| | |
| | | fbStep = gameFB.GetFBStep()
|
| | | GameWorld.Log("DoEnterFB fbRoomID=%s,playerVSRoomID=%s,fbStep=%s" % (roomID, playerVSRoomID, fbStep), playerID)
|
| | |
|
| | | if gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerID):
|
| | | GameWorld.Log(" 玩家离线保护时间内上线!", playerID)
|
| | | gameFB.SetGameFBDict(GameFBDict_PlayerLeaveTick % playerID, 0)
|
| | | playerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for index in xrange(playerManager.GetPlayerCount()):
|
| | | player = playerManager.GetPlayerByIndex(index)
|
| | | if player and player.GetPlayerID() != curPlayer.GetPlayerID():
|
| | | player.Sync_TimeTick(ChConfig.tttPlayerLeave, 0, 0, True)
|
| | |
|
| | | fbRoundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
|
| | | playerRoundNum = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_RoundNum)
|
| | |
| | | if fbStep >= FB_State_Leave or not roomID or not playerVSRoomID or roomID != playerVSRoomID:
|
| | | PlayerControl.PlayerLeaveFB(curPlayer)
|
| | | return
|
| | | PlayerControl.SetSight(curPlayer, ChConfig.Def_PlayerSight_Default * 3)
|
| | |
|
| | | PlayerControl.SetSight(curPlayer, ChConfig.Def_PlayerSight_Default * 2)
|
| | | # 非战斗阶段,通知动态障碍点
|
| | | if fbStep < FB_State_Fight:
|
| | | FBCommon.SyncDynamicBarrierState(IpyGameDataPY.GetFuncEvalCfg("CrossRealmPKFB", 2), 1, curPlayer) # 准备期间有动态障碍点
|
| | |
| | | fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossRealmPKFB", 1)
|
| | |
|
| | | if fbStep == FB_State_Open:
|
| | | curPlayer.SetFaction(1)
|
| | | gameFB.SetGameFBDict(GameFBDict_FBPlayerID % 1, playerID)
|
| | | gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosX, curPlayer.GetPosX())
|
| | | gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosY, curPlayer.GetPosY())
|
| | | gameFB.SetPlayerGameFBDict(playerID, FBPDict_RoundNum, 1)
|
| | | FBCommon.SetFBStep(FB_State_Waiting, tick)
|
| | | GameWorld.Log(" 第一个进入,设置副本进入等待对手阶段!roomID=%s" % (roomID), playerID)
|
| | | __ResetPlayerState(gameFB, curPlayer, playerID, False)
|
| | | GameWorld.Log(" 第一个进入,阵营1,设置副本进入等待对手阶段!roomID=%s" % (roomID), playerID)
|
| | | __ResetPlayerState(gameFB, curPlayer, playerID)
|
| | | curPlayer.Sync_TimeTick(ChConfig.tttWaitPlayer, 0, fbTimeList[Def_Time_MaxWait] * 1000, True)
|
| | | sendMsg = str([roomID])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "CrossPKRoomOpen", sendMsg, len(sendMsg))
|
| | |
| | | playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
|
| | | playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
|
| | | if not playerIDB and playerIDA != playerID:
|
| | | curPlayer.SetFaction(2)
|
| | | gameFB.SetGameFBDict(GameFBDict_FBPlayerID % 2, playerID)
|
| | | gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosX, curPlayer.GetPosX())
|
| | | gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosY, curPlayer.GetPosY())
|
| | | gameFB.SetPlayerGameFBDict(playerID, FBPDict_RoundNum, 1)
|
| | | GameWorld.Log(" 第二个进入的玩家!roomID=%s" % (roomID), playerID)
|
| | | __ResetPlayerState(gameFB, curPlayer, playerID, False)
|
| | | GameWorld.Log(" 第二个进入的玩家!阵营2,roomID=%s" % (roomID), playerID)
|
| | | __ResetPlayerState(gameFB, curPlayer, playerID)
|
| | |
|
| | | if GameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 2:
|
| | | GameWorld.Log(" 两个人都在,设置副本进入战斗倒计时阶段!roomID=%s" % (roomID), playerID)
|
| | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | gameFB.SetGameFBDict(GameFBDict_PlayerLeaveTick % playerID, tick)
|
| | | GameWorld.Log("玩家战斗阶段下线!playerID=%s,waitPlayerID=%s" % (playerID, playerID))
|
| | | |
| | | ## 通知对方,对手掉线
|
| | | playerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for index in xrange(playerManager.GetPlayerCount()):
|
| | | player = playerManager.GetPlayerByIndex(index)
|
| | | if player and player.GetPlayerID() != curPlayer.GetPlayerID():
|
| | | fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossRealmPKFB", 1)
|
| | | player.Sync_TimeTick(ChConfig.tttPlayerLeave, 0, max(fbTimeList[Def_Time_Protect] * 1000, 0), True)
|
| | | |
| | | return
|
| | |
|
| | | ## 获得副本帮助信息
|
| | |
| | | nextRoundNum = gameFB.GetGameFBDictByKey(FB_RoundNum) + 1
|
| | | gameFB.SetGameFBDict(FB_RoundNum, nextRoundNum)
|
| | |
|
| | | isWinnerResetState = False
|
| | | copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for i in xrange(copyMapPlayerManager.GetPlayerCount()):
|
| | | player = copyMapPlayerManager.GetPlayerByIndex(i)
|
| | |
| | | ChPlayer.PlayerRebornByType(player, ChConfig.rebornType_System, tick)
|
| | | __ResetPlayerState(gameFB, player, playerID)
|
| | | else:
|
| | | if isWinnerResetState:
|
| | | __ResetPlayerState(gameFB, player, playerID)
|
| | | __ResetPlayerState(gameFB, player, playerID, False)
|
| | |
|
| | | FBCommon.Notify_FBHelp(player, helpDict)
|
| | |
|
| | |
| | | __DoFBPKAllOver(winner, winnerID, loser, loserID, overType, tick)
|
| | | return
|
| | |
|
| | | def __ResetPlayerState(gameFB, player, playerID, resetPos=True):
|
| | | if resetPos:
|
| | | def __ResetPlayerState(gameFB, player, playerID, resetAttr=True):
|
| | | posX = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_ResetPosX)
|
| | | posY = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_ResetPosY)
|
| | | player.ResetPos(posX, posY)
|
| | |
|
| | | if not resetAttr:
|
| | | return
|
| | | |
| | | if player.GetHP() != player.GetMaxHP():
|
| | | player.SetHP(player.GetMaxHP())
|
| | |
|