From 5e9fd1dedd0e4c99d89de3264428e8217f093c93 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 06 一月 2026 18:19:30 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(B424增加同步每个武将战力;演武场匹配列表战力优先同步演武场防守阵容战力;查看玩家增加同步红颜、坐骑信息;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py | 37 +++++++++++++++++++++++++------------
1 files changed, 25 insertions(+), 12 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
index abb555a..1e4d80c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -1549,10 +1549,12 @@
def OnPlayerFBQuickPass(curPlayer, mapID, lineID):
'''副本快速过关验证
@param mapID: 数据地图ID
- @param lineID: 目标关卡线路ID,可一次性跳多关,由前端发包决定
- @return: (bossID, quickCnt) 或 None
- @note: bossID 目标NPCID - 目标关卡所需要挑战的主NPCID,一般是boss,用于验证战力是否满足快速过关
- @note: quickCnt 本次总共跳过几关 - 默认1
+ @param lineID: 目标关卡线路ID,可一次性跳多关,根据功能由前端发包决定或后端直接决定
+ @return: (lineID, quickCnt, quickFightPower, quickData) 或 None
+ @note: lineID 由后端决定的快速过关到哪,如果前端决定的则直接返回 lineID
+ @note: quickCnt 本次总共跳过几关
+ @note: quickFightPower 目标阵容战力,用于验证战力是否满足快速过关
+ @note: quickData 扩展数据,功能自定义,传给 OnPlayerFBQuickPassResult
'''
do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -1564,7 +1566,7 @@
return callFunc(curPlayer, mapID, lineID)
-def OnPlayerFBQuickPassResult(curPlayer, mapID, lineID):
+def OnPlayerFBQuickPassResult(curPlayer, mapID, lineID, quickData):
'''副本快速过关结果
'''
do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -1574,7 +1576,7 @@
if callFunc == None:
return
- return callFunc(curPlayer, mapID, lineID)
+ return callFunc(curPlayer, mapID, lineID, quickData)
#---------------------------------------------------------------------
@@ -2258,7 +2260,7 @@
return callFunc(curPlayer, mapID, funcLineID)
-def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
+def GetFBNPCInitAttr(turnFight, npcObj):
## 获取副本指定NPC初始化属性
do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
@@ -2266,9 +2268,9 @@
if callFunc == None:
return
- return callFunc(curPlayer, turnFight, npcObj)
+ return callFunc(turnFight, npcObj)
-def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
+def OnFBNPCKilledBefore(turnFight, gameObj, killer=None, useSkill=None):
## 副本NPC被击杀前处理,一般用于处理一些不被击杀的副本NPC逻辑
# @return: 可否被正常击杀
do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
@@ -2278,7 +2280,7 @@
# 不需要逻辑时默认可被正常击杀
return True
- return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
+ return callFunc(turnFight, gameObj, killer, useSkill)
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
@@ -2291,7 +2293,7 @@
return
-def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
+def OnTurnFightOver(turnFight, mapID, funcLineID, overMsg):
## 回合战斗结束
do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2301,5 +2303,16 @@
if callFunc == None:
return
- return callFunc(curPlayer, turnFight, mapID, funcLineID, overMsg)
+ return callFunc(turnFight, mapID, funcLineID, overMsg)
+def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
+ ## 回合战斗结算奖励
+
+ do_FBLogic_ID = __GetFBLogic_MapID(mapID)
+
+ callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightAward"))
+
+ if callFunc == None:
+ return
+
+ return callFunc(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
--
Gitblit v1.8.0