xdh
2018-10-25 6366979426fccd97c0cb0bd384ada3a8b9843a24
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -1316,15 +1316,17 @@
def GetPlayerLeaveServerTick(playerID):
    # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制
    # 注: 返回值为None时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
    # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
    if playerID not in PyGameData.g_disconnectPlayer:
        return
        return 0
    return PyGameData.g_disconnectPlayer[playerID][0]
def GetPlayerLeaveServerPos(playerID):
    # 获取玩家从本地图中离线时的坐标
    # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用
    # @return: posX, posY
    if playerID not in PyGameData.g_disconnectPlayer:
        return
        return 0, 0
    return PyGameData.g_disconnectPlayer[playerID][1:3]
def RemoveTimeoutLeaveServerPlayerInfo(tick):
@@ -3318,18 +3320,33 @@
# @remarks 获得玩家升级, 获得的属性点
def GetLvUp_AddPoint(curPlayer):
    curPlayerID = curPlayer.GetID()
    curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
    curLV = curPlayer.GetLV() # 当前等级
    
    addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1)
    addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt]
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
    
    if addPoint == None:
        raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID))
        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
        return
    
    return int(addPoint)
def DoAddPointOpen(curPlayer):
    '''加点功能开启 处理给自由属性点及老号处理
                    清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
    beforeFreePoint = curPlayer.GetFreePoint()
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
    setFreePoint = initFreePoint
    curLV = curPlayer.GetLV()
    for lv in xrange(openLV, curLV+1):
        setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
    addDataDict = {'beforeFreePoint':beforeFreePoint}
    DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
    curPlayer.SetFreePoint(setFreePoint)
    GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
    return
#---------------------------------------------------------------------
## 功能模块战斗力类
@@ -3338,6 +3355,8 @@
class ModuleFightPower():
    
    __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
    __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
    
    ## 初始化
    #  @param self 类实例
@@ -3357,6 +3376,8 @@
#            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
#                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
            setattr(self, self.__AttrName % attrIndex, value)
        for attrIndex in self.__NolineAttrList:
            setattr(self, self.__AttrNameNoline % attrIndex, 0)
        return
            
    ## 根据战斗属性列表设置计算战斗力属性
@@ -3367,6 +3388,12 @@
        # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
        for attrIndex, value in battleAttrDict.items():
            self.AddCalcMFPAttr(attrIndex, value)
        # 非线性战斗属性仅设置时记录即可
        battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
        for attrIndex, value in battleNolineAttrDict.items():
            if attrIndex in self.__NolineAttrList:
                setattr(self, self.__AttrNameNoline % attrIndex, value)
        return
    
    ## 设置计算战斗力属性值
@@ -3408,6 +3435,7 @@
        HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
        DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
        SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
        SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
        PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
        PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
        PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
@@ -3451,6 +3479,14 @@
        attrStr = ""
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            attrName = self.__AttrName % attrIndex
            attrValue = getattr(self, attrName)
            if attrValue <= 0:
                continue
            attrStr += "%s=%s," % (attrName, attrValue)
        for attrIndex in self.__NolineAttrList:
            attrName = self.__AttrNameNoline % attrIndex
            attrValue = getattr(self, attrName)
            if attrValue <= 0:
                continue
@@ -3740,7 +3776,7 @@
        #未达到升级经验
        if curTotalExp < lvUpNeedExp:
            return
        needSyncTalentPoint = False
        playerNeedDoLVUp = False
        curLV = curPlayer.GetLV()
        maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
@@ -3781,7 +3817,10 @@
            lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
            # 大师天赋点
            if lvIpyData:
                PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint())
                addTalentPoint = lvIpyData.GetTalentPoint()
                if addTalentPoint:
                    needSyncTalentPoint = True
                    PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
            
            EventShell.EventResponse_LVUp(curPlayer)  # 升级触发事件
            
@@ -3830,7 +3869,9 @@
            #    NotifyCode(curPlayer, "GeRen_liubo_127574")
            
            #===================================================================
            # 天赋点通知
            if needSyncTalentPoint:
                PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性