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| | | #!/usr/bin/python
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| | | # -*- coding: GBK -*-
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| | | #-------------------------------------------------------------------------------
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| | | #
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| | | #-------------------------------------------------------------------------------
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| | | #
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| | | ##@package GameWorldLogic.FBProcess.GameLogic_ZhuXianTower
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| | | #
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| | | # @todo:诛仙塔
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| | | # @author xdh
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| | | # @date 2019-01-21
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| | | # @version 1.0
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| | | # 详细描述: 诛仙塔
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| | | #
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| | | #---------------------------------------------------------------------
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| | | #"""Version = 2019-01-21 11:00"""
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| | | #---------------------------------------------------------------------
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| | |
|
| | | import FBCommon
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| | | import GameWorld
|
| | | import IPY_GameWorld
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| | | import PlayerControl
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| | | import NPCCustomRefresh
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| | | import ChPyNetSendPack
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| | | import ItemControler
|
| | | import NetPackCommon
|
| | | import ShareDefine
|
| | | import IpyGameDataPY
|
| | | import ItemCommon
|
| | | import ChConfig
|
| | | import ChPlayer
|
| | | import PlayerSuccess
|
| | | import GameWorldProcess
|
| | | import PlayerBillboard
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| | | import EventReport
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| | |
|
| | | import random
|
| | | import math
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| | |
|
| | | Def_MaxStar = 5 #S级评级
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| | |
|
| | | FBDict_Level = 'FBDict_Level' # 副本关卡
|
| | | FBDict_FBStar = 'FBDict_FBStar' # 当前副本星级
|
| | | FBDict_isFirstS= 'FBDict_isFirstS' # 是否首次S级过关
|
| | | FBDict_StartTick = 'FBDict_StartTick' #开始时间
|
| | | FBDict_Speed = 'FBDict_Speed' #掉血速度 /s
|
| | | FBDict_RemainHP = 'FBDict_RemainHP' #剩余时间
|
| | | FBDict_IsReduceing = 'FBDict_IsReduceing' #是否掉血中
|
| | | FBDict_BossTotalHP = 'FBDict_BossTotalHP' #BOSS血量
|
| | | FBDict_LastHurtTick = 'FBDict_LastHurtTick' #上次伤害时间
|
| | | FBDict_HasGiveAward = 'FBDict_HasGiveAward' # 是否有给奖励
|
| | |
|
| | | # 副本通用配置
|
| | | (
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| | | Def_PrepareTime, # 每关准备时间,秒
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| | | Def_FightTime, # 每关战斗时间,秒
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| | | Def_ExitTime, # 退出时间, 秒
|
| | | Def_StarTime, # 星级对应耗时配置, 秒
|
| | | ) = range(4)
|
| | |
|
| | | # 副本状态
|
| | | (
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| | | FB_State_Open, # 副本开启
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| | | FB_State_FightPrepare, # 战斗准备时间
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| | | FB_State_Fighting, # 战斗
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| | | FB_State_FreeTime, # 活动结束准备(胜利/失败)
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| | | FB_State_Close, # 关闭副本
|
| | | ) = range(5)
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| | |
|
| | |
|
| | | ## 诛仙塔配置
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| | | def __GetZhuXianCfg(): return FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_ZhuXianTower)
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| | |
|
| | |
|
| | | def GetTowerIpyData(level):
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| | | return IpyGameDataPY.GetIpyGameData('ZhuXianTower', level)
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| | |
|
| | |
|
| | | def OnFBPlayerLogin(curPlayer):
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| | | SyncZhuXianLevelInfo(curPlayer)
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| | | return
|
| | |
|
| | |
|
| | | ## 同步诛仙塔关卡信息
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| | | # @fbLevel 为0时默认全部同步,> 0时仅同步该关卡
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| | | def SyncZhuXianLevelInfo(curPlayer):
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| | | ttInfo = ChPyNetSendPack.tagMCZhuXianTowerInfo()
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| | | ttInfo.Clear()
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| | | ttInfo.Floor = __GetZhuXianTowerCurPassLV(curPlayer)
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| | | NetPackCommon.SendFakePack(curPlayer, ttInfo)
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| | | return
|
| | |
|
| | |
|
| | | ## 获取当前已通关关卡
|
| | | def __GetZhuXianTowerCurPassLV(curPlayer):
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| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ZhuXianTowerPassLV)
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| | |
|
| | |
|
| | | ## 更新当前已通关关卡
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| | | def SetZhuXianTowerCurPassLV(curPlayer, passlv):
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_ZhuXianTowerPassLV, passlv)
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| | | #PlayerRune.DoUnlockRuneHole(curPlayer)
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| | | |
| | | #PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Tower, passlv, False)
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| | | GameWorld.DebugLog(' 更新诛仙塔已通关数 %s' % passlv)
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| | | return
|
| | |
|
| | |
|
| | | ## 是否可进入
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| | | # @param curPlayer
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| | | # @param mapID 地图ID
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| | | # @param lineId 分线ID
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| | | # @param tick
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| | | # @return 是否可进入
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| | | def OnEnterFBEvent(curPlayer, mapID, lineId, tick): |
| | | return True
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| | |
|
| | |
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| | | ## 检查可否进行挑战
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| | | def __CheckCanChallenge(curPlayer):
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| | | #判断次数
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| | | enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianTower)
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| | | if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianTower):
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| | | GameWorld.Log('进入次数不足!!')
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| | | return 0
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| | |
|
| | | curFloor = __GetZhuXianTowerCurPassLV(curPlayer)
|
| | | ipyMgr = IpyGameDataPY.IPY_Data()
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| | | maxFloor = ipyMgr.GetZhuXianTowerByIndex(ipyMgr.GetZhuXianTowerCount() - 1).GetID()
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| | | if curFloor >= maxFloor:
|
| | | return maxFloor
|
| | | return curFloor + 1
|
| | | |
| | | ##玩家切换地图
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| | | def DoPlayerChangeMapLogic(curPlayer):
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| | | FBCommon.UpdateFBEnterTick(curPlayer)
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| | | return
|
| | |
|
| | | ##副本玩家进入点
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| | | # @param curPlayer 玩家实例
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| | | # @param mapID 地图ID
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| | | # @param lineId 分线ID
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| | | # @param ipyEnterPosInfo 功能线路IPY配置坐标信息
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| | | # @param tick 时间戳
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| | | # @return posX, posY, 随机半径(可选)
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| | | def OnGetFBEnterPos(curPlayer, mapID, lineId, ipyEnterPosInfo, tick):
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| | | return ipyEnterPosInfo
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| | |
|
| | |
|
| | | ## 是否可以进入
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| | | # @param ask 请求信息
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| | | # @param tick
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| | | # @return 回复是否通过请求
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| | | def OnChangeMapAsk(ask, tick):
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| | | return IPY_GameWorld.cmeAccept
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| | |
|
| | |
|
| | | ## 进副本
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| | | # @param curPlayer
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| | | # @param tick
|
| | | # @return None
|
| | | def DoEnterFB(curPlayer, tick):
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| | | # 不做处理,有副本行为客户端发包选择挑战关卡
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| | | EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_ZhuXianTower, 0, ChConfig.CME_Log_Start)
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbStep = gameFB.GetFBStep()
|
| | | ZhuXianCfg = __GetZhuXianCfg()
|
| | | if fbStep <= FB_State_FightPrepare:
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| | | notify_tick = ZhuXianCfg[Def_PrepareTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
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| | | curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, max(notify_tick, 0), True)
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| | | |
| | | elif fbStep == FB_State_Fighting:
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| | | notify_tick = ZhuXianCfg[Def_FightTime] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
|
| | | curPlayer.Sync_TimeTick(IPY_GameWorld.tttTowerTake, 0, max(notify_tick, 0), True)
|
| | | __UpdZhuXianTowerFBStar(tick, True, curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | | ## 副本时间到关闭
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| | | # @param tick 当前时间
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| | | # @return None
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| | | # @remarks 函数详细说明.
|
| | | def OnCloseFB(tick):
|
| | | return
|
| | |
|
| | |
|
| | | ##玩家退出副本.
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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
|
| | | # @remarks 玩家主动离开副本.
|
| | | def DoExitFB(curPlayer, tick):
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| | | # 玩家退出默认关闭副本
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| | | #GameWorldProcess.CloseFB(tick)
|
| | | return
|
| | |
|
| | |
|
| | | ##副本总逻辑计时器
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| | | # @param tick 时间戳
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| | | # @return 无意义
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| | | # @remarks 副本总逻辑计时器
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| | | def OnProcess(tick):
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| | | gameFB = GameWorld.GetGameFB()
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| | | fbStep = gameFB.GetFBStep()
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| | | |
| | | if fbStep == FB_State_FightPrepare:
|
| | | __DoLogic_FightPrepare(tick)
|
| | | elif fbStep == FB_State_Fighting:
|
| | | __DoLogic_Fighting(tick)
|
| | | __CheckBossHP(tick)
|
| | | __UpdZhuXianTowerFBStar(tick)
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| | | FBCommon.NotifyCopyMapPlayerFBHelp(tick, DoFBHelp, 5000)
|
| | | elif fbStep == FB_State_FreeTime:
|
| | | __DoLogic_FreeTime(tick)
|
| | | elif fbStep == FB_State_Close:
|
| | | pass
|
| | | |
| | | return
|
| | |
|
| | |
|
| | | ## 更新当前副本星级
|
| | | def __UpdZhuXianTowerFBStar(tick, isEnter=False, curPlayer=None):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbStep = gameFB.GetFBStep()
|
| | | if fbStep != FB_State_Fighting:
|
| | | return
|
| | | curStar = gameFB.GetGameFBDictByKey(FBDict_FBStar)
|
| | | if curStar == 1:
|
| | | return curStar
|
| | | |
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | useSecond = int(math.ceil((tick - gameFB.GetFBStepTick()) / 1000.0))
|
| | | chaosDemonCfg = FBCommon.GetFBLineStepTime(mapID)
|
| | | starTimeList = chaosDemonCfg[Def_StarTime]
|
| | | diffSecond = 0
|
| | | updStar = 1 # 默认至少1星
|
| | | for star, starTime in enumerate(starTimeList, 2):
|
| | | if useSecond <= starTime:
|
| | | updStar = star
|
| | | diffSecond = starTime - useSecond
|
| | | |
| | | if curStar == updStar and not isEnter:
|
| | | return curStar
|
| | | |
| | | gameFB.SetGameFBDict(FBDict_FBStar, updStar)
|
| | | |
| | | GameWorld.DebugLog("__UpdFBStar useSecond=%s,curStar=%s,updStar=%s, diffSecond=%s" |
| | | % (useSecond, curStar, updStar, diffSecond))
|
| | | |
| | | if curPlayer:
|
| | | DoFBHelp(curPlayer, tick)
|
| | | if updStar != 1:
|
| | | curPlayer.Sync_TimeTick(IPY_GameWorld.tttFlagTake, 0, diffSecond * 1000, True)
|
| | | else:
|
| | | playerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for index in xrange(playerManager.GetPlayerCount()):
|
| | | curPlayer = playerManager.GetPlayerByIndex(index)
|
| | | if not curPlayer:
|
| | | continue
|
| | | DoFBHelp(curPlayer, tick)
|
| | | if updStar != 1:
|
| | | curPlayer.Sync_TimeTick(IPY_GameWorld.tttFlagTake, 0, diffSecond * 1000, True)
|
| | | |
| | | return updStar
|
| | |
|
| | |
|
| | | ## 获取BossID
|
| | | def __GetZhuXianBossID(fbLevel=-1):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | if fbLevel == -1:
|
| | | fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | ipyData = GetTowerIpyData(fbLevel)
|
| | | |
| | | if not ipyData:
|
| | | GameWorld.ErrLog("__GetZhuXianBossID() can not find %s in tagZhuXianTower.txt" % fbLevel)
|
| | | 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()
|
| | | ZhuXianCfg = __GetZhuXianCfg()
|
| | | if tick - gameFB.GetFBStepTick() < ZhuXianCfg[Def_PrepareTime] * 1000:
|
| | | return
|
| | | bossID = __GetZhuXianBossID()
|
| | | if not bossID:
|
| | | FBCommon.DoLogic_FBKickAllPlayer()
|
| | | return
|
| | | |
| | | FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, ZhuXianCfg[Def_FightTime] * 1000)
|
| | | |
| | | NPCCustomRefresh.SetNPCRefresh(FBCommon.GetFBLineRefreshNPC(ChConfig.Def_FBMapID_ZhuXianTower, 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)
|
| | | curPlayer.SetHP(curPlayer.GetMaxHP())
|
| | | FBCommon.ClearFBNPC()
|
| | | |
| | | gameFB = GameWorld.GetGameFB()
|
| | | gameFB.SetGameFBDict(FBDict_Level, fbLevel)
|
| | | playerPower = curPlayer.GetFightPower()
|
| | | ipyData = GetTowerIpyData(fbLevel)
|
| | | needPower = ipyData.GetNeedPower()
|
| | | totalHP = eval(IpyGameDataPY.GetFuncCompileCfg('ZhuXianTowerBossTime'))
|
| | | gameFB.SetGameFBDict(FBDict_BossTotalHP, totalHP * 1000)
|
| | | gameFB.SetGameFBDict(FBDict_Speed, 1000) #速度默认1000
|
| | | gameFB.SetGameFBDict(FBDict_RemainHP, totalHP * 1000)
|
| | | prepareTick = __GetZhuXianCfg()[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)
|
| | |
|
| | | DoFBHelp(curPlayer, tick)
|
| | | GameWorld.DebugLog("StartFBLevel, fbLevel=%s,totalHP=%s" % (fbLevel, totalHP), 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() < __GetZhuXianCfg()[Def_FightTime] * 1000:
|
| | | lastHurtTick = gameFB.GetGameFBDictByKey(FBDict_LastHurtTick)
|
| | | if lastHurtTick and tick - lastHurtTick >= 2000:
|
| | | StopReduceHP(tick)
|
| | | GameWorld.GetGameFB().SetGameFBDict(FBDict_LastHurtTick, 0)
|
| | | return
|
| | | |
| | | fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | playerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for index in xrange(playerManager.GetPlayerCount()):
|
| | | curPlayer = playerManager.GetPlayerByIndex(index)
|
| | | if not curPlayer:
|
| | | continue
|
| | | __SendZhuXianTowerOverInfo(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, __GetZhuXianCfg()[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() < __GetZhuXianCfg()[Def_ExitTime] * 1000:
|
| | | return
|
| | | |
| | | #FBCommon.DoLogic_FBKickAllPlayer()
|
| | | return
|
| | |
|
| | |
|
| | | def DoZhuXianTowerOver(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | # 过关全服广播
|
| | | ipyData = GetTowerIpyData(fbLevel)
|
| | | if not ipyData:
|
| | | return
|
| | | curPlayer = FBCommon.GetCurSingleFBPlayer()
|
| | | if not curPlayer:
|
| | | GameWorldProcess.CloseFB(tick)
|
| | | return
|
| | | # 记录过关
|
| | | #EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_ZhuXianTower, 0, ChConfig.CME_Log_End, 0, 1)
|
| | | unLockEquipPlace = ipyData.GetUnLockEquipPlace()
|
| | | if unLockEquipPlace:
|
| | | PlayerControl.WorldNotify(0, 'KillGodTowerInfo_1', [curPlayer.GetPlayerName(), fbLevel, unLockEquipPlace])
|
| | | ipyMgr = IpyGameDataPY.IPY_Data()
|
| | | maxFloor = ipyMgr.GetZhuXianTowerByIndex(ipyMgr.GetZhuXianTowerCount() - 1).GetID()
|
| | | # 过关时间
|
| | | costTime = tick - GameWorld.GetGameFB().GetFBStepTick()
|
| | | curStar = gameFB.GetGameFBDictByKey(FBDict_FBStar)
|
| | | isFirstS = 0
|
| | | if fbLevel < maxFloor and curStar == Def_MaxStar:
|
| | | #更新关卡
|
| | | SetZhuXianTowerCurPassLV(curPlayer, fbLevel)
|
| | | #更新诛仙塔排行榜
|
| | | PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_ZhuXianTower, fbLevel, costTime/1000)
|
| | | isFirstS = 1 #是否首次S通关
|
| | | gameFB.SetGameFBDict(FBDict_isFirstS, isFirstS)
|
| | | # 给过关奖励
|
| | | prizeItemList = __GiveFBPassPrize(curPlayer, False)
|
| | | |
| | | prizeDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(prizeItemList)}
|
| | | __SendZhuXianTowerOverInfo(curPlayer, fbLevel, True if prizeItemList else False, prizeDict)
|
| | | |
| | | #任务
|
| | | #EventShell.EventRespons_ZhuXianTowerCnt(curPlayer, fbLevel)
|
| | | |
| | | SyncZhuXianLevelInfo(curPlayer) # 同步最新关卡信息
|
| | | __SetFBToFreeTime(tick)
|
| | | #每日任务
|
| | | #PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_Tower)
|
| | | return
|
| | |
|
| | |
|
| | | ## 杀怪
|
| | | # @param curPlayer
|
| | | # @param curNPC 被杀的怪
|
| | | # @param tick
|
| | | # @return None
|
| | | def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
|
| | | |
| | | return
|
| | |
|
| | |
|
| | | ## 给过关奖励
|
| | | def __GiveFBPassPrize(curPlayer, isGive=True):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | preFloor = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | ipyData = GetTowerIpyData(preFloor)
|
| | | if not ipyData:
|
| | | return []
|
| | | |
| | | isFirstPass = gameFB.GetGameFBDictByKey(FBDict_isFirstS) #是否首次s通关
|
| | | if isFirstPass:
|
| | | prizeItemList = ipyData.GetFirstAward()
|
| | | else:
|
| | | curStar = gameFB.GetGameFBDictByKey(FBDict_FBStar)
|
| | | prizeItemList = ipyData.GetGradeAward().get(curStar, [])
|
| | | if not prizeItemList:
|
| | | return []
|
| | | if not isGive:
|
| | | return prizeItemList
|
| | | if gameFB.GetGameFBDictByKey(FBDict_HasGiveAward):
|
| | | GameWorld.Log('本层奖励已给,不能重复给!!', curPlayer.GetID())
|
| | | return
|
| | | |
| | | # 发邮件或放入背包
|
| | | needSpace = len(prizeItemList)
|
| | | emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
|
| | | isSendMail = int(needSpace > emptySpace) # 是否发送邮件
|
| | | if isSendMail:
|
| | | PlayerControl.SendMailByKey('KillGodTowerReward', [curPlayer.GetPlayerID()], prizeItemList)
|
| | | GameWorld.DebugLog("背包空间不够,发送邮件: mailItemList=%s" % str(prizeItemList), curPlayer.GetPlayerID())
|
| | | else:
|
| | | for itemID, itemCnt, isBind in prizeItemList:
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem],
|
| | | event=["ZhuXianTower", False, {}])
|
| | | |
| | | FBCommon.AddEnterFBCount(curPlayer, ChConfig.Def_FBMapID_ZhuXianTower, 1)
|
| | | |
| | | gameFB.SetGameFBDict(FBDict_HasGiveAward, 1)
|
| | | |
| | | return
|
| | |
|
| | |
|
| | | ##副本帮助信息
|
| | | # @param curPlayer 玩家实例
|
| | | # @param tick 时间戳
|
| | | # @return 无意义
|
| | | # @remarks 用于通知阵营比分条
|
| | | def DoFBHelp(curPlayer, tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | star = gameFB.GetGameFBDictByKey(FBDict_FBStar)
|
| | | |
| | | curSpeed = gameFB.GetGameFBDictByKey(FBDict_Speed) |
| | | isReduceing = gameFB.GetGameFBDictByKey(FBDict_IsReduceing) |
| | | remainHP = GetBossRemainHP(tick)
|
| | | totalHP = __GetBossTotalHP()
|
| | | hpReduceSpeed = curSpeed * 10000 / totalHP if totalHP else 0
|
| | | remainHPPer = min(100, remainHP * 100 / totalHP) if totalHP else 0
|
| | | fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
|
| | | fbHelpDict = {FBCommon.Help_wheel:fbLevel, FBCommon.Help_grade:star, 'hpReduceSpeed':hpReduceSpeed, 'remainHPPer':remainHPPer, 'isReduceing':isReduceing}
|
| | | GameWorld.DebugLog("DoFBHelp: %s" % fbHelpDict, curPlayer.GetPlayerID())
|
| | | FBCommon.Notify_FBHelp(curPlayer, fbHelpDict)
|
| | | return
|
| | |
|
| | |
|
| | | ## 发送挑战结果信息
|
| | | def __SendZhuXianTowerOverInfo(curPlayer, fbLevel, isPass, overDict={}):
|
| | | |
| | | overDict[FBCommon.Over_dataMapID] = ChConfig.Def_FBMapID_ZhuXianTower
|
| | | overDict[FBCommon.Over_wheel] = fbLevel
|
| | | overDict[FBCommon.Over_isPass] = int(isPass)
|
| | | GameWorld.DebugLog("__SendZhuXianTowerOverInfo overDict=%s" % (str(overDict)), curPlayer.GetPlayerID())
|
| | | 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)
|
| | | __SendZhuXianTowerOverInfo(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
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbStep = gameFB.GetFBStep()
|
| | | if actionType == 0:
|
| | |
|
| | | if fbStep in [FB_State_FightPrepare, FB_State_Fighting]:
|
| | | GameWorld.DebugLog("准备或战斗中, 无法变更关卡!")
|
| | | return
|
| | | newFloor = __CheckCanChallenge(curPlayer)
|
| | | if not newFloor:
|
| | | FBCommon.DoLogic_FBKickAllPlayer()
|
| | | return
|
| | | |
| | | StartFBLevel(curPlayer, newFloor, tick)
|
| | | elif actionType == 1:
|
| | | #领取奖励
|
| | | if fbStep != FB_State_FreeTime:
|
| | | return
|
| | | __GiveFBPassPrize(curPlayer, False)
|
| | | return
|
| | |
|
| | |
|
| | | def __CheckBossHP(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | fbStep = gameFB.GetFBStep()
|
| | |
|
| | | if fbStep == FB_State_Fighting and GetBossRemainHP(tick) == 0:
|
| | | #结束 设置BOSS死亡
|
| | | FBCommon.ClearFBNPC()
|
| | | FBCommon.NotifyCopyMapPlayerFBHelp(tick, DoFBHelp, 0)
|
| | | GameWorld.DebugLog('结束 设置BOSS死亡 ')
|
| | | |
| | | DoZhuXianTowerOver(tick)
|
| | | |
| | | return
|
| | |
|
| | |
|
| | | def StopReduceHP(tick):
|
| | | ##暂停BOSS血量减少
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | if not gameFB.GetGameFBDictByKey(FBDict_IsReduceing):
|
| | | return
|
| | | remainHP = GetBossRemainHP(tick)
|
| | | if not remainHP:
|
| | | return
|
| | | gameFB.SetGameFBDict(FBDict_IsReduceing, 0)
|
| | | gameFB.SetGameFBDict(FBDict_RemainHP, remainHP)
|
| | | GameWorld.DebugLog(' 暂停BOSS血量减少')
|
| | | return
|
| | |
|
| | |
|
| | | def StartReduceHP(tick):
|
| | | ##开始BOSS掉血
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | if gameFB.GetGameFBDictByKey(FBDict_IsReduceing):
|
| | | return
|
| | | gameFB.SetGameFBDict(FBDict_IsReduceing, 1)
|
| | | startTick = gameFB.GetGameFBDictByKey(FBDict_StartTick)
|
| | | if not startTick:
|
| | | gameFB.SetGameFBDict(FBDict_RemainHP, __GetBossTotalHP())
|
| | | gameFB.SetGameFBDict(FBDict_StartTick, tick)
|
| | | GameWorld.DebugLog(' 开始BOSS掉血')
|
| | | |
| | | FBCommon.NotifyCopyMapPlayerFBHelp(tick, DoFBHelp, 0)
|
| | | return
|
| | |
|
| | |
|
| | | def __GetBossTotalHP():return GameWorld.GetGameFB().GetGameFBDictByKey(FBDict_BossTotalHP)
|
| | | |
| | |
|
| | | def GetBossRemainHP(tick):
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | |
| | | startTick = gameFB.GetGameFBDictByKey(FBDict_StartTick)
|
| | | lastSpeed = gameFB.GetGameFBDictByKey(FBDict_Speed) |
| | | remainHP = gameFB.GetGameFBDictByKey(FBDict_RemainHP)
|
| | | if not gameFB.GetGameFBDictByKey(FBDict_IsReduceing):
|
| | | return remainHP
|
| | | if not startTick:
|
| | | startTick = tick
|
| | | remainHP = __GetBossTotalHP()
|
| | | else:
|
| | | remainHP = max(0, int((remainHP - (tick - startTick) / 1000.0 * lastSpeed)))
|
| | | return remainHP
|
| | |
|
| | |
|
| | | ## 玩家对NPC造成伤害
|
| | | # @param curPlayer 当前玩家
|
| | | # @param curNPC |
| | | # @param hurtHP |
| | | # @return None
|
| | | def DoFB_Player_HurtNPC(curPlayer, curNPC, hurtHP):
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | GameWorld.GetGameFB().SetGameFBDict(FBDict_LastHurtTick, tick)
|
| | | StartReduceHP(tick)
|
| | | return
|