hch
2019-06-11 c60cba7154e4f968ea23060de3c7c49b60d86e36
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -260,6 +260,8 @@
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        PlayerFB.DoExitCustomScene(curPlayer)
        
    PetControl.DoLogic_PetLoadMapOK(curPlayer)
    msgInfo = ""
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(curPlayer.GetPlayerID(), 0, 0, "RefreshMainServerRole", msgInfo, len(msgInfo))
    return
@@ -1032,12 +1034,15 @@
    #切地图要清除的buff
    __CheckClearBuffOnMapChange(curPlayer, tick)
            
    #上线和切地图加有限无敌Buff
    if curPlayer.GetLV() > 50:
        SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick)
    #刷新玩家的视野
    if not GameWorld.IsCrossServer() and (PlayerControl.GetCrossMapID(curPlayer) or curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene)):
    if not GameWorld.IsCrossServer() and (PlayerControl.GetCrossMapID(curPlayer) or PlayerControl.GetCustomMapID(curPlayer)):
        GameWorld.DebugLog("===登录本服地图时,处于跨服或自定义场景状态,不刷新视野!", curPlayer.GetPlayerID())
        curPlayer.SetSightLevel(curPlayer.GetID())
    elif curPlayer.GetLV() > 1:
        PlayerState.ChangePlayerSigh(curPlayer, tick)
        PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
    PlayerState.ChangePlayerSigh(curPlayer, tick)
    
    if GameWorld.IsCrossServer():
        curPlayer.SetForbiddenSyncClientState(False)
@@ -1381,10 +1386,6 @@
    #if not __CheckGMCanLoadMapOK(curPlayer):
    #    return
    
    #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
    if curPlayer.GetLV() > 50:
        SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick)
    
    #检测账号是否锁定
    if not __CheckForbidLogin(curPlayer):
@@ -1404,10 +1405,10 @@
        #刷新自己的视野
        if not GameWorld.IsCrossServer() and (PlayerControl.GetCrossMapID(curPlayer) or curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene)):
            GameWorld.DebugLog("===本服LoadMapOK时玩家处于跨服或自定义场景状态,不设置可见!", curPlayer.GetPlayerID())
        else:
            curPlayer.RefreshView()
            curPlayer.SetVisible(True)
            PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
        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:
        curPlayer.SetPlayerAction(IPY_GameWorld.paDie)
@@ -1738,13 +1739,37 @@
        return
    isFree = curPlayer.GetLV() < IpyGameDataPY.GetFuncCfg('LVUPAddPoint', 4)
    if not isFree:
        needItemID = IpyGameDataPY.GetFuncCfg('LVUPAddPoint', 5)
        #优先使用剩余时间最短的时效物品
        needItemIDList = IpyGameDataPY.GetFuncEvalCfg('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))
        delIndex = -1
        expireTime = 0
        for itemID in needItemIDList:
            hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(itemID, itemPack, 10)
            if not itemIndexList:
                #GameWorld.DebugLog("重置加点 item(%s) isn't enough" % (needItemID))
                continue
            for itemIndex in itemIndexList:
                curItem = itemPack.GetAt(itemIndex)
                if not ItemCommon.CheckItemCanUse(curItem):
                    continue
                isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
                if isExpireItem:
                    if remainingTime <= 0:
                        #过期
                        continue
                    if not expireTime or remainingTime < expireTime:
                        expireTime = remainingTime
                        delIndex = itemIndex
                else:
                    delIndex = itemIndex
                    break
            if delIndex != -1:
                break
        if delIndex is -1:
            return
        ItemCommon.ReduceItem(curPlayer, itemPack, itemList, 1, False, ChConfig.ItemDel_ResetAttrPoint)
        ItemCommon.ReduceItem(curPlayer, itemPack, [delIndex], 1, False, ChConfig.ItemDel_ResetAttrPoint)
    
    Item_ResetAttrPoint.DoResetAttrPoint(curPlayer, 0, 0, 0)
    
@@ -2454,7 +2479,7 @@
        GameWorld.DebugLog("当前无跨服地图!")
        return
    
    if not __CheckCanReborn(curPlayer, rebornType):
    if not __CheckCanReborn(curPlayer, rebornType, checkHPState=False):
        return
    
    msgDict = {"PlayerID":curPlayer.GetPlayerID(), "RebornType":rebornType}
@@ -4089,10 +4114,17 @@
#---------------------------------------------------------------------
def __CheckCanReborn(curPlayer, rebornType, gameMap=None):
def __CheckCanReborn(curPlayer, rebornType, gameMap=None, checkHPState=True):
    ''' 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
    '''
    if checkHPState and 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
    
    if rebornType not in ChConfig.Def_RebornTypeList:
        return
@@ -4151,13 +4183,6 @@
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
@@ -5820,18 +5845,23 @@
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#// B4 0E 设置玩家自身血量 #tagCMSetRoleHP
#// B4 0E 玩家掉血 #tagCMRoleLostHP
#
#struct    tagCMSetRoleHP
#struct    tagCMRoleLostHP
#{
#    tagHead        Head;
#    DWORD        HP;
#    DWORD        LostHP;
#};
def OnSetRoleHP(index, clientData, tick):
def OnRoleLostHP(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    if not curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        GameWorld.DebugLog("玩家当前不是在自定义场景中,不允许设置自身血量!")
        return
    setHP = max(1, min(clientData.HP, curPlayer.GetMaxHP()))
    curPlayer.SetHP(setHP)
    lostHP = clientData.LostHP
    curHP = curPlayer.GetHP()
    updHP = curHP - lostHP
    if updHP <= 0:
        #玩家已经死亡
        playerControl = PlayerControl.PlayerControl(curPlayer)
        playerControl.SetDead()
    else:
        curPlayer.SetHP(updHP)
    return