hch
2019-01-23 960e7c59624a78669b5f2e741a83466202af3131
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -78,6 +78,8 @@
import GameLogic_TrialTower
import GameLogic_FamilyWar
import PlayerBossReborn
import PlayerWeekParty
import PlayerActLogin
import Operate_EquipWash
import PlayerTreasure
import GameLogic_GodArea
@@ -100,6 +102,7 @@
import PlayerActTotalRecharge
import PlayerSpringSale
import PlayerFairyCeremony
import CrossRealmPlayer
import ChNetSendPack
import FamilyRobBoss
import FBHelpBattle
@@ -107,6 +110,8 @@
import PlayerCoin
import PlayerGeTui
import PlayerDogz
import PlayerCoat
import PlayerQuDaoDoubleBill
import datetime
import time
@@ -177,7 +182,8 @@
    #先发送所有任务, 再刷新日期, 否则会有2个相同的任务在玩家身上
    #把玩家当前的所有任务发送给客户端
    #GameWorld.Log('EventShell.NotifyAllQuestDetail')
    EventShell.NotifyAllQuestDetail(curPlayer, True)
    if not GameWorld.IsCrossServer():
        EventShell.NotifyAllQuestDetail(curPlayer, True)
    
    #刷新人物日期状态
    #GameWorld.Log('PlayerEventCounter.UpdatePlayerLoginTime')
@@ -220,6 +226,134 @@
    
    return
#// A1 08 刷新主服角色信息 #tagCMRefreshMainServerRole
#
#struct tagCMRefreshMainServerRole
#{
#    tagHead        Head;
#};
def OnRefreshMainServerRole(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    Sync_DBPlayer(curPlayer)
    # 死亡复活
    if curPlayer.GetHP() <=0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
        PlayerRebornByType(curPlayer, ChConfig.rebornType_System, tick)
    # 强刷一次属性,刷之前重置还没同步过所有属性
    curPlayer.SetDict(ChConfig.Def_PlayerKey_NotifyAllAttrState, 0)
    playerControl = PlayerControl.PlayerControl(curPlayer)
    playerControl.ReCalcAllState()
    if PlayerControl.GetCrossMapID(curPlayer):
        CrossRealmPlayer.DoExitCrossRealm(curPlayer)
    msgInfo = ""
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(curPlayer.GetPlayerID(), 0, 0, "RefreshMainServerRole", msgInfo, len(msgInfo))
    return
def Sync_DBPlayer(curPlayer):
    ## 同步DBPlayer信息,同0102封包
    dbPlayer = ChPyNetSendPack.tagMCDBPlayer()
    dbPlayer.AccID = curPlayer.GetAccID()
    dbPlayer.PlayerID = curPlayer.GetPlayerID()
    dbPlayer.PlayerName = curPlayer.GetPlayerName()
    dbPlayer.AccState = curPlayer.GetAccState()
    dbPlayer.GMLevel = curPlayer.GetGMLevel()
    dbPlayer.Sex = curPlayer.GetSex()
    dbPlayer.Job = curPlayer.GetJob()
    dbPlayer.ReincarnationLv = curPlayer.GetReincarnationLv()
    dbPlayer.LV = curPlayer.GetLV()
    dbPlayer.LVEx = curPlayer.GetLVEx()
    dbPlayer.LV2 = curPlayer.GetLV2()
    dbPlayer.ExpPoint = curPlayer.GetExpPoint()
    dbPlayer.TotalExp = curPlayer.GetTotalExp()
    dbPlayer.Family = curPlayer.GetFamilyID()
    dbPlayer.FamilyName = curPlayer.GetFamilyName()
    dbPlayer.TeamHornor = curPlayer.GetTeamHornor()
    dbPlayer.FamilyHornor = curPlayer.GetFamilyHornor()
    dbPlayer.FamilyActiveValue = curPlayer.GetFamilyActiveValue()
    dbPlayer.LastWeekFamilyActiveValue = curPlayer.GetLastWeekFamilyActiveValue()
    dbPlayer.CountryHornor = curPlayer.GetCountryHornor()
    dbPlayer.CountryLastWeekHornor = curPlayer.GetCountryLastWeekHornor()
    dbPlayer.Mate = curPlayer.GetMate()
    dbPlayer.Gold = curPlayer.GetGold()
    dbPlayer.GoldPaper = curPlayer.GetGoldPaper()
    dbPlayer.Silver = curPlayer.GetSilver()
    dbPlayer.SilverPaper = curPlayer.GetSilverPaper()
    dbPlayer.FightPoint = curPlayer.GetFightPoint()
    dbPlayer.HappyPoint = curPlayer.GetHappyPoint()
    dbPlayer.LineID = curPlayer.GetLineID()
    dbPlayer.MapID = curPlayer.GetMapID() # 玩家身上的 GetMapID 返回的就是 GetDataMapID
    dbPlayer.PosX = curPlayer.GetPosX()
    dbPlayer.PosY = curPlayer.GetPosY()
    dbPlayer.RebornMapID = curPlayer.GetRebornMapID()
    dbPlayer.RebornPosX = curPlayer.GetRebornPosX()
    dbPlayer.RebornPosY = curPlayer.GetRebornPosY()
    dbPlayer.State = curPlayer.GetState()
    dbPlayer.HP = curPlayer.GetHP()
    dbPlayer.XP = curPlayer.GetXP()
    dbPlayer.HPRestoreSetting = curPlayer.GetHPRestoreSetting()
    dbPlayer.MPRestoreSetting = curPlayer.GetMPRestoreSetting()
    dbPlayer.FreePoint = curPlayer.GetFreePoint()
    dbPlayer.FreeSkillPoint = curPlayer.GetFreeSkillPoint()
    dbPlayer.BaseSTR = curPlayer.GetBaseSTR()
    dbPlayer.BasePNE = curPlayer.GetBasePNE()
    dbPlayer.BasePHY = curPlayer.GetBasePHY()
    dbPlayer.BaseCON = curPlayer.GetBaseCON()
    dbPlayer.STR = curPlayer.GetSTR()
    dbPlayer.PNE = curPlayer.GetPNE()
    dbPlayer.PHY = curPlayer.GetPHY()
    dbPlayer.CON = curPlayer.GetCON()
    #dbPlayer.Setting = curPlayer.GetSetting() # 没有
    dbPlayer.PKValue = curPlayer.GetPKValue()
    #dbPlayer.ActiveValue = curPlayer.GetActiveValue() # 没有
    dbPlayer.BackpackLV = curPlayer.GetBackpackLV()
    dbPlayer.WarehouseLV = curPlayer.GetWarehouseLV()
    dbPlayer.TeamID = curPlayer.GetTeamID()
    dbPlayer.UseGoldType = curPlayer.GetUseGoldType()
    dbPlayer.UseSilverType = curPlayer.GetUseSilverType()
    dbPlayer.AttackMode = curPlayer.GetAttackMode()
    dbPlayer.LastWeekOnlineTime = curPlayer.GetLastWeekOnlineTime()
    dbPlayer.FBID = curPlayer.GetClientLineID()
    dbPlayer.FamilyLV = curPlayer.GetFamilyLV()
    dbPlayer.FriendFavor = curPlayer.GetFriendFavor()
    dbPlayer.Energy = curPlayer.GetEnergy()
    dbPlayer.EquipShowSwitch = curPlayer.GetEquipShowSwitch()
    dbPlayer.LuckValue = curPlayer.GetLuckValue()
    dbPlayer.ExAttr1 = curPlayer.GetExAttr1()
    dbPlayer.ExAttr2 = curPlayer.GetExAttr2()
    dbPlayer.ExAttr3 = curPlayer.GetExAttr3()
    dbPlayer.ExAttr4 = curPlayer.GetExAttr4()
    dbPlayer.ExAttr5 = curPlayer.GetExAttr5()
    dbPlayer.Faction = curPlayer.GetFaction()
    dbPlayer.InfamyValue = curPlayer.GetInfamyValue()
    dbPlayer.OfficialRank = curPlayer.GetOfficialRank()
    dbPlayer.ChangeCoinPointTotal = curPlayer.GetChangeCoinPointTotal()
    dbPlayer.VIPLv = curPlayer.GetVIPLv()
    dbPlayer.VIPLvForPhone = curPlayer.GetVIPLvForPhone()
    dbPlayer.ExAttr6 = curPlayer.GetExAttr6()
    dbPlayer.ExAttr7 = curPlayer.GetExAttr7()
    dbPlayer.ExAttr8 = curPlayer.GetExAttr8()
    dbPlayer.ExAttr9 = curPlayer.GetExAttr9()
    dbPlayer.ExAttr10 = curPlayer.GetExAttr10()
    dbPlayer.ModelMark = curPlayer.GetModelMark()
    dbPlayer.ExAttr11 = curPlayer.GetExAttr11()
    dbPlayer.ExAttr12 = curPlayer.GetExAttr12()
    dbPlayer.ExAttr13 = curPlayer.GetExAttr13()
    dbPlayer.ExAttr14 = curPlayer.GetExAttr14()
    dbPlayer.OperateInfo = curPlayer.GetOperateInfo()
    dbPlayer.Operate = curPlayer.GetOperate()
    dbPlayer.ServerID = curPlayer.GetServerID()
    dbPlayer.ExAttr15 = curPlayer.GetExAttr15()
    dbPlayer.ExAttr16 = curPlayer.GetExAttr16()
    dbPlayer.ExAttr17 = curPlayer.GetExAttr17()
    dbPlayer.ExAttr18 = curPlayer.GetExAttr18()
    dbPlayer.ExAttr19 = curPlayer.GetExAttr19()
    dbPlayer.ExAttr20 = curPlayer.GetExAttr20()
    NetPackCommon.SendFakePack(curPlayer, dbPlayer)
    return
#---------------------------------------------------------------------
##玩家登陆游戏逻辑处理
@@ -244,13 +378,63 @@
    if GameWorld.IsCrossServer():
        curPlayer.SetForbiddenSyncClientState(True)
    
    SyncGuideState(curPlayer)
    __DoPlayerLoginServer(curPlayer, tick)
    
    # 屏蔽跨服下关闭和子服重复的数据的发送 pushsend接口, notifyall正常发送
    # !!!必要发送的数据要注意位置
    if GameWorld.IsCrossServer():
        curPlayer.SetForbiddenSyncClientState(False)
        PlayerControl.SetCrossMapID(curPlayer, curPlayer.GetMapID()) # 因为主服上传数据之前该值为0,所以登录跨服后在跨服服务器要设置为对应地图
    return
def __DoPlayerLoginServer(curPlayer, tick):
    ''' 玩家登录需要处理的内容,本服及跨服服务器分开
    '''
    #设置上线时间
    curPlayer.SetLoginTime(GameWorld.GetCurrentDataTimeStr())
    #初始化玩家背包
    InitPlayerPack(curPlayer)
    #通知玩家物品信息
    __Sync_PackDetel(curPlayer)
    if GameWorld.IsCrossServer():
        SkillCommon.PlayerLoginMergeServerSkillLogic(curPlayer, tick)
        # 重置所有技能CD
        DoPlayerLoginInMap(curPlayer, tick)
        DataRecordPack.DR_PlayerLogin(curPlayer)
        EventReport.WriteEvent_login(curPlayer)
        #---玩家上线, 宠物逻辑处理---
        PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
        PlayerFamily.FamilyPlayerOnLoginCross(curPlayer)
        PlayerTeam.OnPlayerLoginCrossServer(curPlayer)
        #通知运行成功
        curPlayer.BalanceServer_PlayerLoginInitOK()
        return
    leaveServerSecond = PlayerControl.GetPlayerLeaveServerSecond(curPlayer)
    if leaveServerSecond > ChConfig.Def_PlayerOfflineProtectTime / 1000:
        # 离线超过离线保护重置切线临时保存的相关记录值
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PlayChangeLineID, 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FuncChangeLineID, 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_HighChangeLineID, 0)
        #GameWorld.DebugLog("离线超过10秒重置切线临时保存的相关记录值!leaveServerSecond=%s" % leaveServerSecond, curPlayer.GetPlayerID())
        # 离线过久恢复为非跨服状态
        if PlayerControl.GetCrossMapID(curPlayer):
            PlayerControl.SetCrossMapID(curPlayer, 0)
    SyncGuideState(curPlayer)
    #上线检查一次装备属性
    ItemControler.PlayerItemControler(curPlayer).CheckRolePackEquipAttr()
    #上线检查加点属性点
    PlayerControl.FixOldAddPoint(curPlayer)
    
    #更新服务器组ID
    PlayerControl.UpdPlayerServerGroupID(curPlayer)
@@ -258,14 +442,13 @@
    #上线学习技能
    SkillCommon.PlayerLoginCheckLearnSkill(curPlayer)
    
    SkillCommon.PlayerLoginMergeServerSkillLogic(curPlayer, tick)
    #刷新技能CD
    SkillCommon.PlayerLoginUpdateSkillCD(curPlayer, tick)
    
    #通知玩家技能信息
    __Sync_ClientSkill(curPlayer)
    #替换旧物品
    ItemControler.LoginCheckChangeOldItem(curPlayer)
    #清除生产采集Buff
    #PlayerControl.DelProduceBuff(curPlayer, tick)
    #清除国家答题Buff
@@ -279,30 +462,16 @@
    
    #初始化现实时间物品
    InitRealityTimeItem(curPlayer, tick)
    #---刷新了玩家属性, 登陆只刷新一次,其他地方不用刷
    DoPlayerLoginInMap(curPlayer, tick)
    
    #设置上线时间
    curPlayer.SetLoginTime(GameWorld.GetCurrentDataTimeStr())
    #PlayerControl.SyncOnLineTimeTotal(curPlayer)
    #PlayerControl.SyncOnLineTimeLastOpenPack(curPlayer, IPY_GameWorld.rptItem)
    PlayerGodWeapon.OnLogin(curPlayer)
    PlayerPrestigeSys.OnLogin(curPlayer)
    DataRecordPack.DR_PlayerLogin(curPlayer)
    EventReport.WriteEvent_login(curPlayer)
    leaveServerSecond = PlayerControl.GetPlayerLeaveServerSecond(curPlayer)
    if leaveServerSecond > ChConfig.Def_PlayerOfflineProtectTime / 1000:
        # 离线超过离线保护重置切线临时保存的相关记录值
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PlayChangeLineID, 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FuncChangeLineID, 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_HighChangeLineID, 0)
        #GameWorld.DebugLog("离线超过10秒重置切线临时保存的相关记录值!leaveServerSecond=%s" % leaveServerSecond, curPlayer.GetPlayerID())
        # 离线过久恢复为非跨服状态
        if PlayerControl.GetCrossRealmState(curPlayer):
            PlayerControl.SetCrossRealmState(curPlayer, 0)
            
    # 合服首登处理
    __DoMixServerFirstLogin(curPlayer)
@@ -476,7 +645,7 @@
    PlayerRecover.RecoverOnLogin(curPlayer)
#
#    # ʱװ
#    PlayerCoat.OnLogin_Coat(curPlayer)
    PlayerCoat.OnLogin_Coat(curPlayer)
    
    # 跨服PK
    PlayerCrossRealmPK.DoPlayerLogin(curPlayer)
@@ -536,6 +705,10 @@
    PlayerFreeGoods.OnLogin(curPlayer)
    # BOSS复活活动
    PlayerBossReborn.OnLogin(curPlayer)
    # 周狂欢活动
    PlayerWeekParty.OnLogin(curPlayer)
    # 登录奖励活动
    PlayerActLogin.OnLogin(curPlayer)
    # 仙界盛典活动
    PlayerFairyCeremony.OnLogin(curPlayer)
    # 分支下载奖励记录通知
@@ -569,13 +742,7 @@
    # 如果被禁言的,上线同步前端
    if curPlayer.GetGMForbidenTalk():
        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, curPlayer.GetGMForbidenTalk(), False)
    # 屏蔽跨服下关闭和子服重复的数据的发送 pushsend接口, notifyall正常发送
    # !!!必要发送的数据要注意位置
    if GameWorld.IsCrossServer():
        curPlayer.SetForbiddenSyncClientState(False)
        PlayerControl.SetCrossRealmState(curPlayer, 1) # 因为主服上传数据之前该值为1,所以登录跨服后在跨服服务器要设置为1
    return
@@ -759,11 +926,22 @@
#@return 返回值无意义
#@remarks 通知玩家技能信息
def __Sync_ClientSkill(curPlayer):
    sendPack = ChPyNetSendPack.tagMCPlayerSkills()
    sendPack.Clear()
    sendPack.Skills = []
    skillManager = curPlayer.GetSkillManager()
    for i in range(skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(i)
        curSkill.Sync_Skill()
        #curSkill.Sync_Skill()
        skillInfo = ChPyNetSendPack.tagPlayerSkill()
        skillInfo.SkillID = curSkill.GetSkillID()
        skillInfo.RemainTime = curSkill.GetRemainTime()
        skillInfo.Proficiency = curSkill.GetProficiency()
        sendPack.Skills.append(skillInfo)
    sendPack.Count = len(sendPack.Skills)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
 
#---------------------------------------------------------------------
@@ -856,11 +1034,21 @@
    SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick)
            
    #刷新玩家的视野
    PlayerState.ChangePlayerSigh(curPlayer, tick)
    if not GameWorld.IsCrossServer() and PlayerControl.GetCrossMapID(curPlayer):
        GameWorld.DebugLog("===登录本服地图时,处于跨服状态,不刷新视野!", curPlayer.GetPlayerID())
        curPlayer.SetSight(0)
    else:
        PlayerState.ChangePlayerSigh(curPlayer, tick)
    
    if GameWorld.IsCrossServer():
        curPlayer.SetForbiddenSyncClientState(False)
    playerControl = PlayerControl.PlayerControl(curPlayer)
    #刷新所有状态
    playerControl.ReCalcAllState()
    if GameWorld.IsCrossServer():
        curPlayer.SetForbiddenSyncClientState(True)
    
    #刷新已分钟单位消耗的物品(不让玩家一上线就掉耐久)
    curPlayer.SetProcessEquipDurgTick(tick)
@@ -1077,6 +1265,15 @@
    curPack.SetCount(ChConfig.Def_PackCnt_DogzEquip)
    curPack.Sync_PackCanUseCount()
    
    #初始化诛仙物品背包
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptZhuXianItem)
    curPack.SetCount(ChConfig.Def_PackCnt_ZhuXianItem)
    curPack.Sync_PackCanUseCount()
    #初始化诛仙装备背包
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptZhuXianEquip)
    curPack.SetCount(ChConfig.Def_PackCnt_ZhuXianEquip)
    curPack.Sync_PackCanUseCount()
    #初始化临时交换背包
    curPack = itemManager.GetPack(ShareDefine.rptTempSwap)
    curPack.SetCount(ChConfig.Def_PackCnt_TempSwap)
@@ -1201,8 +1398,11 @@
    firstMission = QuestCommon.GetCommonMission(curPlayer)
    if not (firstMission and firstMission.GetProperty(QuestCommon.Def_NewGuyNoSight) == 1):
        #刷新自己的视野
        curPlayer.RefreshView()
        curPlayer.SetVisible(True)
        if not GameWorld.IsCrossServer() and PlayerControl.GetCrossMapID(curPlayer):
            GameWorld.DebugLog("===本服LoadMapOK时玩家处于跨服状态,不设置可见!", curPlayer.GetPlayerID())
        else:
            curPlayer.RefreshView()
            curPlayer.SetVisible(True)
    
    #如果玩家hp为0,设置玩家为死亡状态
    if curPlayer.GetHP() <= 0:
@@ -1299,6 +1499,8 @@
        #如果玩家上线后死亡,回程复活
        isLogin = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LoadMapIsLogin)
        rebornType = ChConfig.rebornType_City if isLogin else ChConfig.rebornType_System
        if GameWorld.IsCrossServer():
            rebornType  = ChConfig.rebornType_System
        PlayerRebornByType(curPlayer, rebornType, tick)
        
    elif curMap.CanMove(posX, posY) != True:
@@ -1353,8 +1555,11 @@
    
    PassiveBuffEffMng.OnLoadMapGFPassive(curPlayer)
    ItemControler.PlayerItemControler(curPlayer).RefreshStartEquipCount()   # 刷新装备珍品星级
    #EndLoadMap需放在最后
    curPlayer.EndLoadMap()
    # 渠道返利
    PlayerQuDaoDoubleBill.OnMapQDDoubleBill(curPlayer)
    return True
## 切换地图同步一次PK模式
@@ -2156,31 +2361,76 @@
    #根据玩家选择重生选项重生
    sendPack = IPY_GameWorld.IPY_CCliectReborn()
    #复活类型
    playerRebornType = sendPack.GetType()
    rebornType = sendPack.GetType()
    GameWorld.DebugLog("玩家点击复活: rebornType=%s" % rebornType, curPlayer.GetPlayerID())
    
    if curPlayer.GetHP() > 0:
        # 当血量大于0收到复活请求包时,一般是前后端复活状态不一致的情况下导致的
        # 由于前端需要根据复活状态判断复活界面相关逻辑,所以这里需要做一些特殊处理,防止某些情况下前后端复活状态不一致导致的一些异常问题
        # 后端非死亡状态的情况,补同步一次复活包给前端
        if curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
            SyncPlayerReborn(curPlayer, playerRebornType)
        # 后端也是死亡状态的情况,直接重新触发一次复活
        else:
            PlayerRebornByType(curPlayer, playerRebornType, tick)
        #生命值不为0 , 不能重生
#        GameWorld.Log("玩家点击: 重生失败,生命值不为0 , 不能重生" , curPlayer.GetPlayerID())
    if GameWorld.IsCrossServer():
        GameWorld.DebugLog("跨服服务器不接受复活请求!")
        return
    if PlayerControl.GetCrossMapID(curPlayer):
        OnReqCrossServerReborn(curPlayer, rebornType)
        return
    
    #FB中禁止复活
    if FBLogic.DoFBForbidReborn(curPlayer, playerRebornType):
    if FBLogic.DoFBForbidReborn(curPlayer, rebornType):
        PlayerControl.NotifyCode(curPlayer, "Reborn_lhs_31379")
        return
    
    #玩家复活
    if PlayerRebornByType(curPlayer, playerRebornType, tick):
    if PlayerRebornByType(curPlayer, rebornType, tick):
        #玩家复活成功,判断是否在副本中复活
        PlayerReborn_InFB(curPlayer, playerRebornType, tick)
        PlayerReborn_InFB(curPlayer, rebornType, tick)
    return
def OnReqCrossServerReborn(curPlayer, rebornType):
    ## 请求跨服服务器复活玩家
    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
    if not crossMapID:
        GameWorld.DebugLog("当前无跨服地图!")
        return
    if not __CheckCanReborn(curPlayer, rebornType):
        return
    msgDict = {"PlayerID":curPlayer.GetPlayerID(), "RebornType":rebornType}
    GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_Reborn, msgDict)
    GameWorld.DebugLog("跨服中请求复活, crossMapID=%s,msgDict=%s" % (crossMapID, msgDict), curPlayer.GetPlayerID())
    return
def ClientServerMsg_Reborn(curPlayer, msgData, serverGroupID, tick):
    ## 收到子服请求复活信息
    rebornType = msgData["RebornType"]
    gameMap = GameWorld.GetMap()
    if not __CheckCanReborn(curPlayer, rebornType, gameMap):
        return
    isAddReviveTired = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired)
    # 跨服服务器不执行消耗,复活后同步消息回主服扣除消耗
    __DoPlayerReborn(curPlayer, rebornType, tick)
    # 发送回本服复活结果
    msgInfo = {"Result":1, "ReviveTired":isAddReviveTired}
    msgInfo.update(msgData)
    GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_RebornRet, msgInfo, [serverGroupID])
    return
def CrossServerMsg_RebornRet(curPlayer, msgData, tick):
    ## 收到跨服服务器复活结果
    result = msgData["Result"]
    if result != 1:
        return
    rebornType = msgData["RebornType"]
    isAddReviveTired = msgData["ReviveTired"]
    __RebornCost(curPlayer, rebornType, True)
    if isAddReviveTired:
        __AddReviveTired(curPlayer, tick)
        
    return
@@ -2495,7 +2745,8 @@
    #取消自动运镖状态
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_AutoTruck, 0)
    
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_RoomID, 0)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_CrossRegisterMap, 0)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_IsCrossPKMatching, 0)
    
    #下线召回宠物
    PetControl.ReCallFightPet(curPlayer)
@@ -3230,6 +3481,8 @@
    sendPack.Clear()
    
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    GameWorld.Log("地图切换失败", curPlayer.GetID())
    return
#---------------------------------------------------------------------
#===============================================================================
@@ -3617,6 +3870,10 @@
        GameWorld.ErrLog("ChangeLine -> 封包错误, 无此线路 = %s" % (changLineID), curPlayer.GetID())
        return
    
    if GameWorld.IsCrossServer():
        # 跨服服务器无法切线
        return
    mapID = curPlayer.GetMapID()
    
    activityLineID = 0 # 活动线, 默认1线
@@ -3722,54 +3979,36 @@
#    curPlayer.GameServer_LineState()
    return
##获取死亡冷却时间
#@param curPlayer 玩家实例
#@param playerRebornType 复活类型
#@return 死亡冷却时间
def GetRebronTime(curPlayer, playerRebornType):
    mapType = GameWorld.GetMap().GetMapFBType()
def GetRebronTime(curPlayer, rebornType):
    ''' 死亡状态才验证时间,本服跨服通用
            跨服服务器死亡的复活也是先发到本服,正常情况下本服是活着的,无法验证
            所以可否复活由跨服服务器死亡状态下的玩家实例判断,简单讲就是哪个服务器死亡的哪个服务器判断
            所以该函数可以直接使用玩家所在的地图判断
    '''
    # 非死亡状态下,也就是哪个服务器角色死亡由哪个服务器判断
    if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
        return 0
    # 回城复活的才需要CD
    if rebornType not in [ChConfig.rebornType_City, ChConfig.rebornType_MainCity]:
        return 0
    # 副本地图CD
    mapType = GameWorld.GetMap().GetMapFBType()
    if mapType != IPY_GameWorld.fbtNull:
        fbRebornTimeDict = IpyGameDataPY.GetFuncEvalCfg('DuplicatesRebornTime', 1)
        curMapID = GameWorld.GetMap().GetMapID()
        if curMapID in fbRebornTimeDict:
            return fbRebornTimeDict[curMapID]
        return fbRebornTimeDict.get(0, 0)
    if playerRebornType in [ChConfig.rebornType_Health, ChConfig.rebornType_UseItem]:
        #原地复活、道具复活不用CD
        return 0
    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired):
        findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
        if findBuff:
            if findBuff.GetSkill().GetSkillLV() == findBuff.GetSkill().GetSkillMaxLV():
                return IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)[1]
    return 0
#    playerRebornTimeDict = ReadChConfig.GetEvalChConfig('PlayerRebornTime')
#
#    curMapID = GameWorld.GetMap().GetMapID()
#
#    #不在配表的地图ID中取默认的
#    if curMapID not in playerRebornTimeDict.keys():
#        curMapID = 0
#
#    rebronTimeByTypeDict = playerRebornTimeDict.get(curMapID, {})
#
#    if not rebronTimeByTypeDict:
#        GameWorld.ErrLog("GetRebronTime rebronTimeByTypeDict=%s,,curMapID=%s" %
#                              (rebronTimeByTypeDict, curMapID))
#        return 0
#
#    #公式参数
#    playerLV = curPlayer.GetLV()
#    playerDeadCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayerDeadCnt)
#
#    rebornTime = int(eval(rebronTimeByTypeDict.get(playerRebornType, "0")))
#
#    return rebornTime
## 死亡冷却时间是否完了
#@param curPlayer 玩家实例
@@ -3785,135 +4024,102 @@
    
#---------------------------------------------------------------------
##自定义函数, 玩家复活
#@param curPlayer 玩家实例
#@param playerRebornType 复活类型
#@param tick 时间戳
#@param mapBornPlace 复活位置,默认0为原地
#@return 返回值无意义
#@remarks 自定义函数, 玩家复活
def PlayerRebornByType(curPlayer, playerRebornType, tick, mapBornPlace=0):
    curPlayerID = curPlayer.GetID()
    curVipLv = curPlayer.GetVIPLv()
def __CheckCanReborn(curPlayer, rebornType, gameMap=None):
    ''' 检查可否复活,为了逻辑统一,这里不适用玩家所在的地图,支持跨服状态下判断跨服地图
                本函数不验证玩家死亡状态等,因为有可能前后端复活状态不一致,如果这里拦住可能导致前端躺尸复活不了
    '''
    
    gameMap = GameWorld.GetMap()
    if rebornType not in ChConfig.Def_RebornTypeList:
        return
    
    #需要支付的银子数量
    moneyPrice = 0
    #复活恢复血量、魔的万分比
    resetHpPercent = ChConfig.Def_MaxRateValue
    resetMpPercent = ChConfig.Def_MaxRateValue
    ## 由于本服及跨服地图数据不互通,所以这里根据是否有地图数据进行判断处理
    if gameMap:
        playerID = curPlayer.GetPlayerID()
        if rebornType in [ChConfig.rebornType_Health, ChConfig.rebornType_UseItem] and not gameMap.GetLocalReborn():
            GameWorld.ErrLog("该地图不可原地复活! mapID=%s,rebornType=%s" % (gameMap.GetMapID(), rebornType), curPlayer.GetPlayerID())
            return
        
    #复活冷却时间(秒)
    rebornTime = GetRebronTime(curPlayer, playerRebornType)
    #冷却时间到了
    if playerRebornType != ChConfig.rebornType_System and not CanRebornByTimeOver(curPlayer, rebornTime):
        PlayerControl.NotifyCode(curPlayer, 'RebornCD')
        return False
    # 验证复活CD
    rebornCD = GetRebronTime(curPlayer, rebornType)
    if rebornCD:
        curTime = int(time.time())
        deadTime = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
        if curTime - deadTime < rebornCD:
            PlayerControl.NotifyCode(curPlayer, "RebornCD")
            GameWorld.Log("复活冷却时间中,无法复活! curTime(%s) - deadTime(%s) < rebornCD(%s)" % (curTime, deadTime, rebornCD), playerID)
            return
    # 验证复活消耗,在本服验证,跨服服务器只验证状态
    if not GameWorld.IsCrossServer():
        if not __RebornCost(curPlayer, rebornType, False):
            return
    return True
def __RebornCost(curPlayer, rebornType, isDoCost):
    ## 扣除复活消耗
    # @param isDoCost: 是否执行消耗
    playerID = curPlayer.GetPlayerID()
    if rebornType == ChConfig.rebornType_Health:
        rebornCfg = IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)
        moneyPrice = rebornCfg[2]
        costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, moneyPrice)
        if not costMoneyList:
            GameWorld.ErrLog("货币不足,无法原地复活! moneyPrice=%s" % (moneyPrice), playerID)
            return
        if isDoCost:
            for moneyType, moneyCnt in costMoneyList:
                if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt, ChConfig.Def_Cost_Revive):
                    return
    elif rebornType == ChConfig.rebornType_UseItem:
        rebornItem = ItemCommon.FindItemInPackByEffectEx(curPlayer, ChConfig.Def_Effect_Reborn)
        if not rebornItem:
            GameWorld.ErrLog("复活道具不足,无法原地复活! ", playerID)
            return
        if isDoCost:
            ItemCommon.DelItem(curPlayer, rebornItem, 1, True, "Reborn")
    return True
def __DoPlayerReborn(curPlayer, rebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
    ## 执行玩家复活逻辑,该函数没有执行验证是否可复活等,不可直接调用
    
    if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
        # 当血量大于0收到复活请求时,一般是前后端复活状态不一致的情况下导致的
        # 由于前端需要根据复活状态判断复活界面相关逻辑,所以这里需要做一些特殊处理,防止某些情况下前后端复活状态不一致导致的一些异常问题
        # 后端非死亡状态的情况,补同步一次复活包给前端
        SyncPlayerReborn(curPlayer, rebornType)
        return
    resetHpPercent = ChConfig.Def_MaxRateValue
    isFBReborn = False
    #-----------------------------------------回城复活(切换地图)-----------------------------------
    if playerRebornType == ChConfig.rebornType_City:
    if rebornType == ChConfig.rebornType_City:
        if FBLogic.OnPlayerReborn():
            isFBReborn = True
        else:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsReBorn, 1)
#===============================================================================
#        #不在特殊的地图中,玩家副本中复活相关
#        if not FBLogic.OnPlayerReborn():
#            #输出系统提示
#            __NotifyReBornToPlace( curPlayer )
#===============================================================================
    #----------------------------------------------其他复活(不切换地图)------------------------------------
    #技能复活
    elif playerRebornType == ChConfig.rebornType_Skill:
        if not gameMap.GetSkillReborn():
            return False
        reBornSkill =  GameWorld.GetGameData().GetSkillBySkillID(ChConfig.Def_SkillID_SkillReBorn)
        #恢复血量万分比
        resetHpPercent = reBornSkill.GetEffect(1).GetEffectValue(0)
        #恢复魔万分比
        resetMpPercent = reBornSkill.GetEffect(2).GetEffectValue(0)
        BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_SkillReBorn, tick)
    #原地健康复活
    elif playerRebornType == ChConfig.rebornType_Health:
        #if not PlayerVip.GetVipCanOriginalReborn(curVipLv):
        #    #vip等级限制
        #    return
        if not gameMap.GetLocalReborn():
            GameWorld.DebugLog('    地图配置不能原地复活')
            return False
        if not __HealthRebornPayMoney(curPlayer):
            return False
    #使用道具(还阳咒)复活
    elif playerRebornType == ChConfig.rebornType_UseItem:
        if not gameMap.GetLocalReborn():
            return False
        if not __RebornDelItem(curPlayer):
            return False
    # 副本复活
    elif playerRebornType in [ChConfig.rebornType_FBGold, ChConfig.rebornType_FBUseItem]:
        isFBReborn = True
        freeBorn = FBLogic.DecFreeRebornCount(curPlayer)
        if not freeBorn:
            if not gameMap.GetLocalReborn():
                return False
            
            if playerRebornType == ChConfig.rebornType_FBGold:
                #if not PlayerVip.GetVipCanOriginalReborn(curVipLv):
                #    #vip等级限制
                #    return False
                if not __HealthRebornPayMoney(curPlayer):
                    return False
            elif playerRebornType == ChConfig.rebornType_FBUseItem:
                if not __RebornDelItem(curPlayer):
                    return False
    elif playerRebornType == ChConfig.rebornType_MainCity:
    elif rebornType == ChConfig.rebornType_MainCity:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsReBorn, 2)
    elif playerRebornType == ChConfig.rebornType_System:
        pass
    else:
        #封包错误
#        GameWorld.Log("重生封包类型 = %s错误"%(playerRebornType), curPlayerID )
        return False
    #通知客户端玩家复活成功
    curPlayer.Reborn(playerRebornType)
    curPlayer.Reborn(rebornType)
    
    #执行玩家副本复活
    if isFBReborn:
        FBLogic.OnResetFBRebornPlacePos(curPlayer, mapBornPlace, tick)
    
    #复活加无敌Buff
    SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_LimitSuperBuff, tick)
    if isAddSuperBuff:
        SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_LimitSuperBuff, tick)
    #复活疲劳BUff
    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired):
        findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
        if findBuff:
            buffSkillLV = findBuff.GetSkill().GetSkillLV()
            if findBuff.GetSkill().GetSkillMaxLV() != buffSkillLV:
                buffSkillLV = buffSkillLV + 1
        else:
            buffSkillLV = 1
        SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_ReviveTired, tick, buffSkillLV)
        GameWorld.DebugLog('    复活疲劳BUff buffSkillLV=%s'%(buffSkillLV))
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsAddReviveTired,0)
        __AddReviveTired(curPlayer, tick)
    #复活后清除角色身上的打BOSS和PK状态
    validTime = IpyGameDataPY.GetFuncCfg("PKConfig", 4) * 1000
    if PlayerState.IsInPKState(curPlayer):
@@ -3932,15 +4138,16 @@
    PlayerControl.SetProDef(curPlayer, PlayerControl.GetMaxProDef(curPlayer))
    
    #玩家复活后副本处理
    FBLogic.OnPlayerRebornOver(curPlayer, playerRebornType)
    FBLogic.OnPlayerRebornOver(curPlayer, rebornType)
    gameMap = GameWorld.GetMap()
    #障碍点中原地复活, 打回重生点
    if (playerRebornType == ChConfig.rebornType_City and not isFBReborn)\
    or not GameWorld.GetMap().CanMove(curPlayer.GetPosX(), curPlayer.GetPosY()) \
    or (playerRebornType == ChConfig.rebornType_MainCity and gameMap.GetRebornMapID() == curPlayer.GetMapID()):
    if (rebornType == ChConfig.rebornType_City and not isFBReborn) \
        or not GameWorld.GetMap().CanMove(curPlayer.GetPosX(), curPlayer.GetPosY()) \
        or (rebornType == ChConfig.rebornType_MainCity and gameMap.GetRebornMapID() == curPlayer.GetMapID()):
        #玩家切换到重生点
        playerControl.SetToBornPlace()        
    elif playerRebornType == ChConfig.rebornType_MainCity:
    elif rebornType == ChConfig.rebornType_MainCity:
        #直接取db中配置的复活点
        PlayerControl.PlayerResetWorldPos(curPlayer, gameMap.GetRebornMapID(), gameMap.GetRebornMapX(), gameMap.GetRebornMapY(), False)
    #重新召唤宠物
@@ -3948,57 +4155,38 @@
    
    #复活成功,重置状态
    PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
    return True
    return
##复活扣除元宝
#@param curPlayer 玩家实例
#@return 是否扣除成功
def __HealthRebornPayMoney(curPlayer):
    rebornCfg = IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)
    moneyPrice = rebornCfg[2]
    #异常
    if not moneyPrice:
        return True
    costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, moneyPrice)
    if not costMoneyList:
        return False
    infoDict = {}
    for moneyType, moneyCnt in costMoneyList:
        if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt, ChConfig.Def_Cost_Revive, infoDict):
            return False
def __AddReviveTired(curPlayer, tick):
    ## 增加复活疲劳
    findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
    if findBuff:
        buffSkillLV = findBuff.GetSkill().GetSkillLV()
        if findBuff.GetSkill().GetSkillMaxLV() != buffSkillLV:
            buffSkillLV = buffSkillLV + 1
    else:
        buffSkillLV = 1
    SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_ReviveTired, tick, buffSkillLV)
    GameWorld.DebugLog('    复活疲劳BUff buffSkillLV=%s'%(buffSkillLV))
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsAddReviveTired,0)
    return
def PlayerRebornByType(curPlayer, rebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
    ''' 玩家复活
    '''
    gameMap = GameWorld.GetMap()
    if not __CheckCanReborn(curPlayer, rebornType, gameMap):
        return
    
    GameWorld.Login_Interface_GoldRec(curPlayer , 0 , 0 , 'HealthReborn' , moneyType , moneyPrice)
    if not GameWorld.IsCrossServer():
        if not __RebornCost(curPlayer, rebornType, True):
            return
    __DoPlayerReborn(curPlayer, rebornType, tick, mapBornPlace, isAddSuperBuff)
    return True
##复活扣除道具
#@param curPlayer 玩家实例
#@return 是否扣除成功
def __RebornDelItem(curPlayer):
    rebornItem = ItemCommon.FindItemInPackByEffectEx(curPlayer, ChConfig.Def_Effect_Reborn)
    if not rebornItem:
        #GeRen_chenxin_143504 对不起,您没有XXX!
        #PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_143504", [ChConfig.Def_ItemID_Reborn])
        return False
    #调用通用接口删除道具
    ItemCommon.DelItem(curPlayer, rebornItem, 1, True, "Reborn")
    return True
#---------------------------------------------------------------------
#===============================================================================
# def __NotifyReBornToPlace( curPlayer ):
#    #普通地图
#    if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull:
#        #Revival_Home   <n color="0,255,0">提示:您可以在各大主城的杂货店消除身上携带的虚弱状态!</n>  256 -
#        PlayerControl.NotifyCode( curPlayer, "Revival_Home" )
#    #副本中
#    elif not FBLogic.DoNotifyReBorn( curPlayer ):
#        #输出默认提示
#        PlayerControl.NotifyCode( curPlayer, "Revival_Home" )
#
#    return
#===============================================================================
##副本接口:玩家复活
#@param curPlayer 玩家实例
#@param tick 时间戳
@@ -4251,6 +4439,18 @@
#---------------------------------------------------------------------
#---------------------------------------------------------------------
#// C1 05 进入跨服地图 #tagCMEnterCrossServer
#
#struct    tagCMEnterCrossServer
#{
#    tagHead        Head;
#    DWORD        DataMapID;
#};
def OnEnterCrossServer(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    PlayerControl.PlayerEnterCrossServer(curPlayer, clientData.DataMapID)
    return
#===============================================================================
# //03 21 进入副本活动#tagCEnterFbGameEvent
# tagCEnterFbGameEvent       *   GettagCEnterFbGameEvent();
@@ -4503,6 +4703,11 @@
    GameWorld.DebugLog("WorldTransPort packTransportType=%s,mapID=%s,lineID=%s,exData1=%s" 
                       % (packTransportType, mapID, lineID, exData1), playerID)
    lineID = -1 if lineID == 255 else lineID
    if GameWorld.IsCrossServer():
        if curPlayer.GetMapID() != mapID:
            return
        lineID = -1 # 跨服默认只能本线
    #世界传送封包允许类型(世界,大地图,任务)
    if packTransportType not in ChConfig.Def_PackType_TransportType.keys():
        GameWorld.ErrLog('WorldTransPort packTransportType = %s, NoFind' % (packTransportType), playerID)
@@ -5130,7 +5335,16 @@
    # 冰晶矿脉星级奖励
    elif rewardType == ChConfig.Def_RewardType_IceLodeStar:
        GameLogic_IceLode.GetIceLodeStarAward(curPlayer, dataEx)
    # 领取周狂欢活动奖励
    elif rewardType == ChConfig.Def_RewardType_WeekPartyAct:
        PlayerWeekParty.GetWeekPartyActionAward(curPlayer, dataEx, dataExStr)
    # 领取周狂欢积分奖励
    elif rewardType == ChConfig.Def_RewardType_WeekPartyPoint:
        PlayerWeekParty.GetWeekPartyPointAward(curPlayer, dataEx, dataExStr)
    # 领取登录奖励活动奖励
    elif rewardType == ChConfig.Def_RewardType_ActLoginAwardAct:
        PlayerActLogin.GetLoginAwardActionAward(curPlayer, dataEx, dataExStr)
    return
    
    
@@ -5284,10 +5498,17 @@
    return
## 地图NPC数量查询封包 A2 27 查询地图NPC数量信息 #tagCMQueryNPCCntInfo
#  @param curPlayer
#  @return None
#// A2 27 查询地图NPC数量信息 #tagCMQueryNPCCntInfo
#
#struct tagCMQueryNPCCntInfo
#{
#    tagHead        Head;
#    DWORD        MapID; // 目标地图ID
#    WORD        LineID; // 线路ID
#    BYTE        IsNoTimeLimit;//是否没有查询时间限制,默认有限制
#    BYTE        NPCIDListLen;
#    char        NPCIDList[NPCIDListLen]; // 需要查询的NPCID列表
#};
def OnQueryMapNPCCntInfo(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    if not curPlayer: