| | |
| | | #邀请组队的时候,双方都有队伍不处理
|
| | | if curPlayerTeam != None and tagPlayerTeam != None:
|
| | | #InviteEnterLost02 <n color="255,255,0">`o很抱歉,目标玩家已在他人队伍中,邀请入队失败!</n> 25 - -
|
| | | PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
|
| | | #PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
|
| | | InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick)
|
| | | return
|
| | |
|
| | | if tagPlayerTeam == None:
|
| | |
| | | GameWorld.DebugLog("邀请组队, tagMapID=%s,tagMapEx=%s,tagPlayerID=%s" % (tagMapID, tagMapEx, tagPlayerID), curPlayerID)
|
| | |
|
| | | isTjg = PlayerControl.GetIsTJG(tagPlayer)
|
| | | if isTjg or not IsTeamInvateNeedCheck(tagPlayer):
|
| | | if (isTjg or not IsTeamInvateNeedCheck(tagPlayer)) and not tagPlayer.GetTeamID():
|
| | | GameWorld.DebugLog("被邀请的玩家处于脱机状态或不需要审核的,直接入队! tagPlayerID=%s,isTjg=%s"
|
| | | % (tagPlayerID, isTjg), curPlayerID)
|
| | | DoPlayerJoinTeam(tagPlayer, curPlayer, curPlayerTeam, tick, curPlayer)
|
| | |
| | | return
|
| | |
|
| | | #双方的队伍
|
| | | curPlayerTeam = curPlayer.GetTeam() |
| | | #curPlayerTeam = curPlayer.GetTeam() |
| | | tagPlayerTeam = tagPlayer.GetTeam()
|
| | |
|
| | | if tagPlayerTeam == None:
|
| | |
| | | PlayerControl.NotifyCode(curPlayer, "TeamNoExist")
|
| | | return
|
| | |
|
| | | if curPlayerTeam != None:
|
| | | #InviteEnterLost02 组队失败,双方都有队伍!
|
| | | PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
|
| | | return
|
| | | #===============================================================================================
|
| | | # if curPlayerTeam != None:
|
| | | # #InviteEnterLost02 组队失败,双方都有队伍!
|
| | | # PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
|
| | | # return
|
| | | #===============================================================================================
|
| | |
|
| | | #组队类型
|
| | | #teamType = sendPack.GetTeamType()
|
| | |
| | |
|
| | | #玩家本身有队伍时
|
| | | if joinPlayer.GetTeam():
|
| | | if notifyPlayer:
|
| | | # AcceptTeamLost 该玩家已有队伍
|
| | | PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost")
|
| | | return
|
| | | |
| | | #===========================================================================================
|
| | | # if notifyPlayer:
|
| | | # # AcceptTeamLost 该玩家已有队伍
|
| | | # PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost")
|
| | | # return
|
| | | #===========================================================================================
|
| | | #先退队
|
| | | DoPlayerLeaveTeam(joinPlayer, joinPlayer.GetTeam(), tick)
|
| | | |
| | | teamID = tagTeam.GetTeamID()
|
| | | GameWorld.Log("%s(%d)加入队伍 %s(%d), teamID=%s!" % (joinPlayer.GetName(), joinPlayer.GetPlayerID(),
|
| | | teamPlayer.GetName(), teamPlayer.GetPlayerID(), teamID))
|
| | |
| | | playerMgr = GameWorld.GetPlayerManager()
|
| | |
|
| | | scenePlayerIDDict = GetScenePlayerIDDict()
|
| | | scenePlayerIDList = scenePlayerIDDict.get(mapID, [])
|
| | | scenePlayerIDList = copy.deepcopy(scenePlayerIDDict.get(mapID, []))
|
| | | # 场景队伍数超过同步的个数才进行排序,否则直接同步给客户端,由客户端自行排序
|
| | | if len(scenePlayerIDList) > Def_SyncPlayerCount:
|
| | | playerIDSortList = []
|
| | |
| | | player = playerMgr.FindPlayerByID(playerID)
|
| | | if not player:
|
| | | continue
|
| | | if player.GetTeamID():
|
| | | # 有队伍的不推荐
|
| | | if PlayerControl.GetIsTJG(player):
|
| | | continue
|
| | | if not __CheckCanTeamComm(player):
|
| | | continue
|
| | | #if player.GetTeamID():
|
| | | # # 有队伍的不推荐
|
| | | # continue
|
| | | playerLV = player.GetLV()
|
| | | playerIDSortList.append([abs(curPlayerLV - playerLV), -playerLV, playerID])
|
| | | playerIDSortList.sort() # 等级差绝对值升序排, 绝对值相同的等级高的排前面
|
| | |
| | | player = playerMgr.FindPlayerByID(playerID)
|
| | | if not player:
|
| | | continue
|
| | | if player.GetTeamID():
|
| | | # 有队伍的不推荐
|
| | | if PlayerControl.GetIsTJG(player):
|
| | | continue
|
| | | if not __CheckCanTeamComm(player):
|
| | | continue
|
| | | #if player.GetTeamID():
|
| | | # # 有队伍的不推荐
|
| | | # continue
|
| | | count += 1
|
| | | nearbyPlayer = ChPyNetSendPack.tagGCRecommendNearbyPlayer()
|
| | | nearbyPlayer.PlayerID = playerID
|