hxp
2018-12-05 8709eea88b2eaf09582f06290167b9a997c8fc3e
4879 【后端】【1.3.100】宗门试练新增扫荡
9个文件已修改
408 ■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFBHelpBattle.py 214 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBHelpBattle.py 83 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MunekadoTrial.py 53 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py 16 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -24494,6 +24494,7 @@
    CallPlayerID = 0    #(DWORD CallPlayerID)// 助战的玩家ID,有值时代表真实助战,没有值时为自己打的
    NameLen = 0    #(BYTE NameLen)
    CallPlayerName = ""    #(String CallPlayerName)// 助战的玩家名,size = NameLen
    IsSweep = 0    #(BYTE IsSweep)// 是否扫荡
    data = None
    def __init__(self):
@@ -24514,6 +24515,7 @@
        self.CallPlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.NameLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.CallPlayerName,_pos = CommFunc.ReadString(_lpData, _pos,self.NameLen)
        self.IsSweep,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
@@ -24530,6 +24532,7 @@
        self.CallPlayerID = 0
        self.NameLen = 0
        self.CallPlayerName = ""
        self.IsSweep = 0
        return
    def GetLength(self):
@@ -24544,6 +24547,7 @@
        length += 4
        length += 1
        length += len(self.CallPlayerName)
        length += 1
        return length
@@ -24559,6 +24563,7 @@
        data = CommFunc.WriteDWORD(data, self.CallPlayerID)
        data = CommFunc.WriteBYTE(data, self.NameLen)
        data = CommFunc.WriteString(data, self.NameLen, self.CallPlayerName)
        data = CommFunc.WriteBYTE(data, self.IsSweep)
        return data
    def OutputString(self):
@@ -24572,7 +24577,8 @@
                                Reason:%d,
                                CallPlayerID:%d,
                                NameLen:%d,
                                CallPlayerName:%s
                                CallPlayerName:%s,
                                IsSweep:%d
                                '''\
                                %(
                                self.Head.OutputString(),
@@ -24584,7 +24590,8 @@
                                self.Reason,
                                self.CallPlayerID,
                                self.NameLen,
                                self.CallPlayerName
                                self.CallPlayerName,
                                self.IsSweep
                                )
        return DumpString
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFBHelpBattle.py
@@ -263,6 +263,10 @@
    elif cmd == "Call":
        result = __DoFBHelpBattleCall(curPlayer.GetPlayerID(), curPlayer.GetName(), msgList)
    
    # 扫荡召唤
    elif cmd == "SweepCall":
        result = __DoFBHelpBattleSweepCall(curPlayer, msgList)
    if result == None:
        return
    
@@ -466,6 +470,162 @@
    helpPlayerDict["Relation"] = relation
    return helpPlayerDict
def __DoFBHelpBattleSweepCall(curPlayer, msgList):
    ''' 扫荡助战列表刷新且直接召唤
            随机选择免费的玩家、过滤仙缘币已达上限或溢出的玩家
    '''
    mapID, funcLineID = msgList[1:]
    helpBattlePlayerDict = {} # 同步给地图服务器的待选助战玩家列表信息
    fbFuncIpyData = IpyGameDataPY.GetIpyGameData("FBFunc", mapID)
    fbHelpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID)
    if not fbFuncIpyData or not fbHelpIpyData:
        return [helpBattlePlayerDict]
    fightPowerMin = fbHelpIpyData.GetFightPowerMin()
    fightPowerMax = fbHelpIpyData.GetFightPowerMax()
    limitLV = fbHelpIpyData.GetLVLimit()
    dayFreeHelpCountInfo = fbHelpIpyData.GetDayFreeHelpCount() # 每日免费助战次数,[每日免费助战次数, 是否所有层通用]
    dayFreeHelpCount = 0 # 0为无限制次数
    helpCountLineID = funcLineID # 助战次数所属lineID,当所有层通用时,默认为0
    if dayFreeHelpCountInfo and len(dayFreeHelpCountInfo) == 2:
        dayFreeHelpCount, isAllLineCount = dayFreeHelpCountInfo
        if isAllLineCount:
            helpCountLineID = 0
    helpCountKey = (mapID, helpCountLineID)
    playerID = curPlayer.GetPlayerID()
    tagPlayerID = playerID
    tagPlayerName = curPlayer.GetName()
    GameWorld.Log("扫荡刷新助战列表: mapID=%s,funcLineID=%s,helpCountLineID=%s" % (mapID, funcLineID, helpCountLineID), playerID)
    curTime = int(time.time())
    maxHelpPlayerCount =  IpyGameDataPY.GetFuncCfg("HelpBattleCall", 2) # 最大助战人数
    checkInValidHours = IpyGameDataPY.GetFuncCfg("HelpBattleCheckIn", 1) # 登记有效时长,小时
    checkInValidSeconds = checkInValidHours * 3600
    xianyuanCoinUpper = IpyGameDataPY.GetFuncCfg("HelpBattlePoint", 1) # 每日仙缘币上限
    baseHelpPoint = fbFuncIpyData.GetHelpPoint() # 助战 - 基础仙缘币
    relationCoinAddDict = IpyGameDataPY.GetFuncEvalCfg("HelpBattlePoint", 2, {}) # 社交关系加成 {"社交关系":[过关加成, 助战加成], ...}
    isSweep = True
    checkInPlayerIDList = PyGameData.g_fbHelpBattleCheckInPlayerDict.keys()
    random.shuffle(checkInPlayerIDList) # 刷新纯随机
    GameWorld.Log("    登记助战人数=%s" % (len(checkInPlayerIDList)), playerID)
    for checkInPlayerID in checkInPlayerIDList:
        if checkInPlayerID == playerID:
            GameWorld.DebugLog("    自己不处理, checkInPlayerID=%s" % checkInPlayerID)
            continue
        if checkInPlayerID in helpBattlePlayerDict:
            GameWorld.DebugLog("    已经在助战里的不处理, checkInPlayerID=%s" % checkInPlayerID)
            continue
        if len(helpBattlePlayerDict) >= maxHelpPlayerCount:
            GameWorld.DebugLog("    超过最大个数了不处理, checkInPlayerID=%s" % checkInPlayerID)
            break
        helpBattlePlayer = PyGameData.g_fbHelpBattleCheckInPlayerDict[checkInPlayerID]
        checkInPlayerLV = helpBattlePlayer.playerLV
        checkInPlayerFightPower = helpBattlePlayer.fightPower
        checkInTime = helpBattlePlayer.checkInTime
        if checkInPlayerLV < limitLV:
            GameWorld.DebugLog("    等级不足, checkInPlayerID=%s,checkInPlayerLV=%s < limitLV=%s" % (checkInPlayerID, checkInPlayerLV, limitLV))
            continue
        if fightPowerMin and checkInPlayerFightPower < fightPowerMin:
            GameWorld.DebugLog("    战力不足, checkInPlayerID=%s,checkInPlayerFightPower=%s < fightPowerMin=%s" % (checkInPlayerID, checkInPlayerFightPower, fightPowerMin))
            continue
        if fightPowerMax and checkInPlayerFightPower > fightPowerMax:
            GameWorld.DebugLog("    战力超出, checkInPlayerID=%s,checkInPlayerFightPower=%s > fightPowerMax=%s" % (checkInPlayerID, checkInPlayerFightPower, fightPowerMax))
            continue
        passTime = curTime - checkInTime
        if passTime > checkInValidSeconds:
            GameWorld.DebugLog("    登记超时, checkInPlayerID=%s,checkInTime=%s,passTime=%s > checkInValidSeconds=%s" % (checkInPlayerID, checkInTime, passTime, checkInValidSeconds))
            continue
        needGoldCall = False
        todayHelpCount = helpBattlePlayer.todayHelpCountDict.get(helpCountKey, 0)
        if dayFreeHelpCount:
            needGoldCall = todayHelpCount >= dayFreeHelpCount
            if needGoldCall:
                GameWorld.DebugLog("    不是免费, checkInPlayerID=%s,todayHelpCount=%s > dayFreeHelpCount=%s" % (checkInPlayerID, todayHelpCount, dayFreeHelpCount))
                continue
        relation = __GetHelpBattleRelation(curPlayer, helpBattlePlayer)
        if not __DoCallHelpPlayer(tagPlayerID, tagPlayerName, helpBattlePlayer, relation, mapID, funcLineID, helpCountKey, isSweep,
                                  curTime, xianyuanCoinUpper, relationCoinAddDict, baseHelpPoint):
            continue
        helpBattlePlayerDict[checkInPlayerID] = __GetNotifyMapServerHelpPlayerInfoDict(helpBattlePlayer, needGoldCall, helpBattlePlayer.job, relation)
    # 不足的机器人NPC补足
    openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 开放的职业
    lackCount = maxHelpPlayerCount - len(helpBattlePlayerDict)
    robotID = 0 # 机器人NPC定义ID从1开始
    while lackCount > 0 and robotID < MaxRobotID:
        robotID += 1
        if robotID in helpBattlePlayerDict:
            continue
        lackCount -= 1
        randJob = random.choice(openJobList)
        helpBattlePlayerDict[robotID] = __GetNotifyMapServerHelpPlayerInfoDict(None, False, randJob)
    GameWorld.Log("    helpBattlePlayerDict=%s" % (helpBattlePlayerDict), playerID)
    return [helpBattlePlayerDict]
def __DoCallHelpPlayer(callPlayerID, callPlayerName, helpBattlePlayer, relation, mapID, funcLineID, helpCountKey, isSweep, curTime,
                       xianyuanCoinUpper, relationCoinAddDict, baseHelpPoint):
    calledPlayerID = helpBattlePlayer.playerID
    addCoinRate = 10000 # 基础倍率
    playerXianyuanCoinUpper = xianyuanCoinUpper
    relationAddList = relationCoinAddDict.get(str(relation), [])
    relationAdd = relationAddList[1] if len(relationAddList) == 2 else 0
    todayXianyuanCoin = helpBattlePlayer.todayXianyuanCoin # 今日已获得仙缘币
    vipLV = helpBattlePlayer.vipLV
    if vipLV:
        xianyuanCoinUpperAdd = PlayerControl.GetPrivilegeValue(vipLV, ChConfig.VIPPrivilege_XianyuanCoinUpperAdd)
        xianyuanCoinAddPer = PlayerControl.GetPrivilegeValue(vipLV, ChConfig.VIPPrivilege_XianyuanCoinAddPer)
        playerXianyuanCoinUpper += xianyuanCoinUpperAdd
        addCoinRate += xianyuanCoinAddPer
    # 仙缘币公式=(通关仙缘币或助战仙缘币+社交关系加成)*VIP倍数
    coinAdd = int((baseHelpPoint + relationAdd) * addCoinRate / 10000.0)
    canAddMax = max(playerXianyuanCoinUpper - todayXianyuanCoin, 0)
    # 扫荡不可溢出
    if isSweep and coinAdd > canAddMax:
        GameWorld.DebugLog("    今日仙缘币已达上限, calledPlayerID=%s,coinAdd=%s > canAddMax=%s" % (calledPlayerID, coinAdd, canAddMax))
        return
    coinAddReal = min(coinAdd, canAddMax) # 实际加仙缘币
    todayMapHelpCount = helpBattlePlayer.todayHelpCountDict.get(helpCountKey, 0) + 1
    helpBattlePlayer.todayHelpCountDict[helpCountKey] = todayMapHelpCount
    GameWorld.DebugLog("    助战增加仙缘币: todayXianyuanCoin=%s,coinUpper=%s,canAddMax=%s,coinAdd=%s,coinAddReal=%s,todayMapHelpCount=%s"
                       % (todayXianyuanCoin, playerXianyuanCoinUpper, canAddMax, coinAdd, coinAddReal, todayMapHelpCount), calledPlayerID)
    # GameServer 直接先加
    helpBattlePlayer.todayXianyuanCoin += coinAddReal
    helpRecord = FBHelpBattleRecord()
    helpRecord.callPlayerID = callPlayerID # 召唤他的玩家ID
    helpRecord.callPlayerName = callPlayerName
    helpRecord.mapID = mapID
    helpRecord.funcLineID = funcLineID
    helpRecord.xianyuanCoinAdd = coinAddReal
    helpRecord.relation = relation
    helpRecord.vipLV = vipLV
    helpRecord.recordTime = curTime
    calledPlayer = GameWorld.GetPlayerManager().FindPlayerByID(calledPlayerID)
    # 非脱机在线直接通知地图
    if calledPlayer and not PlayerControl.GetIsTJG(calledPlayer):
        SendMapServer_FBHelpBattleRecord(calledPlayer, [helpRecord])
    else:
        unNotifyRecordList = PyGameData.g_fbHelpBattleRecord.get(calledPlayerID, [])
        unNotifyRecordList.append(helpRecord)
        PyGameData.g_fbHelpBattleRecord[calledPlayerID] = unNotifyRecordList
    return True
def __DoFBHelpBattleCall(callPlayerID, callPlayerName, msgList):
    ''' 助战召唤,不管最终过关与否,被召唤方都直接算助战成功,这里处理被召唤的,主动方在地图直接处理
    '''
@@ -485,63 +645,17 @@
    helpCountKey = (mapID, helpCountLineID)
    
    curTime = int(time.time())
    tagPlayerID = callPlayerID
    tagPlayerName = callPlayerName
    playerMgr = GameWorld.GetPlayerManager()
    xianyuanCoinUpper = IpyGameDataPY.GetFuncCfg("HelpBattlePoint", 1) # 每日仙缘币上限
    baseHelpPoint = fbFuncIpyData.GetHelpPoint() # 助战 - 基础仙缘币
    relationCoinAddDict = IpyGameDataPY.GetFuncEvalCfg("HelpBattlePoint", 2, {}) # 社交关系加成 {"社交关系":[过关加成, 助战加成], ...} 
    GameWorld.DebugLog("召唤助战: mapID=%s, funcLineID=%s, helpCountKey=%s, calledPlayerDict=%s" % (mapID, funcLineID, helpCountKey, calledPlayerDict), tagPlayerID)
    GameWorld.DebugLog("召唤助战: mapID=%s, funcLineID=%s, helpCountKey=%s, calledPlayerDict=%s" % (mapID, funcLineID, helpCountKey, calledPlayerDict), callPlayerID)
    isSweep = False
    for calledPlayerID, relation in calledPlayerDict.items():
        if calledPlayerID not in PyGameData.g_fbHelpBattleCheckInPlayerDict:
            continue
        addCoinRate = 10000 # 基础倍率
        playerXianyuanCoinUpper = xianyuanCoinUpper
        relationAddList = relationCoinAddDict.get(str(relation), [])
        relationAdd = relationAddList[1] if len(relationAddList) == 2 else 0
        helpBattlePlayer = PyGameData.g_fbHelpBattleCheckInPlayerDict[calledPlayerID]
        todayMapHelpCount = helpBattlePlayer.todayHelpCountDict.get(helpCountKey, 0) + 1
        helpBattlePlayer.todayHelpCountDict[helpCountKey] = todayMapHelpCount
        todayXianyuanCoin = helpBattlePlayer.todayXianyuanCoin # 今日已获得仙缘币
        vipLV = helpBattlePlayer.vipLV
        if vipLV:
            xianyuanCoinUpperAdd = PlayerControl.GetPrivilegeValue(vipLV, ChConfig.VIPPrivilege_XianyuanCoinUpperAdd)
            xianyuanCoinAddPer = PlayerControl.GetPrivilegeValue(vipLV, ChConfig.VIPPrivilege_XianyuanCoinAddPer)
            playerXianyuanCoinUpper += xianyuanCoinUpperAdd
            addCoinRate += xianyuanCoinAddPer
        # 仙缘币公式=(通关仙缘币或助战仙缘币+社交关系加成)*VIP倍数
        coinAdd = int((baseHelpPoint + relationAdd) * addCoinRate / 10000.0)
        canAddMax = max(playerXianyuanCoinUpper - todayXianyuanCoin, 0)
        coinAddReal = min(coinAdd, canAddMax) # 实际加仙缘币
        GameWorld.DebugLog("    助战增加仙缘币: todayXianyuanCoin=%s,coinUpper=%s,canAddMax=%s,coinAdd=%s,coinAddReal=%s, todayMapHelpCount=%s"
                           % (todayXianyuanCoin, playerXianyuanCoinUpper, canAddMax, coinAdd, coinAddReal, todayMapHelpCount), calledPlayerID)
        # GameServer 直接先加
        helpBattlePlayer.todayXianyuanCoin += coinAddReal
        helpRecord = FBHelpBattleRecord()
        helpRecord.callPlayerID = tagPlayerID # 召唤他的玩家ID
        helpRecord.callPlayerName = tagPlayerName
        helpRecord.mapID = mapID
        helpRecord.funcLineID = funcLineID
        helpRecord.xianyuanCoinAdd = coinAddReal
        helpRecord.relation = relation
        helpRecord.vipLV = vipLV
        helpRecord.recordTime = curTime
        calledPlayer = playerMgr.FindPlayerByID(calledPlayerID)
        # 非脱机在线直接通知地图
        if calledPlayer and not PlayerControl.GetIsTJG(calledPlayer):
            SendMapServer_FBHelpBattleRecord(calledPlayer, [helpRecord])
        else:
            unNotifyRecordList = PyGameData.g_fbHelpBattleRecord.get(calledPlayerID, [])
            unNotifyRecordList.append(helpRecord)
            PyGameData.g_fbHelpBattleRecord[calledPlayerID] = unNotifyRecordList
        __DoCallHelpPlayer(callPlayerID, callPlayerName, helpBattlePlayer, relation, mapID, funcLineID, helpCountKey, isSweep,
                           curTime, xianyuanCoinUpper, relationCoinAddDict, baseHelpPoint)
    return
def SendMapServer_FBHelpBattleRecord(curPlayer, syncHelpRecordList, isLogin=False):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -24494,6 +24494,7 @@
    CallPlayerID = 0    #(DWORD CallPlayerID)// 助战的玩家ID,有值时代表真实助战,没有值时为自己打的
    NameLen = 0    #(BYTE NameLen)
    CallPlayerName = ""    #(String CallPlayerName)// 助战的玩家名,size = NameLen
    IsSweep = 0    #(BYTE IsSweep)// 是否扫荡
    data = None
    def __init__(self):
@@ -24514,6 +24515,7 @@
        self.CallPlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.NameLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.CallPlayerName,_pos = CommFunc.ReadString(_lpData, _pos,self.NameLen)
        self.IsSweep,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
@@ -24530,6 +24532,7 @@
        self.CallPlayerID = 0
        self.NameLen = 0
        self.CallPlayerName = ""
        self.IsSweep = 0
        return
    def GetLength(self):
@@ -24544,6 +24547,7 @@
        length += 4
        length += 1
        length += len(self.CallPlayerName)
        length += 1
        return length
@@ -24559,6 +24563,7 @@
        data = CommFunc.WriteDWORD(data, self.CallPlayerID)
        data = CommFunc.WriteBYTE(data, self.NameLen)
        data = CommFunc.WriteString(data, self.NameLen, self.CallPlayerName)
        data = CommFunc.WriteBYTE(data, self.IsSweep)
        return data
    def OutputString(self):
@@ -24572,7 +24577,8 @@
                                Reason:%d,
                                CallPlayerID:%d,
                                NameLen:%d,
                                CallPlayerName:%s
                                CallPlayerName:%s,
                                IsSweep:%d
                                '''\
                                %(
                                self.Head.OutputString(),
@@ -24584,7 +24590,8 @@
                                self.Reason,
                                self.CallPlayerID,
                                self.NameLen,
                                self.CallPlayerName
                                self.CallPlayerName,
                                self.IsSweep
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -1474,6 +1474,17 @@
    return callFunc(curPlayer, mapID, lineID, cnt, isFinish, dataEx)
## 副本助战扫荡结果
def OnPlayerFBHelpBattleSweepResult(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBHelpBattleSweepResult"))
    if callFunc == None:
        return False
    return callFunc(curPlayer, mapID, lineID, helpBattlePlayerDict, addXianyuanCoin, reason)
## 开始公共CD副本扫荡
def OnStartPubCDFBSweep(curPlayer, mapID, lineID, cnt, dataEx):
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
@@ -90,6 +90,7 @@
Over_enterLV = 'enterLV' #进入时等级
Over_leaderID = 'leaderID' #渡劫玩家ID
Over_xianyuanCoin = 'xianyuanCoin' #获得仙缘币信息 [获得仙缘币数, 没有获得的原因] 原因: 1-达到助战次数上限,2-达到每日获得仙缘币上限
Over_helpPlayer = 'helpPlayer' #助战玩家信息 {"玩家ID":{玩家信息key:value, ...}, ...}
#副本行为
(
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBHelpBattle.py
@@ -88,13 +88,17 @@
        __OnHelpBattleCheckInResult(curPlayer, msgList, tick)
        
    # 刷新
    if cmd == "Refresh":
    elif cmd == "Refresh":
        __OnHelpBattleRefreshResult(curPlayer, msgList, tick)
        
    # 助战记录
    if cmd == "HelpRecord":
    elif cmd == "HelpRecord":
        __OnHelpBattleRecord(curPlayer, msgList, tick)
        
    # 扫荡召唤
    elif cmd == "SweepCall":
        __OnHelpBattleSweepCallResult(curPlayer, msgList, tick)
    return
#// B1 05 助战登记 #tagCMHelpBattleCheckIn
@@ -394,6 +398,81 @@
    NetPackCommon.SendFakePack(curPlayer, helpPlayerListPack)
    return
def SendGameServer_SweepCallHelpBattlePlayer(curPlayer, mapID, funcLineID):
    ## 发送GameServer请求扫荡助战玩家
    ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID)
    if not ipyData:
        return
    playerID = curPlayer.GetPlayerID()
    msgInfo = str(["SweepCall", mapID, funcLineID])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(curPlayer.GetID(), 0, 0, "FBHelpBattle", msgInfo, len(msgInfo))
    GameWorld.Log("SendGameServer_SweepCallHelpBattlePlayer %s" % (msgInfo), playerID)
    return
def __OnHelpBattleSweepCallResult(curPlayer, msgList, tick):
    ## 助战扫荡结果处理
    cmd, mapID, funcLineID, helpBattlePlayerDict = msgList
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("__OnHelpBattleSweepCallResult %s,mapID=%s,funcLineID=%s,helpBattlePlayerDict=%s"
                       % (cmd, mapID, funcLineID, helpBattlePlayerDict), playerID)
    fbFuncIpyData = IpyGameDataPY.GetIpyGameData("FBFunc", mapID)
    if not fbFuncIpyData:
        return
    reason = 0
    addCoinRate = 10000 # 基础倍率
    baseFBPoint = fbFuncIpyData.GetFBPoint() # 过关 - 基础仙缘币
    xianyuanCoinUpper = IpyGameDataPY.GetFuncCfg("HelpBattlePoint", 1) # 每日仙缘币上限
    relationCoinAddDict = IpyGameDataPY.GetFuncEvalCfg("HelpBattlePoint", 2, {}) # 社交关系加成 {"社交关系":[过关加成, 助战加成], ...}
    todayXianyuanCoin = PlayerControl.GetTodayXianyuanCoin(curPlayer) # 今日已获得仙缘币
    playerXianyuanCoinUpper = xianyuanCoinUpper
    if curPlayer.GetVIPLv():
        playerXianyuanCoinUpper += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_XianyuanCoinUpperAdd)
        addCoinRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_XianyuanCoinAddPer)
    relation, relationAdd = 0, 0
    for helpPlayerInfoDict in helpBattlePlayerDict.values():
        relation = helpPlayerInfoDict.get("Relation", 0)
        if not relation:
            continue
        relationAddList = relationCoinAddDict.get(str(relation), [])
        relationAdd += relationAddList[0] if len(relationAddList) == 2 else 0
    coinAdd = 0
    if baseFBPoint:
        coinAdd = int((baseFBPoint + relationAdd) * addCoinRate / 10000.0)
    canAddMax = max(playerXianyuanCoinUpper - todayXianyuanCoin, 0)
    coinAddReal = min(coinAdd, canAddMax) # 实际加仙缘币
    if canAddMax == 0 and not reason:
        reason = 2
    GameWorld.DebugLog("扫荡副本增加仙缘币: baseFBPoint=%s,relationAdd=%s,addCoinRate=%s,coinAdd=%s,canAddMax=%s,coinAddReal=%s"
                       % (baseFBPoint, relationAdd, addCoinRate, coinAdd, canAddMax, coinAddReal), playerID)
    if coinAddReal:
        addDataDict = {"MapID":mapID, "FuncLineID":funcLineID, "IsSweep":1}
        PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_XianyuanCoin, coinAddReal, addDataDict=addDataDict)
        PlayerControl.AddTodayXianyuanCoin(curPlayer, coinAddReal)
    #扫荡结果给奖励等
    FBLogic.OnPlayerFBHelpBattleSweepResult(curPlayer, mapID, funcLineID, helpBattlePlayerDict, coinAddReal, reason)
    # 通知自己获得仙缘币
    msgPack = ChPyNetSendPack.tagMCAddXianyuanCoinMsg()
    msgPack.MapID = mapID
    msgPack.FuncLineID = funcLineID
    msgPack.Relation = relation
    msgPack.RelationCoinAdd = relationAdd
    msgPack.XianyuanCoinAdd = coinAddReal
    msgPack.Reason = reason
    #msgPack.CallPlayerID = relationPlayerID
    #msgPack.CallPlayerName = relationPlayerName
    msgPack.NameLen = len(msgPack.CallPlayerName)
    msgPack.IsSweep = 1
    NetPackCommon.SendFakePack(curPlayer, msgPack)
    return
def __OnHelpBattleRecord(curPlayer, msgList, tick):
    ## 助战记录同步
    cmd, helpRecordList, isLogin = msgList
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MunekadoTrial.py
@@ -85,8 +85,9 @@
##---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):
@@ -425,7 +426,7 @@
        if star == 5:
            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])
        #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MunekadoTrial, 1, [playerCount, star, lineID+1])
        EventShell.EventRespons_FBEvent(curPlayer, "passzmsl")
        # 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:
@@ -464,6 +465,52 @@
        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)
    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
#  @param defender 防守方
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -335,7 +335,7 @@
    return attrDict
def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, 
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[]):
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0):
    '''给玩家击杀NPC掉落奖励
    @param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图
    @param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...}
@@ -375,7 +375,7 @@
        # 掉落有概率因素,需多次执行
        for dCount in xrange(1, totalCount + 1):
            isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx)
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
            if not dropInfo:
                continue
            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
@@ -690,7 +690,7 @@
                           % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
    return dropIDCountDict, dropIDBindDict, dropMoney
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True):
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -782,7 +782,7 @@
    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
    if indepRateDoCnt:
        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
        
    #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
@@ -878,7 +878,7 @@
    fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorStarRateDict:
        gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
        curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        
    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
@@ -953,7 +953,7 @@
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
@@ -1335,7 +1335,7 @@
    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
    ## 获取NPC独立掉率装备掉落信息
    npcID = ipyDrop.GetNPCID()
    indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
@@ -1346,7 +1346,7 @@
    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorRateDict:
        gradeColorRateDict = fbGradeColorRateDict[npcID]
        curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        
    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    dropEquipInfoList = []
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
@@ -36,6 +36,7 @@
import IpyGameDataPY
import ShareDefine
import GameFuncComm
import FBHelpBattle
import time
import math
@@ -346,7 +347,12 @@
    #增加副本进入次数
    if fbIpyData and fbIpyData.GetDayTimes():
        FBCommon.AddEnterFBCount(curPlayer, mapID, cnt)
    helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, lineID)
    if helpIpyData:
        FBHelpBattle.SendGameServer_SweepCallHelpBattlePlayer(curPlayer, mapID, lineID)
        return
    #扫荡结果给奖励等
    FBLogic.OnPlayerFBSweepResult(curPlayer, mapID, lineID, cnt, isFinish, dataEx)
    return