ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -31,6 +31,7 @@
import PlayerViewCache
import PlayerBillboard
import GameServerRefresh
import IPY_PlayerDefine
import IPY_GameWorld
import ChPyNetSendPack
import NetPackCommon
@@ -53,6 +54,7 @@
import PlayerActivity
import ChNetSendPack
import PlayerState
import PlayerBeauty
import PlayerOnline
import PlayerTask
import PlayerMail
@@ -232,7 +234,7 @@
#  @remarks 
def FamilyNotify(familyID, msgMark, msgParamList=[]):
    #GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(0, familyID, msgMark, __GetNotifyCodeList(msgParamList))
    PlayerFamily.NotifyAllFamilyMemberMsg(familyID, msgMark, msgParamList)
    #PlayerFamily.NotifyAllFamilyMemberMsg(familyID, msgMark, msgParamList)
    return
#---------------------------------------------------------------------
@@ -1139,40 +1141,8 @@
    #召唤兽死亡
    KillPlayerSummonNPC(curPlayer)
    #更新从本地图离线信息
    PyGameData.g_disconnectPlayer[curPlayer.GetPlayerID()] = [tick, curPlayer.GetPosX(), curPlayer.GetPosY()]
    GameWorld.DebugLog("玩家从本地图离线: %s" % PyGameData.g_disconnectPlayer, curPlayer.GetPlayerID())
    GameWorld.DebugLog("玩家从本地图离线", curPlayer.GetPlayerID())
    return
def GetPlayerLeaveServerTick(playerID):
    # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制
    # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
    if playerID not in PyGameData.g_disconnectPlayer:
        return 0
    return PyGameData.g_disconnectPlayer[playerID][0]
def GetPlayerLeaveServerPos(playerID):
    # 获取玩家从本地图中离线时的坐标
    # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用
    # @return: posX, posY
    if playerID not in PyGameData.g_disconnectPlayer:
        return 0, 0
    return PyGameData.g_disconnectPlayer[playerID][1:3]
def RemoveTimeoutLeaveServerPlayerInfo(tick):
    # 暂定每天凌晨5点执行一次
    for playerID, leaveInfo in PyGameData.g_disconnectPlayer.items():
        leaveTick = leaveInfo[0]
        if tick - leaveTick > 3600000: # 清除超时1小时的记录
            PyGameData.g_disconnectPlayer.pop(playerID)
    return
def RemoveLeaveServerPlayerInfo(playerID):
    # 上线移除在本地图下线的记录
    if playerID in PyGameData.g_disconnectPlayer:
        PyGameData.g_disconnectPlayer.pop(playerID)
        GameWorld.DebugLog("进入本地图,移除上次在本地图离线记录!", playerID)
    return
##清除回收战
# @param None
@@ -2802,6 +2772,9 @@
        # 累加未结算战锤 - 经验
        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
        # 累加最后一档品质装备保底
        lastColorEquipLucky = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LastColorEquipLucky)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, lastColorEquipLucky + price)
        # 累加未结算战锤 - 装备
        AddUnXiantaoCntEquip(curPlayer, price)
        # 累加未结算战锤 - 战利品
@@ -2812,6 +2785,7 @@
            for itemID, upperCnt in DailyBootyUpperList:
                if upperCnt <= 0:
                    continue
                upperCnt = GetBootyUpper(curPlayer, itemID, upperCnt)
                if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) >= upperCnt:
                    continue
                unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
@@ -2856,6 +2830,20 @@
        
    DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
    return
def GetBootyUpper(curPlayer, itemID, baseUpper):
    ## 战利品掉落上限
    dropUpper = baseUpper
    addPer = 0
    addPer += PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_BootyPer)[0] # 战利品上限提高百分比
    # 其他功能增加上限,可扩展
    if addPer:
        dropUpper = int(baseUpper * (100 + addPer) / 100.0)
        GameWorld.DebugLogEx("提高战利品掉落上限: itemID=%s,baseUpper=%s,addPer=%s,dropUpper=%s", itemID, baseUpper, addPer, dropUpper)
    return dropUpper
## 付款以后后续操作(金子)
#  @param curPlayer 玩家实例
@@ -3403,6 +3391,7 @@
                curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                #PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
                ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_LV) # 等级
                
            #if aftFreePoint > befFreePoint:
            #    curPlayer.SetFreePoint(aftFreePoint)
@@ -4318,7 +4307,7 @@
def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
def SetTitleID(curPlayer, titleID):
    curPlayer.SetExAttr3(titleID, False, False)
    PlayerFamily.RefreshFamilyMember(curPlayer)
    ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_ExAttr3) # 称号
    return
## 协助目标玩家ID
@@ -4400,19 +4389,7 @@
    return
## 玩家所属服务器组ID
def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13()
def UpdPlayerServerGroupID(curPlayer):
    # 更新自己的服务器组ID, 跨服服务器不处理
    if GameWorld.IsCrossServer():
        return
    serverGroupID = GameWorld.GetServerGroupID()
    if not serverGroupID:
        return
    playerServerGroupID = curPlayer.GetExAttr13()
    if playerServerGroupID != serverGroupID:
        curPlayer.SetExAttr13(serverGroupID, False, True)
        GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
    return
def GetPlayerServerGroupID(curPlayer): return 0
# 境界难度等级
def GetRealmDifficulty(curPlayer): return 0
@@ -4458,6 +4435,7 @@
    #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
    #if beforeFightPower != totalFightPower:
    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
    ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_FightPower) # 战力
    return
## 设置模块战斗力,支持超过20E = 模块公式战力 + 技能附加战力 + 其他附加战力
@@ -4512,48 +4490,6 @@
    #    atkInterval *= 100
    
    return atkInterval
##玩家增加真气
# @param curPlayer 玩家
# @param value 增加数值
# @param canOverbrim 可否溢出(默认不行)
# @param isSysMsg 是否系统提示(默认需要)
# @return None
def PlayerAddZhenQi(curPlayer, addValue, canOverbrim=False, isSysMsg=True, eventName="unknown", eventData=""):
    if addValue <= 0:
        return True
    curZhenQi = GetZhenQi(curPlayer)  # 当前真气
    value = curZhenQi + addValue
    if value == curZhenQi:
        #真气值没有改变
        return False
    SetZhenQi(curPlayer, value)
    return True
##玩家减少真气
# @param curPlayer 玩家
# @param lostValue 减少数值
# @return None
def PlayerLostZhenQi(curPlayer, lostValue, eventName="unknown", eventData=""):
    if lostValue <= 0:
        return True
    curZhenQi = GetZhenQi(curPlayer)  # 当前真气
    value = max(0, curZhenQi - lostValue)
    if value < 0:
        GameWorld.ErrLog("curZhenQi = %s, lostValue = %s" % (curZhenQi, lostValue))
        return False
    SetZhenQi(curPlayer, value)
    return True
## SP真气值 - 暂废弃 ExAttr7、ExAttr8 改为专精选择通知,用于前端表现其他玩家的不同专精特效
def GetZhenQi(curPlayer): return 0
def SetZhenQi(curPlayer, totalZhenQi): return
#===============================================================================
# #@warning: ExAttr6~ExAttr10, 新增2个布尔默认参数, 是否通知客户端, 是否通知GameServer, 默认值为False