From 3d0d0fa39bc4e24094de982640720a49f4cf080b Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 22 六月 2019 16:28:34 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 修复盾值
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py | 226 ++++++++++++++++++++++++++++++++------------------------
1 files changed, 129 insertions(+), 97 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 212a26d..780e9b1 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
@@ -30,6 +30,11 @@
import ShareDefine
import EventShell
import EventReport
+import ChPlayer
+import FBHelpBattle
+import IpyGameDataPY
+import PlayerWeekParty
+import PlayerActLogin
#阶段时间
@@ -41,7 +46,7 @@
#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
@@ -90,7 +95,12 @@
GameWorld.DebugLog("上一层非最大评级过关,无法挑战下一层!lineID=%s,preLineID=%s,preLineGrade=%s,maxGrade=%s"
% (lineId, preLineID, preLineGrade, maxGrade), curPlayer.GetPlayerID())
return False
-
+ #判断战力是否满足本层要求
+ helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, lineId)
+ if helpIpyData:
+ if curPlayer.GetFightPower() < helpIpyData.GetFightPowerMin():
+ GameWorld.DebugLog("战力不足%s,无法挑战本层!lineID=%s" % (helpIpyData.GetFightPowerMin(), lineId), curPlayer.GetPlayerID())
+ return False
return True
## 进入传送点
@@ -121,6 +131,12 @@
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
@@ -128,8 +144,7 @@
def DoEnterFB(curPlayer, tick):
playerID = curPlayer.GetPlayerID()
GameWorld.DebugLog("DoEnterFB...", playerID)
-
- isHelpFight = FBCommon.GetIsHelpFight(curPlayer)
+
gameFB = GameWorld.GetGameFB()
if not FBCommon.GetHadDelTicket(curPlayer):
@@ -138,33 +153,21 @@
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)
@@ -194,6 +197,14 @@
__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)
+
+ helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", ChConfig.Def_FBMapID_QueenRelics, lineID)
+ if helpIpyData:
+ gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBBaseHurt, helpIpyData.GetRobotBaseHurt())
+ gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBFightPower, helpIpyData.GetFightPowerMin())
+ GameWorld.DebugLog(" 更新副本助战机器人基础伤害: lineID=%s,RobotBaseHurt=%s,fbFightPower=%s"
+ % (lineID, helpIpyData.GetRobotBaseHurt(), helpIpyData.GetFightPowerMin()))
return
##副本总逻辑计时器
@@ -380,6 +391,10 @@
FBCommon.NotifyFBHelp(curPlayer, lineID, fbHelpDict)
return
+def DoFB_Npc_KillNPC(attacker, curNPC, tick):
+ __FBNPCOnKilled(curNPC, tick)
+ return
+
##玩家杀死NPC
# @param curPlayer:玩家实例
# @param curNPC:当前被杀死的NPC
@@ -387,6 +402,10 @@
# @return 返回值无意义
# @remarks 玩家主动离开副本.
def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
+ __FBNPCOnKilled(curNPC, tick)
+ return
+
+def __FBNPCOnKilled(curNPC, tick):
curNPCID = curNPC.GetNPCID()
gameFB = GameWorld.GetGameFB()
killNPCCount = gameFB.GetGameFBDictByKey(FBKey_KillNPCCount % curNPCID) + 1
@@ -453,81 +472,90 @@
fbLineTime = FBCommon.GetFBLineStepTime(ChConfig.Def_FBMapID_QueenRelics, lineID)
rewardRateList = FBCommon.GetFBGradeRewardRateList(mapID)
maxGrade = len(rewardRateList)
-
+ curPlayer = FBCommon.GetCurSingleFBPlayer()
+ if not curPlayer:
+ return
nextLineID = 0
# 最高评级过关,可挑战下一关
if isPass and grade >= maxGrade:
nextLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID + 1, False)
nextLineID = 0 if not nextLineIpyData else (lineID + 1) # 找不到想下一层数据代表通关
-
+ if nextLineID:
+ helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, nextLineID)
+ if helpIpyData and curPlayer.GetFightPower() < helpIpyData.GetFightPowerMin():
+ nextLineID = 0 #战力不足,则不可挑战下一关
+
+
gameFB = GameWorld.GetGameFB()
gameFB.SetGameFBDict(FBKey_NextLineID, nextLineID)
GameWorld.DebugLog("开始过关结算: lineID=%s,grade=%s,isPass=%s,nextLineID=%s" % (lineID, grade, isPass, nextLineID))
- playerManager = GameWorld.GetMapCopyPlayerManager()
- for index in xrange(playerManager.GetPlayerCount()):
- curPlayer = playerManager.GetPlayerByIndex(index)
- if not curPlayer:
- continue
- DoFBHelp(curPlayer, tick)
+# playerManager = GameWorld.GetMapCopyPlayerManager()
+# for index in xrange(playerManager.GetPlayerCount()):
+# curPlayer = playerManager.GetPlayerByIndex(index)
+# if not curPlayer:
+# continue
+ DoFBHelp(curPlayer, tick)
+
+ playerID = curPlayer.GetPlayerID()
+ rewardLine = lineID #gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine) 改成只给本层奖励
+ needSyncFBData = False
+ overDict = {}
+ if isPass:
+ curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [dataMapID])
+ if curGrade < grade:
+ GameWorld.DebugLog(" 更新过关评级: dataMapID=%s,lineID=%s,curGrade=%s,rewardGrade=%s"
+ % (dataMapID, lineID, curGrade, grade), curPlayer.GetPlayerID())
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, grade, False, [dataMapID])
+ needSyncFBData = True
+
- 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})
- if lineID+1 > curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID):
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FBHistoryMaxLine % dataMapID, lineID+1)
- #成就
- if grade >= maxGrade:
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelics, 1, [lineID+1])
- EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID, grade)
- #任务
- EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
- FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
+ overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
+ if not nextLineID:#没有下一层则给奖励!!
+ rewardRet = __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLine - 1, lineID, grade, maxGrade, rewardRateList)
+ if rewardRet:
+ 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
+ if grade >= maxGrade:
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelics, 1, [lineID+1])
- # 记录结算到的线路层,记录值+1
- updRewardLine = lineID + 1
- gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
-
- if not rewardLine and not isHelpFight:
- 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)
- else:
- GameWorld.DebugLog("副本中过天,不增加挑战次数!", playerID)
-
- # 不可再挑战下一关了
- if not nextLineID:
- curPlayer.Sync_TimeTick(IPY_GameWorld.tttLeaveMap, 0, fbLineTime[Def_LeaveTime] * 1000, True)
+ EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID, grade)
+ #任务
+ EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
+
+ # 记录结算到的线路层,记录值+1
+ updRewardLine = lineID + 1
+ gameFB.SetPlayerGameFBDict(playerID, FBPKey_RewardLine, updRewardLine)
+
+ if isPass and not nextLineID:
+ 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 = False
+ FBCommon.AddEnterFBCount(curPlayer, dataMapID)
+ addXianyuanCoin, reason = FBHelpBattle.DoFBAddXianyuanCoin(curPlayer, mapID, lineID)
+ overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
else:
- curPlayer.Sync_TimeTick(IPY_GameWorld.tttFBAddTime, 0, fbLineTime[Def_LeaveTime] * 1000, True)
- GameWorld.DebugLog(" 可进入下一关: updRewardLine=%s,nextLineID=%s" % (updRewardLine, nextLineID), playerID)
-
- if needSyncFBData:
- FBCommon.Sync_FBPlayerFBInfoData(curPlayer, dataMapID) # 同步信息
+ GameWorld.DebugLog("副本中过天,不增加挑战次数!", playerID)
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelicsEx, 1)
+ PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_QueenRelices, 1)
+ PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_QueenRelices, 1)
+ # 不可再挑战下一关了
+ if not nextLineID:
+ curPlayer.Sync_TimeTick(IPY_GameWorld.tttLeaveMap, 0, fbLineTime[Def_LeaveTime] * 1000, True)
+ else:
+ curPlayer.Sync_TimeTick(IPY_GameWorld.tttFBAddTime, 0, fbLineTime[Def_LeaveTime] * 1000, True)
+ GameWorld.DebugLog(" 可进入下一关: updRewardLine=%s,nextLineID=%s" % (updRewardLine, nextLineID), playerID)
+
+ if needSyncFBData:
+ FBCommon.Sync_FBPlayerFBInfoData(curPlayer, dataMapID) # 同步信息
+
+ FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
return
def __GivePlayerQueenRelicsReward(curPlayer, dataMapID, rewardLineID, curLineID, passGrade, maxGrade, rewardRateList):
@@ -542,18 +570,12 @@
return
startRewardLineID = rewardLineID + 1
- needSyncFBData = False
+
# 统计奖励,本关卡之前的都给最高级奖励, 当前层以本次评级为准
for giveLineID in xrange(startRewardLineID, curLineID + 1):
rewardGrade = maxGrade if giveLineID < curLineID else passGrade
- curGrade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, giveLineID, False, [dataMapID])
- if curGrade < rewardGrade:
- GameWorld.DebugLog(" 更新过关评级: dataMapID=%s,giveLineID=%s,curGrade=%s,rewardGrade=%s"
- % (dataMapID, giveLineID, curGrade, rewardGrade), curPlayer.GetPlayerID())
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, giveLineID, rewardGrade, False, [dataMapID])
- needSyncFBData = True
-
+
lineReward = FBCommon.GetFBLineReward(dataMapID, giveLineID)
rewardSP = lineReward[0]
rewardItemList = lineReward[1:]
@@ -594,10 +616,10 @@
PlayerControl.SendMailByKey("QueenRelicsMail", [curPlayer.GetPlayerID()], rewardItemList)
else:
for itemID, itemCount, isBind in rewardItemList:
- ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem], event=["QueenRelics", False, {}])
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], event=["QueenRelics", False, {}])
GameWorld.DebugLog(" 总奖励:totalSP=%s,rewardItemList=%s" % (totalSP, rewardItemList), curPlayer.GetPlayerID())
- return needSyncFBData, startRewardLineID, totalSP, rewardItemList
+ return startRewardLineID, totalSP, rewardItemList
## 副本行为
@@ -638,7 +660,17 @@
if not toLineIpyData:
GameWorld.ErrLog("没有目标功能线路!toLineID=%s" % toLineID)
return
+ #判断战力是否满足本层要求
+ helpIpyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, toLineID)
+ if helpIpyData:
+ if curPlayer.GetFightPower() < helpIpyData.GetFightPowerMin():
+ GameWorld.DebugLog("战力不足%s,无法挑战下一层!toLineID=%s" % (helpIpyData.GetFightPowerMin(), toLineID), curPlayer.GetPlayerID())
+ return
+ if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
+ GameWorld.Log("进入下一层时玩家是死亡状态,先复活!", curPlayer.GetPlayerID())
+ ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_System, tick)
+
toPosX, toPosY = __GetQueenRelicsLinePos(mapID, toLineID, toLineIpyData)
PlayerControl.PlayerResetWorldPosFBLineID(curPlayer, mapID, toPosX, toPosY, toLineID)
--
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