ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossRealmPK.py
@@ -84,8 +84,15 @@
    fbStep = gameFB.GetFBStep()
    GameWorld.Log("DoEnterFB fbRoomID=%s,playerVSRoomID=%s,fbStep=%s" % (roomID, playerVSRoomID, fbStep), playerID)
    
    gameFB.SetGameFBDict(GameFBDict_PlayerLeaveTick % playerID, 0)
    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 playerRoundNum and fbRoundNum and playerRoundNum != fbRoundNum:
@@ -98,8 +105,8 @@
    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
@@ -112,8 +119,8 @@
        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))
@@ -126,8 +133,8 @@
            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)
@@ -146,6 +153,8 @@
        curPlayer.Sync_TimeTick(ChConfig.tttTowerTake, 0, max(notify_tick, 0), True)
        
    FBCommon.Notify_FBHelp(curPlayer, __GetFBHelpInfo())
    PlayerControl.DelLimitSuperBuff(curPlayer, tick)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
def __GetFBHelpInfo():
@@ -173,6 +182,35 @@
    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
##玩家主动离开副本.
def DoPlayerLeaveFB(curPlayer, tick):
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    if fbStep <= FB_State_Waiting or fbStep >= FB_State_Leave:
        return
    leavePlayerID = curPlayer.GetPlayerID()
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
    playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
    loser, loserID = curPlayer, leavePlayerID
    winnerID = playerIDA if playerIDB == loserID else playerIDB
    winner = GameWorld.GetMapCopyPlayerManager().FindPlayerByID(winnerID)
    GameWorld.Log("玩家主动退出,直接算输! roomID=%s,leavePlayerID=%s,loserID=%s,winnerID=%s" % (roomID, leavePlayerID, loserID, winnerID))
    __DoFBPKAllOver(winner, winnerID, loser, loserID, Def_OverType_PlayerExit, tick)
    return
## 获得副本帮助信息
@@ -242,6 +280,7 @@
                    其他情况则在线玩家获胜,如果没有玩家在线,则最迟离线的获胜
    '''
    winner, winnerID, loser, loserID = None, 0, None, 0
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
@@ -253,17 +292,25 @@
        # 时间到还没分出胜负, 根据以下规则决定胜负,这里用玩家ID处理,防止结算时都掉线了导致没有结果
        # 伤害输出 > 优先到达时间 > 剩余HP > 最大HP > playerID
        
        GameWorld.Log("两个人都在线,根据超时规则判断胜负玩家! roomID=%s" % (roomID))
        playerInfoList = []
        for playerID in [playerIDA, playerIDB]:
            player = copyMapPlayerManager.FindPlayerByID(playerID)
            # 还是离线时间的,走掉线逻辑,越晚掉线的赢;需要加这个逻辑主要是因为当玩家没有触发完整登录流程导致玩家在线但是没有触发DoEnter
            playerLeaveTick = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerID)
            if playerLeaveTick:
                pvpDamage, sortTick, curHP, curMaxHP = 0, 0, 0, 0
                playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
                GameWorld.Log("PK超时: playerLeaveTick=%s" % (playerLeaveTick), playerID)
                continue
            pvpDamage = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamage)
            pvpDamTick = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamUpdTick)
            sortTick = tick - pvpDamTick
            curHP = 0 if not player else player.GetHP()
            curMaxHP = 0 if not player else player.GetMaxHP()
            playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerID, player])
            GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s"
                          % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP), playerID)
            playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
            GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s,playerLeaveTick=%s"
                          % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP, playerLeaveTick), playerID)
            
        playerInfoList.sort(reverse=True)
        GameWorld.Log("PK超时, 进入结算!playerInfoList=%s" % str(playerInfoList))
@@ -278,13 +325,19 @@
        player = copyMapPlayerManager.GetPlayerByIndex(i)
        if player == None or player.IsEmpty():
            continue
        playerID = player.GetPlayerID()
        if playerID not in [playerIDA, playerIDB]:
            GameWorld.ErrLog("副本中玩家不在进入的玩家ID里,不处理! roomID=%s,playerID=%s" % (roomID, playerID))
            continue
        winner = player
        winnerID = player.GetPlayerID()
        GameWorld.Log("超时结算,玩家在线,直接获胜: roomID=%s,winnerID=%s" % (roomID, winnerID))
        break
    
    if not winner:
        playerLeaveTickA = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerIDA)
        playerLeaveTickB = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerIDB)
        GameWorld.Log("超时结算,没有玩家在线,后离线的获胜: playerLeaveTickA=%s,playerLeaveTickB=%s" % (playerLeaveTickA, playerLeaveTickB))
        # 离线tick较大的就是比较晚离线的
        if playerLeaveTickA > playerLeaveTickB:
            winnerID = playerIDA
@@ -341,10 +394,12 @@
    prepareTime = fbTimeList[Def_Time_MapPrepare] * 1000
    helpDict["prepareTime"] = prepareTime
    
    roundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
    winnerID = gameFB.GetGameFBDictByKey(FB_RoundWinPlayerID % roundNum)
    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)
@@ -356,11 +411,13 @@
        
        if player.GetPlayerAction() == IPY_GameWorld.paDie or player.GetHP() <= 0:
            GameWorld.DebugLog("复活玩家...", player.GetPlayerID())
            ChPlayer.PlayerRebornByType(player, ChConfig.rebornType_System, tick)
            ChPlayer.PlayerRebornByType(player, ChConfig.rebornType_System, tick, isAddSuperBuff=False)
            __ResetPlayerState(gameFB, player, playerID)
        elif winnerID and playerID != winnerID:
            GameWorld.DebugLog("平局,输的玩家回满血!", playerID)
            __ResetPlayerState(gameFB, player, playerID)
        else:
            if isWinnerResetState:
                __ResetPlayerState(gameFB, player, playerID)
            __ResetPlayerState(gameFB, player, playerID, False)
                
        FBCommon.Notify_FBHelp(player, helpDict)
        
@@ -434,6 +491,22 @@
    GameWorld.Log("回合结束: roomID=%s,roundNum=%s,winnerID=%s,loserID=%s,updWinCnt=%s" % (roomID, roundNum, winnerID, loserID, updWinCnt))
    isOver = (updWinCnt >= IpyGameDataPY.GetFuncCfg("CrossRealmPKFB", 3))
    if not isOver:
        if winner:
            clearDeBuff = False
            # 胜利者马上清除负面buff,防止死亡导致回合表现异常,如中毒
            for buffType in [IPY_GameWorld.bfDeBuff, IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfActionBuff]:
                buffTuple = SkillCommon.GetBuffManagerByBuffType(winner, buffType)
                if buffTuple:
                    buffState = buffTuple[0]
                    buffCount = buffState.GetBuffCount()
                    if buffCount:
                        clearDeBuff = True
                        buffState.Clear()
                        GameWorld.DebugLog("胜者马上清除 buffType=%s,buffCount=%s" % (buffType, buffCount), winner.GetPlayerID())
            if clearDeBuff:
                PlayerControl.PlayerControl(winner).RefreshAllState()
        FBCommon.SetFBStep(FB_State_Reborn, tick)
        return
    
@@ -441,12 +514,14 @@
    __DoFBPKAllOver(winner, winnerID, loser, loserID, overType, tick)
    return
def __ResetPlayerState(gameFB, player, playerID, resetPos=True):
    if resetPos:
        posX = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_ResetPosX)
        posY = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_ResetPosY)
        player.ResetPos(posX, posY)
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())
        
@@ -456,7 +531,7 @@
    SkillCommon.ResetAllSkillCD(player)
    return
## 跨服PK结束处理
## 跨服PK结束处理,注意 winner、loser 参数可能为None
def __DoFBPKAllOver(winner, winnerID, loser, loserID, overType, tick):
    gameFB = GameWorld.GetGameFB()