hxp
2018-09-26 0a17e139006a7e19bc3a100fa394ad7d9b4bb716
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -87,6 +87,7 @@
import PlayerState
import QuestCommon
import PlayerDogz
import ChPlayer
import GMShell
import random
@@ -308,34 +309,38 @@
    return
#---------------------------------------------------------------------
def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]):
def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
    '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
    @param mailTypeKey: 邮件模板key
    @param batchPlayerIDList: [playerIDList, playerIDList, ...]
    @param batchAddItemList: [addItemList, addItemList, ...]
    @param batchParamList: [paramList, paramList, ...]
    @param batchGold: [batchGold, batchGold, ...]
    @param batchGold: [batchGoldPaper, batchGoldPaper, ...]
    @param batchGold: [batchSilver, batchSilver, ...]
    @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
    @param batchSilver: [batchSilver, batchSilver, ...]
    @param batchDetail: [记录邮件流向用, ...]
    '''
    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver])
    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
    GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" 
                  % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
    return
def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0):
def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
    '''
    @param detail: 记录邮件流向用
    '''
    if not mailTypeKey:
        mailTypeKey = ShareDefine.DefaultLackSpaceMailType
    
    content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver)
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
    return
## 功能发放物品补偿/奖励邮件
#  @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
#  @return
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0):
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
    if not playerIDList:
        return
    
@@ -377,7 +382,7 @@
    for key, itemCnt in itemCountDict.items():
        itemID, isBind = key
        combineItemList.append((itemID, itemCnt, isBind))
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver]
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
    return True
@@ -2022,8 +2027,12 @@
    #---同地图ID, 同分线, 仅切换坐标---
    #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
    if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
        #重置坐标
        GameWorld.ResetPlayerPos(curPlayer, posX, posY)
        if exData1:
            #boss的用move,通知前端,由前端发起move
            ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
        else:
            #重置坐标
            GameWorld.ResetPlayerPos(curPlayer, posX, posY)
        #@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
        SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
        return
@@ -2059,7 +2068,7 @@
    # 非常规地图之间的切换不处理
    if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
        return tagLineID
    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
    
    playerID = curPlayer.GetPlayerID()
    playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
@@ -2076,7 +2085,7 @@
            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)
            
        if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
            bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
            bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
            if bossShuntLineID != -1:
                tick = GameWorld.GetGameWorld().GetTick()
                GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
@@ -2165,10 +2174,23 @@
    GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
    return shuntLineID
def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
    '''获取目标地图boss分流线路
    根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
    队伍无视任何规则,默认分配到队伍队员多的那条线
                根据人数分流玩家,优先分配到活着的线路
                队伍无视任何规则,默认分配到队伍队员多的那条线
                前端:
        1.在中立地图的时候,显示当前线路BOSS的状态
        2.在常规地图的时候,显示玩家击杀BOSS的CD时间
        3.本地图不换线,60秒规则保持不变
        4.进入BOSS区域里,刷新BOSS状态
                玩家在非中立地图:
                本地图不换线,60秒规则保持不变()
                玩家在中立地图
                没有60秒规则
                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)
    '''
    playerID = curPlayer.GetPlayerID()
    playerTeamID = curPlayer.GetTeamID()
@@ -2176,65 +2198,75 @@
    hurtTeamLineID = -1
    hurtTeamMemCount = -1
    
    emptyLineID = -1
    bossLinePlayerCntList = []
    bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
    
    deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
    bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
    bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
    
    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)
    haveAliveLine = False # 是否有活着的线路
    activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
    
    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)
    if tagMapID in activityMapLineDict:
        activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
        # 非1线的活动线路不参与分流
        if activityLineID != 0 and activityLineID in lineIDList:
            lineIDList.remove(activityLineID)
            GameWorld.DebugLog("    非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
    for lineID in lineIDList:
        key = (mapID, lineID)
        key = (tagMapID, lineID)
        # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
        shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
        playerCount = 0
        teamPlayerCount = 0
        for shuntInfo in shuntPlayerDict.values():
        for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
            bossID = shuntInfo[0]
            if npcID != bossID:
                continue
            playerCount += 1
            shuntTeamID = shuntInfo[1]
            if playerTeamID and playerTeamID == shuntTeamID:
            if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
                teamPlayerCount += 1
        
        if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
            hurtTeamMemCount = teamPlayerCount
            hurtTeamLineID = lineID
            
        lineBossState = lineID not in deadLineList # 当前线路boss状态
        if bossState != lineBossState:
            GameWorld.DebugLog("    lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s"
                           % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
            continue
        lineIsAlive = bossLineStateDict.get(lineID, 0)
        lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
        emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
        if not playerCount and emptyLineID == -1:
            emptyLineID = lineID
        linePlayerCountList.append([playerCount, lineID])
        bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
        
        GameWorld.DebugLog("    lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s"
                           % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
        if not playerCount:
            if emptyLineID < 0:
                emptyLineID = lineID
        else:
            bossLinePlayerCntList.append([playerCount, lineID])
        if not lineBossIsDead:
            haveAliveLine = True
            
        GameWorld.DebugLog("    lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s"
                           % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
    if hurtTeamLineID >= 0:
        GameWorld.DebugLog("    分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
        return hurtTeamLineID
    
    if not bossLinePlayerCntList:
        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)
        return emptyLineID
    if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
        GameWorld.DebugLog("    中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
        return curLineID
    
    bossLinePlayerCntList.sort() # 升序
    playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
    shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
    GameWorld.DebugLog("    boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
    emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
    linePlayerCountList.sort() # 升序
    playerCount, minPlayerCntLineID = linePlayerCountList[0]
    bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
    if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
        GameWorld.DebugLog("    分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
        GameWorld.DebugLog("    分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
        return emptyLineID
    
    GameWorld.DebugLog("    分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s"
                       % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
    GameWorld.DebugLog("    分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s"
                       % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
    return minPlayerCntLineID
#---------------------------------------------------------------------
@@ -3399,6 +3431,7 @@
        
        OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
        PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
        
        #其他需作为公式参数的系数
        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
@@ -5398,10 +5431,11 @@
    fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
    
    actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \
        and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0):
        fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0)
    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State):
        actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID))
        if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
            fightExpRate += actExpIpyData.GetAddExpRate()
    if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
        fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
    
@@ -5518,6 +5552,7 @@
def SetGMForbidenTalk(curPlayer, value):
    curPlayer.SetGMForbidenTalk(value)
    curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
    return
@@ -6059,7 +6094,10 @@
## 对怪物伤害加成
def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
def SetNPCHurtAddPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False)
#---职业伤害加成---
## 目标战士伤害加成
def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
@@ -6132,8 +6170,9 @@
    
## 最终伤害百分比
def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
def SetFinalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
def SetFinalHurtPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):