xdh
2018-10-25 6366979426fccd97c0cb0bd384ada3a8b9843a24
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py
@@ -340,7 +340,8 @@
    #邀请组队的时候,双方都有队伍不处理
    if curPlayerTeam != None and tagPlayerTeam != None:
        #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  -   -
        PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        #PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick)
        return
    
    if tagPlayerTeam == None:
@@ -445,7 +446,7 @@
    GameWorld.DebugLog("邀请组队, tagMapID=%s,tagMapEx=%s,tagPlayerID=%s" % (tagMapID, tagMapEx, tagPlayerID), curPlayerID)
    
    isTjg = PlayerControl.GetIsTJG(tagPlayer)
    if isTjg or not IsTeamInvateNeedCheck(tagPlayer):
    if (isTjg or not IsTeamInvateNeedCheck(tagPlayer)) and not tagPlayer.GetTeamID():
        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" 
                           % (tagPlayerID, isTjg), curPlayerID)
        DoPlayerJoinTeam(tagPlayer, curPlayer, curPlayerTeam, tick, curPlayer)
@@ -654,7 +655,7 @@
        return
    
    #双方的队伍
    curPlayerTeam = curPlayer.GetTeam()
    #curPlayerTeam = curPlayer.GetTeam()
    tagPlayerTeam = tagPlayer.GetTeam()
    
    if tagPlayerTeam == None:
@@ -662,10 +663,12 @@
        PlayerControl.NotifyCode(curPlayer, "TeamNoExist")
        return
    
    if curPlayerTeam != None:
        #InviteEnterLost02  组队失败,双方都有队伍!
        PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        return
    #===============================================================================================
    # if curPlayerTeam != None:
    #    #InviteEnterLost02  组队失败,双方都有队伍!
    #    PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
    #    return
    #===============================================================================================
    
    #组队类型
    #teamType = sendPack.GetTeamType()
@@ -802,11 +805,15 @@
    
    #玩家本身有队伍时
    if joinPlayer.GetTeam():
        if notifyPlayer:
            # AcceptTeamLost 该玩家已有队伍
            PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost")
        return
        #===========================================================================================
        # if notifyPlayer:
        #    # AcceptTeamLost 该玩家已有队伍
        #    PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost")
        # return
        #===========================================================================================
        #先退队
        DoPlayerLeaveTeam(joinPlayer, joinPlayer.GetTeam(), tick)
    teamID = tagTeam.GetTeamID()
    GameWorld.Log("%s(%d)加入队伍 %s(%d), teamID=%s!" % (joinPlayer.GetName(), joinPlayer.GetPlayerID(), 
                                                     teamPlayer.GetName(), teamPlayer.GetPlayerID(), teamID))
@@ -1505,7 +1512,7 @@
    playerMgr = GameWorld.GetPlayerManager()
    
    scenePlayerIDDict = GetScenePlayerIDDict()
    scenePlayerIDList = scenePlayerIDDict.get(mapID, [])
    scenePlayerIDList = copy.deepcopy(scenePlayerIDDict.get(mapID, []))
    # 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
    if len(scenePlayerIDList) > Def_SyncPlayerCount:
        playerIDSortList = []
@@ -1516,9 +1523,13 @@
            player = playerMgr.FindPlayerByID(playerID)
            if not player:
                continue
            if player.GetTeamID():
                # 有队伍的不推荐
            if PlayerControl.GetIsTJG(player):
                continue
            if not __CheckCanTeamComm(player):
                continue
            #if player.GetTeamID():
            #    # 有队伍的不推荐
            #    continue
            playerLV = player.GetLV()
            playerIDSortList.append([abs(curPlayerLV - playerLV), -playerLV, playerID])
        playerIDSortList.sort() # 等级差绝对值升序排, 绝对值相同的等级高的排前面
@@ -1536,9 +1547,13 @@
        player = playerMgr.FindPlayerByID(playerID)
        if not player:
            continue
        if player.GetTeamID():
            # 有队伍的不推荐
        if PlayerControl.GetIsTJG(player):
            continue
        if not __CheckCanTeamComm(player):
            continue
        #if player.GetTeamID():
        #    # 有队伍的不推荐
        #    continue
        count += 1
        nearbyPlayer = ChPyNetSendPack.tagGCRecommendNearbyPlayer()
        nearbyPlayer.PlayerID = playerID
@@ -2028,6 +2043,11 @@
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    
    packTagMapID = clientData.TagMapID
    # 发2时代表助战匹配
    if packTagMapID == 2:
        __DoMatchHelpFightTeam(curPlayer, tick)
        return
    tagMapEx = clientData.TagMapEx
    tagMapID = packTagMapID
    curMapID = curPlayer.GetMapID()
@@ -2240,6 +2260,73 @@
        PlayerControl.NotifyCode(curPlayer, "TeamMatchingSucceed")
    return
def __DoMatchHelpFightTeam(curPlayer, tick):
    ''' 一次性匹配需要助战的队伍,满足队伍条件自动加入匹配队伍
            按以下优先级加入:
        大境界渡劫    > 所有宗门试炼  > 所有娲皇遗迹  > 混乱妖域
        自己有队伍时发送助战喊话不执行此逻辑
    '''
    curTeam = curPlayer.GetTeam()
    if curTeam:
        return
    matchingTeamDict = PyGameData.g_matchingTeamDict
    GameWorld.DebugLog("__DoMatchHelpFightTeam matchingTeamDict=%s" % (matchingTeamDict), curPlayer.GetPlayerID())
    if not matchingTeamDict:
        return
    playerLV = curPlayer.GetLV()
    matchMapIDList = [ChConfig.Def_FBMapID_DuJie, ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_QueenRelics, ChConfig.Def_FBMapID_ChaosDemon]
    teamMgr = GameWorld.GetTeamManager()
    for matchMapID in matchMapIDList:
        matchTeamInfoList = []
        for key, teamIDList in matchingTeamDict.items():
            tagMapID, tagMapEx = key
            if tagMapID != matchMapID:
                continue
            for teamID in teamIDList:
                team = teamMgr.FindTeam(teamID)
                if not team:
                    continue
                reqMinLV = team.GetReqMinLV()
                reqMaxLV = team.GetReqMaxLV()
                if not (reqMinLV <= playerLV <= reqMaxLV):
                    continue
                onLineCount = CheckTeamOnLineCount(team)
                # 优先级: 人数多的 > 线路简单的 > 队伍人数多的 ...
                matchTeamInfoList.append([onLineCount, 999999 - tagMapEx, team.GetTeamPlayerCount(), teamID, team])
        if not matchTeamInfoList:
            GameWorld.DebugLog("    没有满足助战等级条件匹配中的队伍: matchMapID=%s" % (matchMapID))
            continue
        matchTeamInfoList.sort(reverse=True) # 倒序排
        GameWorld.DebugLog("    匹配队伍顺序: matchMapID=%s,%s" % (matchMapID, matchTeamInfoList))
        joinTeamID = 0
        for teamInfo in matchTeamInfoList:
            team = teamInfo[-1]
            if not team:
                continue
            leader = GetTeamLeader(team)
            if not leader:
                continue
            if DoPlayerJoinTeam(curPlayer, leader, team, tick, isAutoMatchJoin=False):
                joinTeamID  = team.GetTeamID()
                break
        GameWorld.DebugLog("        joinTeamID=%s" % joinTeamID)
        if joinTeamID:
            break
    return
#// B9 08 取消匹配队伍或玩家 #tagCGCancelMatchTeam
#
@@ -2587,6 +2674,7 @@
                curPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamAsk", resultName, len(resultName))
            # 多人队伍,队伍加入准备队列,通知队员准备
            else:
                DelTeamIDFromMatchingList(curTeam) # 进入准备阶段停止匹配
                GameWorld.DebugLog("队伍验证通过,通知队员准备进入副本: memStateDict=%s" % memStateDict, playerID)
                PyGameData.g_prepareTeamDict[teamID] = [retAskMapID, retAskMapEx, memStateDict, tick]
                SyncTeamEnterFBPrepareInfo(curTeam, retAskMapID, retAskMapEx, memStateDict)