From 6ef04a63b7411f2570c2c30414697bca8c45dd61 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期一, 18 三月 2019 13:58:09 +0800
Subject: [PATCH] 6335 【后端】【2.0】娲皇遗迹修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py |  127 ++++++++++++++++++++++++------------------
 1 files changed, 73 insertions(+), 54 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 1111193..f277490 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
@@ -95,7 +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
@@ -197,9 +202,9 @@
     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())
+        gameFB.SetGameFBDict(ChConfig.FBPD_HelpBattleFBFightPower, helpIpyData.GetGetFightPowerMin())
         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()))
+                           % (lineID, helpIpyData.GetRobotBaseHurt(), helpIpyData.GetGetFightPowerMin()))
     return
 
 ##副本总逻辑计时器
@@ -467,74 +472,82 @@
     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)
-        
-        playerID = curPlayer.GetPlayerID()
-        rewardLine = gameFB.GetPlayerGameFBDictByKey(playerID, FBPKey_RewardLine)
-        needSyncFBData = False
-        overDict = {}
-        if isPass:
-            overDict = {FBCommon.Over_costTime:costTime, FBCommon.Over_grade:grade}
+#    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:
+        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:
                 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")
+        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 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)
-                addXianyuanCoin, reason = FBHelpBattle.DoFBAddXianyuanCoin(curPlayer, mapID, lineID)
-                overDict[FBCommon.Over_xianyuanCoin] = [addXianyuanCoin, reason]
-            else:
-                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)
+        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 = True
+            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
-            
-        FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
+            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):
@@ -645,6 +658,12 @@
     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())

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