| | |
| | | import PlayerViewCache
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| | | import PlayerBillboard
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| | | import GameServerRefresh
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| | | import IPY_PlayerDefine
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| | | import IPY_GameWorld
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| | | import ChPyNetSendPack
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| | | import NetPackCommon
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| | |
| | | # @remarks
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| | | def FamilyNotify(familyID, msgMark, msgParamList=[]):
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| | | #GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(0, familyID, msgMark, __GetNotifyCodeList(msgParamList))
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| | | PlayerFamily.NotifyAllFamilyMemberMsg(familyID, msgMark, msgParamList)
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| | | #PlayerFamily.NotifyAllFamilyMemberMsg(familyID, msgMark, msgParamList)
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| | | return
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| | |
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| | | #---------------------------------------------------------------------
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| | |
| | | #召唤兽死亡
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| | | KillPlayerSummonNPC(curPlayer)
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| | | #更新从本地图离线信息
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| | | PyGameData.g_disconnectPlayer[curPlayer.GetPlayerID()] = [tick, curPlayer.GetPosX(), curPlayer.GetPosY()]
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| | | GameWorld.DebugLog("玩家从本地图离线: %s" % PyGameData.g_disconnectPlayer, curPlayer.GetPlayerID())
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| | | GameWorld.DebugLog("玩家从本地图离线", curPlayer.GetPlayerID())
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| | | return
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| | |
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| | | def GetPlayerLeaveServerTick(playerID):
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| | | # 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
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| | | # 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
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| | | if playerID not in PyGameData.g_disconnectPlayer:
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| | | return 0
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| | | return PyGameData.g_disconnectPlayer[playerID][0]
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| | |
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| | | def GetPlayerLeaveServerPos(playerID):
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| | | # 获取玩家从本地图中离线时的坐标
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| | | # 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
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| | | # @return: posX, posY
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| | | if playerID not in PyGameData.g_disconnectPlayer:
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| | | return 0, 0
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| | | return PyGameData.g_disconnectPlayer[playerID][1:3]
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| | |
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| | | def RemoveTimeoutLeaveServerPlayerInfo(tick):
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| | | # 暂定每天凌晨5点执行一次
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| | | for playerID, leaveInfo in PyGameData.g_disconnectPlayer.items():
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| | | leaveTick = leaveInfo[0]
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| | | if tick - leaveTick > 3600000: # 清除超时1小时的记录
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| | | PyGameData.g_disconnectPlayer.pop(playerID)
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| | | return
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| | |
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| | | def RemoveLeaveServerPlayerInfo(playerID):
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| | | # 上线移除在本地图下线的记录
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| | | if playerID in PyGameData.g_disconnectPlayer:
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| | | PyGameData.g_disconnectPlayer.pop(playerID)
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| | | GameWorld.DebugLog("进入本地图,移除上次在本地图离线记录!", playerID)
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| | | return
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| | |
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| | |
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| | | ##清除回收战
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| | | # @param None
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| | |
| | | curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
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| | | #PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
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| | | PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
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| | | ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_LV) # 等级
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| | |
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| | | #if aftFreePoint > befFreePoint:
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| | | # curPlayer.SetFreePoint(aftFreePoint)
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| | |
| | | def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
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| | | def SetTitleID(curPlayer, titleID):
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| | | curPlayer.SetExAttr3(titleID, False, False)
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| | | PlayerFamily.RefreshFamilyMember(curPlayer)
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| | | ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_ExAttr3) # 称号
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| | | return
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| | |
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| | | ## 协助目标玩家ID
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| | |
| | | return
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| | |
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| | | ## 玩家所属服务器组ID
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| | | def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13()
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| | | def UpdPlayerServerGroupID(curPlayer):
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| | | # 更新自己的服务器组ID, 跨服服务器不处理
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| | | if GameWorld.IsCrossServer():
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| | | return
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| | | serverGroupID = GameWorld.GetServerGroupID()
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| | | if not serverGroupID:
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| | | return
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| | | playerServerGroupID = curPlayer.GetExAttr13()
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| | | if playerServerGroupID != serverGroupID:
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| | | curPlayer.SetExAttr13(serverGroupID, False, True)
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| | | GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
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| | | return
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| | | def GetPlayerServerGroupID(curPlayer): return 0
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| | |
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| | | # 境界难度等级
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| | | def GetRealmDifficulty(curPlayer): return 0
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| | |
| | | #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
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| | | #if beforeFightPower != totalFightPower:
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| | | # CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
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| | | ChPlayer.OnPlayerBaseInfoChange(curPlayer, IPY_PlayerDefine.CDBPlayerRefresh_FightPower) # 战力
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| | | return
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| | |
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| | | ## 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
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