| | |
| | | playerInfoList = []
|
| | | for playerID in [playerIDA, playerIDB]:
|
| | | player = copyMapPlayerManager.FindPlayerByID(playerID)
|
| | | # 还是离线时间的,走掉线逻辑,越晚掉线的赢;需要加这个逻辑主要是因为当玩家没有触发完整登录流程导致玩家在线但是没有触发DoEnter
|
| | | playerLeaveTick = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerID)
|
| | | if playerLeaveTick:
|
| | | pvpDamage, sortTick, curHP, curMaxHP = 0, 0, 0, 0
|
| | | playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
|
| | | GameWorld.Log("PK超时: playerLeaveTick=%s" % (playerLeaveTick), playerID)
|
| | | continue
|
| | | pvpDamage = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamage)
|
| | | pvpDamTick = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamUpdTick)
|
| | | sortTick = tick - pvpDamTick
|
| | | curHP = 0 if not player else player.GetHP()
|
| | | curMaxHP = 0 if not player else player.GetMaxHP()
|
| | | playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerID, player])
|
| | | GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s" |
| | | % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP), playerID)
|
| | | playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
|
| | | GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s,playerLeaveTick=%s" |
| | | % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP, playerLeaveTick), playerID)
|
| | |
|
| | | playerInfoList.sort(reverse=True)
|
| | | GameWorld.Log("PK超时, 进入结算!playerInfoList=%s" % str(playerInfoList))
|
| | |
| | | GameWorld.Log("回合结束: roomID=%s,roundNum=%s,winnerID=%s,loserID=%s,updWinCnt=%s" % (roomID, roundNum, winnerID, loserID, updWinCnt))
|
| | | isOver = (updWinCnt >= IpyGameDataPY.GetFuncCfg("CrossRealmPKFB", 3))
|
| | | if not isOver:
|
| | | if winner:
|
| | | clearDeBuff = False
|
| | | # 胜利者马上清除负面buff,防止死亡导致回合表现异常,如中毒
|
| | | for buffType in [IPY_GameWorld.bfDeBuff, IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfActionBuff]:
|
| | | buffTuple = SkillCommon.GetBuffManagerByBuffType(winner, buffType)
|
| | | if buffTuple:
|
| | | buffState = buffTuple[0]
|
| | | buffCount = buffState.GetBuffCount()
|
| | | if buffCount:
|
| | | clearDeBuff = True
|
| | | buffState.Clear()
|
| | | GameWorld.DebugLog("胜者马上清除 buffType=%s,buffCount=%s" % (buffType, buffCount), winner.GetPlayerID())
|
| | | |
| | | if clearDeBuff:
|
| | | PlayerControl.PlayerControl(winner).RefreshAllState()
|
| | | |
| | | FBCommon.SetFBStep(FB_State_Reborn, tick)
|
| | | return
|
| | |
|