3597 【后端】可以向已有队伍的在线玩家发送组队邀请;
邀请附近玩家列表推荐规则修改(原来只推荐无队伍玩家,修改为可推荐有队伍的玩家,脱机及准备中的玩家不推荐)
1个文件已修改
49 ■■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py 49 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py
@@ -340,7 +340,8 @@
    #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:
@@ -445,7 +446,7 @@
    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)
@@ -654,7 +655,7 @@
        return
    
    #双方的队伍
    curPlayerTeam = curPlayer.GetTeam()
    #curPlayerTeam = curPlayer.GetTeam()
    tagPlayerTeam = tagPlayer.GetTeam()
    
    if tagPlayerTeam == None:
@@ -662,10 +663,12 @@
        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()
@@ -802,11 +805,15 @@
    
    #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))
@@ -1505,7 +1512,7 @@
    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 = []
@@ -1516,9 +1523,13 @@
            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
@@ -1536,9 +1547,13 @@
        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