From 330c5a30027fd33e2f77643f4c3c2f77b4d91a0f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 10 五月 2024 16:42:13 +0800
Subject: [PATCH] 10019 【砍树】回合战斗(回合战斗NPC相关属性统一调整到NPC扩展表;去除副本回合制表,新增冒险关卡表;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py | 15
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py | 8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py | 19 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py | 19 +
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py | 19 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 124 +++-----
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py | 19 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py | 18 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py | 22 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 70 ++--
ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py | 4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Adventure.py | 62 ++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py | 301 ++--------------------
PySysDB/PySysDBPY.h | 27 +-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 11
16 files changed, 300 insertions(+), 440 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 7fd35b8..54cb5e7 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -635,6 +635,10 @@
DWORD AtkBackDefRate; //抗反击概率
DWORD SuckHPPer; //吸血比率
DWORD SuckHPDefPer; //抗吸血比率
+ dict SpecAttrInfo; //特殊属性信息 {"属性ID":值, ...}
+ list PetNPCIDList; //回合战斗灵宠NPCID列表
+ list ElfSkillIDList; //回合战斗精怪技能ID列表
+ list STSkillIDList; //回合战斗神通技能ID列表
};
//成长型境界怪物表
@@ -833,6 +837,15 @@
dict SweepGoodDrop; //扫荡珍稀符印
};
+//冒险关卡表
+
+struct tagAdventure
+{
+ WORD _LineID; //功能线路ID
+ DWORD NPCID; //NPCID
+ list AwardItemList; //过关奖励列表[[物品ID,个数,是否拍品], ...]
+};
+
//地图表格
struct tagChinMap
@@ -883,20 +896,6 @@
eval RefreshNPC; //标试点刷怪配置
eval GradeInfo; //评级规则
eval RewardInfo; //奖励信息
-};
-
-//副本回合制表
-
-struct tagFBTurn
-{
- DWORD _DataMapID; //数据地图ID
- WORD _LineID; //功能线路ID
- DWORD NPCID; //NPCID
- list PetNPCIDList; //灵宠NPCID列表
- list ElfSkillIDList; //精怪技能ID列表
- list STSkillIDList; //神通技能ID列表
- list AwardItemListFirst; //首次过关奖励列表[[物品ID,个数,是否拍品], ...]
- list AwardItemList; //再次过关奖励列表[[物品ID,个数,是否拍品], ...]
};
//副本助战表
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py b/ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py
index 8b88d59..e41ded3 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ChConfig.py
@@ -709,9 +709,7 @@
Def_FBMapID_Love = 31300
#回合战斗自定义地图ID
-TurnFightMapIDList = (
-Def_TFMapID_MineArea, # 福地 1
-) = range(1, 1 + 1)
+Def_TFMapID_MineArea = 1 # 福地 1
#需要刷世界BOSS的副本
WorldBossFBMapIDList = [Def_FBMapID_SealDemon, Def_FBMapID_ZhuXianBoss, Def_FBMapID_DemonKing]
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
index 57a4778..5e54f8c 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -20950,7 +20950,8 @@
Head = tagHead()
MapID = 0 #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
FuncLineID = 0 #(WORD FuncLineID)
- PlayerID = 0 #(DWORD PlayerID)// 战斗目标玩家ID,可为0,某些功能可能有用,如竞技场
+ TagType = 0 #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
+ TagID = 0 #(DWORD TagID)// 战斗目标类型对应的ID
ValueCount = 0 #(BYTE ValueCount)
ValueList = list() #(vector<DWORD> ValueList)// 附加值列表,可选,具体含义由MapID决定
data = None
@@ -20966,7 +20967,8 @@
_pos = self.Head.ReadData(_lpData, _pos)
self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
- self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
+ self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.ValueCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
for i in range(self.ValueCount):
value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
@@ -20980,7 +20982,8 @@
self.Head.SubCmd = 0x10
self.MapID = 0
self.FuncLineID = 0
- self.PlayerID = 0
+ self.TagType = 0
+ self.TagID = 0
self.ValueCount = 0
self.ValueList = list()
return
@@ -20990,6 +20993,7 @@
length += self.Head.GetLength()
length += 4
length += 2
+ length += 1
length += 4
length += 1
length += 4 * self.ValueCount
@@ -21001,7 +21005,8 @@
data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
data = CommFunc.WriteDWORD(data, self.MapID)
data = CommFunc.WriteWORD(data, self.FuncLineID)
- data = CommFunc.WriteDWORD(data, self.PlayerID)
+ data = CommFunc.WriteBYTE(data, self.TagType)
+ data = CommFunc.WriteDWORD(data, self.TagID)
data = CommFunc.WriteBYTE(data, self.ValueCount)
for i in range(self.ValueCount):
data = CommFunc.WriteDWORD(data, self.ValueList[i])
@@ -21012,7 +21017,8 @@
Head:%s,
MapID:%d,
FuncLineID:%d,
- PlayerID:%d,
+ TagType:%d,
+ TagID:%d,
ValueCount:%d,
ValueList:%s
'''\
@@ -21020,7 +21026,8 @@
self.Head.OutputString(),
self.MapID,
self.FuncLineID,
- self.PlayerID,
+ self.TagType,
+ self.TagID,
self.ValueCount,
"..."
)
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
index 78040d1..fed3780 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -48463,7 +48463,8 @@
Head = tagHead()
MapID = 0 #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
FuncLineID = 0 #(WORD FuncLineID)
- PlayerID = 0 #(DWORD PlayerID)// 对应玩家ID,可为0,某些功能可能有用,如竞技场
+ TagType = 0 #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
+ TagID = 0 #(DWORD TagID)// 战斗目标类型对应的ID
State = 0 #(BYTE State)// 0-起始状态标记;1-准备完毕;2-战斗中;3-战斗结束;4-结算奖励;5-结束状态标记
TurnNum = 0 #(BYTE TurnNum)// 当前轮次
TurnMax = 0 #(BYTE TurnMax)// 最大轮次
@@ -48482,7 +48483,8 @@
_pos = self.Head.ReadData(_lpData, _pos)
self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
- self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
+ self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.State,_pos = CommFunc.ReadBYTE(_lpData, _pos)
self.TurnNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
self.TurnMax,_pos = CommFunc.ReadBYTE(_lpData, _pos)
@@ -48497,7 +48499,8 @@
self.Head.SubCmd = 0x20
self.MapID = 0
self.FuncLineID = 0
- self.PlayerID = 0
+ self.TagType = 0
+ self.TagID = 0
self.State = 0
self.TurnNum = 0
self.TurnMax = 0
@@ -48510,6 +48513,7 @@
length += self.Head.GetLength()
length += 4
length += 2
+ length += 1
length += 4
length += 1
length += 1
@@ -48524,7 +48528,8 @@
data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
data = CommFunc.WriteDWORD(data, self.MapID)
data = CommFunc.WriteWORD(data, self.FuncLineID)
- data = CommFunc.WriteDWORD(data, self.PlayerID)
+ data = CommFunc.WriteBYTE(data, self.TagType)
+ data = CommFunc.WriteDWORD(data, self.TagID)
data = CommFunc.WriteBYTE(data, self.State)
data = CommFunc.WriteBYTE(data, self.TurnNum)
data = CommFunc.WriteBYTE(data, self.TurnMax)
@@ -48537,7 +48542,8 @@
Head:%s,
MapID:%d,
FuncLineID:%d,
- PlayerID:%d,
+ TagType:%d,
+ TagID:%d,
State:%d,
TurnNum:%d,
TurnMax:%d,
@@ -48548,7 +48554,8 @@
self.Head.OutputString(),
self.MapID,
self.FuncLineID,
- self.PlayerID,
+ self.TagType,
+ self.TagID,
self.State,
self.TurnNum,
self.TurnMax,
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py
index ffe290e..dd1dd52 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTurnFight.py
@@ -43,19 +43,19 @@
## 回合战斗请求
# @return: None-不允许战斗;非None-允许战斗,具体返回内容功能自己决定
- mapID, funcLineID, tagPlayerID, valueList = dataMsg
+ mapID, funcLineID, tagType, tagID, valueList = dataMsg
if mapID == ChConfig.Def_TFMapID_MineArea:
- return GameWorldMineArea.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList)
+ return GameWorldMineArea.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagID, valueList)
return
def __OnTurnFightOver(curPlayer, dataMsg):
## 回合战斗结束
- mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList = dataMsg
+ mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList = dataMsg
if mapID == ChConfig.Def_TFMapID_MineArea:
- return GameWorldMineArea.OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList)
+ return GameWorldMineArea.OnTurnFightOver(curPlayer, mapID, funcLineID, tagID, valueList, fightRet, awardItemList)
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 828d3f5..b20f460 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -33,11 +33,9 @@
import SkillShell
import BuffSkill
import FBCommon
-import ItemControler
import PassiveBuffEffMng
import FBLogic
import ShareDefine
-import PlayerTask
# 回合战斗流程状态
(
@@ -72,7 +70,8 @@
# tagHead Head;
# DWORD MapID; // 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
# WORD FuncLineID;
-# DWORD PlayerID; // 战斗目标玩家ID,可为0,某些功能可能有用,如竞技场
+# BYTE TagType; // 战斗目标类型,0-NPC,1-玩家,2-队伍
+# DWORD TagID; // 战斗目标类型对应的ID
# BYTE ValueCount;
# DWORD ValueList[ValueCount]; // 附加值列表,可选,具体含义由MapID决定
#};
@@ -80,12 +79,13 @@
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
mapID = clientData.MapID
funcLineID = clientData.FuncLineID
- tagPlayerID = clientData.PlayerID
+ tagType = clientData.TagType
+ tagID = clientData.TagID
valueList = clientData.ValueList
playerID = curPlayer.GetPlayerID()
- if tagPlayerID:
- if playerID == tagPlayerID:
+ if tagType == ChConfig.TurnBattle_TagType_Player:
+ if tagID == playerID:
GameWorld.DebugLog("不能打自己!", playerID)
return
@@ -95,15 +95,16 @@
if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
return
- if not FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
+ reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
+ if not reqRet:
return
# 需要发送到GameServer验证
if mapID in ChConfig.Def_TFMapID_SendToGameServer:
- SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagPlayerID, valueList])
+ SendToGameServer_TurnFight(curPlayer, "TurnFightRequest", [mapID, funcLineID, tagType, tagID, valueList])
return
- DoTurnFightProcess(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
+ DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
return
def SendToGameServer_TurnFight(curPlayer, msgType, dataMsg=""):
@@ -121,105 +122,79 @@
return
if msgType == "TurnFightRequest":
- mapID, funcLineID, tagPlayerID, valueList = dataMsg
- DoTurnFightProcess(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
+ mapID, funcLineID, tagType, tagID, valueList = dataMsg
+ DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
elif msgType == "TurnFightOver":
- mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList = dataMsg
- FBLogic.OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret)
+ mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList = dataMsg
+ FBLogic.OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
return
-def DoTurnFightProcess(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick):
+def DoTurnFightProcess(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick):
## 执行回合制战斗的完整流程
if curPlayer.GetSightLevel() != curPlayer.GetID():
PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
- SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Start)
+ SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Start)
- if tagPlayerID:
- PlayerViewCacheTube.GetPlayerPropDataCall(curPlayer, tagPlayerID, DoTrunFightVSPlayer, [mapID, funcLineID, valueList], True)
+ if tagType == ChConfig.TurnBattle_TagType_Player:
+ PlayerViewCacheTube.GetPlayerPropDataCall(curPlayer, tagID, DoTrunFightVSPlayer, [mapID, funcLineID, valueList], True)
return
- DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
+ DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
- SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Over)
+ SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
return
def DoTrunFightVSPlayer(curPlayer, tagPlayerID, callData, PropDict):
+ tagType = ChConfig.TurnBattle_TagType_Player
+ tagID = tagPlayerID
mapID, funcLineID, valueList = callData
if PropDict and curPlayer.GetPlayerID() != tagPlayerID:
tick = GameWorld.GetGameWorld().GetTick()
- DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick)
- SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Over)
+ DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick)
+ SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Over)
return
-def DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, valueList, tick):
+def DoTrunFight(curPlayer, mapID, funcLineID, tagType, tagID, valueList, tick):
+ if not tagID:
+ return
playerID = curPlayer.GetPlayerID()
factionInfoA = GetPlayerFactionInfoByCache(playerID)
- ipyData = None
- if tagPlayerID:
- factionInfoB = GetPlayerFactionInfoByCache(tagPlayerID)
- else:
- ipyData = IpyGameDataPY.GetIpyGameData("FBTurn", mapID, funcLineID)
- if not ipyData:
- return
- npcID = ipyData.GetNPCID()
- if not npcID:
- return
- petNPCIDList = ipyData.GetPetNPCIDList()
+ if tagType == ChConfig.TurnBattle_TagType_Player:
+ factionInfoB = GetPlayerFactionInfoByCache(tagID)
+ elif tagType == ChConfig.TurnBattle_TagType_NPC:
+ npcID = tagID
+ npcDataEx = NPCCommon.GetNPCDataEx(npcID)
+ petNPCIDList = npcDataEx.GetPetNPCIDList()
petCacheInfo = [] # 从配表中读取组合,技能默认取NPC表配置的
for state, petNPCID in enumerate(petNPCIDList, 1):
petCacheInfo.append({"npcID":petNPCID, "state":state, "quality":0})
skillIDExList = [] # NPC为附加技能,因为NPC表本身可能有配置技能
- skillIDExList.extend(ipyData.GetElfSkillIDList())
- skillIDExList.extend(ipyData.GetSTSkillIDList())
+ skillIDExList.extend(npcDataEx.GetElfSkillIDList())
+ skillIDExList.extend(npcDataEx.GetSTSkillIDList())
factionInfoB = {"npcID":npcID, "pet":petCacheInfo, "skillIDExList":skillIDExList}
+ else:
+ return
- fightRet = ProcessAutoTurnFight(mapID, funcLineID, factionInfoA, factionInfoB, tick, curPlayer)
+ fightRet = ProcessAutoTurnFight(mapID, funcLineID, tagType, tagID, factionInfoA, factionInfoB, tick, curPlayer)
if not fightRet:
return
isWin, turnNum, turnMax, factionTotalHurtDict, playbackID = fightRet
- # 结算奖励, awardWay-发放方式(0-不发放, 1-TurnAttack模块统一发放, 2-功能自己决定发放逻辑)
- needSendGameServer, awardItemList, awardWay = False, [], 1
- overRet = FBLogic.OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet)
+ needSendGameServer, awardItemList = False, []
+ overRet = FBLogic.OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
if overRet != None:
- needSendGameServer, awardItemList, awardWay = overRet
-
- isFirstPass = None
- if isWin and ipyData:
- passLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
- if funcLineID == passLineID + 1:
- isFirstPass = True
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBPassLineID % mapID, funcLineID)
- FBCommon.Sync_FBPlayerFBInfoData(curPlayer, mapID)
- else:
- isFirstPass = False
-
- if awardWay == 1 and not awardItemList:
- # 山寨测试先默认都是首次奖励,正式后需删除
- awardItemList = ipyData.GetAwardItemListFirst() if isFirstPass else ipyData.GetAwardItemList()
-
- if awardItemList == None:
- awardItemList = []
-
- GameWorld.DebugLog("奖励物品: %s, isFirstPass=%s" % (awardItemList, isFirstPass))
- if awardWay == 1 and awardItemList:
- ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, event=["TurnFight", False, {"mapID":mapID, "funcLineID":funcLineID}])
+ needSendGameServer, awardItemList = overRet
if needSendGameServer or mapID in ChConfig.Def_TFMapID_SendToGameServer:
- SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList])
+ SendToGameServer_TurnFight(curPlayer, "TurnFightOver", [mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList])
overMsg = {"isWin":isWin, "itemInfo":FBCommon.GetJsonItemList(awardItemList), "totalHurt":factionTotalHurtDict.get(1, 0)}
playbackID and overMsg.update({"playbackID":playbackID})
- SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Award, turnNum, turnMax, overMsg)
-
- # 其他...
- PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_FBChallenge, 1, [mapID])
- if isWin:
- PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_FBPass)
+ SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, FightState_Award, turnNum, turnMax, overMsg)
return
def GetPlayerFactionInfoByCache(playerID):
@@ -236,7 +211,7 @@
skillIDList.append(skillID)
return {"playerID":playerID, "pet":PlusDict.get("Pet"), "skillIDList":skillIDList}
-def ProcessAutoTurnFight(mapID, funcLineID, factionInfoA, factionInfoB, tick, syncPlayer=None, isSavePlayback=False):
+def ProcessAutoTurnFight(mapID, funcLineID, tagType, tagID, factionInfoA, factionInfoB, tick, syncPlayer=None, isSavePlayback=False):
''' 处理自动回合战斗过程,仅做战斗流程处理,不做及其他功能逻辑
@param mapID: 可视为功能ID
@param funcLineID: 对功能ID的扩展
@@ -308,12 +283,12 @@
for factionObjList in atkFactionList:
fightObjList.append(factionObjList[i])
- SyncTurnFightState(syncPlayer, mapID, funcLineID, playerIDB, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
+ SyncTurnFightState(syncPlayer, mapID, funcLineID, tagType, tagID, FightState_PrepareOK, msg=[factionSyncInfoA, factionSyncInfoB])
isWin = None
for turnNum in range(1, turnMax + 1):
GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
- SyncTurnFightState(syncPlayer, mapID, funcLineID, playerIDB, FightState_Fighting, turnNum, turnMax)
+ SyncTurnFightState(syncPlayer, mapID, funcLineID, tagType, tagID, FightState_Fighting, turnNum, turnMax)
# 回合开始: 做一些每回合重置逻辑或者某些根据回合触发的效果等
for gameObj in fightObjList:
@@ -388,7 +363,7 @@
GameWorld.DebugLog("A剩余血量: %s / %s" % (GameObj.GetHP(objA), GameObj.GetMaxHP(objA)))
GameWorld.DebugLog("B剩余血量: %s / %s" % (GameObj.GetHP(objB), GameObj.GetMaxHP(objB)))
- SyncTurnFightState(syncPlayer, mapID, funcLineID, playerIDB, FightState_FightEnd, turnNum, turnMax)
+ SyncTurnFightState(syncPlayer, mapID, funcLineID, tagType, tagID, FightState_FightEnd, turnNum, turnMax)
for gameObj in fightObjList:
TurnFightObjOverReset(gameObj, tick)
@@ -1186,14 +1161,15 @@
GameWorld.DebugLog(" 攻击失败: curID=%s,tagID=%s,atkOK=%s" % (playerID, tagObjID, atkOK))
return useSkillResult
-def SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, state, turnNum=0, turnMax=0, msg=""):
+def SyncTurnFightState(curPlayer, mapID, funcLineID, tagType, tagID, state, turnNum=0, turnMax=0, msg=""):
if not curPlayer:
return
clientPack = ChPyNetSendPack.tagMCTurnFightState()
clientPack.Clear()
clientPack.MapID = mapID
clientPack.FuncLineID = funcLineID
- clientPack.PlayerID = tagPlayerID
+ clientPack.TagType = tagType
+ clientPack.TagID = tagID
clientPack.State = state
clientPack.TurnNum = turnNum
clientPack.TurnMax = turnMax
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index fab0924..0f059cf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1881,9 +1881,8 @@
Def_FBMapID_Love = 31300
#回合战斗自定义地图ID
-TurnFightMapIDList = (
-Def_TFMapID_MineArea, # 福地 1
-) = range(1, 1 + 1)
+Def_TFMapID_MineArea = 1 # 福地 1
+Def_TFMapID_Adventure = 5000 # 冒险
#回合战斗自定义地图需要发送GameServer的列表
Def_TFMapID_SendToGameServer = [Def_TFMapID_MineArea]
@@ -2019,6 +2018,7 @@
'Love':[Def_FBMapID_Love],#情缘副本
'CrossBattlefield':[Def_FBMapID_CrossBattlefield], #跨服战场
'MineArea':[Def_TFMapID_MineArea], #福地
+ 'Adventure':[Def_TFMapID_Adventure], #冒险
}
#特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull
@@ -3093,6 +3093,11 @@
Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
+# 回合战斗目标类型
+TurnBattle_TagType_NPC = 0
+TurnBattle_TagType_Player = 1
+TurnBattle_TagType_Team = 2
+
#---Obj字典-------
Def_Obj_Dict_Faction = 'Faction' # 所属阵营
Def_Obj_Dict_TurnFightID = 'TurnFightID' # 回合制战斗所属玩家ID
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
index 57a4778..5e54f8c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -20950,7 +20950,8 @@
Head = tagHead()
MapID = 0 #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
FuncLineID = 0 #(WORD FuncLineID)
- PlayerID = 0 #(DWORD PlayerID)// 战斗目标玩家ID,可为0,某些功能可能有用,如竞技场
+ TagType = 0 #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
+ TagID = 0 #(DWORD TagID)// 战斗目标类型对应的ID
ValueCount = 0 #(BYTE ValueCount)
ValueList = list() #(vector<DWORD> ValueList)// 附加值列表,可选,具体含义由MapID决定
data = None
@@ -20966,7 +20967,8 @@
_pos = self.Head.ReadData(_lpData, _pos)
self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
- self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
+ self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.ValueCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
for i in range(self.ValueCount):
value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
@@ -20980,7 +20982,8 @@
self.Head.SubCmd = 0x10
self.MapID = 0
self.FuncLineID = 0
- self.PlayerID = 0
+ self.TagType = 0
+ self.TagID = 0
self.ValueCount = 0
self.ValueList = list()
return
@@ -20990,6 +20993,7 @@
length += self.Head.GetLength()
length += 4
length += 2
+ length += 1
length += 4
length += 1
length += 4 * self.ValueCount
@@ -21001,7 +21005,8 @@
data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
data = CommFunc.WriteDWORD(data, self.MapID)
data = CommFunc.WriteWORD(data, self.FuncLineID)
- data = CommFunc.WriteDWORD(data, self.PlayerID)
+ data = CommFunc.WriteBYTE(data, self.TagType)
+ data = CommFunc.WriteDWORD(data, self.TagID)
data = CommFunc.WriteBYTE(data, self.ValueCount)
for i in range(self.ValueCount):
data = CommFunc.WriteDWORD(data, self.ValueList[i])
@@ -21012,7 +21017,8 @@
Head:%s,
MapID:%d,
FuncLineID:%d,
- PlayerID:%d,
+ TagType:%d,
+ TagID:%d,
ValueCount:%d,
ValueList:%s
'''\
@@ -21020,7 +21026,8 @@
self.Head.OutputString(),
self.MapID,
self.FuncLineID,
- self.PlayerID,
+ self.TagType,
+ self.TagID,
self.ValueCount,
"..."
)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index 78040d1..fed3780 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -48463,7 +48463,8 @@
Head = tagHead()
MapID = 0 #(DWORD MapID)// 自定义地图ID,可用于绑定战斗场景功能(如野外关卡,爬塔功能,竞技场等)
FuncLineID = 0 #(WORD FuncLineID)
- PlayerID = 0 #(DWORD PlayerID)// 对应玩家ID,可为0,某些功能可能有用,如竞技场
+ TagType = 0 #(BYTE TagType)// 战斗目标类型,0-NPC,1-玩家,2-队伍
+ TagID = 0 #(DWORD TagID)// 战斗目标类型对应的ID
State = 0 #(BYTE State)// 0-起始状态标记;1-准备完毕;2-战斗中;3-战斗结束;4-结算奖励;5-结束状态标记
TurnNum = 0 #(BYTE TurnNum)// 当前轮次
TurnMax = 0 #(BYTE TurnMax)// 最大轮次
@@ -48482,7 +48483,8 @@
_pos = self.Head.ReadData(_lpData, _pos)
self.MapID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.FuncLineID,_pos = CommFunc.ReadWORD(_lpData, _pos)
- self.PlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
+ self.TagType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.TagID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
self.State,_pos = CommFunc.ReadBYTE(_lpData, _pos)
self.TurnNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
self.TurnMax,_pos = CommFunc.ReadBYTE(_lpData, _pos)
@@ -48497,7 +48499,8 @@
self.Head.SubCmd = 0x20
self.MapID = 0
self.FuncLineID = 0
- self.PlayerID = 0
+ self.TagType = 0
+ self.TagID = 0
self.State = 0
self.TurnNum = 0
self.TurnMax = 0
@@ -48510,6 +48513,7 @@
length += self.Head.GetLength()
length += 4
length += 2
+ length += 1
length += 4
length += 1
length += 1
@@ -48524,7 +48528,8 @@
data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
data = CommFunc.WriteDWORD(data, self.MapID)
data = CommFunc.WriteWORD(data, self.FuncLineID)
- data = CommFunc.WriteDWORD(data, self.PlayerID)
+ data = CommFunc.WriteBYTE(data, self.TagType)
+ data = CommFunc.WriteDWORD(data, self.TagID)
data = CommFunc.WriteBYTE(data, self.State)
data = CommFunc.WriteBYTE(data, self.TurnNum)
data = CommFunc.WriteBYTE(data, self.TurnMax)
@@ -48537,7 +48542,8 @@
Head:%s,
MapID:%d,
FuncLineID:%d,
- PlayerID:%d,
+ TagType:%d,
+ TagID:%d,
State:%d,
TurnNum:%d,
TurnMax:%d,
@@ -48548,7 +48554,8 @@
self.Head.OutputString(),
self.MapID,
self.FuncLineID,
- self.PlayerID,
+ self.TagType,
+ self.TagID,
self.State,
self.TurnNum,
self.TurnMax,
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 ca0555f..3422f9a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -2424,7 +2424,7 @@
return False
return callFunc(curPlayer)
-def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
+def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
## 回合战斗请求 - 地图验证
# @return: 是否允许
do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2435,12 +2435,11 @@
# 默认不限制
return True
- return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList)
+ return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
-def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
+def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
## 回合战斗结束
- # @return: 是否需要同步GameServer, 奖励列表, 发放方式(0-不发放, 1-TurnAttack模块统一发放, 2-功能自己决定发放逻辑)
- # @return: None - 无结算逻辑,可走TurnAttack模块通用逻辑
+ # @return: 是否需要同步GameServer, 奖励列表
do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2449,9 +2448,9 @@
if callFunc == None:
return
- return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet)
+ return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet)
-def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret):
+def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret):
## 回合战斗结束 - GameServer处理完毕返回
do_FBLogic_ID = __GetFBLogic_MapID(mapID)
@@ -2461,6 +2460,6 @@
if callFunc == None:
return
- return callFunc(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret)
+ return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret)
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
index ca6d134..eab588f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
@@ -33,6 +33,7 @@
import ItemControler
import PlayerSuccess
import GameFuncComm
+import PlayerTask
import PyGameData
import PlayerVip
import GameObj
@@ -1719,6 +1720,23 @@
NotifyFBCntRegainInfo(curPlayer, [mapID])
return
+def OnFBOver(curPlayer, mapID, funcLineID, isWin, awardItemList):
+ ## 副本结束通用逻辑
+
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_FBChallenge, 1, [mapID])
+ if not isWin:
+ return
+
+ PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_FBPass)
+
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBPassLineID % mapID, funcLineID)
+ Sync_FBPlayerFBInfoData(curPlayer, mapID)
+
+ GameWorld.DebugLog("奖励物品: %s" % awardItemList)
+ if awardItemList:
+ ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, event=["FBPass_%s" % mapID, False, {"mapID":mapID, "funcLineID":funcLineID}])
+ return
+
def RegainFBCntProcess(curPlayer):
## 按时间恢复副本次数
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Adventure.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Adventure.py
new file mode 100644
index 0000000..b7867c0
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Adventure.py
@@ -0,0 +1,62 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package GameWorldLogic.FBProcess.GameLogic_Adventure
+#
+# @todo:冒险关卡
+# @author hxp
+# @date 2024-05-10
+# @version 1.0
+#
+# 详细描述: 冒险关卡
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2024-05-10 17:00"""
+#-------------------------------------------------------------------------------
+
+import ChConfig
+import IpyGameDataPY
+import GameWorld
+import FBCommon
+
+def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
+ ## 回合战斗请求 - 地图验证
+
+ # 只能一关关挑战
+ passLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
+ if funcLineID != passLineID + 1:
+ GameWorld.ErrLog("冒险关卡只能挑战下一关! funcLineID=%s,passLineID=%s,nextLineID=%s"
+ % (funcLineID, passLineID, passLineID + 1), curPlayer.GetPlayerID())
+ return
+
+ ipyData = IpyGameDataPY.GetIpyGameData("Adventure", funcLineID)
+ if not ipyData:
+ return
+
+ bossID = ipyData.GetNPCID()
+ if tagID != bossID or tagType != ChConfig.TurnBattle_TagType_NPC:
+ GameWorld.ErrLog("冒险关卡目标bossID错误,无法挑战! funcLineID=%s,bossID=%s,tagType=%s,tagID=%s"
+ % (funcLineID, bossID, tagType, tagID), curPlayer.GetPlayerID())
+ return
+
+ return True
+
+def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
+ ## 回合战斗结束
+ # @return: 是否需要同步GameServer, 奖励列表
+ needSendGameServer = False
+ awardItemList = []
+ isWin = fightRet[0]
+
+ GameWorld.DebugLog("冒险关卡结算: funcLineID=%s,isWin=%s" % (funcLineID, isWin))
+
+ ipyData = IpyGameDataPY.GetIpyGameData("Adventure", funcLineID)
+ if not ipyData:
+ return needSendGameServer, awardItemList
+
+ if isWin:
+ awardItemList = ipyData.GetAwardItemList()
+
+ FBCommon.OnFBOver(curPlayer, mapID, funcLineID, isWin, awardItemList)
+ return needSendGameServer, awardItemList
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py
index 33397f8..8de5fbc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MineArea.py
@@ -21,12 +21,16 @@
import PlayerControl
import GameWorld
-def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagPlayerID, valueList):
+def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
## 回合战斗请求 - 地图验证
+
+ if tagType != ChConfig.TurnBattle_TagType_Player:
+ GameWorld.DebugLog("请求回合战斗目标异常! mapID=%s,tagType=%s,tagID=%s" % (mapID, tagType, tagID), curPlayer.GetPlayerID())
+ return
# 摇人帮助
if funcLineID == 0:
- if not tagPlayerID:
+ if not tagID:
return
awardCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineHelpAwardCount)
awardCountMax = IpyGameDataPY.GetFuncCfg("MineAreaHelp", 1)
@@ -42,27 +46,29 @@
return True
-def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
+def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
## 回合战斗结束
- # @return: 是否需要同步GameServer, 奖励列表, 发放方式(0-不发放, 1-TurnAttack模块统一发放, 2-功能自己决定发放逻辑)
+ # @return: 是否需要同步GameServer, 奖励列表
+ needSendGameServer = True
+ awardItemList = []
# 摇人帮助
if funcLineID == 0:
# 无论胜负都要同步GameServer汇报结果
isWin = fightRet[0]
if not isWin:
- return True, [], 0
+ return needSendGameServer, awardItemList
awardItemList = IpyGameDataPY.GetFuncEvalCfg("MineAreaHelp", 2)
- return True, awardItemList, 2
+ return needSendGameServer, awardItemList
# 自己驱赶
elif funcLineID == 1:
- return True, [], 0
+ return needSendGameServer, awardItemList
return
-def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet, awardItemList, ret):
+def OnTurnFightOver_GameServerRet(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet, awardItemList, ret):
## 回合战斗结束 - GameServer处理完毕返回
# 摇人帮助
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
index 7625b6d..e4658f8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
@@ -368,8 +368,6 @@
return
if ipyData.GetIsNotify():
- #IPY_Data = IpyGameDataPY.IPY_Data()
- #maxLevel = IPY_Data.GetRuneTowerByIndex(IPY_Data.GetRuneTowerCount()-1).GetID()
sysMark = 'KillGodTowerInfo_1'# if floorID == maxLevel else 'GeRen_liubo_471172'
PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetPlayerName(), floorID])
#更新关卡
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py
index 2a292a0..efd989d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_TrialTower.py
@@ -44,32 +44,6 @@
import math
g_runeTypeDict = {}
-FBDict_Level = 'FBDict_Level' # 副本关卡
-
-
-# 副本通用配置
-(
-Def_PrepareTime, # 每关准备时间,秒
-Def_FightTime, # 每关战斗时间,秒
-Def_ExitTime, # 退出时间, 秒
-Def_DayPrizeMaxCnt, #每日奖励最多累积几天(配0则无限)
-) = range(4)
-
-
-
-
-# 副本状态
-(
-FB_State_Open, # 副本开启
-FB_State_FightPrepare, # 战斗准备时间
-FB_State_Fighting, # 战斗
-FB_State_FreeTime, # 活动结束准备(胜利/失败)
-FB_State_Close, # 关闭副本
-) = range(5)
-
-
-## 符印塔配置
-def __GetTrialCfg(): return FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_TrialTower)
def GetTowerIpyData(level):
return IpyGameDataPY.GetIpyGameData('RuneTower', level)
@@ -110,99 +84,6 @@
GameWorld.DebugLog(' 更新符印塔已通关数 %s' % passlv)
return
-## 是否可进入
-# @param curPlayer
-# @param mapID 地图ID
-# @param lineId 分线ID
-# @param tick
-# @return 是否可进入
-def OnEnterFBEvent(curPlayer, mapID, lineId, tick):
- return True
-
-
-## 检查可否进行挑战
-def __CheckCanChallenge(curPlayer, fbLevel):
- playerID = curPlayer.GetPlayerID()
- ipyData = GetTowerIpyData(fbLevel)
-
- if not ipyData:
- GameWorld.ErrLog("符印塔关卡(%s)不存在" % (fbLevel), playerID)
- return False
-
- # 是否已过关
- if fbLevel <= __GetTrialLevelCurPassLV(curPlayer):
- GameWorld.DebugLog("符印塔本关(%s)已过关, 无法挑战!" % fbLevel, playerID)
- return False
-
- return True
-
-
-##副本玩家进入点
-# @param curPlayer 玩家实例
-# @param mapID 地图ID
-# @param lineId 分线ID
-# @param ipyEnterPosInfo 功能线路IPY配置坐标信息
-# @param tick 时间戳
-# @return posX, posY, 随机半径(可选)
-def OnGetFBEnterPos(curPlayer, mapID, lineId, ipyEnterPosInfo, tick):
- return ipyEnterPosInfo
-
-
-## 是否可以进入
-# @param ask 请求信息
-# @param tick
-# @return 回复是否通过请求
-def OnChangeMapAsk(ask, tick):
- return IPY_GameWorld.cmeAccept
-
-## 进副本
-# @param curPlayer
-# @param tick
-# @return None
-def DoEnterFB(curPlayer, tick):
- # 不做处理,有副本行为客户端发包选择挑战关卡
- EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_TrialTower, 0, ChConfig.CME_Log_Start)
- return
-
-
-## 副本时间到关闭
-# @param tick 当前时间
-# @return None
-# @remarks 函数详细说明.
-def OnCloseFB(tick):
- return
-
-
-##玩家退出副本.
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 玩家主动离开副本.
-def DoExitFB(curPlayer, tick):
- # 玩家退出默认关闭副本
- #GameWorldProcess.CloseFB(tick)
- return
-
-
-##副本总逻辑计时器
-# @param tick 时间戳
-# @return 无意义
-# @remarks 副本总逻辑计时器
-def OnProcess(tick):
- gameFB = GameWorld.GetGameFB()
- fbStep = gameFB.GetFBStep()
-
- if fbStep == FB_State_FightPrepare:
- __DoLogic_FightPrepare(tick)
- elif fbStep == FB_State_Fighting:
- __DoLogic_Fighting(tick)
- elif fbStep == FB_State_FreeTime:
- __DoLogic_FreeTime(tick)
- elif fbStep == FB_State_Close:
- pass
-
- return
-
## 获取BossID
def __GetTrialBossID(fbLevel= -1):
gameFB = GameWorld.GetGameFB()
@@ -215,92 +96,6 @@
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()
-
- trialCfg = __GetTrialCfg()
- if tick - gameFB.GetFBStepTick() < trialCfg[Def_PrepareTime] * 1000:
- return
-
- bossID = __GetTrialBossID()
- if not bossID:
- FBCommon.DoLogic_FBKickAllPlayer()
- return
-
- FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, trialCfg[Def_FightTime] * 1000)
-
- NPCCustomRefresh.SetNPCRefresh(FBCommon.GetFBLineRefreshNPC(ChConfig.Def_FBMapID_TrialTower, 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)
- GameObj.SetHPFull(curPlayer)
- FBCommon.ClearFBNPC()
-
- gameFB = GameWorld.GetGameFB()
- gameFB.SetGameFBDict(FBDict_Level, fbLevel)
-
- prepareTick = __GetTrialCfg()[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)
- helpDict = {FBCommon.Help_wheel:fbLevel}
- FBCommon.Notify_FBHelp(curPlayer, helpDict)
- GameWorld.DebugLog("StartFBLevel, fbLevel=%s, helpDict=%s"
- % (fbLevel, str(helpDict)), 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() < __GetTrialCfg()[Def_FightTime] * 1000:
- return
-
- fbLevel = gameFB.GetGameFBDictByKey(FBDict_Level)
- playerManager = GameWorld.GetMapCopyPlayerManager()
- for index in xrange(playerManager.GetPlayerCount()):
- curPlayer = playerManager.GetPlayerByIndex(index)
- if not curPlayer:
- continue
- __SendTrialTowerOverInfo(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, __GetTrialCfg()[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() < __GetTrialCfg()[Def_ExitTime] * 1000:
- return
-
- #FBCommon.DoLogic_FBKickAllPlayer()
- return
## 杀怪
# @param curPlayer
@@ -473,64 +268,6 @@
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)
- __SendTrialTowerOverInfo(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
- if actionInfo <= 0:
- return
-
- gameFB = GameWorld.GetGameFB()
- fbStep = gameFB.GetFBStep()
-
- if fbStep in [FB_State_FightPrepare, FB_State_Fighting]:
- GameWorld.DebugLog("准备或战斗中, 无法变更关卡!")
- return
-
- fbLevel = actionInfo
- if not __CheckCanChallenge(curPlayer, fbLevel):
- FBCommon.DoLogic_FBKickAllPlayer()
- return
-
- StartFBLevel(curPlayer, fbLevel, tick)
- return
-
-
def GetRuneTypeByTowerLV(towerLV):
#获取关卡可掉落符印类型
towerRuneTypeDict = IpyGameDataPY.GetFuncEvalCfg('TowerRuneType')
@@ -659,4 +396,40 @@
#BOSS复活活动
PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_TowerSweep, 1)
PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_TowerSweep, 1)
- return True
\ No newline at end of file
+ return True
+
+
+def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
+ ## 回合战斗请求 - 地图验证
+
+ playerID = curPlayer.GetPlayerID()
+ ipyData = GetTowerIpyData(funcLineID)
+
+ if not ipyData:
+ GameWorld.ErrLog("符印塔关卡不存在: funcLineID=%s" % (funcLineID), playerID)
+ return False
+
+ # 是否已过关
+ if funcLineID <= __GetTrialLevelCurPassLV(curPlayer):
+ GameWorld.DebugLog("符印塔本关已过关, 无法挑战! funcLineID=%s" % funcLineID, playerID)
+ return False
+
+ return True
+
+def OnTurnFightOver(curPlayer, mapID, funcLineID, tagPlayerID, valueList, fightRet):
+ ## 回合战斗结束
+ # @return: 是否需要同步GameServer, 奖励列表, 发放方式(0-不发放, 1-TurnAttack模块统一发放, 2-功能自己决定发放逻辑)
+
+ needSendGameServer = False
+ awardItemList = []
+ awardWay = 2
+
+ isWin = fightRet[0]
+ if not isWin:
+ return needSendGameServer, awardItemList, awardWay
+
+ return needSendGameServer, awardItemList, awardWay
+
+
+ return
+
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 414765e..f823162 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -522,6 +522,10 @@
("DWORD", "AtkBackDefRate", 0),
("DWORD", "SuckHPPer", 0),
("DWORD", "SuckHPDefPer", 0),
+ ("dict", "SpecAttrInfo", 0),
+ ("list", "PetNPCIDList", 0),
+ ("list", "ElfSkillIDList", 0),
+ ("list", "STSkillIDList", 0),
),
"NPCRealmStrengthen":(
@@ -689,6 +693,12 @@
("dict", "SweepGoodDrop", 0),
),
+ "Adventure":(
+ ("WORD", "LineID", 1),
+ ("DWORD", "NPCID", 0),
+ ("list", "AwardItemList", 0),
+ ),
+
"ChinMap":(
("DWORD", "MapID", 1),
("BYTE", "CanRide", 0),
@@ -730,17 +740,6 @@
("eval", "RefreshNPC", 0),
("eval", "GradeInfo", 0),
("eval", "RewardInfo", 0),
- ),
-
- "FBTurn":(
- ("DWORD", "DataMapID", 1),
- ("WORD", "LineID", 1),
- ("DWORD", "NPCID", 0),
- ("list", "PetNPCIDList", 0),
- ("list", "ElfSkillIDList", 0),
- ("list", "STSkillIDList", 0),
- ("list", "AwardItemListFirst", 0),
- ("list", "AwardItemList", 0),
),
"FBHelpBattle":(
@@ -3010,7 +3009,11 @@
def GetAtkBackRate(self): return self.attrTuple[16] # 反击概率 DWORD
def GetAtkBackDefRate(self): return self.attrTuple[17] # 抗反击概率 DWORD
def GetSuckHPPer(self): return self.attrTuple[18] # 吸血比率 DWORD
- def GetSuckHPDefPer(self): return self.attrTuple[19] # 抗吸血比率 DWORD
+ def GetSuckHPDefPer(self): return self.attrTuple[19] # 抗吸血比率 DWORD
+ def GetSpecAttrInfo(self): return self.attrTuple[20] # 特殊属性信息 {"属性ID":值, ...} dict
+ def GetPetNPCIDList(self): return self.attrTuple[21] # 回合战斗灵宠NPCID列表 list
+ def GetElfSkillIDList(self): return self.attrTuple[22] # 回合战斗精怪技能ID列表 list
+ def GetSTSkillIDList(self): return self.attrTuple[23] # 回合战斗神通技能ID列表 list
# 成长型境界怪物表
class IPY_NPCRealmStrengthen():
@@ -3227,6 +3230,17 @@
def GetSweepYsog(self): return self.attrTuple[8] # 扫荡魔精 DWORD
def GetSweepGoodDrop(self): return self.attrTuple[9] # 扫荡珍稀符印 dict
+# 冒险关卡表
+class IPY_Adventure():
+
+ def __init__(self):
+ self.attrTuple = None
+ return
+
+ def GetLineID(self): return self.attrTuple[0] # 功能线路ID WORD
+ def GetNPCID(self): return self.attrTuple[1] # NPCID DWORD
+ def GetAwardItemList(self): return self.attrTuple[2] # 过关奖励列表[[物品ID,个数,是否拍品], ...] list
+
# 地图表格
class IPY_ChinMap():
@@ -3284,22 +3298,6 @@
def GetRefreshNPC(self): return self.attrTuple[13] # 标试点刷怪配置 eval
def GetGradeInfo(self): return self.attrTuple[14] # 评级规则 eval
def GetRewardInfo(self): return self.attrTuple[15] # 奖励信息 eval
-
-# 副本回合制表
-class IPY_FBTurn():
-
- def __init__(self):
- self.attrTuple = None
- return
-
- def GetDataMapID(self): return self.attrTuple[0] # 数据地图ID DWORD
- def GetLineID(self): return self.attrTuple[1] # 功能线路ID WORD
- def GetNPCID(self): return self.attrTuple[2] # NPCID DWORD
- def GetPetNPCIDList(self): return self.attrTuple[3] # 灵宠NPCID列表 list
- def GetElfSkillIDList(self): return self.attrTuple[4] # 精怪技能ID列表 list
- def GetSTSkillIDList(self): return self.attrTuple[5] # 神通技能ID列表 list
- def GetAwardItemListFirst(self): return self.attrTuple[6] # 首次过关奖励列表[[物品ID,个数,是否拍品], ...] list
- def GetAwardItemList(self): return self.attrTuple[7] # 再次过关奖励列表[[物品ID,个数,是否拍品], ...] list
# 副本助战表
class IPY_FBHelpBattle():
@@ -5789,10 +5787,10 @@
self.__LoadFileData("FightPowerParam", onlyCheck)
self.__LoadFileData("NPCDropItem", onlyCheck)
self.__LoadFileData("RuneTower", onlyCheck)
+ self.__LoadFileData("Adventure", onlyCheck)
self.__LoadFileData("ChinMap", onlyCheck)
self.__LoadFileData("FBFunc", onlyCheck)
self.__LoadFileData("FBLine", onlyCheck)
- self.__LoadFileData("FBTurn", onlyCheck)
self.__LoadFileData("FBHelpBattle", onlyCheck)
self.__LoadFileData("NPCCustomRefresh", onlyCheck)
self.__LoadFileData("DailyAction", onlyCheck)
@@ -6564,6 +6562,13 @@
self.CheckLoadData("RuneTower")
return self.ipyRuneTowerCache[index]
+ def GetAdventureCount(self):
+ self.CheckLoadData("Adventure")
+ return self.ipyAdventureLen
+ def GetAdventureByIndex(self, index):
+ self.CheckLoadData("Adventure")
+ return self.ipyAdventureCache[index]
+
def GetChinMapCount(self):
self.CheckLoadData("ChinMap")
return self.ipyChinMapLen
@@ -6584,13 +6589,6 @@
def GetFBLineByIndex(self, index):
self.CheckLoadData("FBLine")
return self.ipyFBLineCache[index]
-
- def GetFBTurnCount(self):
- self.CheckLoadData("FBTurn")
- return self.ipyFBTurnLen
- def GetFBTurnByIndex(self, index):
- self.CheckLoadData("FBTurn")
- return self.ipyFBTurnCache[index]
def GetFBHelpBattleCount(self):
self.CheckLoadData("FBHelpBattle")
--
Gitblit v1.8.0