xdh
2019-06-19 fe94844205ade47d1652ddd80ccfbfe0fac4a20f
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -31,13 +31,9 @@
import ItemCommon
import OperControlManager
import ShareDefine
import PlayerProduce
import PlayerAutoCheckOnline
import PlayerGameWallow
import ReadChConfig
import ChPyNetSendPack
import NetPackCommon
import DataRecordPack
import PlayerViewCacheTube
import PlayerDienstgrad
import PlayerVip
@@ -52,11 +48,15 @@
import PlayerTJG
import AICommon
import PlayerSuccess
import CrossPlayerData
import PassiveBuffEffMng
import PlayerFamilyRedPacket
import FunctionNPCCommon
import FormulaControl
import PlayerGoldGift
import PlayerFlashSale
import PlayerWing
import ChEquip
import PlayerYinji
#---------------------------------------------------------------------
#---------------------------------------------------------------------
@@ -134,7 +134,9 @@
    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)
@@ -461,7 +463,7 @@
    relation = BaseAttack.GetTagRelation(curPlayer, curTag, None, tick)
    #判断是否敌对关系
    if relation[0] != ChConfig.Type_Relation_Enemy :
        AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
        #AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
        return
    
    return curTag
@@ -533,7 +535,7 @@
    if tick - curPlayer.GetPlayerActionTick() < curPlayer.GetPrepareTime():
        #时间间隔没有到
        if prepareState in [IPY_GameWorld.pstCollecting, IPY_GameWorld.pstMissionCollecting]:
            FBLogic.OnCollecting(curPlayer, tick)
            OnCollecting(curPlayer, tick)
        
        return
    
@@ -559,12 +561,7 @@
    
    elif prepareState == IPY_GameWorld.pstMissionCollecting:
        #任务采集
        PlayerMissionCollect.EndMissionCollect(curPlayer)
    elif prepareState == ShareDefine.Def_PstProduce:
        #生产采集(进入生产采集状态,不再重置玩家状态)
        PlayerProduce.OnProduceEnd(curPlayer, tick)
        return
        PlayerMissionCollect.EndMissionCollect(curPlayer, tick)
        
    elif prepareState == ShareDefine.Def_PstTrans:
        
@@ -581,6 +578,44 @@
    #重置玩家状态
    curPlayer.SetPrepareState(0)    # 成功
    PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
    return
def OnCollecting(curPlayer, tick):
    ## 采集中逻辑
    tagObj = curPlayer.GetActionObj()
    if not tagObj:
        return
    if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return
    curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
    if not curNPC:
        return
    FBLogic.OnCollecting(curPlayer, tick)
    npcID = curNPC.GetNPCID()
    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
    if collectNPCIpyData:
        DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, False)
    return
def DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, isEnd):
    ## 执行采集掉血
    if not collectNPCIpyData.GetLostHPPer():
        return
    lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
    lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
    lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
    if isEnd:
        lostTime = int(round(lostTime)) # 采集完的时候四舍五入
    else:
        lostTime = int(lostTime)
    if lostTime < 1:
        return
    curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick)
    lostValue = int(GameObj.GetMaxHP(curPlayer) * lostHPPer / 100.0) * lostTime
    skillTypeID, buffOwner = 0, None
    SkillCommon.SkillLostHP(curPlayer, skillTypeID, buffOwner, lostValue, tick, skillAffect=False)
    GameWorld.DebugLog("采集掉血: npcID=%s,lostHPPer=%s,lostTime=%s,lostValue=%s" % (collectNPCIpyData.GetNPCID(), lostHPPer, lostTime, lostValue))
    return
@@ -638,14 +673,14 @@
# @remarks 刷新以单位时间(分钟)消耗耐久的物品
def ProcessRefreshTimeItem(curPlayer, tick):
    reFlash = False
    #2分钟遍历一次,时效道具时间到不消失,
    if tick - curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipTime) \
    < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_TimeItem] :
        < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_TimeItem]:
        return reFlash
    #耐久减少值/分钟
    reFlash = ProcessTimeEquip(curPlayer, tick)
    return reFlash
@@ -806,31 +841,34 @@
# @return None
# @remarks 玩家自动回复XP值
def ProcessAddXP(curPlayer, tick):
    #开放等级增加多少XP值, 最大XP值
    openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
    #还没到开放等级
    if openLV > curPlayer.GetLV():
        return
    lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_AddXPTick)
    if not CommonCheckTick(curPlayer, tick, ChConfig.TYPE_Player_Tick_AddXPTick):
        #首次登陆,将当前的XP值记录到字典中
        if lastTick <= 0:
            curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curPlayer.GetXP())
        return
    #从字典中获取当前的XP值
    curXPValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RecordXPValue)
    #当前XP值已经是最大值了,不做处理
    if curXPValue == maxXPValue:
        return
    xpRestorePer = PlayerControl.GetXPRestorePer(curPlayer)
    addXPValue = int(addXPValue * xpRestorePer/float(ChConfig.Def_MaxRateValue))
    nextXPValue = min(curXPValue + addXPValue, maxXPValue)
    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, nextXPValue)
    #已经达到最大的XP值了,通知客户端
    if nextXPValue == maxXPValue:
        #这里进行设置的时候,将会通知客户端
        curPlayer.SetXP(nextXPValue)
    return
    #===========================================================================
    # #开放等级增加多少XP值, 最大XP值
    # openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
    # #还没到开放等级
    # if openLV > curPlayer.GetLV():
    #    return
    # lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_AddXPTick)
    # if not CommonCheckTick(curPlayer, tick, ChConfig.TYPE_Player_Tick_AddXPTick):
    #    #首次登陆,将当前的XP值记录到字典中
    #    if lastTick <= 0:
    #        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curPlayer.GetXP())
    #    return
    #
    # #从字典中获取当前的XP值
    # curXPValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RecordXPValue)
    # #当前XP值已经是最大值了,不做处理
    # if curXPValue == maxXPValue:
    #    return
    # xpRestorePer = PlayerControl.GetXPRestorePer(curPlayer)
    # addXPValue = int(addXPValue * xpRestorePer/float(ChConfig.Def_MaxRateValue))
    # nextXPValue = min(curXPValue + addXPValue, maxXPValue)
    # curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, nextXPValue)
    # #已经达到最大的XP值了,通知客户端
    # if nextXPValue == maxXPValue:
    #    #这里进行设置的时候,将会通知客户端
    #    curPlayer.SetXP(nextXPValue)
    #===========================================================================
#---------------------------------------------------------------------
@@ -1038,39 +1076,43 @@
def ProcessTimeEquip(curPlayer, tick):
    itemManager = curPlayer.GetItemManager()
    hasItemClear = False
    classLV = 0 # 只处理非境界装备的时效物品
    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
    for i in range(0, curPack.GetCount()):
        curItem = curPack.GetAt(i)
    for equipPlace in ChConfig.EquipPlace_LingQi:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            continue
        index = ipyData.GetGridIndex()
        curItem = curPack.GetAt(index)
        
        #异常物品
        if not ItemCommon.CheckItemCanUse(curItem):
            continue
        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
                                             ChConfig.Def_EquipReduceType_Time]:
                                                 ChConfig.Def_EquipReduceType_Time]:
            continue
        #处理现实时间物品逻辑
        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, index):
            hasItemClear = True
            
    if hasItemClear:
        #装备重刷属性
        PlayerWing.CalcWingAttr(curPlayer)
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
    # 进行更新时效道具刷新时间
    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
    return hasItemClear
#---------------------------------------------------------------------
## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
    #验证物品是否过期
    curItemExpireTime = curItem.GetExpireTime()
    curItemExpireTime = curItem.GetUserAttr(ShareDefine.Def_IudetExpireTime)
    if not curItemExpireTime:
        curItemExpireTime = curItem.GetExpireTime()
    curItemPastTime = time.time() - curItem.GetUserAttr(ShareDefine.Def_IudetCreateTime)
    if curItemExpireTime - curItemPastTime > 0:
        return
@@ -1080,14 +1122,14 @@
        # 没有空位,玩家主动取下,计算属性时无效化
        # 过期属性时效需刷属性
        return True
    result = ItemControler.PlayerItemControler(curPlayer).UnEquipItem(equipIndex, spaceIndex)
    if not result:
        # 过期属性时效需刷属性
        return True
    equipID = result[0]
    equipPlace = result[1]
    if equipPlace == ShareDefine.retGuard:
    if equipPlace in [ShareDefine.retGuard1, ShareDefine.retGuard2]:
        PlayerControl.NotifyCode(curPlayer, 'Guardian_Timeout', [equipID, spaceIndex])
    elif equipPlace == ShareDefine.retWing:
        PlayerControl.NotifyCode(curPlayer, 'WingTiyan_Timeout')
@@ -1100,9 +1142,6 @@
            PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
            PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
            
    # 广播卸装
    if equipIndex in ChConfig.Def_SyncEquipStateByIndex:
        curPlayer.Sync_UnEquipItem(equipID, equipPlace)
    return True
#---------------------------------------------------------------------
##全局定时器调用, 刷新玩家状态
@@ -1200,6 +1239,8 @@
    #回血回魔状态处理
    ProcessHPMPState(curPlayer, tick)
    
    PlayerYinji.ProcessPlayerYinji(curPlayer, tick)
    #刷新组队状态
    #ProcessTeamState(curPlayer, tick)
@@ -1226,7 +1267,15 @@
    #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)
    #神秘商店刷新
    FunctionNPCCommon.CheckMysticalShopRefresh(curPlayer, tick)
    #跨服数据同步,放最后
    CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
    return
@@ -1432,14 +1481,59 @@
        curPlayer.SetDict(ChConfig.Def_PDict_PKStateTick, 0)
        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, 0, False)
        #GameWorld.DebugLog("退出PK状态!", curPlayer.GetPlayerID())
        curPlayer.SetDict("StartProDTick", tick) # 开始恢复时间点
        
    bossStateTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick)
    if bossStateTick and (tick - bossStateTick) >= validTime:
        curPlayer.SetDict(ChConfig.Def_PDict_BossStateTick, 0)
        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, 0, False)
        #GameWorld.DebugLog("退出Boss状态!", curPlayer.GetPlayerID())
    # 脱离PK战斗 X秒后按比例恢复
    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:
        # 没转化值
        return
    # 脱离PK战斗 X秒后按比例恢复
    if IsInPKState(curPlayer):
        return
    if tick - curPlayer.GetDictByKey("StartProDTick") < IpyGameDataPY.GetFuncCfg("MagicExterior", 2) * 1000:
        return
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
        return
    # 每秒恢复
    if tick - curPlayer.GetDictByKey("restoreProDTick") < 1000:
        return
    curProDef = PlayerControl.GetProDef(curPlayer)
    maxProDef = PlayerControl.GetMaxProDef(curPlayer)
    if curProDef == maxProDef:
        return
    #非PK状态恢复护盾
    PlayerControl.SetProDef(curPlayer, min(curProDef + \
                            IpyGameDataPY.GetFuncCfg("MagicExterior", 3)*maxProDef/ChConfig.Def_MaxRateValue, maxProDef))
    curPlayer.SetDict("restoreProDTick", tick)
    return
def IsInPKState(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) > 0
def SetPKStateTick(curPlayer, tick):
@@ -1457,4 +1551,32 @@
    #GameWorld.DebugLog("设置Boss状态tick!tick=%s" % tick, curPlayer.GetPlayerID())
    return
    
def ProcessAreaExp(curPlayer, tick):
    ##给场景经验
    if GameWorld.IsCrossServer():
        return
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        return
    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
    mapID = crossMapID if crossMapID else GameWorld.GetMap().GetMapID()
    neutralMapExpAwardDict = IpyGameDataPY.GetFuncEvalCfg('NeutralMapExpAward', 1, {})
    expAwardInfo = GameWorld.GetDictValueByKey(neutralMapExpAwardDict, mapID)
    if not expAwardInfo:
        return
    if len(expAwardInfo) != 2:
        return
    secondCD, expFormula = expAwardInfo
    lastTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_MapAreaExpTick)
    if not lastTick:
        curPlayer.SetDict(ChConfig.Def_PDict_MapAreaExpTick, tick)
        return
    if tick - lastTick < secondCD:
        return
    curPlayer.SetDict(ChConfig.Def_PDict_MapAreaExpTick, tick)
    
    reExp = PlayerControl.GetPlayerReExp(curPlayer)
    reLV = curPlayer.GetLV()
    worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
    addExp = eval(FormulaControl.GetCompileFormula('NeutralMapExpAward%s'%mapID, expFormula))
    PlayerControl.PlayerControl(curPlayer).AddExp(addExp, ShareDefine.Def_ViewExpType_SysEx)
    return