hxp
2019-12-30 11a8b1213819e3067ef079bffecf7542318b49f8
8346 【恺英】【后端】协助系统(添加第一名无归属时原因日志)
1个文件已修改
18 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCHurtManager.py 18 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCHurtManager.py
@@ -434,7 +434,7 @@
        
        if not isDead:
            if refreshInterval and tick - curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastRefreshHurtTick) < refreshInterval:
                return self.__GetAtkObjByHurtList()
                return self.__GetAtkObjByHurtList(isDead)
            
        curNPC.SetDict(ChConfig.Def_NPC_Dict_LastRefreshHurtTick, tick)
        
@@ -470,7 +470,7 @@
            
        isInHurt = self.__hurtSortList != []
        curNPC.SetDict(ChConfig.Def_NPC_Dict_InHurtProtect, isInHurt)
        return self.__GetAtkObjByHurtList()
        return self.__GetAtkObjByHurtList(isDead)
    
    def __UnAssistPlayerHurtValidLogic(self, playerID, refreshPoint, tick):
        ## 非协助玩家伤血有效性检查逻辑
@@ -586,7 +586,7 @@
                
        return
    
    def __GetAtkObjByHurtList(self):
    def __GetAtkObjByHurtList(self, isDead):
        '''第一个可攻击的最大伤血对象,也是实际的归属者或队伍
        因为玩家伤血掉线、死亡有一定时间的保留机制,故最大伤血不一定是可攻击目标(归属者)
        注意: 该规则必须与最终算归属的规则一致,不然可能导致归属错乱
@@ -596,7 +596,7 @@
        atkPlayer, atkHurtType, atkHurtID = None, 0, 0
        curNPC = self.curNPC
        refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
        for hurtObj in self.__hurtSortList:
        for rank, hurtObj in enumerate(self.__hurtSortList, 1):
            
            hurtID = hurtObj.GetValueID()
            hurtType = hurtObj.GetValueType()
@@ -619,6 +619,7 @@
            else:
                continue
            
            playerDisableReason = {}
            maxHurtValue = 0
            for playerID in playerIDList:
                
@@ -627,15 +628,19 @@
                    continue
                
                if player.GetHP() <= 0 or player.GetPlayerAction() == IPY_GameWorld.paDie:
                    playerDisableReason[playerID] = "dead"
                    continue
                
                if not player.GetVisible() or player.GetSightLevel() != curNPC.GetSightLevel():
                    playerDisableReason[playerID] = "no visible or sightLevel different"
                    continue
                
                if not self.__GetIsInRefreshPoint(player.GetPosX(), player.GetPosY(), refreshPoint):
                    playerDisableReason[playerID] = "not in boss area"
                    continue
                
                if playerID not in self.__hurtPlayerDict:
                    playerDisableReason[playerID] = "no hurt"
                    continue
                hurtPlayer = self.__hurtPlayerDict[playerID]
                hurtValue = hurtPlayer.GetHurtValue()                
@@ -645,6 +650,9 @@
                    
            if maxHurtValue:
                return atkPlayer, atkHurtType, atkHurtID
            if rank == 1 and isDead:
                GameWorld.Log("boss死亡时,第一名团队没有归属权! playerDisableReason=%s" % playerDisableReason)
            
        return atkPlayer, atkHurtType, atkHurtID
    
@@ -994,6 +1002,8 @@
    return True
def RefreshHurtList(curNPC, tick, refreshInterval=3000, isDead=False):
    ## 刷新伤血列表
    # @return: atkPlayer, ownerType, ownerID
    defendHurtList = GetPlayerHurtList(curNPC)
    if not defendHurtList:
        return