|  |  |  | 
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|  |  |  | #邀请组队的时候,双方都有队伍不处理 | 
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|  |  |  | if curPlayerTeam != None and tagPlayerTeam != None: | 
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|  |  |  | #InviteEnterLost02  <n color="255,255,0">`o很抱歉,目标玩家已在他人队伍中,邀请入队失败!</n>  25  -   - | 
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|  |  |  | PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") | 
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|  |  |  | #PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") | 
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|  |  |  | InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick) | 
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|  |  |  | return | 
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|  |  |  |  | 
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|  |  |  | if tagPlayerTeam == None: | 
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|  |  |  | 
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|  |  |  | GameWorld.DebugLog("邀请组队, tagMapID=%s,tagMapEx=%s,tagPlayerID=%s" % (tagMapID, tagMapEx, tagPlayerID), curPlayerID) | 
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|  |  |  |  | 
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|  |  |  | isTjg = PlayerControl.GetIsTJG(tagPlayer) | 
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|  |  |  | if isTjg or not IsTeamInvateNeedCheck(tagPlayer): | 
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|  |  |  | if (isTjg or not IsTeamInvateNeedCheck(tagPlayer)) and not tagPlayer.GetTeamID(): | 
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|  |  |  | GameWorld.DebugLog("被邀请的玩家处于脱机状态或不需要审核的,直接入队! tagPlayerID=%s,isTjg=%s" | 
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|  |  |  | % (tagPlayerID, isTjg), curPlayerID) | 
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|  |  |  | DoPlayerJoinTeam(tagPlayer, curPlayer, curPlayerTeam, tick, curPlayer) | 
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|  |  |  | 
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|  |  |  | return | 
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|  |  |  |  | 
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|  |  |  | #双方的队伍 | 
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|  |  |  | curPlayerTeam = curPlayer.GetTeam() | 
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|  |  |  | #curPlayerTeam = curPlayer.GetTeam() | 
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|  |  |  | tagPlayerTeam = tagPlayer.GetTeam() | 
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|  |  |  |  | 
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|  |  |  | if tagPlayerTeam == None: | 
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|  |  |  | 
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|  |  |  | PlayerControl.NotifyCode(curPlayer, "TeamNoExist") | 
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|  |  |  | return | 
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|  |  |  |  | 
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|  |  |  | if curPlayerTeam != None: | 
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|  |  |  | #InviteEnterLost02  组队失败,双方都有队伍! | 
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|  |  |  | PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") | 
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|  |  |  | return | 
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|  |  |  | #=============================================================================================== | 
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|  |  |  | # if curPlayerTeam != None: | 
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|  |  |  | #    #InviteEnterLost02  组队失败,双方都有队伍! | 
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|  |  |  | #    PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") | 
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|  |  |  | #    return | 
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|  |  |  | #=============================================================================================== | 
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|  |  |  |  | 
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|  |  |  | #组队类型 | 
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|  |  |  | #teamType = sendPack.GetTeamType() | 
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|  |  |  | 
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|  |  |  |  | 
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|  |  |  | #玩家本身有队伍时 | 
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|  |  |  | if joinPlayer.GetTeam(): | 
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|  |  |  | if notifyPlayer: | 
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|  |  |  | # AcceptTeamLost 该玩家已有队伍 | 
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|  |  |  | PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost") | 
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|  |  |  | return | 
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|  |  |  |  | 
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|  |  |  | #=========================================================================================== | 
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|  |  |  | # if notifyPlayer: | 
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|  |  |  | #    # AcceptTeamLost 该玩家已有队伍 | 
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|  |  |  | #    PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost") | 
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|  |  |  | # return | 
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|  |  |  | #=========================================================================================== | 
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|  |  |  | #先退队 | 
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|  |  |  | DoPlayerLeaveTeam(joinPlayer, joinPlayer.GetTeam(), tick) | 
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|  |  |  |  | 
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|  |  |  | teamID = tagTeam.GetTeamID() | 
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|  |  |  | GameWorld.Log("%s(%d)加入队伍 %s(%d), teamID=%s!" % (joinPlayer.GetName(), joinPlayer.GetPlayerID(), | 
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|  |  |  | teamPlayer.GetName(), teamPlayer.GetPlayerID(), teamID)) | 
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|  |  |  | 
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|  |  |  | playerMgr = GameWorld.GetPlayerManager() | 
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|  |  |  |  | 
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|  |  |  | scenePlayerIDDict = GetScenePlayerIDDict() | 
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|  |  |  | scenePlayerIDList = scenePlayerIDDict.get(mapID, []) | 
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|  |  |  | scenePlayerIDList = copy.deepcopy(scenePlayerIDDict.get(mapID, [])) | 
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|  |  |  | # 场景队伍数超过同步的个数才进行排序,否则直接同步给客户端,由客户端自行排序 | 
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|  |  |  | if len(scenePlayerIDList) > Def_SyncPlayerCount: | 
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|  |  |  | playerIDSortList = [] | 
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|  |  |  | 
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|  |  |  | player = playerMgr.FindPlayerByID(playerID) | 
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|  |  |  | if not player: | 
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|  |  |  | continue | 
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|  |  |  | if player.GetTeamID(): | 
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|  |  |  | # 有队伍的不推荐 | 
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|  |  |  | if PlayerControl.GetIsTJG(player): | 
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|  |  |  | continue | 
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|  |  |  | if not __CheckCanTeamComm(player): | 
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|  |  |  | continue | 
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|  |  |  | #if player.GetTeamID(): | 
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|  |  |  | #    # 有队伍的不推荐 | 
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|  |  |  | #    continue | 
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|  |  |  | playerLV = player.GetLV() | 
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|  |  |  | playerIDSortList.append([abs(curPlayerLV - playerLV), -playerLV, playerID]) | 
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|  |  |  | playerIDSortList.sort() # 等级差绝对值升序排, 绝对值相同的等级高的排前面 | 
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|  |  |  | 
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|  |  |  | player = playerMgr.FindPlayerByID(playerID) | 
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|  |  |  | if not player: | 
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|  |  |  | continue | 
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|  |  |  | if player.GetTeamID(): | 
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|  |  |  | # 有队伍的不推荐 | 
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|  |  |  | if PlayerControl.GetIsTJG(player): | 
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|  |  |  | continue | 
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|  |  |  | if not __CheckCanTeamComm(player): | 
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|  |  |  | continue | 
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|  |  |  | #if player.GetTeamID(): | 
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|  |  |  | #    # 有队伍的不推荐 | 
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|  |  |  | #    continue | 
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|  |  |  | count += 1 | 
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|  |  |  | nearbyPlayer = ChPyNetSendPack.tagGCRecommendNearbyPlayer() | 
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|  |  |  | nearbyPlayer.PlayerID = playerID | 
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|  |  |  | 
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|  |  |  | curPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamAsk", resultName, len(resultName)) | 
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|  |  |  | # 多人队伍,队伍加入准备队列,通知队员准备 | 
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|  |  |  | else: | 
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|  |  |  | DelTeamIDFromMatchingList(curTeam) # 进入准备阶段停止匹配 | 
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|  |  |  | GameWorld.DebugLog("队伍验证通过,通知队员准备进入副本: memStateDict=%s" % memStateDict, playerID) | 
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|  |  |  | PyGameData.g_prepareTeamDict[teamID] = [retAskMapID, retAskMapEx, memStateDict, tick] | 
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|  |  |  | SyncTeamEnterFBPrepareInfo(curTeam, retAskMapID, retAskMapEx, memStateDict) | 
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