| | |
| | | __CheckClearBuffOnMapChange(curPlayer, tick)
|
| | |
|
| | | #刷新玩家的视野
|
| | | if not GameWorld.IsCrossServer() and (PlayerControl.GetCrossMapID(curPlayer) or curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene)):
|
| | | if not GameWorld.IsCrossServer() and (PlayerControl.GetCrossMapID(curPlayer) or PlayerControl.GetCustomMapID(curPlayer)):
|
| | | GameWorld.DebugLog("===登录本服地图时,处于跨服或自定义场景状态,不刷新视野!", curPlayer.GetPlayerID())
|
| | | PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
|
| | | if curPlayer.GetLV() > 1:
|
| | | PlayerState.ChangePlayerSigh(curPlayer, tick)
|
| | | PlayerState.ChangePlayerSigh(curPlayer, tick)
|
| | |
|
| | | if GameWorld.IsCrossServer():
|
| | | curPlayer.SetForbiddenSyncClientState(False)
|
| | |
| | | #刷新自己的视野
|
| | | if not GameWorld.IsCrossServer() and (PlayerControl.GetCrossMapID(curPlayer) or curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene)):
|
| | | GameWorld.DebugLog("===本服LoadMapOK时玩家处于跨服或自定义场景状态,不设置可见!", curPlayer.GetPlayerID())
|
| | | else:
|
| | | curPlayer.RefreshView()
|
| | | curPlayer.SetVisible(True)
|
| | | |
| | | PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
|
| | | curPlayer.RefreshView()
|
| | | curPlayer.SetVisible(True)
|
| | | |
| | | #如果玩家hp为0,设置玩家为死亡状态
|
| | | if curPlayer.GetHP() <= 0:
|
| | | curPlayer.SetPlayerAction(IPY_GameWorld.paDie)
|
| | |
| | | GameWorld.DebugLog("当前无跨服地图!")
|
| | | return
|
| | |
|
| | | if not __CheckCanReborn(curPlayer, rebornType):
|
| | | if not __CheckCanReborn(curPlayer, rebornType, checkHPState=False):
|
| | | return
|
| | |
|
| | | msgDict = {"PlayerID":curPlayer.GetPlayerID(), "RebornType":rebornType}
|
| | |
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | def __CheckCanReborn(curPlayer, rebornType, gameMap=None):
|
| | | def __CheckCanReborn(curPlayer, rebornType, gameMap=None, checkHPState=True):
|
| | | ''' 检查可否复活,为了逻辑统一,这里不适用玩家所在的地图,支持跨服状态下判断跨服地图
|
| | | 本函数不验证玩家死亡状态等,因为有可能前后端复活状态不一致,如果这里拦住可能导致前端躺尸复活不了
|
| | | '''
|
| | |
|
| | | if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
|
| | | |
| | | if checkHPState and curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
|
| | | # 当血量大于0收到复活请求时,一般是前后端复活状态不一致的情况下导致的
|
| | | # 由于前端需要根据复活状态判断复活界面相关逻辑,所以这里需要做一些特殊处理,防止某些情况下前后端复活状态不一致导致的一些异常问题
|
| | | # 后端非死亡状态的情况,补同步一次复活包给前端
|