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| | | import PlayerPet
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| | | import PlayerGeTui
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| | | import ChEquip
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| | | import QuestCommon
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| | |
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| | | # 可吞噬的装备位
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| | |
| | | if curPlayer.GetIP() == "127.0.0.1":
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| | | return
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| | |
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| | | # 脱机挂没有运作情况下 弥补收益
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| | | LoginFixTJG(curPlayer)
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| | | |
| | | times = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_Time, 0, ChConfig.Def_PDictType_TJGNotify)
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| | | if times == 0:
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| | | return
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| | |
| | | ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_City, tick)
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| | | curPlayer.Kick(IPY_GameWorld.disMapCopyFull) # 随便记录一个死亡
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| | | return
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| | |
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| | |
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| | | # 上线检查脱机时间是否正常运行, 弥补对应缺失时间,如维护2小时缺失的脱机挂收益
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| | | # 1. 非脱机死亡,2.存在脱机时间,3.离线时间超过5分钟;则一次补齐 离线时间-5分钟的收益并减少脱机时间
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| | | # 按当前经验倍率计算,且不会减buff时间
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| | | # 找到对应的NPC,需读取对应挂机表
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| | | def LoginFixTJG(curPlayer):
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| | | # 外层需判断是真实玩家登录
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| | | tjgTime = GetTJGTime(curPlayer) # 秒
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| | | if not tjgTime:
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| | | return
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| | | |
| | | if curPlayer.GetState() == 2:
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| | | # 玩家脱机死亡不处理
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| | | GameWorld.DebugLog("脱机死亡玩家不做时差补偿。")
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| | | return
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| | |
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| | | |
| | | # 超过5分钟部分补偿
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| | | seconds = PlayerControl.GetPlayerLeaveServerSecond(curPlayer) - 300
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| | | if seconds <= 0:
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| | | return
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| | | times = min(seconds, tjgTime)
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| | |
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| | | npcID = FindTJGNPC(curPlayer)
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| | | if not npcID:
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| | | return
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| | | |
| | | GameWorld.DebugLog("弥补脱机----npcid %s-%s"%(npcID, times))
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| | | |
| | | # 此时由服务端重新找一次挂机NPC
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_TJGNPC, npcID)
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| | | |
| | | # 设置脱机登录时的等级, 上线通知清空, 没清空说明多次脱机挂登录 使用旧等级
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| | | notifyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_LV, 0, ChConfig.Def_PDictType_TJGNotify)
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| | | if not notifyLV:
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDictType_TJGNotify_LV, curPlayer.GetLV(), ChConfig.Def_PDictType_TJGNotify)
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| | | |
| | | |
| | | # 记录秒单位
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| | | NoteTJGTime(curPlayer, times)
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| | | SetTJGTime(curPlayer, max(tjgTime - times, 0))
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| | | |
| | | OnTJGKillNPCByTimes(curPlayer, times)
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| | | |
| | | return
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| | |
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| | |
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| | | def FindTJGNPC(curPlayer):
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| | | # 1.找到对应等级点,判断任务是否完成,与策划约定挂机地图ID10000开头
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| | | # 3.找到可以进入的野外地图后,根据等级防御在此地图挂机
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| | | |
| | | missionMapStep = GetMissionMapStep(curPlayer)
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| | | |
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
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| | |
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| | | maxMapID = 0
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| | | # ---找到可以挂机的最高级地图---
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| | | for i in xrange(ipyDataMgr.GetMapEventPointCount()):
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| | | mapInfo = ipyDataMgr.GetMapEventPointByIndex(i)
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| | | mapID = mapInfo.GetMapID()
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| | | if mapID/10000 != 1:
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| | | # 非野外地图
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| | | continue
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| | | |
| | | # ---判断地图表的任务和等级限制---
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| | | mapData = GameWorld.GetGameData().GetChinMap().GetMapByID(mapID)
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| | | if not mapData:
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| | | continue |
| | | enterLV = mapData.GetLV()
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| | | |
| | | if curPlayer.GetLV() < enterLV:
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| | | continue
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| | | openMapStep = mapData.GetTreasureID() #需要完成的主线任务ID
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| | | if missionMapStep < openMapStep:
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| | | continue
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| | |
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| | | if mapID < maxMapID:
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| | | continue
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| | | maxMapID = mapID
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| | | |
| | | if not maxMapID:
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| | | return 0
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| | | |
| | | # ---找到挂机等级点---
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| | | lv = curPlayer.GetLV()
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| | | myPoint = None
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| | | mapList = IpyGameDataPY.GetIpyGameDataByCondition("MapEventPoint", {"MapID":maxMapID}, True)
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| | |
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| | | mapEffList = [] # 有效挂机点,同地图中存在不需要挂机的NPC点
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| | | for mapInfo in mapList:
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| | | if mapInfo.GetLowLV() == 0:
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| | | continue
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| | | |
| | | mapEffList.append(mapInfo)
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| | | |
| | | if lv >= mapInfo.GetLowLV():
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| | | if myPoint and myPoint.GetLowLV() >= mapInfo.GetLowLV():
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| | | continue
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| | | myPoint = mapInfo
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| | |
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| | | if not mapEffList:
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| | | return 0
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| | | |
| | | # ---根据防御上下调整
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| | | if not myPoint:
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| | | # 寻找异常取最低点
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| | | return mapEffList[0].GetNPCID()
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| | | |
| | | pointLen = len(mapEffList)
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| | | defense = curPlayer.GetDef()
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| | | pIndex = mapEffList.index(myPoint)
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| | | if defense >= mapEffList[min(pointLen-1, pIndex+1)].GetDefense():
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| | | # 高一级
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| | | return mapEffList[min(pointLen-1, pIndex+1)].GetNPCID()
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| | |
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| | | if defense < myPoint.GetDefense():
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| | | # 低一级
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| | | return mapEffList[max(0, pIndex-1)].GetNPCID()
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| | | |
| | | return myPoint.GetNPCID()
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| | | |
| | | |
| | | def GetMissionMapStep(curPlayer):
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| | | # 主线任务完成时会设置标志可进地图标志
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| | | mission_1 = QuestCommon.GetCommonMission(curPlayer)
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| | | if not mission_1:
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| | | return 0
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| | | return mission_1.GetProperty("OpenMap")
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