xdh
2018-08-23 fd7eac0742b3f18203d52312fb705fb30f03bdf4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -1080,12 +1080,18 @@
            if len(jobItemList) < job:
                GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                jobItemID = jobItemList[job - 1]
                canDropCount += 1
            jobItemID = jobItemList[job - 1]
            for _ in xrange(canDropCount):
                dropItemIDList.append(jobItemID)
                #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
                
@@ -1102,11 +1108,17 @@
            # 在只掉本职业里的不处理
            if jobItemKey in ItemKeyDropRateJobDict:
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                canDropCount += 1
            for _ in xrange(canDropCount):
                randJobItemID = random.choice(jobItemList)
                dropItemIDList.append(randJobItemID)
                #GameWorld.DebugLog("掉落随机职业指定物品ID: jobItemKey=%s,randJobItemID=%s" % (jobItemKey, randJobItemID))
@@ -2789,6 +2801,12 @@
            # 这种情况一般是玩家未加入队伍前对该NPC有伤血,加入到某个队伍后,将该伤害转移到队伍中
            return True
        
        if hurtPlayer.GetHP() <= 0 or hurtPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
            deadTime = hurtPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
            if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1):
                #GameWorld.DebugLog("伤血玩家死亡超过伤血保护时长,清除该伤血!playerID=%s" % hurtID)
                return True
        #GameWorld.DebugLog("正常玩家伤血保护中!playerID=%s" % hurtID)
        return False
    
@@ -2806,6 +2824,13 @@
                if curTeamPlayer.GetCopyMapID() != copyMapID:
                    #GameWorld.DebugLog("队员不在本线路,不计!playerID=%s" % playerID)
                    continue
                if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                    deadTime = curTeamPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
                    if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1):
                        #GameWorld.DebugLog("伤血队员死亡超过伤血保护时长,不计!playerID=%s" % playerID)
                        continue
                #if curTeamPlayer.GetHP() > 0 and self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                    #GameWorld.DebugLog("有队员在boss范围内,保留队伍伤血!teamID=%s,playerID=%s" % (teamID, curTeamPlayer.GetPlayerID()))
@@ -2945,7 +2970,7 @@
            #获得伤血对象
            hurtObj = npcHurtList.GetHurtAt(index)
            
            curPlayer, curTeam = self.__GetTagByHurtObj(hurtObj, False)
            curPlayer, curTeam = self.__GetTagByHurtObj(hurtObj, True)
            
            if curPlayer or curTeam:
                return hurtObj
@@ -4149,55 +4174,12 @@
    #  @remarks 设置对象奖励
    def __GiveObjPrize(self):
        curNPC = self.__Instance
        objID = curNPC.GetID()
        #objID = curNPC.GetID()
        npcID = curNPC.GetNPCID()
        self.__LastHurtPlayer = self.__FindLastTimeHurtObjEx()
        self.__MaxHurtPlayer = self.__FindBossMaxHurtObj() # py自定义伤血所得到的Boss最大伤血玩家
        
        self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo()
        #isLog = self.__GetIsLog()
        #if isLog:
        #    GameWorld.Log("__GiveObjPrize npcID=%s,hurtType=%s,hurtID=%s,allKillPlayer=%s,curTeam=%s"
        #                  % (npcID, hurtType, hurtID, self.__AllKillerDict.keys(), curTeam.GetTeamID() if curTeam else None))
        # 归属队伍时,有击杀次数限制的NPC特殊处理
        if hurtType == ChConfig.Def_NPCHurtTypeTeam and curTeam:
            if ChConfig.IsGameBoss(curNPC) and GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_MaxHurt:
                #if isLog:
                #    GameWorld.DebugLog("击杀boss有次数限制的NPC,队伍人数=%s" % (curTeam.GetMemberCount()))
                memInfoList = []
                for i in xrange(curTeam.GetMemberCount()):
                    curTeamPlayer = curTeam.GetMember(i)
                    if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                        #if isLog:
                        #    GameWorld.DebugLog("    i=%s,队员不存在!" % i)
                        memInfoList.append(None)
                        continue
                    findBuff = SkillCommon.FindBuffByID(curTeamPlayer, ChConfig.Def_SkillID_DropOwnerBuff)[0]
                    if not findBuff:
                        #if isLog:
                        #    GameWorld.DebugLog("    i=%s,找不到归属buff!" % i, curTeamPlayer.GetPlayerID())
                        memInfoList.append([curTeamPlayer.GetPlayerID(), "Not DropOwnerBuff"])
                        continue
                    #同一张地图可能有多个boss,该队伍可能同时在打多个boss,且都获得归属,所以需判断归属的buff所对应的NPC实例ID
                    if findBuff.GetOwnerType() != IPY_GameWorld.gotNPC or findBuff.GetOwnerID() != objID:
                        #if isLog:
                        #    GameWorld.DebugLog("    i=%s,不同归属bossBuff,不能设置归属!objID=%s,curBuffOwnerID=%s"
                        #                       % (i, objID, findBuff.GetOwnerID()), curTeamPlayer.GetPlayerID())
                        #GameWorld.DebugLog("不同归属bossbuff,不能设置归属!objID=%s,curBuffOwnerID=%s"
                        #                   % (objID, findBuff.GetOwnerID()), curTeamPlayer.GetPlayerID())
                        memInfoList.append([curTeamPlayer.GetPlayerID(), {"OwnerType":findBuff.GetOwnerType(), "OwnerID":findBuff.GetOwnerID()}])
                        continue
                    playerID = curTeamPlayer.GetPlayerID()
                    if playerID not in self.__AllKillerDict:
                        self.__AllKillerDict[playerID] = curTeamPlayer
                    memInfoList.append([playerID, 1])
                curTeam = None
                hurtType, hurtID = ChConfig.Def_NPCHurtTypeSpecial, 0
                if not self.__AllKillerDict:
                    GameWorld.ErrLog("归属异常队伍信息: objID=%s,npcID=%s, %s" % (objID, npcID, memInfoList))
                    
        #最后一击处理
        self.__DoLastTimeHurtLogic()
@@ -4299,6 +4281,14 @@
    def __FindNPCKillerInfo(self):
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        objID = curNPC.GetID()
        key = (GameWorld.GetGameWorld().GetLineID(), objID, npcID)
        if key in PyGameData.g_npcKillerInfo:
            killerDict, killTeam, hurtType, hurtID = PyGameData.g_npcKillerInfo.pop(key)
            teamID = killTeam.GetTeamID() if killTeam else 0
            GameWorld.Log("NPC被击杀,归属信息: key=%s,playerIDList=%s,teamID=%s,hurtType=%s,hurtID=%s"
                          % (key, killerDict.keys(), teamID, hurtType, hurtID))
            return killerDict, killTeam, hurtType, hurtID
        
        hurtType = 0
        hurtID = 0
@@ -4472,16 +4462,16 @@
    #  @param maxHurtObj 最大伤血对象
    #  @return 返回值, 伤血对象
    #  @remarks 获得伤血对象,支持抢怪
    def __GetTagByHurtObj(self, maxHurtObj, isLog=True):
    def __GetTagByHurtObj(self, maxHurtObj, isCheckRefreshArea=False):
        #获得死亡的NPC
        curNPC = self.__Instance
        # 伤害的obj类型元组(玩家, 队伍)
        hurtObjTuple = (None, None)
        #isLog = self.__GetIsLog() and isLog
        if maxHurtObj == None:
            GameWorld.DebugLog("伤血对象错误,npcID=%s" % (curNPC.GetNPCID()))
            return hurtObjTuple
        
        refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
        #最大伤血类型
        maxHurtValueType = maxHurtObj.GetValueType()
        
@@ -4489,21 +4479,18 @@
            curPlayer = GameWorld.GetObj(maxHurtObj.GetValueID(), IPY_GameWorld.gotPlayer)
            
            if curPlayer == None:
                #if isLog:
                #    GameWorld.DebugLog("无法找到玩家,npcID=%s" % (curNPC.GetNPCID()))
                return hurtObjTuple
            
            #支持抢怪,个人杀死,但自己死亡,不算
            if curPlayer.GetHP() <= 0 :
                #if isLog:
                #    GameWorld.DebugLog("玩家已死亡!playerID=%s" % curPlayer.GetPlayerID())
            if curPlayer.GetHP() <= 0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                return hurtObjTuple
            
            if isCheckRefreshArea:
                if not self.GetIsInRefreshPoint(curPlayer.GetPosX(), curPlayer.GetPosY(), refreshPoint):
                    return hurtObjTuple
            #如果玩家已经超出指定距离,不加经验
            if GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
            elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
                                     curPlayer.GetPosX(), curPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist:
                #if isLog:
                #    GameWorld.DebugLog("玩家已经超出指定距离,npcPos(%s,%s),playerPos(%s,%s)" % (curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY()))
                return hurtObjTuple
            
            #正常返回
@@ -4515,31 +4502,36 @@
            teamID = maxHurtObj.GetValueID()
            curTeam = GameWorld.GetTeamManager().FindTeam(teamID)
            if curTeam == None:
                #if isLog:
                #    GameWorld.Log("该队伍异常不存在!npcID=%s,teamID=%s" % (curNPC.GetNPCID(), teamID))
                return hurtObjTuple
            
            #组队成员检查
            playerlist = PlayerControl.GetAreaTeamMember(curTeam, curNPC.GetPosX(), curNPC.GetPosY())
            if len(playerlist) == 0 :
                #所有队伍成员,均超过获得奖励距离,或者全部死亡
            #遍历队伍,半径为一屏半的距离内的所有队伍/团队成员,可以获得经验
            for i in xrange(curTeam.GetMemberCount()):
                curTeamPlayer = curTeam.GetMember(i)
                if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                    continue
                if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                    continue
                if isCheckRefreshArea:
                    if not self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                        continue
                elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTeamPlayer.GetPosX(),
                                       curTeamPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist:
                    continue
                hurtObjTuple = (None, curTeam)
                return hurtObjTuple
            
            #正常返回
            hurtObjTuple = (None, curTeam)
            return hurtObjTuple
            
        #最大伤血对象是NPC,那么一定不给经验(玩家的召唤兽伤血算玩家)
        elif maxHurtValueType == ChConfig.Def_NPCHurtTypeNPC:
            #if isLog:
            #    GameWorld.DebugLog("最大伤血对象是NPC...valueID=%s" % maxHurtObj.GetValueID())
            return hurtObjTuple
        
        #异常信息,添加伤血类型错误
        else:
            pass
            #if isLog:
            #    GameWorld.Log("异常信息,伤血类型错误 maxHurtValueType = %s" % (maxHurtValueType))
        
        return hurtObjTuple
    
@@ -4649,7 +4641,6 @@
                    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
                    # 每日活动
                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
                    PlayerMagicWeapon.SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_KillBossAddAttr, 1, True)
                    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
                    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
                elif limitIndex == 1: #BOSS之家
@@ -5341,6 +5332,7 @@
#  @param None
#  @param None
def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
    return #暂不同步
    if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList:
        return
    
@@ -5428,15 +5420,15 @@
        collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
        npcIDList = collectNPCIDTimeLimit.keys()
    
    if funcTypeList:
        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
        for fType in funcTypeList:
            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
            collection.Clear()
            collection.FuncType = fType
            collection.CollectionCnt = todayCollTime
            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
            NetPackCommon.SendFakePack(curPlayer, collection)
#    if funcTypeList:
#        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
#        for fType in funcTypeList:
#            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
#            collection.Clear()
#            collection.FuncType = fType
#            collection.CollectionCnt = todayCollTime
#            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
#            NetPackCommon.SendFakePack(curPlayer, collection)
        
    if npcIDList:
        npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
@@ -5551,6 +5543,59 @@
    NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
    return
## 获取本地图NPC数量
#  @param queryNPCIDList:查询的NPCID列表
#  @param tick
#  @return {NPCID:cnt}
def GetNPCCntInfo(queryNPCIDList, tick):
    npcCntDict = {}
    if not queryNPCIDList:
        return npcCntDict
    gameNPCManager = GameWorld.GetNPCManager()
    GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList)))
    for index in xrange(gameNPCManager.GetNPCCount()):
        curNPC = gameNPCManager.GetNPCByIndex(index)
        curID = curNPC.GetID()
        if curID == 0:
            continue
        curNPCID = curNPC.GetNPCID()
        if curNPCID not in queryNPCIDList:
            continue
        if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
            continue
        npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
    GameWorld.DebugLog("    npcCntDict=%s" % (str(npcCntDict)))
    return npcCntDict
## 同步地图NPC数量信息
#  @param curPlayer:采集玩家实例
#  @param mapID:
#  @param npcInfoDict:
#  @return None
def SyncNPCCntInfo(curPlayer, mapID, npcCntDict):
    npcInfoPack = ChPyNetSendPack.tagMCNPCCntList()
    npcInfoPack.Clear()
    npcInfoPack.MapID = mapID
    npcInfoPack.NPCInfoList = []
    for npcid, npcCnt in npcCntDict.items():
        npcInfo = ChPyNetSendPack.tagMCNPCCntInfo()
        npcInfo.Clear()
        npcInfo.NPCID = npcid
        npcInfo.Cnt = npcCnt
        npcInfoPack.NPCInfoList.append(npcInfo)
    npcInfoPack.NPCInfoCnt = len(npcInfoPack.NPCInfoList)
    NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
    return
def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[]):
    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"