| | |
| | | import ShareDefine
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| | | import EventReport
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| | | import PlayerControl
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| | | import QuestCommon
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| | |
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| | |
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| | | #---副本配置对应key值---
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| | |
| | | ) = range(5)
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| | |
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| | | FBPlayerDict_MissionID = 'FBPlayerDict_MissionID' #副本任务ID
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| | | FBPlayerDict_MissionType = 'FBPlayerDict_MissionType' #副本任务类型
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| | | FBPlayerDict_CostTime = 'FBPlayerDict_CostTime' #副本耗时
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| | | FBPlayerDict_TotalPoint = 'FBPlayerDict_TotalPoint' # 获得的总积分
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| | | FBPlayerDict_NPCRemainCnt = 'FBPlayerDict_NPCRemainCnt_%s' # NPC剩余数量
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| | |
| | |
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| | | fbMissionID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBMissionID)
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| | | if fbMissionID:
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| | | fbMissionType = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBMissionType)
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| | | gameFB.SetGameFBDict(FBPlayerDict_MissionID, fbMissionID)
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| | | gameFB.SetGameFBDict(FBPlayerDict_MissionType, fbMissionType)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_ReqFBMissionID, 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_ReqFBMissionType, 0)
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| | |
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| | | fbStep = gameFB.GetFBStep()
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| | | if fbStep < FB_Step_Prepare:
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| | |
| | |
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| | | return
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| | |
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| | | ##玩家退出家族处理
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| | | # @param curPlayer 玩家实例
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| | | # @param tick 时间戳
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| | | # @return 返回值无意义
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| | | def OnLeaveFamily(curPlayer, tick):
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| | | gameFB = GameWorld.GetGameFB()
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| | | fbMissionType = gameFB.GetGameFBDictByKey(FBPlayerDict_MissionType)
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| | | if fbMissionType == QuestCommon.Def_Mission_Type_RunFamily:
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| | | gameFB.SetGameFBDict(FBPlayerDict_MissionType, 0)
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| | | return
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| | |
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| | | ## 任务专用,触发事件(副本内完成某任务)
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| | | # @param curPlayer:玩家实例
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| | |
| | | costTime = tick - GameWorld.GetGameFB().GetFBStepTick()
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| | | gameFB.SetGameFBDict(FBPlayerDict_CostTime, costTime)
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| | | fbMissionID = gameFB.GetGameFBDictByKey(FBPlayerDict_MissionID)
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| | | fbMissionType = gameFB.GetGameFBDictByKey(FBPlayerDict_MissionType)
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| | | # 通知结果 此处只通知失败,成功在完成任务时通知, 不是通过任务进的副本也通知
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| | | if not isPass or not fbMissionID:
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| | | if not isPass or not fbMissionID or not fbMissionType:
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| | | __SendOverInfo(curPlayer, {FBCommon.Over_isPass:int(isPass), FBCommon.Over_exp:exp,FBCommon.Over_expPoint:expPoint, FBCommon.Over_costTime:costTime})
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| | |
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| | | # 进入离开阶段
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