| | |
| | | #注册玩家离开副本时间
|
| | | gameFBMgr.SetPlayerLogoffTick(0)
|
| | |
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_EnterMap, 1, [gameMapID])
|
| | | |
| | | if gameFBMgr.HaveFBPlayer(curPlayerID):
|
| | | #已经注册了这个玩家, 不清除已注册的玩家的字典信息
|
| | | return
|
| | |
| | | #注册进入这个副本的玩家
|
| | | gameFBMgr.AddFBPlayer(curPlayerID)
|
| | |
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_EnterMap, 1, [gameMapID])
|
| | | return
|
| | |
|
| | | def DoEnterFB(curPlayer, tick):
|
| | |
| | | def PlayerLoginInFBCheck(curPlayer, tick):
|
| | | gameMap = GameWorld.GetMap()
|
| | | #如果此地图是自动释放的, 需要检查这个玩家
|
| | | if gameMap.GetMapFBType() in [IPY_GameWorld.fbtNull, IPY_GameWorld.fbtCrossVSRoom]:
|
| | | if gameMap.GetMapFBType() in [IPY_GameWorld.fbtNull]:
|
| | | return False
|
| | | |
| | | #跨服服务器是直接注册的地图ID数据,地图肯定没有该玩家,所以不判断
|
| | | if GameWorld.IsCrossServer():
|
| | | return False
|
| | |
|
| | | #玩家 在副本中,并且副本不踢出玩家下线
|
| | |
| | | # @return mapID
|
| | | # @remarks 函数详细说明.
|
| | | def __GetFBLogic_MapID(mapID):
|
| | | #ManorWarMapIDList = ReadChConfig.GetEvalChConfig("ManorWarMapID") |
| | | #if mapID in ManorWarMapIDList:
|
| | | # return 'ManorWar'
|
| | | mapID = FBCommon.GetRecordMapID(mapID)
|
| | | for key, value in ChConfig.Def_FB_MapID.items():
|
| | | if mapID in value:
|