From b2c3652b5c42feaaaa0867c44662201db89d9e97 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期一, 03 六月 2019 13:42:20 +0800
Subject: [PATCH] 6969 【2.0】【后端】缥缈仙域先随机再扣活跃

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py |  140 +++++++++++++++-------------------------------
 1 files changed, 45 insertions(+), 95 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
index 2bf9431..db95c3c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
@@ -38,9 +38,10 @@
 import ShareDefine
 import GameFuncComm
 import FBHelpBattle
-import ItemControler
 import SkillShell
 import PyGameData
+import PetControl
+import NPCCommon
 
 import time
 import math
@@ -481,116 +482,65 @@
 
 def DoEnterCustomScene(curPlayer, mapID, lineID, tick):
     ## 进入自定义场景状态
-    
-    resultPack = ChPyNetSendPack.tagMCStartCustomSceneResult()
-    resultPack.MapID = mapID
-    resultPack.FuncLineID = lineID
-    
-    #进入副本通用检查
-    fbIpyData = None if not mapID else FBCommon.GetFBIpyData(mapID)
-    fbLineIpyData = None if not mapID else FBCommon.GetFBLineIpyData(mapID, lineID)
-    if PlayerControl.CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK:
-        resultPack.Result = 0
-        NetPackCommon.SendFakePack(curPlayer, resultPack)
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.Log("玩家请求进入自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID)
+    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+        curMapID = PlayerControl.GetCustomMapID(curPlayer)
+        curLineID = PlayerControl.GetCustomLineID(curPlayer)
+        if mapID == curMapID and lineID == curLineID:
+            GameWorld.Log("    玩家当前已经在自定义场景中!无需重新请求!", playerID)
+            result = 1
+        else:
+            GameWorld.Log("    玩家当前在不同的自定义场景中!不允许进入!curMapID=%s,curLineID=%s" 
+                          % (curMapID, curLineID), playerID)
+            result = 0
+        StartCustomSceneResult(curPlayer, mapID, lineID, result)
         return
     
-    curPlayer.SetCanAttack(False)
-    curPlayer.SetVisible(False)
-    curPlayer.SetSight(0)
-    curPet = curPlayer.GetPetMgr().GetFightPet()
-    if curPet:
-        curPet.SetVisible(False)
+    #进入副本通用检查
+    if mapID:
+        fbIpyData = FBCommon.GetFBIpyData(mapID)
+        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID)
+        if PlayerControl.CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK:
+            StartCustomSceneResult(curPlayer, mapID, lineID, 0)
+            return
+    
+    PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
         
     curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 1) # 由于前端不一定有发mapID,所以这里额外记录这个状态,不能直接用mapID判断
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneMapID, mapID)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneLineID, lineID)
-    GameWorld.Log("玩家开始自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), curPlayer.GetPlayerID())
+    PlayerControl.SetCustomMap(curPlayer, mapID, lineID)
+    NPCCommon.ClearPriWoodPile(curPlayer)
+    GameWorld.Log("玩家开始自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID)
     if mapID:
+        PetControl.DoLogic_PetLoadMapOK(curPlayer)
         FBLogic.OnEnterCustomScene(curPlayer, mapID, lineID)
         
     #通知进入状态
-    resultPack.Result = 1
+    StartCustomSceneResult(curPlayer, mapID, lineID, 1)
+    return
+
+def StartCustomSceneResult(curPlayer, mapID, lineID, result):
+    if result != 1:
+        DoExitCustomScene(curPlayer)
+    resultPack = ChPyNetSendPack.tagMCStartCustomSceneResult()
+    resultPack.MapID = mapID
+    resultPack.FuncLineID = lineID
+    resultPack.Result = result
     NetPackCommon.SendFakePack(curPlayer, resultPack)
     return
 
 def DoExitCustomScene(curPlayer):
     ## 退出自定义场景状态
-    curPlayer.SetCanAttack(True)
-    curPlayer.SetVisible(True)
-    curPlayer.SetSight(0)
-    curPlayer.RefreshView()
-    curPlayer.SetSight(ChConfig.Def_PlayerSight_Default)
-    curPlayer.RefreshView()
-    curPet = curPlayer.GetPetMgr().GetFightPet()
-    if curPet:
-        curPet.SetVisible(True)
+    PlayerControl.SetPlayerSightLevel(curPlayer, 0)
+    mapID = PlayerControl.GetCustomMapID(curPlayer)
+    lineID = PlayerControl.GetCustomLineID(curPlayer)
     curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 0)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneMapID, 0)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneLineID, 0)
+    PlayerControl.SetCustomMap(curPlayer, 0, 0)
+    if mapID and FBCommon.GetCustomMapStep(curPlayer, mapID, lineID) != ChConfig.CustomMapStep_Over:
+        FBCommon.SetCustomMapStep(curPlayer, mapID, lineID, ChConfig.CustomMapStep_Over)
+    NPCCommon.ClearPriWoodPile(curPlayer)
     GameWorld.Log("玩家退出自定义场景!", curPlayer.GetPlayerID())
     return
-
-#// B1 08 刷新自定义副本奖励 #tagCMRefreshCustomFBPrize
-#
-#struct    tagCMRefreshCustomFBPrize
-#{
-#    tagHead         Head;
-#    DWORD        MapID;
-#    WORD        FuncLineID;
-#};
-def OnRefreshCustomFBPrize(playerIndex, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
-    playerID = curPlayer.GetPlayerID()
-    mapID = clientData.MapID
-    funcLineID = clientData.FuncLineID
-    prizeItemList = FBLogic.OnRefreshCustomFBPrize(curPlayer, mapID, funcLineID)
-    PyGameData.g_customFBPrizeInfo[playerID] = prizeItemList
-    prizePack = ChPyNetSendPack.tagMCCuntomFBPrizeInfo()
-    prizePack.MapID = mapID
-    prizePack.FuncLineID = funcLineID
-    prizePack.PrizeItemIDList = [prizeItemInfo[0] for prizeItemInfo in prizeItemList]
-    prizePack.PrizeItemCount = len(prizePack.PrizeItemIDList)
-    NetPackCommon.SendFakePack(curPlayer, prizePack)
-    return
-
-
-#// B1 09 结算自定义副本奖励 #tagCMGiveCustomFBPrize
-#
-#struct    tagCMGiveCustomFBPrize
-#{
-#    tagHead         Head;
-#    DWORD        MapID;
-#    WORD        FuncLineID;
-#};
-def OnGiveCustomFBPrize(playerIndex, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
-    playerID = curPlayer.GetPlayerID()
-    mapID = clientData.MapID
-    lineID = clientData.FuncLineID
-    prizeItemList = PyGameData.g_customFBPrizeInfo.pop(playerID, [])
-    
-    mailItemList = []
-    jsonItemList = []
-    playerItemControl = ItemControler.PlayerItemControler(curPlayer)
-    for itemID, itemCount, isAuctionItem in prizeItemList:
-        curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-        if not curItem:
-            continue
-        jsonItem = ItemCommon.GetJsonItem(curItem)
-        jsonItemList.append(jsonItem)
-        #放入玩家背包
-        if not playerItemControl.PutInItem(IPY_GameWorld.rptItem, curItem):
-            mailItemList.append(jsonItem)
-            
-    if mailItemList:
-        PlayerControl.SendMailByKey("ItemNoPickUp", [playerID], mailItemList, [mapID])
-        
-    overDict = FBLogic.OnGiveCustomFBPrizeOK(curPlayer, mapID, lineID)
-    isPass = 1
-    overDict.update({FBCommon.Over_itemInfo:jsonItemList})
-    FBCommon.NotifyFBOver(curPlayer, mapID, lineID, isPass, overDict)
-    return
-
 
 #// B1 0A 副本购买buff #tagCMFBBuyBuff
 #struct    tagCMFBBuyBuff

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