| | |
| | | #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:
|
| | |
| | | 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)
|
| | |
| | | return
|
| | |
|
| | | #双方的队伍
|
| | | curPlayerTeam = curPlayer.GetTeam() |
| | | #curPlayerTeam = curPlayer.GetTeam() |
| | | tagPlayerTeam = tagPlayer.GetTeam()
|
| | |
|
| | | if tagPlayerTeam == None:
|
| | |
| | | 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()
|
| | |
| | |
|
| | | #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))
|
| | |
| | | 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 = []
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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()
|
| | |
| | | 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
|
| | | #
|
| | |
| | | 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)
|