10019 【砍树】回合战斗(回合战斗NPC相关属性统一调整到NPC扩展表;去除副本回合制表,新增冒险关卡表;)
15个文件已修改
1个文件已添加
740 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 27 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 124 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py 15 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py 18 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Adventure.py 62 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py 301 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 70 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -635,6 +635,10 @@
    DWORD        AtkBackDefRate;    //抗反击概率
    DWORD        SuckHPPer;    //吸血比率
    DWORD        SuckHPDefPer;    //抗吸血比率
    dict        SpecAttrInfo;    //特殊属性信息 {"属性ID":值, ...}
    list        PetNPCIDList;    //回合战斗灵宠NPCID列表
    list        ElfSkillIDList;    //回合战斗精怪技能ID列表
    list        STSkillIDList;    //回合战斗神通技能ID列表
};
//成长型境界怪物表
@@ -833,6 +837,15 @@
    dict        SweepGoodDrop;    //扫荡珍稀符印
};
//冒险关卡表
struct tagAdventure
{
    WORD        _LineID;    //功能线路ID
    DWORD        NPCID;    //NPCID
    list        AwardItemList;    //过关奖励列表[[物品ID,个数,是否拍品], ...]
};
//地图表格
struct tagChinMap
@@ -883,20 +896,6 @@
    eval        RefreshNPC;    //标试点刷怪配置
    eval        GradeInfo;    //评级规则
    eval        RewardInfo;    //奖励信息
};
//副本回合制表
struct tagFBTurn
{
    DWORD        _DataMapID;    //数据地图ID
    WORD        _LineID;    //功能线路ID
    DWORD        NPCID;    //NPCID
    list        PetNPCIDList;    //灵宠NPCID列表
    list        ElfSkillIDList;    //精怪技能ID列表
    list        STSkillIDList;    //神通技能ID列表
    list        AwardItemListFirst;    //首次过关奖励列表[[物品ID,个数,是否拍品], ...]
    list        AwardItemList;    //再次过关奖励列表[[物品ID,个数,是否拍品], ...]
};
//副本助战表
ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py
@@ -709,9 +709,7 @@
Def_FBMapID_Love = 31300
#回合战斗自定义地图ID
TurnFightMapIDList = (
Def_TFMapID_MineArea, # 福地 1
) = range(1, 1 + 1)
Def_TFMapID_MineArea = 1 # 福地 1
#需要刷世界BOSS的副本
WorldBossFBMapIDList = [Def_FBMapID_SealDemon, Def_FBMapID_ZhuXianBoss, Def_FBMapID_DemonKing]
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -20950,7 +20950,8 @@
    Head = tagHead()
    MapID = 0    #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
    FuncLineID = 0    #(WORD FuncLineID)
    PlayerID = 0    #(DWORD PlayerID)// 战斗目标玩家ID,可为0,某些功能可能有用,如竞技场
    TagType = 0    #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
    TagID = 0    #(DWORD TagID)// 战斗目标类型对应的ID
    ValueCount = 0    #(BYTE ValueCount)
    ValueList = list()    #(vector<DWORD> ValueList)// 附加值列表,可选,具体含义由MapID决定
    data = None
@@ -20966,7 +20967,8 @@
        _pos = self.Head.ReadData(_lpData, _pos)
        self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.ValueCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.ValueCount):
            value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
@@ -20980,7 +20982,8 @@
        self.Head.SubCmd = 0x10
        self.MapID = 0
        self.FuncLineID = 0
        self.PlayerID = 0
        self.TagType = 0
        self.TagID = 0
        self.ValueCount = 0
        self.ValueList = list()
        return
@@ -20990,6 +20993,7 @@
        length += self.Head.GetLength()
        length += 4
        length += 2
        length += 1
        length += 4
        length += 1
        length += 4 * self.ValueCount
@@ -21001,7 +21005,8 @@
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteDWORD(data, self.MapID)
        data = CommFunc.WriteWORD(data, self.FuncLineID)
        data = CommFunc.WriteDWORD(data, self.PlayerID)
        data = CommFunc.WriteBYTE(data, self.TagType)
        data = CommFunc.WriteDWORD(data, self.TagID)
        data = CommFunc.WriteBYTE(data, self.ValueCount)
        for i in range(self.ValueCount):
            data = CommFunc.WriteDWORD(data, self.ValueList[i])
@@ -21012,7 +21017,8 @@
                                Head:%s,
                                MapID:%d,
                                FuncLineID:%d,
                                PlayerID:%d,
                                TagType:%d,
                                TagID:%d,
                                ValueCount:%d,
                                ValueList:%s
                                '''\
@@ -21020,7 +21026,8 @@
                                self.Head.OutputString(),
                                self.MapID,
                                self.FuncLineID,
                                self.PlayerID,
                                self.TagType,
                                self.TagID,
                                self.ValueCount,
                                "..."
                                )
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -48463,7 +48463,8 @@
    Head = tagHead()
    MapID = 0    #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
    FuncLineID = 0    #(WORD FuncLineID)
    PlayerID = 0    #(DWORD PlayerID)// 对应玩家ID,可为0,某些功能可能有用,如竞技场
    TagType = 0    #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
    TagID = 0    #(DWORD TagID)// 战斗目标类型对应的ID
    State = 0    #(BYTE State)// 0-起始状态标记;1-准备完毕;2-战斗中;3-战斗结束;4-结算奖励;5-结束状态标记
    TurnNum = 0    #(BYTE TurnNum)// 当前轮次
    TurnMax = 0    #(BYTE TurnMax)// 最大轮次
@@ -48482,7 +48483,8 @@
        _pos = self.Head.ReadData(_lpData, _pos)
        self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.State,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TurnNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TurnMax,_pos = CommFunc.ReadBYTE(_lpData, _pos)
@@ -48497,7 +48499,8 @@
        self.Head.SubCmd = 0x20
        self.MapID = 0
        self.FuncLineID = 0
        self.PlayerID = 0
        self.TagType = 0
        self.TagID = 0
        self.State = 0
        self.TurnNum = 0
        self.TurnMax = 0
@@ -48510,6 +48513,7 @@
        length += self.Head.GetLength()
        length += 4
        length += 2
        length += 1
        length += 4
        length += 1
        length += 1
@@ -48524,7 +48528,8 @@
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteDWORD(data, self.MapID)
        data = CommFunc.WriteWORD(data, self.FuncLineID)
        data = CommFunc.WriteDWORD(data, self.PlayerID)
        data = CommFunc.WriteBYTE(data, self.TagType)
        data = CommFunc.WriteDWORD(data, self.TagID)
        data = CommFunc.WriteBYTE(data, self.State)
        data = CommFunc.WriteBYTE(data, self.TurnNum)
        data = CommFunc.WriteBYTE(data, self.TurnMax)
@@ -48537,7 +48542,8 @@
                                Head:%s,
                                MapID:%d,
                                FuncLineID:%d,
                                PlayerID:%d,
                                TagType:%d,
                                TagID:%d,
                                State:%d,
                                TurnNum:%d,
                                TurnMax:%d,
@@ -48548,7 +48554,8 @@
                                self.Head.OutputString(),
                                self.MapID,
                                self.FuncLineID,
                                self.PlayerID,
                                self.TagType,
                                self.TagID,
                                self.State,
                                self.TurnNum,
                                self.TurnMax,
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py
@@ -43,19 +43,19 @@
    ## 回合战斗请求
    # @return: None-不允许战斗;非None-允许战斗,具体返回内容功能自己决定
    
    mapID, funcLineID, tagPlayerID, valueList = dataMsg
    mapID, funcLineID, tagType, tagID, valueList = dataMsg
    if mapID == ChConfig.Def_TFMapID_MineArea:
        return GameWorldMineArea.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList)
        return GameWorldMineArea.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagID, valueList)
    
    return
def __OnTurnFightOver(curPlayer, dataMsg):
    ## 回合战斗结束
    
    mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList = dataMsg
    mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList = dataMsg
    
    if mapID == ChConfig.Def_TFMapID_MineArea:
        return GameWorldMineArea.OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList)
        return GameWorldMineArea.OnTurnFightOver(curPlayer, mapID, funcLineID, tagID, valueList, fightRet, awardItemList)
        
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -33,11 +33,9 @@
import SkillShell
import BuffSkill
import FBCommon
import ItemControler
import PassiveBuffEffMng
import FBLogic
import ShareDefine
import PlayerTask
# 回合战斗流程状态
(
@@ -72,7 +70,8 @@
#    tagHead        Head;
#    DWORD        MapID;    // 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
#    WORD        FuncLineID;
#    DWORD        PlayerID;    // 战斗目标玩家ID,可为0,某些功能可能有用,如竞技场
#    BYTE        TagType;    // 战斗目标类型,0-NPC,1-玩家,2-队伍
#    DWORD        TagID;    // 战斗目标类型对应的ID
#    BYTE        ValueCount;
#    DWORD        ValueList[ValueCount]; // 附加值列表,可选,具体含义由MapID决定
#};
@@ -80,12 +79,13 @@
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mapID = clientData.MapID
    funcLineID = clientData.FuncLineID
    tagPlayerID = clientData.PlayerID
    tagType = clientData.TagType
    tagID = clientData.TagID
    valueList = clientData.ValueList
    
    playerID = curPlayer.GetPlayerID()
    if tagPlayerID:
        if playerID == tagPlayerID:
    if tagType == ChConfig.TurnBattle_TagType_Player:
        if tagID == playerID:
            GameWorld.DebugLog("不能打自己!", playerID)
            return
        
@@ -95,15 +95,16 @@
        if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
            return
        
    if not FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
    reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
    if not reqRet:
        return
    
    # 需要发送到GameServer验证
    if mapID in ChConfig.Def_TFMapID_SendToGameServer:
        SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagPlayerID, valueList])
        SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagType, tagID, valueList])
        return
    
    DoTurnFightProcess(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
    DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
    return
def SendToGameServer_TurnFight(curPlayer, msgType, dataMsg=""):
@@ -121,105 +122,79 @@
        return
    
    if msgType == "TurnFightRequest":
        mapID, funcLineID, tagPlayerID, valueList = dataMsg
        DoTurnFightProcess(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
        mapID, funcLineID, tagType, tagID, valueList = dataMsg
        DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
        
    elif msgType == "TurnFightOver":
        mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList = dataMsg
        FBLogic.OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret)
        mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList = dataMsg
        FBLogic.OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
        
    return
def DoTurnFightProcess(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick):
def DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick):
    ## 执行回合制战斗的完整流程
    
    if curPlayer.GetSightLevel() != curPlayer.GetID():
        PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
        
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Start)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Start)
    
    if tagPlayerID:
        PlayerViewCacheTube.GetPlayerPropDataCall(curPlayer, tagPlayerID, DoTrunFightVSPlayer, [mapID, funcLineID, valueList], True)
    if tagType == ChConfig.TurnBattle_TagType_Player:
        PlayerViewCacheTube.GetPlayerPropDataCall(curPlayer, tagID, DoTrunFightVSPlayer, [mapID, funcLineID, valueList], True)
        return
    
    DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
    DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
    
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Over)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
    return
def DoTrunFightVSPlayer(curPlayer, tagPlayerID, callData, PropDict):
    tagType = ChConfig.TurnBattle_TagType_Player
    tagID = tagPlayerID
    mapID, funcLineID, valueList = callData
    if PropDict and curPlayer.GetPlayerID() != tagPlayerID:
        tick = GameWorld.GetGameWorld().GetTick()
        DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Over)
        DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
    return
def DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick):
def DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick):
    if not tagID:
        return
    playerID = curPlayer.GetPlayerID()
    factionInfoA = GetPlayerFactionInfoByCache(playerID)
    ipyData = None
    if tagPlayerID:
        factionInfoB = GetPlayerFactionInfoByCache(tagPlayerID)
    else:
        ipyData = IpyGameDataPY.GetIpyGameData("FBTurn", mapID, funcLineID)
        if not ipyData:
            return
        npcID = ipyData.GetNPCID()
        if not npcID:
            return
        petNPCIDList = ipyData.GetPetNPCIDList()
    if tagType == ChConfig.TurnBattle_TagType_Player:
        factionInfoB = GetPlayerFactionInfoByCache(tagID)
    elif tagType == ChConfig.TurnBattle_TagType_NPC:
        npcID = tagID
        npcDataEx = NPCCommon.GetNPCDataEx(npcID)
        petNPCIDList = npcDataEx.GetPetNPCIDList()
        petCacheInfo = [] # 从配表中读取组合,技能默认取NPC表配置的
        for state, petNPCID in enumerate(petNPCIDList, 1):
            petCacheInfo.append({"npcID":petNPCID, "state":state, "quality":0})
        skillIDExList = [] # NPC为附加技能,因为NPC表本身可能有配置技能
        skillIDExList.extend(ipyData.GetElfSkillIDList())
        skillIDExList.extend(ipyData.GetSTSkillIDList())
        skillIDExList.extend(npcDataEx.GetElfSkillIDList())
        skillIDExList.extend(npcDataEx.GetSTSkillIDList())
        factionInfoB = {"npcID":npcID, "pet":petCacheInfo, "skillIDExList":skillIDExList}
    else:
        return
        
    fightRet = ProcessAutoTurnFight(mapID, funcLineID, factionInfoA, factionInfoB, tick, curPlayer)
    fightRet = ProcessAutoTurnFight(mapID, funcLineID, tagType, tagID, factionInfoA, factionInfoB, tick, curPlayer)
    if not fightRet:
        return
    isWin, turnNum, turnMax, factionTotalHurtDict, playbackID = fightRet
    
    # 结算奖励, awardWay-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)
    needSendGameServer, awardItemList, awardWay = False, [], 1
    overRet = FBLogic.OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet)
    needSendGameServer, awardItemList = False, []
    overRet = FBLogic.OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
    if overRet != None:
        needSendGameServer, awardItemList, awardWay = overRet
    isFirstPass = None
    if isWin and ipyData:
        passLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
        if funcLineID == passLineID + 1:
            isFirstPass = True
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBPassLineID % mapID, funcLineID)
            FBCommon.Sync_FBPlayerFBInfoData(curPlayer, mapID)
        else:
            isFirstPass = False
        if awardWay == 1 and not awardItemList:
            # 山寨测试先默认都是首次奖励,正式后需删除
            awardItemList = ipyData.GetAwardItemListFirst() if isFirstPass else ipyData.GetAwardItemList()
    if awardItemList == None:
        awardItemList = []
    GameWorld.DebugLog("奖励物品: %s, isFirstPass=%s" % (awardItemList, isFirstPass))
    if awardWay == 1 and awardItemList:
        ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, event=["TurnFight", False, {"mapID":mapID, "funcLineID":funcLineID}])
        needSendGameServer, awardItemList = overRet
        
    if needSendGameServer or mapID in ChConfig.Def_TFMapID_SendToGameServer:
        SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList])
        SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList])
        
    overMsg = {"isWin":isWin, "itemInfo":FBCommon.GetJsonItemList(awardItemList), "totalHurt":factionTotalHurtDict.get(1, 0)}
    playbackID and overMsg.update({"playbackID":playbackID})
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Award, turnNum, turnMax, overMsg)
    # 其他...
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_FBChallenge, 1, [mapID])
    if isWin:
        PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_FBPass)
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Award, turnNum, turnMax, overMsg)
    return
def GetPlayerFactionInfoByCache(playerID):
@@ -236,7 +211,7 @@
            skillIDList.append(skillID)
    return {"playerID":playerID, "pet":PlusDict.get("Pet"), "skillIDList":skillIDList}
def ProcessAutoTurnFight(mapID, funcLineID, factionInfoA, factionInfoB, tick, syncPlayer=None, isSavePlayback=False):
def ProcessAutoTurnFight(mapID, funcLineID, tagType, tagID, factionInfoA, factionInfoB, tick, syncPlayer=None, isSavePlayback=False):
    ''' 处理自动回合战斗过程,仅做战斗流程处理,不做及其他功能逻辑
    @param mapID: 可视为功能ID
    @param funcLineID: 对功能ID的扩展
@@ -308,12 +283,12 @@
            for factionObjList in atkFactionList:
                fightObjList.append(factionObjList[i])
                
    SyncTurnFightState(syncPlayer, mapID, funcLineID, playerIDB, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
    SyncTurnFightState(syncPlayer, mapID, funcLineID, tagType, tagID, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
    
    isWin = None
    for turnNum in range(1, turnMax + 1):
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        SyncTurnFightState(syncPlayer, mapID, funcLineID, playerIDB, FightState_Fighting, turnNum, turnMax)
        SyncTurnFightState(syncPlayer, mapID, funcLineID, tagType, tagID, FightState_Fighting, turnNum, turnMax)
        
        # 回合开始: 做一些每回合重置逻辑或者某些根据回合触发的效果等
        for gameObj in fightObjList:
@@ -388,7 +363,7 @@
    GameWorld.DebugLog("A剩余血量: %s / %s" % (GameObj.GetHP(objA), GameObj.GetMaxHP(objA)))
    GameWorld.DebugLog("B剩余血量: %s / %s" % (GameObj.GetHP(objB), GameObj.GetMaxHP(objB)))
    
    SyncTurnFightState(syncPlayer, mapID, funcLineID, playerIDB, FightState_FightEnd, turnNum, turnMax)
    SyncTurnFightState(syncPlayer, mapID, funcLineID, tagType, tagID, FightState_FightEnd, turnNum, turnMax)
    
    for gameObj in fightObjList:
        TurnFightObjOverReset(gameObj, tick)
@@ -1186,14 +1161,15 @@
            GameWorld.DebugLog("        攻击失败: curID=%s,tagID=%s,atkOK=%s" % (playerID, tagObjID, atkOK))
    return useSkillResult
def SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, state, turnNum=0, turnMax=0, msg=""):
def SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, state, turnNum=0, turnMax=0, msg=""):
    if not curPlayer:
        return
    clientPack = ChPyNetSendPack.tagMCTurnFightState()
    clientPack.Clear()
    clientPack.MapID = mapID
    clientPack.FuncLineID = funcLineID
    clientPack.PlayerID = tagPlayerID
    clientPack.TagType = tagType
    clientPack.TagID = tagID
    clientPack.State = state
    clientPack.TurnNum = turnNum
    clientPack.TurnMax = turnMax
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1881,9 +1881,8 @@
Def_FBMapID_Love = 31300
#回合战斗自定义地图ID
TurnFightMapIDList = (
Def_TFMapID_MineArea, # 福地 1
) = range(1, 1 + 1)
Def_TFMapID_MineArea = 1 # 福地 1
Def_TFMapID_Adventure = 5000 # 冒险
#回合战斗自定义地图需要发送GameServer的列表
Def_TFMapID_SendToGameServer = [Def_TFMapID_MineArea]
@@ -2019,6 +2018,7 @@
                'Love':[Def_FBMapID_Love],#情缘副本
                'CrossBattlefield':[Def_FBMapID_CrossBattlefield], #跨服战场
                'MineArea':[Def_TFMapID_MineArea], #福地
                'Adventure':[Def_TFMapID_Adventure], #冒险
                }
#特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull
@@ -3093,6 +3093,11 @@
Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
# 回合战斗目标类型
TurnBattle_TagType_NPC = 0
TurnBattle_TagType_Player = 1
TurnBattle_TagType_Team = 2
#---Obj字典-------
Def_Obj_Dict_Faction = 'Faction' # 所属阵营
Def_Obj_Dict_TurnFightID = 'TurnFightID' # 回合制战斗所属玩家ID
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -20950,7 +20950,8 @@
    Head = tagHead()
    MapID = 0    #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
    FuncLineID = 0    #(WORD FuncLineID)
    PlayerID = 0    #(DWORD PlayerID)// 战斗目标玩家ID,可为0,某些功能可能有用,如竞技场
    TagType = 0    #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
    TagID = 0    #(DWORD TagID)// 战斗目标类型对应的ID
    ValueCount = 0    #(BYTE ValueCount)
    ValueList = list()    #(vector<DWORD> ValueList)// 附加值列表,可选,具体含义由MapID决定
    data = None
@@ -20966,7 +20967,8 @@
        _pos = self.Head.ReadData(_lpData, _pos)
        self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.ValueCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.ValueCount):
            value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
@@ -20980,7 +20982,8 @@
        self.Head.SubCmd = 0x10
        self.MapID = 0
        self.FuncLineID = 0
        self.PlayerID = 0
        self.TagType = 0
        self.TagID = 0
        self.ValueCount = 0
        self.ValueList = list()
        return
@@ -20990,6 +20993,7 @@
        length += self.Head.GetLength()
        length += 4
        length += 2
        length += 1
        length += 4
        length += 1
        length += 4 * self.ValueCount
@@ -21001,7 +21005,8 @@
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteDWORD(data, self.MapID)
        data = CommFunc.WriteWORD(data, self.FuncLineID)
        data = CommFunc.WriteDWORD(data, self.PlayerID)
        data = CommFunc.WriteBYTE(data, self.TagType)
        data = CommFunc.WriteDWORD(data, self.TagID)
        data = CommFunc.WriteBYTE(data, self.ValueCount)
        for i in range(self.ValueCount):
            data = CommFunc.WriteDWORD(data, self.ValueList[i])
@@ -21012,7 +21017,8 @@
                                Head:%s,
                                MapID:%d,
                                FuncLineID:%d,
                                PlayerID:%d,
                                TagType:%d,
                                TagID:%d,
                                ValueCount:%d,
                                ValueList:%s
                                '''\
@@ -21020,7 +21026,8 @@
                                self.Head.OutputString(),
                                self.MapID,
                                self.FuncLineID,
                                self.PlayerID,
                                self.TagType,
                                self.TagID,
                                self.ValueCount,
                                "..."
                                )
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -48463,7 +48463,8 @@
    Head = tagHead()
    MapID = 0    #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
    FuncLineID = 0    #(WORD FuncLineID)
    PlayerID = 0    #(DWORD PlayerID)// 对应玩家ID,可为0,某些功能可能有用,如竞技场
    TagType = 0    #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
    TagID = 0    #(DWORD TagID)// 战斗目标类型对应的ID
    State = 0    #(BYTE State)// 0-起始状态标记;1-准备完毕;2-战斗中;3-战斗结束;4-结算奖励;5-结束状态标记
    TurnNum = 0    #(BYTE TurnNum)// 当前轮次
    TurnMax = 0    #(BYTE TurnMax)// 最大轮次
@@ -48482,7 +48483,8 @@
        _pos = self.Head.ReadData(_lpData, _pos)
        self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.State,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TurnNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.TurnMax,_pos = CommFunc.ReadBYTE(_lpData, _pos)
@@ -48497,7 +48499,8 @@
        self.Head.SubCmd = 0x20
        self.MapID = 0
        self.FuncLineID = 0
        self.PlayerID = 0
        self.TagType = 0
        self.TagID = 0
        self.State = 0
        self.TurnNum = 0
        self.TurnMax = 0
@@ -48510,6 +48513,7 @@
        length += self.Head.GetLength()
        length += 4
        length += 2
        length += 1
        length += 4
        length += 1
        length += 1
@@ -48524,7 +48528,8 @@
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteDWORD(data, self.MapID)
        data = CommFunc.WriteWORD(data, self.FuncLineID)
        data = CommFunc.WriteDWORD(data, self.PlayerID)
        data = CommFunc.WriteBYTE(data, self.TagType)
        data = CommFunc.WriteDWORD(data, self.TagID)
        data = CommFunc.WriteBYTE(data, self.State)
        data = CommFunc.WriteBYTE(data, self.TurnNum)
        data = CommFunc.WriteBYTE(data, self.TurnMax)
@@ -48537,7 +48542,8 @@
                                Head:%s,
                                MapID:%d,
                                FuncLineID:%d,
                                PlayerID:%d,
                                TagType:%d,
                                TagID:%d,
                                State:%d,
                                TurnNum:%d,
                                TurnMax:%d,
@@ -48548,7 +48554,8 @@
                                self.Head.OutputString(),
                                self.MapID,
                                self.FuncLineID,
                                self.PlayerID,
                                self.TagType,
                                self.TagID,
                                self.State,
                                self.TurnNum,
                                self.TurnMax,
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -2424,7 +2424,7 @@
        return False
    return callFunc(curPlayer)
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
    ## 回合战斗请求 - 地图验证
    # @return: 是否允许
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2435,12 +2435,11 @@
        # 默认不限制
        return True
    
    return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList)
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, 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
    # @return: 是否需要同步GameServer, 奖励列表
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
@@ -2449,9 +2448,9 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet)
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret):
def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret):
    ## 回合战斗结束 - GameServer处理完毕返回
    
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2461,6 +2460,6 @@
    if callFunc == None:
        return
    
    return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret)
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
@@ -33,6 +33,7 @@
import ItemControler
import PlayerSuccess
import GameFuncComm
import PlayerTask
import PyGameData
import PlayerVip
import GameObj
@@ -1719,6 +1720,23 @@
    NotifyFBCntRegainInfo(curPlayer, [mapID])
    return
def OnFBOver(curPlayer, mapID, funcLineID, isWin, awardItemList):
    ## 副本结束通用逻辑
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_FBChallenge, 1, [mapID])
    if not isWin:
        return
    PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_FBPass)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBPassLineID % mapID, funcLineID)
    Sync_FBPlayerFBInfoData(curPlayer, mapID)
    GameWorld.DebugLog("奖励物品: %s" % awardItemList)
    if awardItemList:
        ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, event=["FBPass_%s" % mapID, False, {"mapID":mapID, "funcLineID":funcLineID}])
    return
def RegainFBCntProcess(curPlayer):
    ## 按时间恢复副本次数
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Adventure.py
New file
@@ -0,0 +1,62 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package GameWorldLogic.FBProcess.GameLogic_Adventure
#
# @todo:冒险关卡
# @author hxp
# @date 2024-05-10
# @version 1.0
#
# 详细描述: 冒险关卡
#
#-------------------------------------------------------------------------------
#"""Version = 2024-05-10 17:00"""
#-------------------------------------------------------------------------------
import ChConfig
import IpyGameDataPY
import GameWorld
import FBCommon
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
    ## 回合战斗请求 - 地图验证
    # 只能一关关挑战
    passLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
    if funcLineID != passLineID + 1:
        GameWorld.ErrLog("冒险关卡只能挑战下一关! funcLineID=%s,passLineID=%s,nextLineID=%s"
                         % (funcLineID, passLineID, passLineID + 1), curPlayer.GetPlayerID())
        return
    ipyData = IpyGameDataPY.GetIpyGameData("Adventure", funcLineID)
    if not ipyData:
        return
    bossID = ipyData.GetNPCID()
    if tagID != bossID or tagType != ChConfig.TurnBattle_TagType_NPC:
        GameWorld.ErrLog("冒险关卡目标bossID错误,无法挑战! funcLineID=%s,bossID=%s,tagType=%s,tagID=%s"
                         % (funcLineID, bossID, tagType, tagID), curPlayer.GetPlayerID())
        return
    return True
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
    ## 回合战斗结束
    # @return: 是否需要同步GameServer, 奖励列表
    needSendGameServer = False
    awardItemList = []
    isWin = fightRet[0]
    GameWorld.DebugLog("冒险关卡结算: funcLineID=%s,isWin=%s" % (funcLineID, isWin))
    ipyData = IpyGameDataPY.GetIpyGameData("Adventure", funcLineID)
    if not ipyData:
        return needSendGameServer, awardItemList
    if isWin:
        awardItemList = ipyData.GetAwardItemList()
    FBCommon.OnFBOver(curPlayer, mapID, funcLineID, isWin, awardItemList)
    return needSendGameServer, awardItemList
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py
@@ -21,12 +21,16 @@
import PlayerControl
import GameWorld
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
    ## 回合战斗请求 - 地图验证
    if tagType != ChConfig.TurnBattle_TagType_Player:
        GameWorld.DebugLog("请求回合战斗目标异常! mapID=%s,tagType=%s,tagID=%s" % (mapID, tagType, tagID), curPlayer.GetPlayerID())
        return
    
    # 摇人帮助
    if funcLineID == 0:
        if not tagPlayerID:
        if not tagID:
            return
        awardCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineHelpAwardCount)
        awardCountMax = IpyGameDataPY.GetFuncCfg("MineAreaHelp", 1)
@@ -42,27 +46,29 @@
    
    return True
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, 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: 是否需要同步GameServer, 奖励列表
    needSendGameServer = True
    awardItemList = []
    
    # 摇人帮助
    if funcLineID == 0:
        # 无论胜负都要同步GameServer汇报结果
        isWin = fightRet[0]
        if not isWin:
            return True, [], 0
            return needSendGameServer, awardItemList
        
        awardItemList = IpyGameDataPY.GetFuncEvalCfg("MineAreaHelp", 2)
        return True, awardItemList, 2
        return needSendGameServer, awardItemList
    
    # 自己驱赶
    elif funcLineID == 1:
        return True, [], 0
        return needSendGameServer, awardItemList
    
    return
def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret):
def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret):
    ## 回合战斗结束 - GameServer处理完毕返回
    
    # 摇人帮助
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
@@ -368,8 +368,6 @@
        return
    
    if ipyData.GetIsNotify():
        #IPY_Data = IpyGameDataPY.IPY_Data()
        #maxLevel = IPY_Data.GetRuneTowerByIndex(IPY_Data.GetRuneTowerCount()-1).GetID()
        sysMark = 'KillGodTowerInfo_1'# if floorID == maxLevel else 'GeRen_liubo_471172'
        PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetPlayerName(), floorID])
    #更新关卡
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py
@@ -44,32 +44,6 @@
import math
g_runeTypeDict = {}
FBDict_Level = 'FBDict_Level'   # 副本关卡
# 副本通用配置
(
Def_PrepareTime, # 每关准备时间,秒
Def_FightTime, # 每关战斗时间,秒
Def_ExitTime, # 退出时间, 秒
Def_DayPrizeMaxCnt, #每日奖励最多累积几天(配0则无限)
) = range(4)
# 副本状态
(
FB_State_Open, # 副本开启
FB_State_FightPrepare, # 战斗准备时间
FB_State_Fighting, # 战斗
FB_State_FreeTime, # 活动结束准备(胜利/失败)
FB_State_Close, # 关闭副本
) = range(5)
## 符印塔配置
def __GetTrialCfg(): return FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_TrialTower)
def GetTowerIpyData(level):
    return IpyGameDataPY.GetIpyGameData('RuneTower', level)
@@ -110,99 +84,6 @@
    GameWorld.DebugLog(' 更新符印塔已通关数 %s' % passlv)
    return
## 是否可进入
#  @param curPlayer
#  @param mapID 地图ID
#  @param lineId 分线ID
#  @param tick
#  @return 是否可进入
def OnEnterFBEvent(curPlayer, mapID, lineId, tick):
    return True
## 检查可否进行挑战
def __CheckCanChallenge(curPlayer, fbLevel):
    playerID = curPlayer.GetPlayerID()
    ipyData = GetTowerIpyData(fbLevel)
    if not ipyData:
        GameWorld.ErrLog("符印塔关卡(%s)不存在" % (fbLevel), playerID)
        return False
    # 是否已过关
    if fbLevel <= __GetTrialLevelCurPassLV(curPlayer):
        GameWorld.DebugLog("符印塔本关(%s)已过关, 无法挑战!" % fbLevel, playerID)
        return False
    return True
##副本玩家进入点
# @param curPlayer 玩家实例
# @param mapID 地图ID
# @param lineId 分线ID
# @param ipyEnterPosInfo 功能线路IPY配置坐标信息
# @param tick 时间戳
# @return posX, posY, 随机半径(可选)
def OnGetFBEnterPos(curPlayer, mapID, lineId, ipyEnterPosInfo, tick):
    return ipyEnterPosInfo
## 是否可以进入
#  @param ask 请求信息
#  @param tick
#  @return 回复是否通过请求
def OnChangeMapAsk(ask, tick):
    return IPY_GameWorld.cmeAccept
## 进副本
#  @param curPlayer
#  @param tick
#  @return None
def DoEnterFB(curPlayer, tick):
    # 不做处理,有副本行为客户端发包选择挑战关卡
    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_TrialTower, 0, ChConfig.CME_Log_Start)
    return
## 副本时间到关闭
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def OnCloseFB(tick):
    return
##玩家退出副本.
# @param curPlayer 玩家实例
# @param tick 时间戳
# @return 返回值无意义
# @remarks 玩家主动离开副本.
def DoExitFB(curPlayer, tick):
    # 玩家退出默认关闭副本
    #GameWorldProcess.CloseFB(tick)
    return
##副本总逻辑计时器
# @param tick 时间戳
# @return 无意义
# @remarks 副本总逻辑计时器
def OnProcess(tick):
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    if fbStep == FB_State_FightPrepare:
        __DoLogic_FightPrepare(tick)
    elif fbStep == FB_State_Fighting:
        __DoLogic_Fighting(tick)
    elif fbStep == FB_State_FreeTime:
        __DoLogic_FreeTime(tick)
    elif fbStep == FB_State_Close:
        pass
    return
## 获取BossID
def __GetTrialBossID(fbLevel= -1):
    gameFB = GameWorld.GetGameFB()
@@ -215,92 +96,6 @@
        return 0
    return ipyData.GetNPCID()
##战斗准备时间
# @param tick  时钟
# @return 无意义
def __DoLogic_FightPrepare(tick):
    gameFB = GameWorld.GetGameFB()
    trialCfg = __GetTrialCfg()
    if tick - gameFB.GetFBStepTick() < trialCfg[Def_PrepareTime] * 1000:
        return
    bossID = __GetTrialBossID()
    if not bossID:
        FBCommon.DoLogic_FBKickAllPlayer()
        return
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, trialCfg[Def_FightTime] * 1000)
    NPCCustomRefresh.SetNPCRefresh(FBCommon.GetFBLineRefreshNPC(ChConfig.Def_FBMapID_TrialTower, 0), [bossID])
    #转入战斗
    FBCommon.SetFBStep(FB_State_Fighting, tick)
    return
## 开始副本关卡
def StartFBLevel(curPlayer, fbLevel, tick):
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
        GameWorld.DebugLog("复活玩家...", curPlayer.GetPlayerID())
        ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_City, tick)
    GameObj.SetHPFull(curPlayer)
    FBCommon.ClearFBNPC()
    gameFB = GameWorld.GetGameFB()
    gameFB.SetGameFBDict(FBDict_Level, fbLevel)
    prepareTick = __GetTrialCfg()[Def_PrepareTime] * 1000
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttAddUpTime, prepareTick)
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttWaitStart, prepareTick)
    FBCommon.SetFBStep(FB_State_FightPrepare, tick)
    helpDict = {FBCommon.Help_wheel:fbLevel}
    FBCommon.Notify_FBHelp(curPlayer, helpDict)
    GameWorld.DebugLog("StartFBLevel, fbLevel=%s, helpDict=%s"
                       % (fbLevel, str(helpDict)), curPlayer.GetPlayerID())
    return
##战斗时间
# @param tick  时钟
# @return 无意义
def __DoLogic_Fighting(tick):
    gameFB = GameWorld.GetGameFB()
    #判断时间结束
    if tick - gameFB.GetFBStepTick() < __GetTrialCfg()[Def_FightTime] * 1000:
        return
    fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
    playerManager = GameWorld.GetMapCopyPlayerManager()
    for index in xrange(playerManager.GetPlayerCount()):
        curPlayer = playerManager.GetPlayerByIndex(index)
        if not curPlayer:
            continue
        __SendTrialTowerOverInfo(curPlayer, fbLevel, False)
    #游戏结束
    __SetFBToFreeTime(tick)
    return
##设置副本进入离开状态
# @param tick  时钟
# @return 无意义
def __SetFBToFreeTime(tick):
    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttLeaveMap, __GetTrialCfg()[Def_ExitTime] * 1000)
    FBCommon.SetFBStep(FB_State_FreeTime, tick)
    return
##比赛结束的空闲时间
# @param tick  时钟
# @return 无意义
# @remarks 比赛结束的空闲时间
def __DoLogic_FreeTime(tick):
    if tick - GameWorld.GetGameFB().GetFBStepTick() < __GetTrialCfg()[Def_ExitTime] * 1000:
        return
    #FBCommon.DoLogic_FBKickAllPlayer()
    return
## 杀怪
#  @param curPlayer
@@ -473,64 +268,6 @@
    FBCommon.Notify_FB_Over(curPlayer, overDict)
    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
#  @return bool
def CheckCanAttackTagObjInFB(attacker, defender):
    gameFB = GameWorld.GetGameFB()
    if gameFB.GetFBStep() != FB_State_Fighting:
        return False
    return True
##玩家死亡.
# @param curPlayer:死亡的玩家
# @param tick 时间戳
# @return 返回值无意义
# @remarks 玩家主动离开副本.
def DoPlayerDead(curPlayer):
    gameFB = GameWorld.GetGameFB()
    fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
    __SendTrialTowerOverInfo(curPlayer, fbLevel, False)
    tick = GameWorld.GetGameWorld().GetTick()
    #游戏结束
    __SetFBToFreeTime(tick)
    return
## 是否副本复活
#  @param None
#  @return 是否副本复活
def OnPlayerReborn():
    return True
## 副本行为
#  @param curPlayer 玩家
#  @param actionType 行为类型
#  @param actionInfo 行为信息
#  @param tick 当前时间
#  @return None
def DoFBAction(curPlayer, actionType, actionInfo, tick):
    # 默认为选择关卡,由客户端决定,进场及副本选关通用此行为
    if actionInfo <= 0:
        return
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    if fbStep in [FB_State_FightPrepare, FB_State_Fighting]:
        GameWorld.DebugLog("准备或战斗中, 无法变更关卡!")
        return
    fbLevel = actionInfo
    if not __CheckCanChallenge(curPlayer, fbLevel):
        FBCommon.DoLogic_FBKickAllPlayer()
        return
    StartFBLevel(curPlayer, fbLevel, tick)
    return
def GetRuneTypeByTowerLV(towerLV):
    #获取关卡可掉落符印类型
    towerRuneTypeDict = IpyGameDataPY.GetFuncEvalCfg('TowerRuneType')
@@ -659,4 +396,40 @@
    #BOSS复活活动
    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_TowerSweep, 1)
    PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_TowerSweep, 1)
    return True
    return True
def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
    ## 回合战斗请求 - 地图验证
    playerID = curPlayer.GetPlayerID()
    ipyData = GetTowerIpyData(funcLineID)
    if not ipyData:
        GameWorld.ErrLog("符印塔关卡不存在: funcLineID=%s" % (funcLineID), playerID)
        return False
    # 是否已过关
    if funcLineID <= __GetTrialLevelCurPassLV(curPlayer):
        GameWorld.DebugLog("符印塔本关已过关, 无法挑战! funcLineID=%s" % funcLineID, playerID)
        return False
    return True
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)
    needSendGameServer = False
    awardItemList = []
    awardWay = 2
    isWin = fightRet[0]
    if not isWin:
        return needSendGameServer, awardItemList, awardWay
    return needSendGameServer, awardItemList, awardWay
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -522,6 +522,10 @@
                        ("DWORD", "AtkBackDefRate", 0),
                        ("DWORD", "SuckHPPer", 0),
                        ("DWORD", "SuckHPDefPer", 0),
                        ("dict", "SpecAttrInfo", 0),
                        ("list", "PetNPCIDList", 0),
                        ("list", "ElfSkillIDList", 0),
                        ("list", "STSkillIDList", 0),
                        ),
                "NPCRealmStrengthen":(
@@ -689,6 +693,12 @@
                        ("dict", "SweepGoodDrop", 0),
                        ),
                "Adventure":(
                        ("WORD", "LineID", 1),
                        ("DWORD", "NPCID", 0),
                        ("list", "AwardItemList", 0),
                        ),
                "ChinMap":(
                        ("DWORD", "MapID", 1),
                        ("BYTE", "CanRide", 0),
@@ -730,17 +740,6 @@
                        ("eval", "RefreshNPC", 0),
                        ("eval", "GradeInfo", 0),
                        ("eval", "RewardInfo", 0),
                        ),
                "FBTurn":(
                        ("DWORD", "DataMapID", 1),
                        ("WORD", "LineID", 1),
                        ("DWORD", "NPCID", 0),
                        ("list", "PetNPCIDList", 0),
                        ("list", "ElfSkillIDList", 0),
                        ("list", "STSkillIDList", 0),
                        ("list", "AwardItemListFirst", 0),
                        ("list", "AwardItemList", 0),
                        ),
                "FBHelpBattle":(
@@ -3010,7 +3009,11 @@
    def GetAtkBackRate(self): return self.attrTuple[16] # 反击概率 DWORD
    def GetAtkBackDefRate(self): return self.attrTuple[17] # 抗反击概率 DWORD
    def GetSuckHPPer(self): return self.attrTuple[18] # 吸血比率 DWORD
    def GetSuckHPDefPer(self): return self.attrTuple[19] # 抗吸血比率 DWORD
    def GetSuckHPDefPer(self): return self.attrTuple[19] # 抗吸血比率 DWORD
    def GetSpecAttrInfo(self): return self.attrTuple[20] # 特殊属性信息 {"属性ID":值, ...} dict
    def GetPetNPCIDList(self): return self.attrTuple[21] # 回合战斗灵宠NPCID列表 list
    def GetElfSkillIDList(self): return self.attrTuple[22] # 回合战斗精怪技能ID列表 list
    def GetSTSkillIDList(self): return self.attrTuple[23] # 回合战斗神通技能ID列表 list
# 成长型境界怪物表
class IPY_NPCRealmStrengthen():
@@ -3227,6 +3230,17 @@
    def GetSweepYsog(self): return self.attrTuple[8] # 扫荡魔精 DWORD
    def GetSweepGoodDrop(self): return self.attrTuple[9] # 扫荡珍稀符印 dict
# 冒险关卡表
class IPY_Adventure():
    def __init__(self):
        self.attrTuple = None
        return
    def GetLineID(self): return self.attrTuple[0] # 功能线路ID WORD
    def GetNPCID(self): return self.attrTuple[1] # NPCID DWORD
    def GetAwardItemList(self): return self.attrTuple[2] # 过关奖励列表[[物品ID,个数,是否拍品], ...] list
# 地图表格
class IPY_ChinMap():
    
@@ -3284,22 +3298,6 @@
    def GetRefreshNPC(self): return self.attrTuple[13] # 标试点刷怪配置 eval
    def GetGradeInfo(self): return self.attrTuple[14] # 评级规则 eval
    def GetRewardInfo(self): return self.attrTuple[15] # 奖励信息 eval
# 副本回合制表
class IPY_FBTurn():
    def __init__(self):
        self.attrTuple = None
        return
    def GetDataMapID(self): return self.attrTuple[0] # 数据地图ID DWORD
    def GetLineID(self): return self.attrTuple[1] # 功能线路ID WORD
    def GetNPCID(self): return self.attrTuple[2] # NPCID DWORD
    def GetPetNPCIDList(self): return self.attrTuple[3] # 灵宠NPCID列表 list
    def GetElfSkillIDList(self): return self.attrTuple[4] # 精怪技能ID列表 list
    def GetSTSkillIDList(self): return self.attrTuple[5] # 神通技能ID列表 list
    def GetAwardItemListFirst(self): return self.attrTuple[6] # 首次过关奖励列表[[物品ID,个数,是否拍品], ...] list
    def GetAwardItemList(self): return self.attrTuple[7] # 再次过关奖励列表[[物品ID,个数,是否拍品], ...] list
# 副本助战表
class IPY_FBHelpBattle():
@@ -5789,10 +5787,10 @@
        self.__LoadFileData("FightPowerParam", onlyCheck)
        self.__LoadFileData("NPCDropItem", onlyCheck)
        self.__LoadFileData("RuneTower", onlyCheck)
        self.__LoadFileData("Adventure", onlyCheck)
        self.__LoadFileData("ChinMap", onlyCheck)
        self.__LoadFileData("FBFunc", onlyCheck)
        self.__LoadFileData("FBLine", onlyCheck)
        self.__LoadFileData("FBTurn", onlyCheck)
        self.__LoadFileData("FBHelpBattle", onlyCheck)
        self.__LoadFileData("NPCCustomRefresh", onlyCheck)
        self.__LoadFileData("DailyAction", onlyCheck)
@@ -6564,6 +6562,13 @@
        self.CheckLoadData("RuneTower")
        return self.ipyRuneTowerCache[index]
    def GetAdventureCount(self):
        self.CheckLoadData("Adventure")
        return self.ipyAdventureLen
    def GetAdventureByIndex(self, index):
        self.CheckLoadData("Adventure")
        return self.ipyAdventureCache[index]
    def GetChinMapCount(self):
        self.CheckLoadData("ChinMap")
        return self.ipyChinMapLen
@@ -6584,13 +6589,6 @@
    def GetFBLineByIndex(self, index):
        self.CheckLoadData("FBLine")
        return self.ipyFBLineCache[index]
    def GetFBTurnCount(self):
        self.CheckLoadData("FBTurn")
        return self.ipyFBTurnLen
    def GetFBTurnByIndex(self, index):
        self.CheckLoadData("FBTurn")
        return self.ipyFBTurnCache[index]
    def GetFBHelpBattleCount(self):
        self.CheckLoadData("FBHelpBattle")