From 6e85f0b43d92ae01de2432e8da0dd41646c7361c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 04 十二月 2025 14:54:38 +0800
Subject: [PATCH] 16 卡牌服务端(修复重读脚本后db报错: 重读后导致类继承出现问题,固重读时过滤掉py库及第三方库不重读;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py |   42 +++++++++++++++++++-----------------------
 1 files changed, 19 insertions(+), 23 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
index 9f205d3..06f3eef 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
@@ -19,14 +19,15 @@
 import IpyGameDataPY
 import PlayerControl
 import ItemControler
-
+import PlayerTask
 import FBCommon
+import ChConfig
 
 def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
     ## 回合战斗请求 
     playerID = curPlayer.GetPlayerID()
     chapterID, levelNum, wave = PlayerControl.GetMainLevelPassInfo(curPlayer)
-    #levelID = chapterID * 100 + levelNum
+    levelID = chapterID * 100 + levelNum
     #if funcLineID != levelID:
     #    return
     GameWorld.DebugLog("请求挑战关卡Boss! passInfo: chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID)
@@ -59,7 +60,11 @@
         GameWorld.DebugLog("最后一波未通过,无法挑战本关boss! passWave=%s < %s" % (wave, waveMax))
         return
     
-    return True
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ChallengeLVID, levelID)
+    
+    PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevelChallenge)
+    
+    return True, levelID
 
 def GetFBNPCLineupInfo(curPlayer, mapID, funcLineID):
     ## 获取NPC阵容相关
@@ -76,24 +81,19 @@
     
     return npcLineupIDList, strongerLV, difficulty
 
-def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
-    ## 回合战斗结束
+def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
+    ## 回合战斗结算奖励
+    
     if not curPlayer:
         return
     
     playerID = curPlayer.GetPlayerID()
-    #winFaction = turnFight.winFaction
-    isWin = turnFight.isWin
+    isWin = winFaction == ChConfig.Def_FactionA
     
     chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
     if not isWin:
         nowValue = PlayerControl.GetMainLevelNowValue(curPlayer)
         GameWorld.DebugLog("主线boss战斗失败!保持当前刷怪波进度不变! nowValue=%s" % nowValue, playerID)
-        return
-    
-    if turnFight.haveNextLineup():
-        GameWorld.DebugLog("主线boss小队战斗胜利,有下一小队! chapterID=%s,levelNum=%s,lineupIndex=%s,lineupIDList=%s" 
-                           % (chapterID, levelNum, turnFight.lineupIndex, turnFight.lineupIDList), playerID)
         return
     
     isAllPass = False # 是否通关
@@ -113,6 +113,12 @@
                             % (chapterID, levelNum, nextChapterID, nextLevelNum), playerID)
         isAllPass = True
         
+    # 发放过关奖励
+    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
+    itemList = levelIpyData.GetAwardItemList() if levelIpyData else []
+    GameWorld.DebugLog("过关奖励: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
+    awardDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
+    
     updPassValue = PlayerControl.SetMainLevelPassInfo(curPlayer, nextChapterID, nextLevelNum, 0)
     if isAllPass:
         # 已通关的刷怪进度保持不变
@@ -120,17 +126,7 @@
         GameWorld.DebugLog("已通关的刷怪进度保持不变: updNowValue=%s" % updNowValue, playerID)
     else:
         updNowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, nextChapterID, nextLevelNum, 1)
-        GameWorld.DebugLog("为通关的刷怪进度设置为下一关的第1波: updNowValue=%s" % updNowValue, playerID)
+        GameWorld.DebugLog("未通关的刷怪进度设置为下一关的第1波: updNowValue=%s" % updNowValue, playerID)
     GameWorld.DebugLog("updPassValue=%s,updNowValue=%s" % (updPassValue, updNowValue), playerID)
-    
-    # 发放过关奖励
-    levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
-    if not levelIpyData:
-        return
-    itemList = levelIpyData.GetAwardItemList()
-    GameWorld.DebugLog("过关奖励: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
-    
     ItemControler.GivePlayerItemOrMail(curPlayer, itemList, event=["MainLevelBoss", False, {}], isNotifyAward=False)
-    
-    overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
     return

--
Gitblit v1.8.0