From 19576609e69aaf5ff7ece05bf007a5f9eb1eaf9a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 24 十一月 2018 22:15:16 +0800
Subject: [PATCH] 4762 【1.3】【后端】组队功能和助战积分优化;(初版,可测试基本流程)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py |   67 ++++++++++++---------------------
 1 files changed, 25 insertions(+), 42 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
index 27d3874..d816e94 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
@@ -31,6 +31,7 @@
 import EventShell
 import EventReport
 import ChPlayer
+import FBHelpBattle
 
 
 #阶段时间
@@ -42,7 +43,7 @@
 
 #当前副本地图的状态
 (
-FB_Step_Open, # 副本开启
+FB_Step_CallHelp, # 助战召唤
 FB_Step_Prepare, # 副本等待
 FB_Step_Fighting, # 副本进行中
 FB_Step_Over, # 副本结束
@@ -122,6 +123,12 @@
     curPlayer.ResetPos(enterX, enterY)
     return
 
+## 召唤助战完成
+def OnCallHelpBattleOK(curPlayer, tick):
+    lineID = FBCommon.GetFBPropertyMark()
+    DoQueenRelicsLinePrepare(curPlayer, lineID, tick)
+    return
+
 ## 进副本
 #  @param curPlayer
 #  @param tick
@@ -130,7 +137,6 @@
     playerID = curPlayer.GetPlayerID()
     GameWorld.DebugLog("DoEnterFB...", playerID)
     
-    isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
     gameFB = GameWorld.GetGameFB()
     
     if not FBCommon.GetHadDelTicket(curPlayer):
@@ -139,33 +145,21 @@
             GameWorld.ErrLog("进入副本扣除门票失败!", curPlayer.GetPlayerID())
             return 0
         FBCommon.SetHadDelTicket(curPlayer)
-        isHelpFight = FBCommon.SetIsHelpFight(curPlayer)
-        GameWorld.DebugLog("    是否助战: %s" % isHelpFight, playerID)
         
     mapID = ChConfig.Def_FBMapID_QueenRelics
     lineID = FBCommon.GetFBPropertyMark()
     reqLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
-    joinType = FBCommon.GetFBJoinType(curPlayer, isHelpFight)
     
-    if not FBCommon.GetHadSetFBPropertyMark() or reqLineID > lineID:
-        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
-        FBCommon.SetFBStep(FB_Step_Open, tick)
-        lineID = reqLineID
-        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start, joinType)
-        
-    # 最后一次请求的功能线路ID比副本当前的还小,代表掉线期间队友已经打到其他层了,这时候,需要直接切换过去
-    elif reqLineID < lineID:
-        GameWorld.DebugLog("掉线期间队友已经打到其他层了,直接切换到目标功能线路ID!", playerID)
-        toPosX, toPosY = __GetQueenRelicsLinePos(mapID, lineID)
-        PlayerControl.PlayerResetWorldPosFBLineID(curPlayer, mapID, toPosX, toPosY, lineID)
-        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start, joinType)
-        return
-    else:
-        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start, joinType)
-        
-    #因为是组队副本,队员轮流进,所以只能设置一次
     fbStep = gameFB.GetFBStep()
-    if fbStep < FB_Step_Prepare:
+    if fbStep == FB_Step_CallHelp:
+        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
+        lineID = reqLineID
+        FBHelpBattle.SendGameServer_RefreshHelpBattlePlayer(curPlayer, mapID, lineID)
+        return
+    
+    if reqLineID > lineID:
+        FBCommon.SetFBPropertyMark(reqLineID, curPlayer)
+        lineID = reqLineID
         DoQueenRelicsLinePrepare(curPlayer, lineID, tick)
     else:
         fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
@@ -195,6 +189,7 @@
     __RefreshQueenRelicsNPC(True, False, tick, curPlayer)
     fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
     curPlayer.Sync_TimeTick(IPY_GameWorld.tttWaitStart, 0, fbLineTime[Def_PrepareTime] * 1000, True)
+    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_QueenRelics, lineID, ChConfig.CME_Log_Start)
     return
 
 ##副本总逻辑计时器
@@ -473,30 +468,17 @@
             continue
         DoFBHelp(curPlayer, tick)
         
-        isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
         playerID = curPlayer.GetPlayerID()
         rewardLine = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine)
         needSyncFBData = False
         overDict = {}
         if isPass:
             overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
-            # 助战只算单次过关
-            if isHelpFight:
-                helpPoint = FBCommon.AddFBHelpPoint(curPlayer, dataMapID)
-                overDict.update({FBCommon.Over_money:FBCommon.GetJsonMoneyList({ShareDefine.TYPE_Price_FBHelpPoint:helpPoint})})
-                
-                curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [dataMapID])
-                if curGrade < grade:
-                    GameWorld.DebugLog("    助战更新过关评级: dataMapID=%s,lineID=%s,curGrade=%s,grade=%s" % (dataMapID, lineID, curGrade, grade), curPlayer.GetPlayerID())
-                    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, grade, False, [dataMapID])
-                    needSyncFBData = True
-                    
-            else:
-                rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
-                if rewardRet:
-                    needSyncFBData, startRewardLineID, totalSP, rewardItemList = rewardRet
-                    overDict.update({FBCommon.Over_sp:totalSP, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList), 
-                                     "startRewardLineID":startRewardLineID})
+            rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
+            if rewardRet:
+                needSyncFBData, startRewardLineID, totalSP, rewardItemList = rewardRet
+                overDict.update({FBCommon.Over_sp:totalSP, FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(rewardItemList), 
+                                 "startRewardLineID":startRewardLineID})
             if lineID+1 > curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID):
                 PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID, lineID+1)
             #成就
@@ -512,12 +494,13 @@
         updRewardLine = lineID + 1
         gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
         
-        if isPass and not rewardLine and not isHelpFight:
+        if isPass and not rewardLine:
             isInFBOnDay = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_IsInFBOnDay)
             if not isInFBOnDay:
                 GameWorld.DebugLog("首次结算奖励,增加挑战次数!", playerID)
                 needSyncFBData = True
                 FBCommon.AddEnterFBCount(curPlayer, dataMapID)
+                FBHelpBattle.DoSingleFBAddXianyuanCoin(curPlayer, mapID, lineID)
             else:
                 GameWorld.DebugLog("副本中过天,不增加挑战次数!", playerID)
             PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelicsEx, 1)

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