld.tmlLeader and fbPlayerCnt > 1
    joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_DuJie, lineID, ChConfig.CME_Log_Start, joinType)
        #if lineID == 0 or fbPlayerCnt == 1 or curPlayer.GetTeamLV() == IPY_GameWorld.tmlLeader:
        __SetFBLeaderPlayer(curPlayer)
#            if gameFB.GetFBStep() == FB_Step_Fighting:
#                __OnDuJieFBStart(tick)
    fbStep = gameFB.GetFBStep()
    if lineID !=0 and fbStep == FB_Step_CallHelp:
        FBHelpBattle.SendGameServer_RefreshHelpBattlePlayer(curPlayer, ChConfig.Def_FBMapID_DuJie, lineID)
        return
    if fbStep == FB_Step_MapPrepare:
        #初始化并通知等待倒计时
        __EnterFBInPrepare(curPlayer, DuJieFBCfg[Def_Time_MapPrepare] * 1000, gameFB, tick)
@@ -217,6 +224,15 @@
    DoFBHelp(curPlayer, tick)
    
    return
## 召唤助战完成
def OnCallHelpBattleOK(curPlayer, tick):
    lineID = 1 if FBCommon.GetFBPropertyMark() else 0
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_DuJie, lineID, ChConfig.CME_Log_Start, 0)
    DuJieFBCfg = GetRealmFBTimeCfg()
    FBCommon.SetFBStep(FB_Step_MapPrepare, tick)
    __EnterFBInPrepare(curPlayer, DuJieFBCfg[Def_Time_MapPrepare] * 1000, GameWorld.GetGameFB(), tick)
    return
def __SetFBLeaderPlayer(curPlayer):
@@ -323,7 +339,7 @@
    return
def __OnDuJieFBStart(tick):
    lineID = FBCommon.GetFBPropertyMark()
    lineID = 1 if FBCommon.GetFBPropertyMark() else 0
    if not GameWorld.GetGameFB().GetGameFBDictByKey(DuJieFB_LeaderPlayerID):
        findLeader = False
        playerManager = GameWorld.GetMapCopyPlayerManager()
@@ -379,7 +395,8 @@
    curStar = gameFB.GetGameFBDictByKey(DuJieFB_Star)
    realmLV = gameFB.GetGameFBDictByKey(DuJieFB_RealmLV)
    realmIpyData = PlayerPrestigeSys.GetRealmIpyData(realmLV)
    lineID = FBCommon.GetFBPropertyMark()
    FBPropertyMark = FBCommon.GetFBPropertyMark()
    lineID = 1 if FBPropertyMark else 0
    leaveTick = invadeCfg[Def_Time_Leave] * 1000
    overDict = {FBCommon.Over_costTime:costTime,FBCommon.Over_grade:curStar, FBCommon.Over_leaderID:leaderPlayerID}
    playerCnt = copyMapPlayerManager.GetPlayerCount()
@@ -389,9 +406,9 @@
        
        if curPlayer == None or curPlayer.IsEmpty():
            continue
        isHelpFight = lineID == 1 and curPlayer.GetPlayerID() != leaderPlayerID
        joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_DuJie, lineID, ChConfig.CME_Log_End, joinType, isPass)
#        isHelpFight = lineID == 1 and curPlayer.GetPlayerID() != leaderPlayerID
#        joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_DuJie, lineID, ChConfig.CME_Log_End, 0, isPass)
    
        curPlayer.Sync_TimeTick(IPY_GameWorld.tttLeaveMap, 0, leaveTick, True)
        FBCommon.NotifyFBOver(curPlayer, ChConfig.Def_FBMapID_DuJie, lineID, isPass, overDict)
@@ -402,11 +419,13 @@
                #清除CD
                FBCommon.SetFBPDictValue(curPlayer, ChConfig.Def_PDict_LastEnterFBTick % ChConfig.Def_FBMapID_DuJie, 0)
                FBCommon.SyncFBEnterTick(curPlayer)
            else:
                #帮忙打的给奖励
                __GiveTeamAward(curPlayer, leaderPlayer, realmIpyData, curStar)
                EventShell.EventRespons_DujieFBHelpPass(curPlayer)
                FBCommon.AddFBHelpPoint(curPlayer, ChConfig.Def_FBMapID_DuJie, 1)
                if lineID:
                    FBHelpBattle.DoSingleFBAddXianyuanCoin(curPlayer, ChConfig.Def_FBMapID_DuJie, FBPropertyMark)
#            else:
#                #帮忙打的给奖励
#                __GiveTeamAward(curPlayer, leaderPlayer, realmIpyData, curStar)
#                EventShell.EventRespons_DujieFBHelpPass(curPlayer)
#                FBCommon.AddFBHelpPoint(curPlayer, ChConfig.Def_FBMapID_DuJie, 1)
            
            if realmIpyData and realmIpyData.GetIsBigRealm():
                #成就
@@ -451,6 +470,9 @@
    FBCommon.Notify_FBHelp(curPlayer, helpDict)
    return
def DoFB_Npc_KillNPC(attacker, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
## 执行副本杀怪逻辑
#  @param curPlayer 杀怪的人
@@ -458,7 +480,10 @@
#  @param tick 当前时间
#  @return None
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
    __FBNPCOnKilled(curNPC, tick)
    return
def __FBNPCOnKilled(curNPC, tick):
    bossID = curNPC.GetNPCID()
    if bossID != GetDuJieBossID():
        return
@@ -468,7 +493,6 @@
#    PlayerControl.WorldNotify(0, "jiazu_liubo_202580", [curPlayer.GetFamilyName(), mapID, bossID])
    __DoDoJieFBOver(True, tick)
    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
#  @param attacker 攻击方
#  @param defender 防守方
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MunekadoTrial.py
@@ -34,6 +34,7 @@
import PyGameData
import EventShell
import NPCCommon
import FBHelpBattle
import math
@@ -50,7 +51,7 @@
# 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
@@ -162,11 +163,12 @@
    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 +176,15 @@
        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 +198,16 @@
        
    __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
@@ -407,28 +422,26 @@
            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)
#        if isHelpFight:
#            EventShell.EventRespons_FBEvent(curPlayer, "helpzmsl_%s"%lineID)
#            FBCommon.AddFBHelpPoint(curPlayer, mapID, 1)
#            overDict.pop(FBCommon.Over_itemInfo, 0)
#        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)
            FBHelpBattle.DoSingleFBAddXianyuanCoin(curPlayer, mapID, lineID)
            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)
            
            #=======================================================================================
            # #给奖励
@@ -444,9 +457,9 @@
            #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)
@@ -497,6 +510,10 @@
            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 +521,10 @@
# @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 +536,6 @@
    
    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!")