From 223d88c4b42d4541ed743b83cce2bbd4e1bdac59 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 04 一月 2019 21:06:29 +0800
Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(屏蔽部分日志)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 360 ++++++++++++++++++++++++++++++++----------------------------
1 files changed, 192 insertions(+), 168 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 68efc7e..a0941be 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -64,13 +64,12 @@
import PlayerGameEvent
import EventReport
import PlayerTeHui
-import GameLogic_XMZZ
+import PlayerGatherSoul
import PlayerSuccess
import PlayerPet
import PlayerGreatMaster
import ItemControler
import GameFuncComm
-import PlayerMergeEvent
import IpyGameDataPY
import PlayerRune
import GameLogic_DuJie
@@ -83,6 +82,9 @@
import PlayerFamilyTech
import PlayerCostRebate
import PlayerFairyCeremony
+import PlayerCrossRealmPK
+import FunctionNPCCommon
+import CrossRealmPlayer
import ChNetSendPack
import PlayerState
import QuestCommon
@@ -161,7 +163,7 @@
# notifyCnt 代表广播周围玩家的数量,0为全部广播 -1为指定列表随机, 其他数字为指定指
def PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0):
if notifyCnt == -1:
- notifyCnt = random.choice((10, 10, 15, 15, 20, 25, 30, 50))
+ notifyCnt = 8
#GameWorld.DebugLog("PyNotifyAll %s"%notifyCnt)
curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength(), notifySelf, notifyCnt)
@@ -229,7 +231,7 @@
# @return 无返回值
def WorldNotify(country, msgMark, msgParamList=[], lineID=0, mergeMinOSD=-1, mergeMaxOSD=-1, mergeMapInfo=[]):
# 如果是跨服服务器,则广播子服
- if GameWorld.IsMergeServer():
+ if GameWorld.IsCrossServer():
sendMsg = str([country, msgMark, msgParamList, lineID, mergeMinOSD, mergeMaxOSD, mergeMapInfo])
GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'MergeWorldNotify',
sendMsg, len(sendMsg))
@@ -352,7 +354,7 @@
return
# 跨服服务器不允许发送邮件
- if GameWorld.IsMergeServer():
+ if GameWorld.IsCrossServer():
return
itemCountDict = {}
@@ -1425,7 +1427,8 @@
FBLogic.DoPlayerChangeMapLogic(curPlayer, tick)
#summonList = list()
-
+ #召回宠物
+ PetControl.ReCallFightPet(curPlayer)
#1. 删除自己不需要的召唤兽(火焰之灵等)
#必须用while, 因为在循环中要删除
# 召唤兽切地图不带过去
@@ -1497,6 +1500,11 @@
#RouteServer未初始化不允许切换地图, 缓存处理
GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1)
return
+
+ GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID())
+ if GameWorld.IsCrossServer():
+ CrossRealmPlayer.PlayerExitCrossServer(curPlayer)
+ return
#中立地图回到上一次非中立常规地图
if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
@@ -1533,7 +1541,7 @@
#copyMapID = curPlayer.GetCopyMapID()
GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID())
- if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
+ if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
#如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本
gameFB = GameWorld.GetGameFB()
gameFB.SetIsSafeClose(1)
@@ -1557,72 +1565,6 @@
#---------------------------------------------------------------------
-def ResetMergeFBPlayerCntInfo(resetMapID):
- # 重置跨服活动副本地图人数分配情况信息
- mapID = GameWorld.GetMap().GetMapID()
- if mapID != ChConfig.Def_MergeTransMapID:
- return
- GameWorld.Log("重置跨服活动副本地图人数分配情况信息: resetMapID=%s" % resetMapID)
- gameWorld = GameWorld.GetGameWorld()
- mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount")
- for reqMapID, mapInfo in mergeFBPlayerCntDict.items():
- if resetMapID and resetMapID != reqMapID:
- continue
- for playerMapID in mapInfo[1]:
- playerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID)
- for num in xrange(1, 1 + playerCnt):
- playerID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num))
- gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num), 0) # 重置对应的玩家ID
- gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), 0) # 重置玩家ID对应的地图
- gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, 0) # 重置地图人数
- return
-
-def __GetMergeFBPlayerMapID(curPlayer, reqMapID):
- # 获取玩家所分配的跨服活动地图ID
- # @param reqMapID: 可以是本服活动的地图ID标识; 也可以是指定的跨服活动地图ID, 如果是指定的地图ID也是直接返回
-
- mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount")
- if reqMapID not in mergeFBPlayerCntDict:
- return reqMapID
-
- playerID = curPlayer.GetPlayerID()
- gameWorld = GameWorld.GetGameWorld()
-
- playerMapID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID))
- if playerMapID:
- GameWorld.DebugLog("已经有分配跨服活动地图,直接返回!playerMapID=%s" % (playerMapID), playerID)
- return playerMapID
-
- # 还没分配该玩家, 则开始选择分配的地图ID
- maxPlayerCnt, mapIDList = mergeFBPlayerCntDict[reqMapID]
- minPlayerCount = 0 # 最少的地图玩家人数
- minPlayerMapID = 0 # 最少人数的地图ID
- for mID in mapIDList:
- curMapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % mID)
- if curMapPlayerCnt < maxPlayerCnt:
- playerMapID = mID
- break
-
- # 保存最少人数的地图ID信息
- if not minPlayerCount or (minPlayerCount and curMapPlayerCnt < minPlayerCount):
- minPlayerCount = curMapPlayerCnt
- minPlayerMapID = mID
-
- # 如果没有人数未满的活动地图,则分配到人数较少的地图
- if not playerMapID:
- playerMapID = minPlayerMapID
-
- # 更新分配信息
- if playerMapID:
- mapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) + 1
- gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, mapPlayerCnt)
- gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, mapPlayerCnt), playerID)
- gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), playerMapID)
- GameWorld.Log("分配跨服活动玩家所属地图: plaeyrID=%s,reqMapID=%s,分配MapID=%s,mapPlayerCnt=%s"
- % (playerID, reqMapID, playerMapID, mapPlayerCnt))
-
- return playerMapID
-
##玩家进入副本
# @param curPlayer 玩家实例
# @param mapID 地图ID
@@ -1641,13 +1583,13 @@
# NotifyCode(curPlayer, 'jiazu_xyj_671654')
# return
- #跨服活动人数分流处理
- if GameWorld.IsMergeServer():
- reqMapID = mapID
- mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID)
- if not mapID:
- GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID)
- return
+# #跨服活动人数分流处理
+# if GameWorld.IsCrossServer():
+# reqMapID = mapID
+# mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID)
+# if not mapID:
+# GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID)
+# return
#过滤封包地图ID
if not GameWorld.GetMap().IsMapIDExist(mapID):
@@ -1772,6 +1714,12 @@
if isNotify:
NotifyCode(curPlayer, "SingleEnterPK", [mapID])
return ShareDefine.EntFBAskRet_PKState
+
+ ## 跨服PK匹配中
+ if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer):
+ if isNotify:
+ NotifyCode(curPlayer, "CrossMatching8", [mapID])
+ return ShareDefine.EntFBAskRet_CrossPKMatching
#===============================================================================================
# # 这里不做状态限制,由前端处理,因为策划要根据界面来处理,同一传送功能有可能在不同界面
@@ -2844,12 +2792,7 @@
SetPlayerCurrency(curPlayer, type_Price, curCurrency - price)
else:
GameWorld.Log("付费金钱异常 type_Price = %s" % (type_Price), curPlayer.GetPlayerID())
- return False
-
- #添加跨服操作事件
- if costType in ChConfig.MergeServerCanCostType:
- eventInfo = [type_Price, price, costType, infoDict, quantity, costVIPGold]
- PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_PayMoney, eventInfo)
+ return False
#付款以后后续操作
__PayMoneyAfter(curPlayer, type_Price, price, costType, infoDict, quantity, costVIPGold)
@@ -3370,22 +3313,57 @@
return int(addPoint)
+def GetAllPointByLV(curPlayer):
+ ##获取当前等级可得到属性点数
+ openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
+ curLV = curPlayer.GetLV()
+ if curLV < openLV:
+ return 0
+ addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+ initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
+ setFreePoint = initFreePoint
+ for lv in xrange(openLV, curLV+1):
+ setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
+ return setFreePoint
+
def DoAddPointOpen(curPlayer):
'''加点功能开启 处理给自由属性点及老号处理
清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
beforeFreePoint = curPlayer.GetFreePoint()
- addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
- initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
- openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
- setFreePoint = initFreePoint
+
+ setFreePoint = GetAllPointByLV(curPlayer)
curLV = curPlayer.GetLV()
- for lv in xrange(openLV, curLV+1):
- setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
addDataDict = {'beforeFreePoint':beforeFreePoint}
- DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
curPlayer.SetFreePoint(setFreePoint)
+ DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
return
+
+def FixOldAddPoint(curPlayer):
+ ##老号加点处理 重置已加点数,
+ if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
+ return
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
+ baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
+ addPoint = curPlayer.GetFreePoint()
+ attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
+ for attrKey, basePoint in attrInfoDict.items():
+ addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
+ fixFreePoint = GetAllPointByLV(curPlayer)
+ if addPoint != fixFreePoint:
+ for attrKey, basePoint in attrInfoDict.items():
+ getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
+ curPlayer.SetFreePoint(fixFreePoint)
+ #重置天赋
+ PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
+ #邮件补偿
+ SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
+
+ addDataDict = {'beforeTotalPoint':addPoint}
+ DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
+ GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
+ return
+
#---------------------------------------------------------------------
## 功能模块战斗力类
@@ -3395,8 +3373,7 @@
__AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
__AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
- __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed, ChConfig.TYPE_Calc_AttrATKMin, ChConfig.TYPE_Calc_AttrATKMax,
- ChConfig.TYPE_Calc_AttrMaxHP] # 需要记录的非线性战斗属性
+ __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
## 初始化
# @param self 类实例
@@ -3494,8 +3471,9 @@
DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
- MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
- ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
+ #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
+ #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
+ ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比
OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
@@ -3504,21 +3482,10 @@
#其他需作为公式参数的系数
AtkSpeedParameter = fpParam.GetCftAtkSpeed()
LuckyHitParameter = fpParam.GetCftLuckyHit()
-
- fpEx = 0
- #装备模块特殊处理
- if self.mfpType == ShareDefine.Def_MFPType_Equip:
- AtkPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrATKMax) * fpParam.GetCftAtkPer() # 攻击百分比系数
- MaxHPPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrMaxHP) * fpParam.GetCftMaxHPPer() # 生命百分比系数
- fpEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 3))
- GameWorld.DebugLog("装备模块攻击生命百分比传奇属性战力: fpEx=%s" % fpEx)
- else:
- AtkPer = 0
- MaxHPPer = 0
#获取策划配置的表格
FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
- totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula)) + fpEx
+ totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
#GameWorld.DebugLog("MfpType=%s,FightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
if totalFightPower > ShareDefine.Def_UpperLimit_DWord:
@@ -3661,10 +3628,6 @@
#副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理
if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
-
- # 跨服中获得经验
- if finalAddExp and GameWorld.IsMergeServer():
- PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddExp, finalAddExp)
return finalAddExp
@@ -3861,6 +3824,7 @@
# 记录玩家升级
DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
self.__DoLVUPAddPoint() # 升级加点
#self.__DoLvUpAddSkill() # 升级加技能
@@ -3926,6 +3890,10 @@
# 升级需要执行的游戏功能处理
GameFuncComm.DoFuncOpenLogic(curPlayer)
ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
+ if aftLV%10 == 0:
+ # 控制下刷新次数
+ PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
+
self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
#放在功能开启后面
PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer)
@@ -3937,7 +3905,8 @@
FBLogic.OnPlayerLVUp(curPlayer)
# 记录开服活动冲级数据
OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
-
+ #神秘限购
+ FunctionNPCCommon.MysticalShopOpen(curPlayer, befLV, aftLV)
#不需要做升级任务, 设置玩家经验
SetPlayerTotalExp(curPlayer, curTotalExp)
return
@@ -4092,6 +4061,7 @@
PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
PlayerEquipDecompose.RefreshEDAttr(curPlayer)
PlayerDogz.RefreshDogzAttr(curPlayer)
+ PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
self.RefreshAllState(isForce=True)
GameWorld.DebugLog("End ReCalcAllState!!!")
return
@@ -4215,6 +4185,7 @@
#beforeAtkInterval = curPlayer.GetAtkInterval()
beforeMaxHP = curPlayer.GetMaxHP()
beforeMoveSpeedValue = GetSpeedValue(curPlayer)
+ beforeMaxProDef = GetMaxProDef(curPlayer)
#构建玩家刷新通知客户端字典, 缓存[索引, 数值]
playerStateDict = {}
for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4409,6 +4380,9 @@
CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
#self.PrintAttr(curPlayer, "固定层级")
+ #护盾值刷新
+ self.__RefreshMaxProDef(beforeMaxProDef)
+
# 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】
EffGetSet.CopyPlayerFuncAttr(curPlayer)
@@ -4436,6 +4410,33 @@
GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
return True
+
+ # 生命转化为防护值
+ def __RefreshMaxProDef(self, beforeMaxProDef):
+ curPlayer = self.__Player
+ if GetProDefHPPer(curPlayer) == 0:
+ return
+ maxHP = curPlayer.GetMaxHP()
+ proDefPer = GetProDefHPPer(curPlayer)
+
+ #获取策划配置的表格
+ GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2)
+ maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4))
+
+ SetMaxProDef(curPlayer, int(maxProDef))
+
+ afterMaxProDef = GetMaxProDef(curPlayer)
+ addValue = max(0, afterMaxProDef - beforeMaxProDef)
+ curProDef = GetProDef(curPlayer)
+
+ if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
+ # 同步增加 (死亡状态下不刷)
+ SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef))
+ elif curProDef > afterMaxProDef:
+ # 做一次防范纠正
+ SetProDef(curPlayer, min(curProDef, afterMaxProDef))
+
+ return
def __RefreshBuffAttr(self):
## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等
@@ -4713,14 +4714,16 @@
mfpInfo.MFPCnt = len(mfpDataList)
mfpInfo.MFPList = mfpDataList
NetPackCommon.SendFakePack(curPlayer, mfpInfo)
-
+ beforeFightPower = curPlayer.GetFightPower()
curPlayer.SetFightPower(totalFightPower, False)
+ if totalFightPower < beforeFightPower:
+ DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0,
ChConfig.Def_PDictType_FightPower)
if totalFightPower > highestFightPower:
NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, totalFightPower,
ChConfig.Def_PDictType_FightPower)
- GameWorld.DebugLog("总战力: %s, 历史最高战力: %s" % (totalFightPower, highestFightPower))
+ GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower))
PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
# 记录开服活动数据
OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
@@ -4883,7 +4886,7 @@
}
for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
- if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]:
+ if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
continue
value = 0 if i not in initAttrDict else initAttrDict[i]
EffGetSet.SetValueByEffIndex(curPlayer, i, value)
@@ -5110,6 +5113,7 @@
index = 0
buffSkillIDList = []
+ passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer)
while index < buffState.GetBuffCount():
curBuff = buffState.GetBuff(index)
#异常
@@ -5124,10 +5128,16 @@
continue
#BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick)
- buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+ #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+ buffSkillIDList.append(curBuff.GetSkill().GetSkillID())
+ #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID())
+ if passiveEff:
+ passiveEff.DelBuffInfo(curBuff.GetSkill())
+
#删除这个buff
buffState.DeleteBuffByIndex(index)
-
+
+
SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList)
return
@@ -5634,6 +5644,9 @@
# SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false)
# @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己
# @param bNotifyGameServer: 是否同步GameServer,默认false
+# SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15)
+# 15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息;
+# 同步前端及GameServer需要自己写通知,设置函数自身不带通知参数
#
# 发送0418包
# SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true)
@@ -5641,6 +5654,8 @@
#
# 通知GsmeServer;
# SendGameServerRefreshState(int inputType, int inputValue)
+
+# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用
# 禁言 通知gameServer
def SetGMForbidenTalk(curPlayer, value):
@@ -5665,6 +5680,10 @@
def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False)
def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3()
+## 跨服状态: 0-非跨服状态,1-跨服状态
+def GetCrossRealmState(curPlayer): return curPlayer.GetExAttr5()
+def SetCrossRealmState(curPlayer, value): curPlayer.SetExAttr5(value, False, True)
+
## 铜钱点, 支持铜钱超20亿
def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver()
def SetSilver(curPlayer, totalSilver):
@@ -5676,6 +5695,11 @@
curPlayer.SetExAttr6(silverPoint)
return
+## 玩家今日已获得仙缘币
+def GetTodayXianyuanCoin(curPlayer): return curPlayer.GetExAttr11()
+def SetTodayXianyuanCoin(curPlayer, value): return curPlayer.SetExAttr11(value, False, True)
+def AddTodayXianyuanCoin(curPlayer, addValue): return curPlayer.SetExAttr11(curPlayer.GetExAttr11() + addValue, False, True)
+
##VIP到期时间, 需要同步GameServer
def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True)
@@ -5683,6 +5707,21 @@
##聊天气泡框
def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
+
+## 玩家所属服务器组ID
+def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13()
+def UpdPlayerServerGroupID(curPlayer):
+ # 更新自己的服务器组ID, 跨服服务器不处理
+ if GameWorld.IsCrossServer():
+ return
+ serverGroupID = GameWorld.GetServerGroupID()
+ if not serverGroupID:
+ return
+ playerServerGroupID = curPlayer.GetExAttr13()
+ if playerServerGroupID != serverGroupID:
+ curPlayer.SetExAttr13(serverGroupID, False, True)
+ GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
+ return
##获得玩家威望值
def GetPrestige(curPlayer): return 0
@@ -5779,10 +5818,6 @@
SetZhenQi(curPlayer, value)
#EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value)
-
- if GameWorld.IsMergeServer():
- eventInfo = [addValue, eventName, eventData]
- PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddZhenQi, eventInfo)
return True
@@ -5874,36 +5909,6 @@
def SetLongMaiLV(curPlayer, value):
return
#---------------------------------------------------------------------------
-## 设置玩家跨服预赛排位
-# @param curPlayer: 玩家实例
-# @param value: 威望值
-# @return:
-def SetMergeWarRank(curPlayer, value):
- return
-
-
-## 获取玩家跨服预赛排位
-# @param curPlayer: 玩家实例
-# @return: 威望值
-def GetMergeWarRank(curPlayer):
- return 0
-
-
-## 设置玩家官爵星级
-# @param curPlayer: 玩家实例
-# @param value: 星级
-# @return:
-def SetOfficeStar(curPlayer, value):
- curPlayer.SetExAttr11(value)
- return
-
-
-## 获取玩家玩家官爵星级
-# @param curPlayer: 玩家实例
-# @return: 星级
-def GetOfficeStar(curPlayer):
- return curPlayer.GetExAttr11()
-
##获取可免费开启的格子数
# @param curPlayer 玩家对象
@@ -6489,22 +6494,27 @@
#---当前防护值,需存DB----
def GetProDef(curPlayer): return curPlayer.GetExAttr4()
-def SetProDef(curPlayer, value): curPlayer.SetExAttr4(value)
+def SetProDef(curPlayer, value):
+ if GameWorld.IsCrossServer():
+ curPlayer.SetExAttr4(value, True) # 跨服服务器需要广播周围玩家
+ else:
+ curPlayer.SetExAttr4(value)
+
#---最大防护值----
def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef)
def SetMaxProDef(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrMaxProDef, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, True) # 周围玩家需要通知
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, False) # 周围玩家需要通知
#---生命上限换算为防护值的百分比----
def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer)
def SetProDefHPPer(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
+ #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
#---防护值吸收伤害比率----
def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb)
def SetProDefAbsorb(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
+ #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
#---宠物攻击提升值----
def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk)
@@ -6512,11 +6522,13 @@
def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk)
def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value)
-#---宠物伤害百分比提升----
-def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
-def SetPetDamPer(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
+#---宠物伤害百分比提升----移到GameObj下
+#===============================================================================
+# def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
+# def SetPetDamPer(curPlayer, value):
+# curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
+# curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
+#===============================================================================
#---宠物技能伤害百分比提升----
def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate)
def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value)
@@ -6655,12 +6667,24 @@
def GetCalcAttrListValue(curPlayer, funcIndex):
## 获取功能点预先计算的所加属性值
attrList = [{} for _ in range(4)]
- for attrIndex, attrDict in enumerate(attrList):
- for i in xrange(Def_MaxAddAttrTypeCnt):
- attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
- if attrType == 0:
- break
- attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
+ if isinstance(funcIndex, int):
+ funcIndexList = [funcIndex]
+ elif isinstance(funcIndex, list):
+ funcIndexList = funcIndex
+ else:
+ return attrList
+
+ for funcIndex in funcIndexList:
+ for attrIndex, attrDict in enumerate(attrList):
+ for i in xrange(Def_MaxAddAttrTypeCnt):
+ attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
+ if attrType == 0:
+ break
+ attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
+ if attrType in attrDict:
+ attrDict[attrType] = attrValue + attrDict[attrType]
+ else:
+ attrDict[attrType] = attrValue
return attrList
## 刷属性时累加功能事先计算好的属性值
--
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