From 407f50108d49b9ef9868297749358f43f20f58e9 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 25 六月 2019 02:29:20 +0800
Subject: [PATCH] 860312 野外不额外加印记

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_PersonalBoss.py |  329 ++++++++++--------------------------------------------
 1 files changed, 62 insertions(+), 267 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_PersonalBoss.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_PersonalBoss.py
index 4834ca7..9c5135a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_PersonalBoss.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_PersonalBoss.py
@@ -2,285 +2,80 @@
 # -*- coding: GBK -*-
 #-------------------------------------------------------------------------------
 #
-#-------------------------------------------------------------------------------
-#
 ##@package GameWorldLogic.FBProcess.GameLogic_PersonalBoss
 #
-# @todo:个人BOSS
-# @author xdh
-# @date 2017-05-05
+# @todo:个人Boss、VIPBoss
+# @author hxp
+# @date 2019-05-23
 # @version 1.0
-# 详细描述: 个人BOSS
 #
-#---------------------------------------------------------------------
-#"""Version = 2017-05-05 11:00"""
-#---------------------------------------------------------------------
+# 详细描述: 个人Boss、VIPBoss
+# 本副本做前端自定义场景处理,后端无实际地图
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2019-05-23 17:30"""
+#-------------------------------------------------------------------------------
 
 import FBCommon
 import GameWorld
-import IPY_GameWorld
-import NPCCustomRefresh
-import IpyGameDataPY
-import PlayerBossReborn
-import PlayerFairyCeremony
-import ChConfig
-import ChPlayer
 import EventReport
+import PlayerBossReborn
+import PlayerNewFairyCeremony
+import PlayerFairyCeremony
+import IpyGameDataPY
+import NPCCommon
+import ChConfig
 
 
-
-# 副本通用配置
-(
-Def_PrepareTime, # 准备时间,秒
-Def_FightTime, # 战斗时间,秒
-Def_ExitTime, # 退出时间, 秒
-Def_RefreshBossMark, # 刷怪标识点
-) = 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)
-
-## 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):
+## 是否需要做进入副本通用检查条件逻辑,默认需要检查
+def OnNeedCheckCanEnterFBComm(curPlayer, mapID, lineID):
+    ## 进行中的不需要重复检查,防止断线重连被禁止进入
+    if FBCommon.GetCustomMapStep(curPlayer, mapID, lineID) == ChConfig.CustomMapStep_Fight:
+        GameWorld.DebugLog("VIPBoss已经在进行中,本次进入不需要重新检查!")
+        return False
     return True
 
-
-## 检查可否进行挑战
-def __CheckCanChallenge(curPlayer, bossID):
-    ipyData = IpyGameDataPY.GetIpyGameData('PersonalBoss', bossID)
+## 客户端进入自定义场景
+def OnEnterCustomScene(curPlayer, mapID, lineID):
     
+    if FBCommon.GetCustomMapStep(curPlayer, mapID, lineID) != ChConfig.CustomMapStep_Fight:
+        FBCommon.SetCustomMapStep(curPlayer, mapID, lineID, ChConfig.CustomMapStep_Fight)
+        FBCommon.DelFBEnterTicket(curPlayer, ChConfig.Def_FBMapID_PersonalBoss)
+        #增加进入次数
+        FBCommon.AddEnterFBCount(curPlayer, ChConfig.Def_FBMapID_PersonalBoss)
+        EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_PersonalBoss, 0, ChConfig.CME_Log_Start)
+        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_VIPBOSS, 1)
+        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_VIPBoss, 1)
+        PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_VIPBoss, 1)
+        
+    return
+
+## 自定义场景副本击杀NPC
+def DoCustomScene_Player_KillNPC(curPlayer, curNPC, mapID, lineID):
+    
+    npcID = curNPC.GetNPCID()
+    bossID = __GetPersonalBossID(lineID)
+    GameWorld.DebugLog("个人boss场景击杀NPC: npcID=%s,bossID=%s" % (npcID, bossID), curPlayer.GetPlayerID())
+    if npcID != bossID:
+        return
+    
+    if FBCommon.GetCustomMapStep(curPlayer, mapID, lineID) != ChConfig.CustomMapStep_Fight:
+        return
+    FBCommon.SetCustomMapStep(curPlayer, mapID, lineID, ChConfig.CustomMapStep_Over)
+    
+    npcCountDict = {bossID:1}
+    dropItemMapInfo = [0, 0]
+    jsonItemList = NPCCommon.GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, dropItemMapInfo=dropItemMapInfo, isVirtualDrop=True)[0]
+    
+    isPass = 1
+    overDict = {FBCommon.Over_itemInfo:jsonItemList}
+    FBCommon.NotifyFBOver(curPlayer, mapID, lineID, isPass, overDict)
+    return
+
+def __GetPersonalBossID(lineID):
+    ## VIPbossID
+    ipyData = IpyGameDataPY.GetIpyGameData('PersonalBoss', lineID)
     if not ipyData:
-        return False
-    needLV = ipyData.GetChanllengeLv()
-    if curPlayer.GetLV() < needLV:
-        GameWorld.DebugLog('    检查可否进行挑战 bossID-%s  等级不足 %s'%(needLV))
-        return False
-    delResult = FBCommon.DelFBEnterTicket(curPlayer, ChConfig.Def_FBMapID_PersonalBoss)
-    isOK = delResult[0]
-    if not isOK:
-        return False
-    return True
+        return 0
+    return ipyData.GetNPCID()
 
-
-##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
-    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
-
-
-##战斗准备时间
-# @param tick  时钟
-# @return 无意义
-def __DoLogic_FightPrepare(tick):
-    gameFB = GameWorld.GetGameFB()
-    mapID = GameWorld.GetMap().GetMapID()
-    trialCfg = FBCommon.GetFBLineStepTime(mapID)
-    if tick - gameFB.GetFBStepTick() < trialCfg[Def_PrepareTime] * 1000:
-        return
-    
-    bossID = FBCommon.GetFBPropertyMark()
-    if not bossID:
-        FBCommon.DoLogic_FBKickAllPlayer()
-        return
-    
-    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttTowerTake, trialCfg[Def_FightTime] * 1000)
-    NPCCustomRefresh.SetNPCRefresh(FBCommon.GetFBLineStepTime(mapID)[Def_RefreshBossMark], [bossID])
-    
-    #转入战斗
-    FBCommon.SetFBStep(FB_State_Fighting, tick)
-    return
-
-## 开始副本关卡
-def StartFBLevel(curPlayer, bossID, tick):
-    FBCommon.SetFBPropertyMark(bossID)
-    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
-        GameWorld.DebugLog("复活玩家...", curPlayer.GetPlayerID())
-        ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_City, tick)
-    #增加进入次数
-    FBCommon.AddEnterFBCount(curPlayer, ChConfig.Def_FBMapID_PersonalBoss)
-    EventReport.WriteEvent_FB(curPlayer, ChConfig.Def_FBMapID_PersonalBoss, 0, ChConfig.CME_Log_Start)
-    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_VIPBOSS, 1)
-    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_VIPBoss, 1)
-    
-    FBCommon.ClearFBNPC()
-    
-    #gameFB = GameWorld.GetGameFB()
-    mapID = GameWorld.GetMap().GetMapID()
-    prepareTick = FBCommon.GetFBLineStepTime(mapID)[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_npcTotal:0}
-    FBCommon.Notify_FBHelp(curPlayer, helpDict)
-    GameWorld.DebugLog("StartFBLevel, fbLevel=%s, helpDict=%s" 
-                       % (bossID, str(helpDict)), curPlayer.GetPlayerID())
-    return
-
-
-##战斗时间
-# @param tick  时钟
-# @return 无意义
-def __DoLogic_Fighting(tick):
-    gameFB = GameWorld.GetGameFB()
-    mapID = GameWorld.GetMap().GetMapID()
-    #判断时间结束
-    if tick - gameFB.GetFBStepTick() < FBCommon.GetFBLineStepTime(mapID)[Def_FightTime] * 1000:
-        return
-    
-    #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):
-    mapID = GameWorld.GetMap().GetMapID()
-    FBCommon.Sync_Player_TimeTick(IPY_GameWorld.tttLeaveMap, FBCommon.GetFBLineStepTime(mapID)[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):
-    mapID = GameWorld.GetMap().GetMapID()
-    if tick - GameWorld.GetGameFB().GetFBStepTick() < FBCommon.GetFBLineStepTime(mapID)[Def_ExitTime] * 1000:
-        return
-    
-    FBCommon.DoLogic_FBKickAllPlayer()
-    return
-
-## 杀怪
-#  @param curPlayer
-#  @param curNPC 被杀的怪
-#  @param tick
-#  @return None
-def DoFB_Player_KillNPC(curPlayer, curNPC, tick):
-    
-    bossID = FBCommon.GetFBPropertyMark()
-    if bossID != curNPC.GetNPCID():
-        return
-    helpDict = {FBCommon.Help_npcTotal:1}
-    FBCommon.Notify_FBHelp(curPlayer, helpDict)
-
-    __SetFBToFreeTime(tick)
-    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
-
-
-## 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
-    
-    bossid = actionInfo
-    if not __CheckCanChallenge(curPlayer, bossid):
-        FBCommon.DoLogic_FBKickAllPlayer()
-        return
-    
-    StartFBLevel(curPlayer, bossid, tick)
-    return

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