From 31ff909da764c97448fe22388340901a09513c60 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期三, 20 三月 2019 15:41:23 +0800
Subject: [PATCH] 6341 【后端】【2.0】境界改版开发单(修为池)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossRealmPK.py | 45 ++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 40 insertions(+), 5 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossRealmPK.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossRealmPK.py
index 0c55f89..faba8bf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossRealmPK.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossRealmPK.py
@@ -153,6 +153,8 @@
curPlayer.Sync_TimeTick(ChConfig.tttTowerTake, 0, max(notify_tick, 0), True)
FBCommon.Notify_FBHelp(curPlayer, __GetFBHelpInfo())
+ PlayerControl.DelLimitSuperBuff(curPlayer, tick)
+ PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
return
def __GetFBHelpInfo():
@@ -196,7 +198,7 @@
gameFB = GameWorld.GetGameFB()
fbStep = gameFB.GetFBStep()
- if fbStep <= FB_State_Waiting and fbStep >= FB_State_Leave:
+ if fbStep <= FB_State_Waiting or fbStep >= FB_State_Leave:
return
leavePlayerID = curPlayer.GetPlayerID()
@@ -294,14 +296,21 @@
playerInfoList = []
for playerID in [playerIDA, playerIDB]:
player = copyMapPlayerManager.FindPlayerByID(playerID)
+ # 还是离线时间的,走掉线逻辑,越晚掉线的赢;需要加这个逻辑主要是因为当玩家没有触发完整登录流程导致玩家在线但是没有触发DoEnter
+ playerLeaveTick = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerID)
+ if playerLeaveTick:
+ pvpDamage, sortTick, curHP, curMaxHP = 0, 0, 0, 0
+ playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
+ GameWorld.Log("PK超时: playerLeaveTick=%s" % (playerLeaveTick), playerID)
+ continue
pvpDamage = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamage)
pvpDamTick = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamUpdTick)
sortTick = tick - pvpDamTick
curHP = 0 if not player else player.GetHP()
curMaxHP = 0 if not player else player.GetMaxHP()
- playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerID, player])
- GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s"
- % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP), playerID)
+ playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
+ GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s,playerLeaveTick=%s"
+ % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP, playerLeaveTick), playerID)
playerInfoList.sort(reverse=True)
GameWorld.Log("PK超时, 进入结算!playerInfoList=%s" % str(playerInfoList))
@@ -315,6 +324,10 @@
for i in xrange(copyMapPlayerManager.GetPlayerCount()):
player = copyMapPlayerManager.GetPlayerByIndex(i)
if player == None or player.IsEmpty():
+ continue
+ playerID = player.GetPlayerID()
+ if playerID not in [playerIDA, playerIDB]:
+ GameWorld.ErrLog("副本中玩家不在进入的玩家ID里,不处理! roomID=%s,playerID=%s" % (roomID, playerID))
continue
winner = player
winnerID = player.GetPlayerID()
@@ -381,6 +394,9 @@
prepareTime = fbTimeList[Def_Time_MapPrepare] * 1000
helpDict["prepareTime"] = prepareTime
+ roundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
+ winnerID = gameFB.GetGameFBDictByKey(FB_RoundWinPlayerID % roundNum)
+
nextRoundNum = gameFB.GetGameFBDictByKey(FB_RoundNum) + 1
gameFB.SetGameFBDict(FB_RoundNum, nextRoundNum)
@@ -395,8 +411,11 @@
if player.GetPlayerAction() == IPY_GameWorld.paDie or player.GetHP() <= 0:
GameWorld.DebugLog("复活玩家...", player.GetPlayerID())
- ChPlayer.PlayerRebornByType(player, ChConfig.rebornType_System, tick)
+ ChPlayer.PlayerRebornByType(player, ChConfig.rebornType_System, tick, isAddSuperBuff=False)
__ResetPlayerState(gameFB, player, playerID)
+ elif winnerID and playerID != winnerID:
+ GameWorld.DebugLog("平局,输的玩家回满血!", playerID)
+ __ResetPlayerState(gameFB, player, playerID)
else:
__ResetPlayerState(gameFB, player, playerID, False)
@@ -472,6 +491,22 @@
GameWorld.Log("回合结束: roomID=%s,roundNum=%s,winnerID=%s,loserID=%s,updWinCnt=%s" % (roomID, roundNum, winnerID, loserID, updWinCnt))
isOver = (updWinCnt >= IpyGameDataPY.GetFuncCfg("CrossRealmPKFB", 3))
if not isOver:
+ if winner:
+ clearDeBuff = False
+ # 胜利者马上清除负面buff,防止死亡导致回合表现异常,如中毒
+ for buffType in [IPY_GameWorld.bfDeBuff, IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfActionBuff]:
+ buffTuple = SkillCommon.GetBuffManagerByBuffType(winner, buffType)
+ if buffTuple:
+ buffState = buffTuple[0]
+ buffCount = buffState.GetBuffCount()
+ if buffCount:
+ clearDeBuff = True
+ buffState.Clear()
+ GameWorld.DebugLog("胜者马上清除 buffType=%s,buffCount=%s" % (buffType, buffCount), winner.GetPlayerID())
+
+ if clearDeBuff:
+ PlayerControl.PlayerControl(winner).RefreshAllState()
+
FBCommon.SetFBStep(FB_State_Reborn, tick)
return
--
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