| | |
| | | import PlayerNewFairyCeremony
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| | | import PlayerFeastRedPacket
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| | | import PlayerLuckyTreasure
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| | | import Item_ResetAttrPoint
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| | | import CrossRealmPlayer
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| | | import ChNetSendPack
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| | | import FamilyRobBoss
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| | |
| | | import PlayerDogz
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| | | import PlayerCoat
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| | | import PlayerQuDaoDoubleBill
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| | | import PlayerFB
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| | | import SkillShell
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| | |
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| | | import datetime
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| | | import time
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| | |
| | | if curPet:
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| | | curPet.SetVisible(False)
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| | |
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 1)
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 1) # 由于前端不一定有发mapID,所以这里额外记录这个状态,不能直接用mapID判断
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneMapID, mapID)
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneLineID, lineID)
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| | | GameWorld.Log("玩家开始自定义场景!", curPlayer.GetPlayerID())
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| | | if mapID:
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| | | FBLogic.OnEnterCustomScene(curPlayer, mapID, lineID)
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| | |
| | | if curPet:
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| | | curPet.SetVisible(True)
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 0)
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneMapID, 0)
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneLineID, 0)
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| | | GameWorld.Log("玩家退出自定义场景!", curPlayer.GetPlayerID())
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| | | return
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| | |
|
| | |
| | | #PKģʽ
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| | | SyncPKModel(curPlayer)
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| | |
|
| | | #通用强化星级信息
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| | | ChEquip.NotifyEquipPartPlusLV(curPlayer)
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| | | ChEquip.NotifyEquipPartStar(curPlayer)
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| | | Operate_EquipWash.OnEquipWashLogin(curPlayer)
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| | | #通知套装信息
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| | | #ChEquip.SyncAllEquipAttrActiveInfo(curPlayer)
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| | | #装备位宝石镶嵌通知
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| | | Operate_EquipStone.OnLogin(curPlayer)
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| | | #装备相关信息
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| | | ChEquip.OnPlayerEquipLoginLogic(curPlayer)
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| | |
|
| | | #大师
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| | | PlayerGreatMaster.MasterOnLogin(curPlayer)
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| | |
| | | PlayerGatherSoul.PlayerLogin(curPlayer)
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| | | #缥缈仙域
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| | | PlayerFairyDomain.OnLogin(curPlayer)
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| | | PlayerFB.OnLogin(curPlayer)
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| | | #技能专精信息
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| | | SkillShell.NotifyElementSkillInfo(curPlayer)
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| | |
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| | | curPlayer.SetState(0) # 脱机挂恢复为正常上线
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| | | curPlayer.SetFacePic(0) # 通知数据库是否保存还是下线,做一次恢复,1为保存 0为正常下线
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| | |
| | | PlayerGameEvent.TakeoffFishermanEquipment(curPlayer)
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| | | #切地图要清除的buff
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| | | __CheckClearBuffOnMapChange(curPlayer, tick)
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| | | #上线和切地图加有限无敌Buff
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| | | SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick)
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| | |
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| | | #刷新玩家的视野
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| | | if not GameWorld.IsCrossServer() and PlayerControl.GetCrossMapID(curPlayer):
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| | |
| | | #if not __CheckGMCanLoadMapOK(curPlayer):
|
| | | # return
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| | |
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| | | #上线和切地图加有限无敌Buff, 移到切换地图成功,太早发包客户端不显示
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| | | if curPlayer.GetLV() > 50:
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| | | SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick)
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| | | |
| | | |
| | | #检测账号是否锁定
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| | | if not __CheckForbidLogin(curPlayer):
|
| | | return
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| | |
| | |
|
| | | PlayerTeam.PlayerLoginSetTeam(curPlayer, tick)
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| | |
|
| | | #要求数据库得到邮件状态
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| | | #curPlayer.DataServer_GetPlayerMailState()
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| | | |
| | | #curPlayer.EndLoadMap()
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| | |
|
| | | #激活玩家(保证持续性Buff处理间隔)
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| | | PlayerControl.SetIsNeedProcess(curPlayer, True)
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| | |
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| | |
| | | GameWorld.Log('玩家登录重置位置失败, 设置附近点 nearPosX = %s nearPosY = %s' % (nearPosX, nearPosY) , curPlayer.GetPlayerID())
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| | |
|
| | | #申请得到奖励物品
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| | | curPlayer.DataServer_CheckPrizeItem()
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| | | #curPlayer.DataServer_CheckPrizeItem()
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| | |
|
| | | #===========================================================================
|
| | | # #if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Frist_Lock) == 1 \
|
| | |
| | |
|
| | | #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
|
| | |
| | | playerControl.RefreshPlayerAttrState()
|
| | | return
|
| | |
|
| | | #// B2 07 重置加点 #tagCMResetAttrPoint
|
| | | #struct tagCMResetAttrPoint
|
| | | #{
|
| | | # tagHead Head;
|
| | | #};
|
| | | def OnResetAttrPoint(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | canResetIDList = [ipyDataMgr.GetRolePointByIndex(index).GetAttrID() for index in xrange(ipyDataMgr.GetRolePointCount())]
|
| | | canReset = False
|
| | | for attrID in canResetIDList:
|
| | | curPoint = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % attrID)
|
| | | if curPoint:
|
| | | canReset = True
|
| | | break
|
| | | if not canReset:
|
| | | GameWorld.DebugLog('重置加点 没有点数需要重置')
|
| | | return
|
| | | isFree = curPlayer.GetLV() < IpyGameDataPY.GetFuncCfg('LVUPAddPoint', 4)
|
| | | if not isFree:
|
| | | needItemID = IpyGameDataPY.GetFuncCfg('LVUPAddPoint', 5)
|
| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | hasEnough, itemList = ItemCommon.GetItem_FromPack_ByID(needItemID, itemPack, 1)
|
| | | if not hasEnough:
|
| | | GameWorld.DebugLog("重置加点 item(%s) isn't enough" % (needItemID))
|
| | | return
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, itemList, 1, False, ChConfig.ItemDel_ResetAttrPoint)
|
| | | |
| | | Item_ResetAttrPoint.DoResetAttrPoint(curPlayer, 0, 0, 0)
|
| | | return
|
| | |
|
| | | def NotifyPlayerBasePoint(curPlayer, syncAttrIDList=[]):
|
| | | # 通知基础属性点,已分配的自由点数
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| | |
|