hxp
2019-02-11 cdb5d93a9fd7b32a2ed178feed4eee20ee6502e5
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -52,6 +52,7 @@
import PlayerTJG
import AICommon
import PlayerSuccess
import CrossPlayerData
import PassiveBuffEffMng
import PlayerFamilyRedPacket
import FormulaControl
@@ -136,7 +137,9 @@
    if not __DoClientUseSkillEx(curPlayer, useSkillData, tick):
        SkillShell.AttackFailNotify(curPlayer, useSkillData)
        GameWorld.DebugLog("----攻击失败 可能是技能CD %s"%skillTypeID)
        # 根据策划需求 以客户端动作为标准,不可攻击状态也进入CD
        BaseAttack.Sync_AttackResult(curPlayer, useSkillData)
    if useSkillData and useSkillData.GetSkillID() != ChConfig.Def_SkillID_Somersault:
        # 跟随玩家同频率攻击
        PetControl.PetFight(curPlayer, tick)
@@ -593,16 +596,20 @@
    if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return
    curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
    DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, False)
    if not curNPC:
        return
    FBLogic.OnCollecting(curPlayer, tick)
    npcID = curNPC.GetNPCID()
    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
    if collectNPCIpyData:
        DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, False)
    return
def DoCollectingLostHP(curPlayer, npcID, tick, isEnd):
def DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, isEnd):
    ## 执行采集掉血
    CollectNPCLostHPCfg = ReadChConfig.GetEvalChConfig("CollectNPCLostHP")
    if npcID not in CollectNPCLostHPCfg:
    if not collectNPCIpyData.GetLostHPPer():
        return
    lostSecond, lostHPPer = CollectNPCLostHPCfg[npcID]
    lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
    lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
    lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
    if isEnd:
@@ -616,6 +623,7 @@
    lostValue = int(GameObj.GetMaxHP(curPlayer) * lostHPPer / 100.0) * lostTime
    skillTypeID, buffOwner = 0, None
    SkillCommon.SkillLostHP(curPlayer, skillTypeID, buffOwner, lostValue, tick)
    GameWorld.DebugLog("采集掉血: npcID=%s,lostHPPer=%s,lostTime=%s,lostValue=%s" % (collectNPCIpyData.GetNPCID(), lostHPPer, lostTime, lostValue))
    return
@@ -656,8 +664,6 @@
    
    if not curNPC:
        return
    DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, True)
    
    result = FBLogic.OnCanCollect(curPlayer, curNPC, tick)
    
@@ -1265,11 +1271,13 @@
    #成就
    PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick, False)
    #开服红包处理
    PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
    #PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
    #限时抢购
    PlayerFlashSale.ProcessFlashSaleMail(curPlayer, tick)
    #地图经验
    ProcessAreaExp(curPlayer, tick)
    #跨服数据同步,放最后
    CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
    return
@@ -1487,6 +1495,14 @@
    ProcessProDef(curPlayer, tick)
    return
def Sync_PKBossState(curPlayer):
    psState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) else 0
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, psState, False)
    bossState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick) else 0
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, bossState, False)
    return
# 脱离PK战斗 X秒后按比例恢复
def ProcessProDef(curPlayer, tick):
    if PlayerControl.GetProDefHPPer(curPlayer) == 0: