| | |
| | | import PlayerState
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| | | import QuestCommon
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| | | import PlayerDogz
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| | | import ChPlayer
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| | | import GMShell
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| | |
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| | | import random
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| | |
| | | #---同地图ID, 同分线, 仅切换坐标---
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| | | #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
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| | | if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
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| | | #重置坐标
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| | | GameWorld.ResetPlayerPos(curPlayer, posX, posY)
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| | | if exData1:
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| | | #boss的用move,通知前端,由前端发起move
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| | | ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
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| | | else:
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| | | #重置坐标
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| | | GameWorld.ResetPlayerPos(curPlayer, posX, posY)
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| | | #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff
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| | | SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
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| | | return
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| | |
| | | # 非常规地图之间的切换不处理
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| | | if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
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| | | return tagLineID
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| | | tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
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| | | tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
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| | |
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| | | playerID = curPlayer.GetPlayerID()
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| | | playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
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| | |
| | | GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID)
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| | |
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| | | if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
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| | | bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
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| | | bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
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| | | if bossShuntLineID != -1:
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| | | tick = GameWorld.GetGameWorld().GetTick()
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| | | GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
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| | |
| | | GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
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| | | return shuntLineID
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| | |
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| | | def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
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| | | def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
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| | | '''获取目标地图boss分流线路
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| | | 根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
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| | | 队伍无视任何规则,默认分配到队伍队员多的那条线
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| | | 根据人数分流玩家,优先分配到活着的线路
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| | | 队伍无视任何规则,默认分配到队伍队员多的那条线
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| | | |
| | | 前端:
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| | | 1.在中立地图的时候,显示当前线路BOSS的状态
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| | | 2.在常规地图的时候,显示玩家击杀BOSS的CD时间
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| | | 3.本地图不换线,60秒规则保持不变
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| | | 4.进入BOSS区域里,刷新BOSS状态
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| | | |
| | | 玩家在非中立地图:
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| | | 本地图不换线,60秒规则保持不变()
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| | | |
| | | 玩家在中立地图
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| | | 没有60秒规则
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| | | 直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move)
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| | | '''
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| | | playerID = curPlayer.GetPlayerID()
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| | | playerTeamID = curPlayer.GetTeamID()
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| | |
| | | hurtTeamLineID = -1
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| | | hurtTeamMemCount = -1
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| | |
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| | | emptyLineID = -1
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| | | bossLinePlayerCntList = []
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| | | bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
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| | |
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| | | deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
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| | | bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
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| | | bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
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| | |
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| | | GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" |
| | | % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID)
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| | | haveAliveLine = False # 是否有活着的线路
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| | | activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
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| | |
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| | | GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" |
| | | % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID)
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| | | if tagMapID in activityMapLineDict:
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| | | activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
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| | | # 非1线的活动线路不参与分流
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| | | if activityLineID != 0 and activityLineID in lineIDList:
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| | | lineIDList.remove(activityLineID)
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| | | GameWorld.DebugLog(" 非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
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| | | |
| | | for lineID in lineIDList:
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| | | key = (mapID, lineID)
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| | | key = (tagMapID, lineID)
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| | | # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
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| | | shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
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| | | playerCount = 0
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| | | teamPlayerCount = 0
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| | | for shuntInfo in shuntPlayerDict.values():
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| | | for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
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| | | bossID = shuntInfo[0]
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| | | if npcID != bossID:
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| | | continue
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| | | playerCount += 1
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| | | shuntTeamID = shuntInfo[1]
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| | | if playerTeamID and playerTeamID == shuntTeamID:
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| | | if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
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| | | teamPlayerCount += 1
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| | |
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| | | if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
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| | | hurtTeamMemCount = teamPlayerCount
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| | | hurtTeamLineID = lineID
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| | |
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| | | lineBossState = lineID not in deadLineList # 当前线路boss状态
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| | | if bossState != lineBossState:
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| | | GameWorld.DebugLog(" lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
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| | | continue
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| | | lineIsAlive = bossLineStateDict.get(lineID, 0)
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| | | lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
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| | | emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
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| | | if not playerCount and emptyLineID == -1:
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| | | emptyLineID = lineID
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| | | linePlayerCountList.append([playerCount, lineID])
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| | | bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
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| | |
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| | | GameWorld.DebugLog(" lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
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| | | |
| | | if not playerCount:
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| | | if emptyLineID < 0:
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| | | emptyLineID = lineID
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| | | else:
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| | | bossLinePlayerCntList.append([playerCount, lineID])
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| | | if not lineBossIsDead:
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| | | haveAliveLine = True
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| | |
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| | | GameWorld.DebugLog(" lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
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| | | |
| | | if hurtTeamLineID >= 0:
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| | | GameWorld.DebugLog(" 分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
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| | | return hurtTeamLineID
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| | |
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| | | if not bossLinePlayerCntList:
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| | | GameWorld.DebugLog(" 没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
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| | | return emptyLineID
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| | | if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
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| | | GameWorld.DebugLog(" 中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
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| | | return curLineID
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| | |
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| | | bossLinePlayerCntList.sort() # 升序
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| | | playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
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| | | shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
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| | | GameWorld.DebugLog(" boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
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| | | emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
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| | | linePlayerCountList.sort() # 升序
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| | | playerCount, minPlayerCntLineID = linePlayerCountList[0]
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| | | bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
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| | | if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
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| | | GameWorld.DebugLog(" 分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
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| | | GameWorld.DebugLog(" 分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
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| | | return emptyLineID
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| | |
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| | | GameWorld.DebugLog(" 分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" |
| | | % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
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| | | GameWorld.DebugLog(" 分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" |
| | | % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
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| | | return minPlayerCntLineID
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| | |
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| | | #---------------------------------------------------------------------
|