ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -24,13 +24,13 @@
import ItemCommon
import ReadChConfig
import BuffSkill
import PetControl
import OperControlManager
import PlayerFamily
import ShareDefine
import PlayerViewCache
import PlayerBillboard
import GameServerRefresh
import IPY_PlayerDefine
import IPY_GameWorld
import ChPyNetSendPack
import NetPackCommon
@@ -43,16 +43,11 @@
import GameFuncComm
import IpyGameDataPY
import PyGameData
import PlayerActTurntable
import PlayerCostRebate
import PlayerActLunhuidian
import GY_Query_CrossRealmReg
import OpenServerActivity
import CrossRealmPlayer
import CrossPlayerData
import PlayerActivity
import ChNetSendPack
import PlayerState
import PlayerBeauty
import PlayerOnline
import PlayerTask
import PlayerMail
@@ -232,7 +227,7 @@
#  @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
#---------------------------------------------------------------------
@@ -615,10 +610,6 @@
#    curPlayer.SetIsConfronting(False)
#    #通知客户端 //0进入;其他退出
#    curPlayer.View_PlayerBattle(0, 0, 1)
#
#    #清除战宠仇恨
#    PetControl.ClearFightPetAngry(curPlayer)
#
#    #添加测试信息
#    GameWorld.GodLog(curPlayer, '退出战斗对峙成功')
    return
@@ -879,8 +870,6 @@
    PassiveBuffEffMng.OnPlayerLeaveMap(curPlayer)
    #杀死所有召唤的灵
    KillPlayerSummonNPC(curPlayer)
    #召唤回出战的宠物
    PetControl.ReCallFightPet(curPlayer)
    curPlayer.DeleteMirror()
    return
@@ -958,8 +947,6 @@
    
    PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
    playerID = curPlayer.GetPlayerID()
    if not isDisconnect:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
    #清除地图玩家缓存
    PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
    #移除地图缓存的境界难度玩家ID信息
@@ -1113,9 +1100,6 @@
# @return 返回值无意义
# @remarks 玩家离开服务器
def PlayerLeaveServer(curPlayer, tick):
    #宠物下线逻辑, 这里要进行排行榜, 优先做, 避免玩家光环等属性影响宠物属性失效
    PetControl.DoLogic_PetInfo_OnLeaveServer(curPlayer, tick)
    RecordTodayOnlineTime(curPlayer)
    #清除下线消失的buff, 在更新排行榜之前
    __DisconnectClearBuff(curPlayer, tick)
@@ -1139,40 +1123,8 @@
    #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
@@ -1205,8 +1157,6 @@
    
    FBLogic.DoPlayerChangeMapLogic(curPlayer, tick)
    #summonList = list()
    #召回宠物
    PetControl.ReCallFightPet(curPlayer)
    #1. 删除自己不需要的召唤兽(火焰之灵等)
    #必须用while, 因为在循环中要删除
    # 召唤兽切地图不带过去
@@ -1262,7 +1212,6 @@
    
    GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID())
    if GameWorld.IsCrossServer():
        CrossRealmPlayer.PlayerExitCrossServer(curPlayer)
        return
    
    funcLineID = 0
@@ -1340,74 +1289,6 @@
    return
#---------------------------------------------------------------------
def PlayerEnterCrossServer(curPlayer, mapID, lineID):
    playerID = curPlayer.GetPlayerID()
    GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
    if mapID not in ChConfig.Def_CrossMapIDList:
        return
    tick = GameWorld.GetGameWorld().GetTick()
    lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
    if lastRequestTick and tick - lastRequestTick < 5000:
        GameWorld.DebugLog("    请求进入跨服CD中!", playerID)
        NotifyCode(curPlayer, "RequestEnterCrossServerCD")
        return
    crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
    if crossRegisterMap:
        GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
        return
    if GameWorld.IsCrossServer():
        GameWorld.DebugLog("跨服服务器不允许该操作!")
        return
    if GetCrossMapID(curPlayer):
        GameWorld.ErrLog("玩家当前为跨服状态,不允许再次请求进入跨服!", curPlayer.GetPlayerID())
        return
    if not CrossRealmPlayer.IsCrossServerOpen():
        NotifyCode(curPlayer, "CrossMatching18")
        return
    if GameObj.GetHP(curPlayer) <= 0:
        NotifyCode(curPlayer, "CrossMap4")
        return
    if PlayerState.IsInPKState(curPlayer):
        NotifyCode(curPlayer, "SingleEnterPK", [mapID])
        return
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    if fbIpyData:
        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
        if not fbLineIpyData:
            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
            return
        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
        if ret != ShareDefine.EntFBAskRet_OK:
            return
        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
            NotifyCode(curPlayer, "SingleEnterDefaul")
            return
    # 需要动态分布线路的地图,发送到跨服服务器进行分配
    if mapID in ChConfig.Def_CrossDynamicLineMap:
        extendInfo = {}
        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID, "LV":curPlayer.GetLV()}
        if extendInfo:
            msgDict.update(extendInfo)
        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
    else:
        isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
        if not isSend:
            return
    curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
    return
##玩家进入副本
# @param curPlayer 玩家实例
# @param mapID 地图ID
@@ -2794,14 +2675,13 @@
    elif type_Price == IPY_GameWorld.TYPE_Price_Silver_Paper:
        __PayMoneyAfterBySilverPaper(curPlayer, price)
        
    #转盘活动
    #PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
    #轮回殿
    #PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
    if type_Price == ShareDefine.TYPE_Price_Xiantao:
        # 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 +2692,7 @@
            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)
@@ -2857,22 +2738,25 @@
    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
#  @param price ,货币价格
#  @return None
def __PayMoneyAfterByGoldMoney(curPlayer, type_Price, price, costType, infoDict, costVIPGold):
    # 充值活动玩家消耗元宝处理
    #PlayerGoldAction.PlayerUseGold(curPlayer, price)
    # 消费返利
    if costType not in ChConfig.CostRebate_DisableType:
        PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
    else:
        GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID())
    return
## 付款以后后续操作(金票)
@@ -3401,8 +3285,8 @@
            #aftFreePoint = curPlayer.GetFreePoint()
            if aftLV > befLV:
                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)
@@ -3613,9 +3497,6 @@
        #杀死所有召唤的灵
        KillPlayerSummonNPC(curPlayer)
        #召唤回出战的宠物
        PetControl.ReCallFightPet(curPlayer)
        
        #清空使用技能记录
        curPlayer.ClearUseSkillRec()
@@ -4031,7 +3912,7 @@
    
    if crossActName and crossActIDKey:
        playerActID = curPlayer.NomalDictGetProperty(crossActIDKey)
        actInfo = CrossRealmPlayer.GetPlayerCrossActInfo(curPlayer, crossActName)
        actInfo = {}#GetPlayerCrossActInfo(curPlayer, crossActName)
        actID = actInfo.get(ShareDefine.ActKey_ID, 0)
        cfgID = actInfo.get(ShareDefine.ActKey_CfgID, 0)
        state = actInfo.get(ShareDefine.ActKey_State, 0)
@@ -4318,7 +4199,7 @@
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
@@ -4334,11 +4215,8 @@
def GetFBFuncLineID(curPlayer): return 0
## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID
def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5()
def GetCrossMapID(curPlayer): return 0
def SetCrossMapID(curPlayer, value):
    curPlayer.SetExAttr5(value, False, True)
    if not value:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
    return
## 铜钱点, 支持铜钱超20亿
@@ -4400,19 +4278,7 @@
    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
@@ -4455,9 +4321,8 @@
    #if value < beforeFightPower:
    #    DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
    GameWorld.DebugLog("总战力: %s, beforeFightPower=%s" % (value, beforeFightPower), curPlayer.GetPlayerID())
    #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
    #if beforeFightPower != totalFightPower:
    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
    if beforeFightPower != value:
        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 +4377,6 @@
    #    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
@@ -4788,13 +4611,6 @@
#-------------------------------------------------------------------------------
## 设置玩家字典值, 存库
def NomalDictSetProperty(curPlayer, key, value, dType=0):
    if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \
        [ChConfig.Def_PlayerKey_CrossRegisterMap]:
        playerID = curPlayer.GetPlayerID()
        changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {})
        changeDict[(key, dType)] = value
        PyGameData.g_crossPlayerDictChangeInfo[playerID] = changeDict
    if value == 0:
        curPlayer.NomalDictDelProperty(key, dType)
        return 0