720 lines
23 KiB
Lua
Executable File
720 lines
23 KiB
Lua
Executable File
module("BossEvent", package.seeall)
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AwardBossConfig = BossConfig
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--[[
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个人数据:ActorData[fubenId]
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{
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nextLoginTime 下次进入时间
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}
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全局数据:GlobalData
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{
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}
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缓存数据:CacheData[nSceneId]
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{
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fbHandle
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scenHandle
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monster[monId] --怪物列表
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{
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monId --怪物id
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BossId --bossId
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attack {} --攻击者id
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beLonglist {} --曾经归属者
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beLongId --归属者id
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}
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canDelete ---当前副本可删除
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inFuben {} --副本人数
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monNum --boss数量
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}
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]]--
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MonsterType = 3; --往后递增
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--对应的活动配置
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if AwardBossConfig == nil then
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assert(false)
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end
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function OnInitialize(fubenId, nSceneId, nMonId)
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local fbHandle = nil
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if fubenId and fubenId > 0 then
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fbHandle = Fuben.createFuBen(fubenId)
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MonDispatcher.InitScene(nSceneId);
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local pFuben = Fuben.getFubenPtrByHandle(fbHandle);
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FubenDispatcher.ClearFubenTimeout(fubenId,pFuben);
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-- MonDispatcher.EnterGlobalMonFuben(fbHandle, MonsterType, fubenId)
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else
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fbHandle = Fuben.getStaticFubenHandle();
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end
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if fbHandle then
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MonDispatcher.EnterGlobalMonFuben(fbHandle, MonsterType, fubenId)
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local scenHandle = Fuben.getSceneHandleById(nSceneId, fbHandle);
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if scenHandle then
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local cacheData = MonDispatcher.GetCacheData(fubenId);
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cacheData[nSceneId] = {}
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-- 初始化怪物
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if cacheData[nSceneId].monster == nil then
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cacheData[nSceneId].monster = {}
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end
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if fubenId > 0 then
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cacheData[nSceneId].canDelete = 1;
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end
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local nId = nMonId % 100000
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if cacheData[nSceneId].monster[nId] == nil then
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cacheData[nSceneId].monster[nId] = {}
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end
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if cacheData[nSceneId].monNum == nil then
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cacheData[nSceneId].monNum = 0
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end
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cacheData[nSceneId].monNum = cacheData[nSceneId].monNum + 1
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if cacheData[nSceneId].monster[nId].attack == nil then
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cacheData[nSceneId].monster[nId].attack = {};
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end
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cacheData[nSceneId].monster[nId].nMonId = nId
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cacheData[nSceneId].monster[nId].nBossId = nMonId
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cacheData[nSceneId].fbHandle = fbHandle
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cacheData[nSceneId].scenHandle = scenHandle
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end
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end
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end
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--发奖
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function SendAward(nfdId, nSceneId, nBossId)
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-- local fdId = Fuben.getFubenIdByPtr(pFuben);
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local cacheData = MonDispatcher.GetCacheData(nfdId);
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if cacheData[nSceneId] == nil then
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return
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end
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if cacheData[nSceneId].monster == nil then
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return
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end
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if cacheData[nSceneId].monster[nBossId] == nil then
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return
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end
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local bossData = cacheData[nSceneId].monster[nBossId]
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local awardCfg = getAwardCfg(nBossId)
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if awardCfg then
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--归属奖
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if bossData.beLongId and awardCfg.ascription then
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local title = "神装BOSS"
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local content = "恭喜你在神装BOSS副本中获得归属奖!"
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if cacheData[nSceneId].inFuben[bossData.beLongId] and cacheData[nSceneId].inFuben[bossData.beLongId] ~= 0 then
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SendMail(bossData.beLongId, title, content, awardCfg.ascription);
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--删除其他奖项
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local pActor = Actor.getActorById(bossData.beLongId);
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Actor.triggerAchieveEvent(pActor, nAchieveKillSZBoss, 1);
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Actor.triggerAchieveEvent(pActor, nAchieveGetSZBossAward, 1, 1);
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DealFightResult(pActor)
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if bossData.attack and bossData.attack[bossData.beLongId] then
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-- print("归属奖.."..bossData.beLongId)
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bossData.attack[bossData.beLongId] = 0
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end
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if bossData.beLonglist and bossData.beLonglist[bossData.beLongId] then
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bossData.beLonglist[bossData.beLongId] = 0
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end
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end
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end
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--勇者奖 --
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if bossData.beLonglist and awardCfg.brave then
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local title = "神装BOSS"
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local content = "恭喜你在神装BOSS副本中获得勇者奖!"
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for _, id in Ipairs(bossData.beLonglist) do
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-- print("勇者奖.."..id)
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if cacheData[nSceneId].inFuben[id] and cacheData[nSceneId].inFuben[id] ~= 0 then
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-- print("勇者奖.."..id)
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if bossData.beLongId and bossData.beLongId ~= id then
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-- SendMail(actorId, title, content, awardInfo.awards)
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SendMail(id, title, content, awardCfg.brave);
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end
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if bossData.attack and bossData.attack[id] then
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bossData.attack[id] = 0
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end
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local pActor = Actor.getActorById(id);
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Actor.triggerAchieveEvent(pActor, nAchieveKillSZBoss, 1);
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Actor.triggerAchieveEvent(pActor, nAchieveGetSZBossAward, 1, 2);
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DealFightResult(pActor)
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end
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end
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end
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-- print("nfdId.."..nfdId.."..scene.."..nSceneId.."..nBossId.."..nBossId)
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---参与奖
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local cacheData = MonDispatcher.GetCacheData(nfdId);
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if bossData.attack and awardCfg.partake then
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local title = "神装BOSS"
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local content = "恭喜你在神装BOSS副本中获得参与奖!"
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-- print("bbbb.."..bossData.attack[16781916])
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for i, actorId in Ipairs(bossData.attack) do
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-- print("参与奖.."..actorId)
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if cacheData[nSceneId].inFuben[actorId] and cacheData[nSceneId].inFuben[actorId] ~= 0 then
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SendMail(actorId, title, content, awardCfg.partake);
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local pActor = Actor.getActorById(actorId);
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Actor.triggerAchieveEvent(pActor, nAchieveKillSZBoss, 1);
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Actor.triggerAchieveEvent(pActor, nAchieveGetSZBossAward, 1, 3);
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DealFightResult(pActor)
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end
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end
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end
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end
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end
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function test(nSceneId, nBossId)
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-- local title = "神装BOSS"
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-- local content = "恭喜你在神装BOSS副本中获得参与奖!"
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-- print("bbbb.."..bossData.attack[16781916])
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local cacheData = MonDispatcher.GetCacheData(7);
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for i, actorId in Ipairs(cacheData[nSceneId].monster[nBossId].attack) do
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-- print("参与奖.."..actorId)
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-- if cacheData[nSceneId].inFuben[actorId] then
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-- SendMail(actorId, title, content, awardCfg.partake);
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-- local pActor = Actor.getActorById(actorId);
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-- DealFightResult(pActor)
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-- end
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end
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end
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-- 踢出副本
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function KickoutAllActors(nFdId, nSceneId)
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local cacheData = MonDispatcher.GetCacheData(nFdId);
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if cacheData[nSceneId] == nil then
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return
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end
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-- print("踢出副本")
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if cacheData[nSceneId].inFuben then
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for i,actorid in Ipairs(cacheData[nSceneId].inFuben ) do
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-- print("踢出副本.."..actorid)
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if actorid ~= 0 then
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local pActor = Actor.getActorById(actorid)
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if pActor then
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--满血结束血量
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local maxhp = Actor.getIntProperty(pActor,PROP_CREATURE_MAXHP)
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Actor.changeHp(pActor, maxhp)
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Actor.exitFubenAndBackCity(pActor)
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end
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end
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end
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end
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end
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--发送归属
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function SendClinetBossBeLong(nFubenId, nSceneId, pActor)
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local cacheData = MonDispatcher.GetCacheData(nFubenId);
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if cacheData == nil then
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return;
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end
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if cacheData[nSceneId] == nil then
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return
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end
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if cacheData[nSceneId].monster == nil then
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return
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end
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local npack = DataPack.allocPacket(pActor, enBossSystemID, sBossBelong)
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if npack then
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DataPack.writeByte(npack, (monNumor or 0))
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-- print("SendClinetBossBeLong")
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InitClientData(npack, cacheData[nSceneId].monster)
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DataPack.flush(npack);
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end
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end
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--场景内发送归属
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function SendAllClinetBossBeLong(nFubenId, nSceneId)
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local cacheData = MonDispatcher.GetCacheData(nFubenId);
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if cacheData == nil then
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return;
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end
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if cacheData[nSceneId] == nil then
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return
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end
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if cacheData[nSceneId].monster == nil then
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return
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end
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local npack = DataPack.allocPacketEx()
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if npack then
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DataPack.writeByte(npack,enBossSystemID)
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DataPack.writeByte(npack,sBossBelong)
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DataPack.writeByte(npack, (cacheData[nSceneId].monNumor or 0))
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-- print("SendAllClinetBossBeLong")
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InitClientData(npack, cacheData[nSceneId].monster)
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DataPack.broadcastScene(npack, cacheData[nSceneId].fbHandle,nSceneId)
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end
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end
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---返回当前场景内所有归属信息
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function InitClientData(npack, monster)
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if monster then
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for _, data in Ipairs(monster) do
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DataPack.writeInt(npack, (data.nBossId or 0))
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local id = 0;
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if data.beLongId then
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id = 1
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end
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-- print("InitClientData.."..id.."..data.beLongId.."..(data.beLongId or 0))
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DataPack.writeByte(npack, id)
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returnDataPacket(npack, data.beLongId)
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end
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end
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end
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--设置返回归属信息
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function returnDataPacket(npack, beLongId)
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local actor = System.getEntityPtrByActorID(beLongId);
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if actor then
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local name = Actor.getName(actor);
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local actorId = Actor.getIntProperty( actor, PROP_ENTITY_ID )
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local hp = Actor.getIntProperty( actor, PROP_CREATURE_HP )
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local maxhp = Actor.getIntProperty( actor, PROP_CREATURE_MAXHP )
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local sex = Actor.getIntProperty( actor, PROP_ACTOR_SEX )
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local job = Actor.getIntProperty( actor, PROP_ACTOR_VOCATION )
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local sbk = Actor.MyGuildIsSbk( actor )
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local guildname = Actor.getGuildName(actor);
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DataPack.writeUInt(npack, (actorId or 0))
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DataPack.writeByte(npack, (job or 0))
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DataPack.writeByte(npack, (sex or 0))
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DataPack.writeString(npack, (name or ""))
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DataPack.writeString(npack, (guildname or ""))
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DataPack.writeByte(npack, (sbk or 0))
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DataPack.writeInt(npack, (maxhp or 0))
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DataPack.writeInt(npack, (hp or 0))
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local handle = Actor.getHandle(actor)
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DataPack.writeUint64(npack, (handle or 0))
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end
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end
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--判断当前玩家是否属于归属者
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function AttackIsBeLong(nFdId, nSceneId, actorId)
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local cacheData = MonDispatcher.GetCacheData(nFdId);
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if cacheData[nSceneId] == nil then
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return false
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end
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if cacheData[nSceneId].monster == nil then
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return false
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end
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for _, data in Ipairs(cacheData[nSceneId].monster) do
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if data.beLongId then
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if actorId == data.beLongId then
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return true;
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end
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end
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end
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return false
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end
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---取消归属
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function CancelMonsterBeLong(nFdId, nSceneId, nActorId)
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local cacheData = MonDispatcher.GetCacheData(nFdId);
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if cacheData[nSceneId] == nil then
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return false
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end
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if cacheData[nSceneId].monster == nil then
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return false
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end
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for _, data in Ipairs(cacheData[nSceneId].monster) do
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-- print("data.beLongId.."..(data.beLongId or 0).."..nActorId.."..nActorId)
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if data.beLongId then
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if nActorId == data.beLongId then
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-- cacheData[nSceneId].monster[data.monId].beLongId = nil
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data.beLongId = nil
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end
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end
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end
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end
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----callback 脚本
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--实体死亡
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function OnEntityDeath(pFuben, nFdId, nSceneId, pEntity, pKiller)
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local fdId = Fuben.getFubenIdByPtr(pFuben);
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if fdId ~= nFdId then
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return
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end
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local cacheData = MonDispatcher.GetCacheData(fdId);
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if cacheData[nSceneId] == nil then
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return
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end
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local deathId = Actor.getIntProperty(pEntity, PROP_ENTITY_ID)
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if Actor.getEntityType(pEntity) == enMonster then
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if cacheData[nSceneId].monster == nil then
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return
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end
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if cacheData[nSceneId].monster[deathId] == nil then
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return
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end
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--boss死亡触发奖励
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local isNotice = true;
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local awardCfg = getAwardCfg(deathId)
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if awardCfg and awardCfg.dienotice then
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if awardCfg.day and awardCfg.day > 0 then
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local openday = System.getDaysSinceOpenServer()
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if openday > awardCfg.day then
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isNotice = false;
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end
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end
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if isNotice then
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local actor = System.getEntityPtrByActorID((cacheData[nSceneId].monster[deathId].beLongId or 0));
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if actor then
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local name = Actor.getName(actor);
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local str = string.format(awardCfg.dienotice, name)
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System.broadcastTipmsgLimitLev(str, tstChatSystem)
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end
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end
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end
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SendAward(nFdId, nSceneId, deathId);
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FubenDispatcher.SetFubenTimeout(nFdId, pFuben);
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-- KickoutAllActors(nFdId, nSceneId);
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-- if cacheData[nSceneId].canDelete then
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-- Fuben.closeFuben( cacheData[nSceneId].fbHandle )
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-- end
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cacheData[nSceneId] = nil
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end
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end
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--退出副本
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function OnExitFuben(nFdId,pFuben, nSceneId, pActor)
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local cacheData = MonDispatcher.GetCacheData(nFdId);
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if cacheData == nil then
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return;
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end
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if cacheData[nSceneId] == nil then
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return
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end
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local actorId = Actor.getIntProperty(pActor, PROP_ENTITY_ID )
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if cacheData[nSceneId].inFuben == nil then
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return
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end
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-- print("退出副本.."..actorId.."..nFdId.."..nFdId.."..nSceneId.."..nSceneId)
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if AttackIsBeLong(nFdId, nSceneId, actorId) then
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CancelMonsterBeLong(nFdId, nSceneId, actorId);
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Actor.CancelBeLongBoss(pActor);
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SendAllClinetBossBeLong(nFdId, nSceneId)
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end
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-- print("退出副本.."..actorId)
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cacheData[nSceneId].inFuben[actorId] = 0 -- 记录
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local actorData = MonDispatcher.GetActorData(pActor, nFdId);
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if actorData == nil then
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return;
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end
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actorData.nextLoginTime = System.getCurrMiniTime() + 30
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-- print("退出副本.."..actorData.nextLoginTime)
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end
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--记录参与奖的玩家
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function OnEnterFuben(nFubenId, nSceneId, pActor)
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local cacheData = MonDispatcher.GetCacheData(nFubenId);
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if cacheData == nil then
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return;
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end
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if cacheData[nSceneId] == nil then
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return
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end
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local actorId = Actor.getIntProperty(pActor, PROP_ENTITY_ID )
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if cacheData[nSceneId].inFuben == nil then
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cacheData[nSceneId].inFuben = {}
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end
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-- print("记录参与奖的玩家.."..actorId)
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cacheData[nSceneId].inFuben[actorId] = actorId -- 记录
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SendClinetBossBeLong(nFubenId, nSceneId, pActor);
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end
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--判断玩家是否在当前副本
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function IsInFuben(nFubenId, nSceneId, nActorId)
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local cacheData = MonDispatcher.GetCacheData(nFubenId);
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if cacheData == nil then
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return false
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end
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if cacheData[nSceneId] == nil then
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return false
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end
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if cacheData[nSceneId].inFuben == nil then
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return false;
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end
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if cacheData[nSceneId].inFuben[nActorId] and cacheData[nSceneId].inFuben[nActorId] == nActorId then
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return true;
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end
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return false;
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end
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--记录参与奖的玩家
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function OnEntityAttacked(pFuben, nFdId, nSceneId, pEntity, pAttacker)
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local cacheData = MonDispatcher.GetCacheData(nFdId);
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if cacheData[nSceneId] == nil then
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return
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end
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local monId = Actor.getIntProperty( pEntity, PROP_ENTITY_ID )
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-- print("Actor.getEntityType(pEntity).."..Actor.getEntityType(pEntity).."..monId.."..monId)
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if Actor.getEntityType(pEntity) == enMonster then
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if cacheData[nSceneId].monster == nil then
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return
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end
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if cacheData[nSceneId].monster[monId] == nil then
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return
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end
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||
-- print("..monId.."..monId)
|
||
if cacheData[nSceneId].monster[monId].beLonglist == nil then
|
||
cacheData[nSceneId].monster[monId].beLonglist = {}
|
||
end
|
||
---攻击者死亡
|
||
if Actor.isDeath(pAttacker) then
|
||
return;
|
||
end
|
||
local actorId = Actor.getIntProperty(pAttacker, PROP_ENTITY_ID )
|
||
-- print("..actorId.."..monId)
|
||
if cacheData[nSceneId].monster[monId].beLongId == nil then
|
||
-- print("OnEntityAttacked beLongId ")
|
||
if IsInFuben(nFdId, nSceneId, actorId) then
|
||
cacheData[nSceneId].monster[monId].beLongId = actorId
|
||
Actor.SetBeLongBoss(pAttacker, (cacheData[nSceneId].monster[monId].nBossId or cacheData[nSceneId].monster[monId].nMonId), nSceneId)
|
||
cacheData[nSceneId].monster[monId].beLonglist[actorId] = actorId
|
||
|
||
SendAllClinetBossBeLong(nFdId, nSceneId)
|
||
end
|
||
end
|
||
if cacheData[nSceneId].monster[monId].attack == nil then
|
||
cacheData[nSceneId].monster[monId].attack = {}
|
||
end
|
||
if cacheData[nSceneId].monster[monId].attack[actorId] == nil then
|
||
cacheData[nSceneId].monster[monId].attack[actorId] = actorId -- 记录
|
||
end
|
||
|
||
elseif Actor.getEntityType(pEntity) == enActor then
|
||
-- InitClientData
|
||
--判断归属者是否收到伤害
|
||
if AttackIsBeLong(nFdId, nSceneId, monId) then
|
||
-- print("AttackIsBeLong")
|
||
SendAllClinetBossBeLong(nFdId, nSceneId)
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
--获取数据
|
||
function OnReqData(nFdId, nSceneId, nMonId, inPacket)
|
||
-- local fdId = Fuben.getFubenIdByPtr(pFuben);
|
||
local cacheData = MonDispatcher.GetCacheData(nFdId);
|
||
local maxHp = 0;
|
||
local leftHp = 0;
|
||
if cacheData[nSceneId] then
|
||
if cacheData[nSceneId].scenHandle then
|
||
maxHp = Fuben.getMonsterMaxHp(cacheData[nSceneId].scenHandle, nMonId);
|
||
leftHp = Fuben.getMonsterHp(cacheData[nSceneId].scenHandle, nMonId);
|
||
end
|
||
end
|
||
DataPack.writeInt(inPacket, (maxHp or 0))
|
||
DataPack.writeInt(inPacket, (leftHp or 0))
|
||
end
|
||
|
||
|
||
|
||
|
||
--取消boss 归属
|
||
function OnCancelBL(nFdId, nSceneId, nMonId, pActor)
|
||
local cacheData = MonDispatcher.GetCacheData(nFdId);
|
||
if cacheData == nil then
|
||
return;
|
||
end
|
||
|
||
if cacheData[nSceneId] == nil then
|
||
return
|
||
end
|
||
|
||
if cacheData[nSceneId].monster == nil then
|
||
cacheData[nSceneId].monster = {}
|
||
end
|
||
nMonId = nMonId %100000;
|
||
|
||
if cacheData[nSceneId].monster[nMonId] == nil then
|
||
return
|
||
end
|
||
-- print("nMonId.."..nMonId)
|
||
cacheData[nSceneId].monster[nMonId].beLongId = nil;
|
||
--击杀者触发 归属
|
||
if pActor then
|
||
local nextId = Actor.getIntProperty(pActor, PROP_ENTITY_ID )
|
||
-- print("OnCancelBL")
|
||
cacheData[nSceneId].monster[nMonId].beLongId = nextId;
|
||
Actor.SetBeLongBoss(pActor, (cacheData[nSceneId].monster[nMonId].nBossId or cacheData[nSceneId].monster[nMonId].nMonId), nSceneId)
|
||
--统计归属者id
|
||
if cacheData[nSceneId].monster[nMonId].beLonglist == nil then
|
||
cacheData[nSceneId].monster[nMonId].beLonglist = {}
|
||
end
|
||
cacheData[nSceneId].monster[nMonId].beLonglist[nextId] = nextId
|
||
end
|
||
SendAllClinetBossBeLong(nFdId, nSceneId);
|
||
end
|
||
|
||
-- 设置boss 归属
|
||
function OnSetBossBL(nFdId, nSceneId, nMonId, pActor)
|
||
local cacheData = MonDispatcher.GetCacheData(nFubenId);
|
||
if cacheData == nil then
|
||
return;
|
||
end
|
||
|
||
if cacheData[nSceneId] == nil then
|
||
return
|
||
end
|
||
local actorId = Actor.getIntProperty(pActor, PROP_ENTITY_ID )
|
||
if cacheData[nSceneId].monster == nil then
|
||
cacheData[nSceneId].monster = {}
|
||
end
|
||
|
||
if cacheData[nSceneId].monster[nMonId] and cacheData[nSceneId].monster[nMonId].beLongId then
|
||
-- print("OnSetBossBL")
|
||
cacheData[nSceneId].monster[nMonId].beLongId = actorId;
|
||
SendAllClinetBossBeLong(nFdId, nSceneId)
|
||
end
|
||
end
|
||
|
||
|
||
|
||
function getAwardCfg(nId)
|
||
local data = nil
|
||
for _, cfg in pairs(AwardBossConfig) do
|
||
if cfg.entityid then
|
||
if cfg.entityid == nId then
|
||
data = cfg
|
||
break
|
||
end
|
||
end
|
||
end
|
||
return data
|
||
end
|
||
|
||
|
||
|
||
function getBossCfg(nId)
|
||
local data = nil
|
||
for _, cfg in pairs(AwardBossConfig) do
|
||
local id = (cfg.Serial or 0)*100000 + (cfg.entityid or 0)
|
||
if id == nId then
|
||
data = cfg
|
||
break
|
||
end
|
||
end
|
||
return data
|
||
end
|
||
|
||
function getRealCfg(nSerial)
|
||
local data = nil
|
||
for _, cfg in pairs(AwardBossConfig) do
|
||
if cfg.Serial == nSerial then
|
||
data = cfg
|
||
break
|
||
end
|
||
end
|
||
return data
|
||
end
|
||
|
||
function DealFightResult(pActor)
|
||
local Cfg = ShenZhuangBossConfig
|
||
if Cfg and pActor then
|
||
Actor.addStaticCount(pActor, Cfg.id, -1)
|
||
Actor.SendSzBossTimes(pActor);
|
||
end
|
||
end
|
||
--进入检查
|
||
function OnCheckEnterFuben(nFdId, nSceneId, nMonId, pActor)
|
||
local Cfg = getBossCfg(nMonId);
|
||
|
||
if Cfg and Cfg.fbid then
|
||
|
||
local actorData = MonDispatcher.GetActorData(pActor, nFdId);
|
||
if actorData == nil then
|
||
return true;
|
||
end
|
||
-- print("1212121.."..(actorData.nextLoginTime or 0).."..."..System.getCurrMiniTime())
|
||
if actorData.nextLoginTime and actorData.nextLoginTime > System.getCurrMiniTime() then
|
||
Actor.sendTipmsg(pActor, "请30秒后再进入!", tstUI)
|
||
return false
|
||
end
|
||
end
|
||
return true
|
||
end
|
||
|
||
|
||
--记录参与奖的玩家
|
||
function OnReqEnterFuben(pActor, nFubenId)
|
||
--进入副本
|
||
return MonDispatcher.EnterMonFuben(MonTabType, pActor, nFubenId)
|
||
|
||
end
|
||
|
||
MonDispatcher.Reg(MonEvent.OnInitialize, MonsterType, OnInitialize, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnEntityDeath,MonsterType, OnEntityDeath, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnEntityAttacked, MonsterType,OnEntityAttacked, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnEnterFuben,MonsterType, OnEnterFuben, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnExitFuben,MonsterType, OnExitFuben, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnCancelBL, MonsterType, OnCancelBL, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnSetBossBL, MonsterType, OnSetBossBL, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnCheckEnterFuben,MonsterType, OnCheckEnterFuben, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnReqData, MonsterType, OnReqData, "BossEvent.lua")
|
||
MonDispatcher.Reg(MonEvent.OnReqEnterFuben, MonsterType, OnReqEnterFuben, "BossEvent.lua")
|
||
|
||
--------------------------------------------------------------------
|
||
-- 玩家 回调注册
|
||
--------------------------------------------------------------------
|
||
|
||
-- 跨天,次数清零
|
||
function OnNewDayArrive(pActor, ndiffday)
|
||
local openday = System.getDaysSinceOpenServer()
|
||
local Cfg = ShenZhuangBossConfig
|
||
if Cfg then
|
||
local times = 0;
|
||
if openday >= Cfg.openday then
|
||
local day = Actor.getStaticCount(pActor, Cfg.id+1);
|
||
|
||
if day == 0 then
|
||
day = Cfg.openday-1;
|
||
end
|
||
|
||
ndiffday = openday - day
|
||
|
||
if ndiffday > 0 then
|
||
times = Cfg.times * ndiffday;
|
||
|
||
Actor.addStaticCount(pActor, Cfg.id, times)
|
||
Actor.setStaticCount(pActor, Cfg.id+1, openday)
|
||
end
|
||
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
|
||
ActorEventDispatcher.Reg(aeNewDayArrive, OnNewDayArrive, "BossEvent.lua")
|
||
|