| | |
| | | FB_Step_Open, # 地图开启
|
| | | FB_Step_MapPrepare, # 地图准备
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| | | FB_Step_Fighting, # 战斗中
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| | | FB_Step_LeaveTime, # 自由时间
|
| | | FB_Step_LeaveTime, # 自由时间(还可进入)
|
| | | FB_Step_LeaveTime1, # 自由时间(不可进入)
|
| | | FB_Step_Over, # 副本关闭
|
| | | ) = range(5)
|
| | | ) = range(6)
|
| | |
|
| | | #---战盟副本---
|
| | | FamilyBossFB_Star = 'FamilyBossFB_Star' #评级
|
| | |
| | | # 通知GameServer副本结束
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | familyID = gameFB.GetGameFBDictByKey(Map_FamilyBossFB_FamilyID)
|
| | | msgStr = str([familyID, 0])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'FamilyBossFBState', msgStr, len(msgStr))
|
| | | # msgStr = str([familyID, 0])
|
| | | # GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'FamilyBossFBState', msgStr, len(msgStr))
|
| | |
|
| | | if familyID in PyGameData.g_familyBossOpenCountDict:
|
| | | PyGameData.g_familyBossOpenCountDict.pop(familyID)
|
| | |
| | | __DoLogic_MapFighting(tick)
|
| | | elif fbStep == FB_Step_LeaveTime:
|
| | | __DoLogic_MapLeave(tick)
|
| | | elif fbStep == FB_Step_LeaveTime1:
|
| | | __DoLogic_MapLeave(tick)
|
| | | return
|
| | |
|
| | |
|
| | |
| | | return
|
| | |
|
| | | def __DoLogic_MapLeave(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | invadeCfg = GetFamilyBossFBTimeCfg()
|
| | | if tick - GameWorld.GetGameFB().GetFBStepTick() < invadeCfg[Def_Time_Leave] * 1000:
|
| | | remianTime = invadeCfg[Def_Time_Leave] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
|
| | | if remianTime > 0:
|
| | | fbStep = gameFB.GetFBStep()
|
| | | if remianTime < 5000 and fbStep == FB_Step_LeaveTime:
|
| | | gameFB.SetFBStep(FB_Step_LeaveTime1)
|
| | | familyID = gameFB.GetGameFBDictByKey(Map_FamilyBossFB_FamilyID)
|
| | | msgStr = str([familyID, 0])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'FamilyBossFBState', msgStr, len(msgStr))
|
| | | return
|
| | |
|
| | | # 时间到,踢出还在副本的玩家等...
|