From 5c4ea9b4fd7f98d82e64878a5ce29d5747506f8c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 24 一月 2019 14:08:09 +0800
Subject: [PATCH] 5924 【后端】【1.5.100】诛仙Boss功能(2秒不打,停止掉血)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py | 496 +++++++++++++++++++++++++++++-------------------------
1 files changed, 263 insertions(+), 233 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index 118bec5..7ea7fff 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -79,6 +79,7 @@
import GameLogic_FamilyWar
import PlayerBossReborn
import PlayerWeekParty
+import PlayerActLogin
import Operate_EquipWash
import PlayerTreasure
import GameLogic_GodArea
@@ -110,6 +111,7 @@
import PlayerGeTui
import PlayerDogz
import PlayerCoat
+import PlayerQuDaoDoubleBill
import datetime
import time
@@ -235,14 +237,20 @@
Sync_DBPlayer(curPlayer)
+ # 死亡复活
+ if curPlayer.GetHP() <=0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
+ PlayerRebornByType(curPlayer, ChConfig.rebornType_System, tick)
+
# 强刷一次属性,刷之前重置还没同步过所有属性
curPlayer.SetDict(ChConfig.Def_PlayerKey_NotifyAllAttrState, 0)
playerControl = PlayerControl.PlayerControl(curPlayer)
playerControl.ReCalcAllState()
- if PlayerControl.GetCrossRealmState(curPlayer):
+ if PlayerControl.GetCrossMapID(curPlayer):
CrossRealmPlayer.DoExitCrossRealm(curPlayer)
+ msgInfo = ""
+ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(curPlayer.GetPlayerID(), 0, 0, "RefreshMainServerRole", msgInfo, len(msgInfo))
return
def Sync_DBPlayer(curPlayer):
@@ -376,7 +384,7 @@
# !!!必要发送的数据要注意位置
if GameWorld.IsCrossServer():
curPlayer.SetForbiddenSyncClientState(False)
- PlayerControl.SetCrossRealmState(curPlayer, 1) # 因为主服上传数据之前该值为0,所以登录跨服后在跨服服务器要设置为1
+ PlayerControl.SetCrossMapID(curPlayer, curPlayer.GetMapID()) # 因为主服上传数据之前该值为0,所以登录跨服后在跨服服务器要设置为对应地图
return
@@ -402,10 +410,25 @@
#---玩家上线, 宠物逻辑处理---
PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
+ PlayerFamily.FamilyPlayerOnLoginCross(curPlayer)
+
+ PlayerTeam.OnPlayerLoginCrossServer(curPlayer)
+
#通知运行成功
curPlayer.BalanceServer_PlayerLoginInitOK()
return
+ leaveServerSecond = PlayerControl.GetPlayerLeaveServerSecond(curPlayer)
+ if leaveServerSecond > ChConfig.Def_PlayerOfflineProtectTime / 1000:
+ # 离线超过离线保护重置切线临时保存的相关记录值
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PlayChangeLineID, 0)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FuncChangeLineID, 0)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_HighChangeLineID, 0)
+ #GameWorld.DebugLog("离线超过10秒重置切线临时保存的相关记录值!leaveServerSecond=%s" % leaveServerSecond, curPlayer.GetPlayerID())
+ # 离线过久恢复为非跨服状态
+ if PlayerControl.GetCrossMapID(curPlayer):
+ PlayerControl.SetCrossMapID(curPlayer, 0)
+
SyncGuideState(curPlayer)
#上线检查一次装备属性
@@ -424,7 +447,8 @@
#通知玩家技能信息
__Sync_ClientSkill(curPlayer)
-
+ #替换旧物品
+ ItemControler.LoginCheckChangeOldItem(curPlayer)
#清除生产采集Buff
#PlayerControl.DelProduceBuff(curPlayer, tick)
#清除国家答题Buff
@@ -448,18 +472,6 @@
PlayerPrestigeSys.OnLogin(curPlayer)
DataRecordPack.DR_PlayerLogin(curPlayer)
EventReport.WriteEvent_login(curPlayer)
-
-
- leaveServerSecond = PlayerControl.GetPlayerLeaveServerSecond(curPlayer)
- if leaveServerSecond > ChConfig.Def_PlayerOfflineProtectTime / 1000:
- # 离线超过离线保护重置切线临时保存的相关记录值
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PlayChangeLineID, 0)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FuncChangeLineID, 0)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_HighChangeLineID, 0)
- #GameWorld.DebugLog("离线超过10秒重置切线临时保存的相关记录值!leaveServerSecond=%s" % leaveServerSecond, curPlayer.GetPlayerID())
- # 离线过久恢复为非跨服状态
- if PlayerControl.GetCrossRealmState(curPlayer):
- PlayerControl.SetCrossRealmState(curPlayer, 0)
# 合服首登处理
__DoMixServerFirstLogin(curPlayer)
@@ -695,6 +707,8 @@
PlayerBossReborn.OnLogin(curPlayer)
# 周狂欢活动
PlayerWeekParty.OnLogin(curPlayer)
+ # 登录奖励活动
+ PlayerActLogin.OnLogin(curPlayer)
# 仙界盛典活动
PlayerFairyCeremony.OnLogin(curPlayer)
# 分支下载奖励记录通知
@@ -728,6 +742,7 @@
# 如果被禁言的,上线同步前端
if curPlayer.GetGMForbidenTalk():
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, curPlayer.GetGMForbidenTalk(), False)
+
return
@@ -911,11 +926,22 @@
#@return 返回值无意义
#@remarks 通知玩家技能信息
def __Sync_ClientSkill(curPlayer):
+ sendPack = ChPyNetSendPack.tagMCPlayerSkills()
+ sendPack.Clear()
+ sendPack.Skills = []
skillManager = curPlayer.GetSkillManager()
for i in range(skillManager.GetSkillCount()):
curSkill = skillManager.GetSkillByIndex(i)
- curSkill.Sync_Skill()
+ #curSkill.Sync_Skill()
+ skillInfo = ChPyNetSendPack.tagPlayerSkill()
+ skillInfo.SkillID = curSkill.GetSkillID()
+ skillInfo.RemainTime = curSkill.GetRemainTime()
+ skillInfo.Proficiency = curSkill.GetProficiency()
+
+ sendPack.Skills.append(skillInfo)
+ sendPack.Count = len(sendPack.Skills)
+ NetPackCommon.SendFakePack(curPlayer, sendPack)
return
#---------------------------------------------------------------------
@@ -1008,8 +1034,9 @@
SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick)
#刷新玩家的视野
- if not GameWorld.IsCrossServer() and PlayerControl.GetCrossRealmState(curPlayer):
+ if not GameWorld.IsCrossServer() and PlayerControl.GetCrossMapID(curPlayer):
GameWorld.DebugLog("===登录本服地图时,处于跨服状态,不刷新视野!", curPlayer.GetPlayerID())
+ curPlayer.SetSight(0)
else:
PlayerState.ChangePlayerSigh(curPlayer, tick)
@@ -1238,6 +1265,15 @@
curPack.SetCount(ChConfig.Def_PackCnt_DogzEquip)
curPack.Sync_PackCanUseCount()
+ #初始化诛仙物品背包
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptZhuXianItem)
+ curPack.SetCount(ChConfig.Def_PackCnt_ZhuXianItem)
+ curPack.Sync_PackCanUseCount()
+ #初始化诛仙装备背包
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptZhuXianEquip)
+ curPack.SetCount(ChConfig.Def_PackCnt_ZhuXianEquip)
+ curPack.Sync_PackCanUseCount()
+
#初始化临时交换背包
curPack = itemManager.GetPack(ShareDefine.rptTempSwap)
curPack.SetCount(ChConfig.Def_PackCnt_TempSwap)
@@ -1362,7 +1398,7 @@
firstMission = QuestCommon.GetCommonMission(curPlayer)
if not (firstMission and firstMission.GetProperty(QuestCommon.Def_NewGuyNoSight) == 1):
#刷新自己的视野
- if not GameWorld.IsCrossServer() and PlayerControl.GetCrossRealmState(curPlayer):
+ if not GameWorld.IsCrossServer() and PlayerControl.GetCrossMapID(curPlayer):
GameWorld.DebugLog("===本服LoadMapOK时玩家处于跨服状态,不设置可见!", curPlayer.GetPlayerID())
else:
curPlayer.RefreshView()
@@ -1522,6 +1558,8 @@
#EndLoadMap需放在最后
curPlayer.EndLoadMap()
+ # 渠道返利
+ PlayerQuDaoDoubleBill.OnMapQDDoubleBill(curPlayer)
return True
## 切换地图同步一次PK模式
@@ -2323,31 +2361,76 @@
#根据玩家选择重生选项重生
sendPack = IPY_GameWorld.IPY_CCliectReborn()
#复活类型
- playerRebornType = sendPack.GetType()
+ rebornType = sendPack.GetType()
+ GameWorld.DebugLog("玩家点击复活: rebornType=%s" % rebornType, curPlayer.GetPlayerID())
- if curPlayer.GetHP() > 0:
- # 当血量大于0收到复活请求包时,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
- if curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
- SyncPlayerReborn(curPlayer, playerRebornType)
- # 后端也是死亡状态的情况,直接重新触发一次复活
- else:
- PlayerRebornByType(curPlayer, playerRebornType, tick)
- #生命值不为0 , 不能重生
-# GameWorld.Log("玩家点击: 重生失败,生命值不为0 , 不能重生" , curPlayer.GetPlayerID())
+ if GameWorld.IsCrossServer():
+ GameWorld.DebugLog("跨服服务器不接受复活请求!")
+ return
+
+ if PlayerControl.GetCrossMapID(curPlayer):
+ OnReqCrossServerReborn(curPlayer, rebornType)
return
#FB中禁止复活
- if FBLogic.DoFBForbidReborn(curPlayer, playerRebornType):
+ if FBLogic.DoFBForbidReborn(curPlayer, rebornType):
PlayerControl.NotifyCode(curPlayer, "Reborn_lhs_31379")
return
#玩家复活
- if PlayerRebornByType(curPlayer, playerRebornType, tick):
+ if PlayerRebornByType(curPlayer, rebornType, tick):
#玩家复活成功,判断是否在副本中复活
- PlayerReborn_InFB(curPlayer, playerRebornType, tick)
+ PlayerReborn_InFB(curPlayer, rebornType, tick)
+
+ return
+
+def OnReqCrossServerReborn(curPlayer, rebornType):
+ ## 请求跨服服务器复活玩家
+
+ crossMapID = PlayerControl.GetCrossMapID(curPlayer)
+ if not crossMapID:
+ GameWorld.DebugLog("当前无跨服地图!")
+ return
+
+ if not __CheckCanReborn(curPlayer, rebornType):
+ return
+
+ msgDict = {"PlayerID":curPlayer.GetPlayerID(), "RebornType":rebornType}
+ GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_Reborn, msgDict)
+ GameWorld.DebugLog("跨服中请求复活, crossMapID=%s,msgDict=%s" % (crossMapID, msgDict), curPlayer.GetPlayerID())
+ return
+
+def ClientServerMsg_Reborn(curPlayer, msgData, serverGroupID, tick):
+ ## 收到子服请求复活信息
+
+ rebornType = msgData["RebornType"]
+ gameMap = GameWorld.GetMap()
+ if not __CheckCanReborn(curPlayer, rebornType, gameMap):
+ return
+
+ isAddReviveTired = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired)
+ # 跨服服务器不执行消耗,复活后同步消息回主服扣除消耗
+ __DoPlayerReborn(curPlayer, rebornType, tick)
+
+ # 发送回本服复活结果
+ msgInfo = {"Result":1, "ReviveTired":isAddReviveTired}
+ msgInfo.update(msgData)
+ GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_RebornRet, msgInfo, [serverGroupID])
+ return
+
+def CrossServerMsg_RebornRet(curPlayer, msgData, tick):
+ ## 收到跨服服务器复活结果
+
+ result = msgData["Result"]
+ if result != 1:
+ return
+
+ rebornType = msgData["RebornType"]
+ isAddReviveTired = msgData["ReviveTired"]
+ __RebornCost(curPlayer, rebornType, True)
+
+ if isAddReviveTired:
+ __AddReviveTired(curPlayer, tick)
return
@@ -2662,7 +2745,8 @@
#取消自动运镖状态
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_AutoTruck, 0)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_RoomID, 0)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_CrossRegisterMap, 0)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_IsCrossPKMatching, 0)
#下线召回宠物
PetControl.ReCallFightPet(curPlayer)
@@ -3786,6 +3870,10 @@
GameWorld.ErrLog("ChangeLine -> 封包错误, 无此线路 = %s" % (changLineID), curPlayer.GetID())
return
+ if GameWorld.IsCrossServer():
+ # 跨服服务器无法切线
+ return
+
mapID = curPlayer.GetMapID()
activityLineID = 0 # 活动线, 默认1线
@@ -3891,20 +3979,23 @@
# curPlayer.GameServer_LineState()
return
-
-
-##获取死亡冷却时间
-#@param curPlayer 玩家实例
-#@param playerRebornType 复活类型
-#@return 死亡冷却时间
-def GetRebronTime(curPlayer, playerRebornType):
- mapType = GameWorld.GetMap().GetMapFBType()
+def GetRebronTime(curPlayer, rebornType):
+ ''' 死亡状态才验证时间,本服跨服通用
+ 跨服服务器死亡的复活也是先发到本服,正常情况下本服是活着的,无法验证
+ 所以可否复活由跨服服务器死亡状态下的玩家实例判断,简单讲就是哪个服务器死亡的哪个服务器判断
+ 所以该函数可以直接使用玩家所在的地图判断
+ '''
- if playerRebornType in [ChConfig.rebornType_Health, ChConfig.rebornType_UseItem]:
- #原地复活、道具复活不用CD
+ # 非死亡状态下,也就是哪个服务器角色死亡由哪个服务器判断
+ if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
+ return 0
+
+ # 回城复活的才需要CD
+ if rebornType not in [ChConfig.rebornType_City, ChConfig.rebornType_MainCity]:
return 0
# 副本地图CD
+ mapType = GameWorld.GetMap().GetMapFBType()
if mapType != IPY_GameWorld.fbtNull:
fbRebornTimeDict = IpyGameDataPY.GetFuncEvalCfg('DuplicatesRebornTime', 1)
curMapID = GameWorld.GetMap().GetMapID()
@@ -3918,30 +4009,6 @@
if findBuff.GetSkill().GetSkillLV() == findBuff.GetSkill().GetSkillMaxLV():
return IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)[1]
return 0
-
-# playerRebornTimeDict = ReadChConfig.GetEvalChConfig('PlayerRebornTime')
-#
-# curMapID = GameWorld.GetMap().GetMapID()
-#
-# #不在配表的地图ID中取默认的
-# if curMapID not in playerRebornTimeDict.keys():
-# curMapID = 0
-#
-# rebronTimeByTypeDict = playerRebornTimeDict.get(curMapID, {})
-#
-# if not rebronTimeByTypeDict:
-# GameWorld.ErrLog("GetRebronTime rebronTimeByTypeDict=%s,,curMapID=%s" %
-# (rebronTimeByTypeDict, curMapID))
-# return 0
-#
-# #公式参数
-# playerLV = curPlayer.GetLV()
-# playerDeadCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayerDeadCnt)
-#
-# rebornTime = int(eval(rebronTimeByTypeDict.get(playerRebornType, "0")))
-#
-# return rebornTime
-
## 死亡冷却时间是否完了
#@param curPlayer 玩家实例
@@ -3957,116 +4024,90 @@
#---------------------------------------------------------------------
-##自定义函数, 玩家复活
-#@param curPlayer 玩家实例
-#@param playerRebornType 复活类型
-#@param tick 时间戳
-#@param mapBornPlace 复活位置,默认0为原地
-#@return 返回值无意义
-#@remarks 自定义函数, 玩家复活
-def PlayerRebornByType(curPlayer, playerRebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
- curPlayerID = curPlayer.GetID()
- curVipLv = curPlayer.GetVIPLv()
+
+def __CheckCanReborn(curPlayer, rebornType, gameMap=None):
+ ''' 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
+ '''
- gameMap = GameWorld.GetMap()
+ if rebornType not in ChConfig.Def_RebornTypeList:
+ return
- #需要支付的银子数量
- moneyPrice = 0
- #复活恢复血量、魔的万分比
- resetHpPercent = ChConfig.Def_MaxRateValue
- resetMpPercent = ChConfig.Def_MaxRateValue
+ ## 由于本服及跨服地图数据不互通,所以这里根据是否有地图数据进行判断处理
+ if gameMap:
+ playerID = curPlayer.GetPlayerID()
+ if rebornType in [ChConfig.rebornType_Health, ChConfig.rebornType_UseItem] and not gameMap.GetLocalReborn():
+ GameWorld.ErrLog("该地图不可原地复活! mapID=%s,rebornType=%s" % (gameMap.GetMapID(), rebornType), curPlayer.GetPlayerID())
+ return
- #复活冷却时间(秒)
- rebornTime = GetRebronTime(curPlayer, playerRebornType)
- #冷却时间到了
- if playerRebornType != ChConfig.rebornType_System and not CanRebornByTimeOver(curPlayer, rebornTime):
- PlayerControl.NotifyCode(curPlayer, 'RebornCD')
- return False
+ # 验证复活CD
+ rebornCD = GetRebronTime(curPlayer, rebornType)
+ if rebornCD:
+ curTime = int(time.time())
+ deadTime = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
+ if curTime - deadTime < rebornCD:
+ PlayerControl.NotifyCode(curPlayer, "RebornCD")
+ GameWorld.Log("复活冷却时间中,无法复活! curTime(%s) - deadTime(%s) < rebornCD(%s)" % (curTime, deadTime, rebornCD), playerID)
+ return
+
+ # 验证复活消耗,在本服验证,跨服服务器只验证状态
+ if not GameWorld.IsCrossServer():
+ if not __RebornCost(curPlayer, rebornType, False):
+ return
+
+ return True
+
+def __RebornCost(curPlayer, rebornType, isDoCost):
+ ## 扣除复活消耗
+ # @param isDoCost: 是否执行消耗
+ playerID = curPlayer.GetPlayerID()
+ if rebornType == ChConfig.rebornType_Health:
+ rebornCfg = IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)
+ moneyPrice = rebornCfg[2]
+ costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, moneyPrice)
+ if not costMoneyList:
+ GameWorld.ErrLog("货币不足,无法原地复活! moneyPrice=%s" % (moneyPrice), playerID)
+ return
+
+ if isDoCost:
+ for moneyType, moneyCnt in costMoneyList:
+ if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt, ChConfig.Def_Cost_Revive):
+ return
+
+ elif rebornType == ChConfig.rebornType_UseItem:
+ rebornItem = ItemCommon.FindItemInPackByEffectEx(curPlayer, ChConfig.Def_Effect_Reborn)
+ if not rebornItem:
+ GameWorld.ErrLog("复活道具不足,无法原地复活! ", playerID)
+ return
+
+ if isDoCost:
+ ItemCommon.DelItem(curPlayer, rebornItem, 1, True, "Reborn")
+
+ return True
+
+def __DoPlayerReborn(curPlayer, rebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
+ ## 执行玩家复活逻辑,该函数没有执行验证是否可复活等,不可直接调用
+ if 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
+ SyncPlayerReborn(curPlayer, rebornType)
+ return
+
+ resetHpPercent = ChConfig.Def_MaxRateValue
isFBReborn = False
- #-----------------------------------------回城复活(切换地图)-----------------------------------
- if playerRebornType == ChConfig.rebornType_City:
+ if rebornType == ChConfig.rebornType_City:
if FBLogic.OnPlayerReborn():
isFBReborn = True
else:
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsReBorn, 1)
-
-#===============================================================================
-# #不在特殊的地图中,玩家副本中复活相关
-# if not FBLogic.OnPlayerReborn():
-# #输出系统提示
-# __NotifyReBornToPlace( curPlayer )
-#===============================================================================
-
-
- #----------------------------------------------其他复活(不切换地图)------------------------------------
- #技能复活
- elif playerRebornType == ChConfig.rebornType_Skill:
-
- if not gameMap.GetSkillReborn():
- return False
-
- reBornSkill = GameWorld.GetGameData().GetSkillBySkillID(ChConfig.Def_SkillID_SkillReBorn)
- #恢复血量万分比
- resetHpPercent = reBornSkill.GetEffect(1).GetEffectValue(0)
- #恢复魔万分比
- resetMpPercent = reBornSkill.GetEffect(2).GetEffectValue(0)
-
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_SkillReBorn, tick)
-
- #原地健康复活
- elif playerRebornType == ChConfig.rebornType_Health:
- #if not PlayerVip.GetVipCanOriginalReborn(curVipLv):
- # #vip等级限制
- # return
- if not gameMap.GetLocalReborn():
- GameWorld.DebugLog(' 地图配置不能原地复活')
- return False
-
- if not __HealthRebornPayMoney(curPlayer):
- return False
-
- #使用道具(还阳咒)复活
- elif playerRebornType == ChConfig.rebornType_UseItem:
-
- if not gameMap.GetLocalReborn():
- return False
-
- if not __RebornDelItem(curPlayer):
- return False
-
- # 副本复活
- elif playerRebornType in [ChConfig.rebornType_FBGold, ChConfig.rebornType_FBUseItem]:
- isFBReborn = True
- freeBorn = FBLogic.DecFreeRebornCount(curPlayer)
- if not freeBorn:
- if not gameMap.GetLocalReborn():
- return False
- if playerRebornType == ChConfig.rebornType_FBGold:
- #if not PlayerVip.GetVipCanOriginalReborn(curVipLv):
- # #vip等级限制
- # return False
-
- if not __HealthRebornPayMoney(curPlayer):
- return False
-
- elif playerRebornType == ChConfig.rebornType_FBUseItem:
- if not __RebornDelItem(curPlayer):
- return False
- elif playerRebornType == ChConfig.rebornType_MainCity:
+ elif rebornType == ChConfig.rebornType_MainCity:
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsReBorn, 2)
-
- elif playerRebornType == ChConfig.rebornType_System:
- pass
-
- else:
- #封包错误
-# GameWorld.Log("重生封包类型 = %s错误"%(playerRebornType), curPlayerID )
- return False
-
+
#通知客户端玩家复活成功
- curPlayer.Reborn(playerRebornType)
+ curPlayer.Reborn(rebornType)
#执行玩家副本复活
if isFBReborn:
@@ -4077,16 +4118,8 @@
SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_LimitSuperBuff, tick)
#复活疲劳BUff
if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired):
- findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
- if findBuff:
- buffSkillLV = findBuff.GetSkill().GetSkillLV()
- if findBuff.GetSkill().GetSkillMaxLV() != buffSkillLV:
- buffSkillLV = buffSkillLV + 1
- else:
- buffSkillLV = 1
- SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_ReviveTired, tick, buffSkillLV)
- GameWorld.DebugLog(' 复活疲劳BUff buffSkillLV=%s'%(buffSkillLV))
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsAddReviveTired,0)
+ __AddReviveTired(curPlayer, tick)
+
#复活后清除角色身上的打BOSS和PK状态
validTime = IpyGameDataPY.GetFuncCfg("PKConfig", 4) * 1000
if PlayerState.IsInPKState(curPlayer):
@@ -4105,15 +4138,16 @@
PlayerControl.SetProDef(curPlayer, PlayerControl.GetMaxProDef(curPlayer))
#玩家复活后副本处理
- FBLogic.OnPlayerRebornOver(curPlayer, playerRebornType)
-
+ FBLogic.OnPlayerRebornOver(curPlayer, rebornType)
+
+ gameMap = GameWorld.GetMap()
#障碍点中原地复活, 打回重生点
- if (playerRebornType == ChConfig.rebornType_City and not isFBReborn)\
- or not GameWorld.GetMap().CanMove(curPlayer.GetPosX(), curPlayer.GetPosY()) \
- or (playerRebornType == ChConfig.rebornType_MainCity and gameMap.GetRebornMapID() == curPlayer.GetMapID()):
+ if (rebornType == ChConfig.rebornType_City and not isFBReborn) \
+ or not GameWorld.GetMap().CanMove(curPlayer.GetPosX(), curPlayer.GetPosY()) \
+ or (rebornType == ChConfig.rebornType_MainCity and gameMap.GetRebornMapID() == curPlayer.GetMapID()):
#玩家切换到重生点
playerControl.SetToBornPlace()
- elif playerRebornType == ChConfig.rebornType_MainCity:
+ elif rebornType == ChConfig.rebornType_MainCity:
#直接取db中配置的复活点
PlayerControl.PlayerResetWorldPos(curPlayer, gameMap.GetRebornMapID(), gameMap.GetRebornMapX(), gameMap.GetRebornMapY(), False)
#重新召唤宠物
@@ -4121,57 +4155,38 @@
#复活成功,重置状态
PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
- return True
+ return
-##复活扣除元宝
-#@param curPlayer 玩家实例
-#@return 是否扣除成功
-def __HealthRebornPayMoney(curPlayer):
- rebornCfg = IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)
- moneyPrice = rebornCfg[2]
- #异常
- if not moneyPrice:
- return True
- costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, moneyPrice)
- if not costMoneyList:
- return False
- infoDict = {}
- for moneyType, moneyCnt in costMoneyList:
- if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt, ChConfig.Def_Cost_Revive, infoDict):
- return False
+def __AddReviveTired(curPlayer, tick):
+ ## 增加复活疲劳
+ findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
+ if findBuff:
+ buffSkillLV = findBuff.GetSkill().GetSkillLV()
+ if findBuff.GetSkill().GetSkillMaxLV() != buffSkillLV:
+ buffSkillLV = buffSkillLV + 1
+ else:
+ buffSkillLV = 1
+ SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_ReviveTired, tick, buffSkillLV)
+ GameWorld.DebugLog(' 复活疲劳BUff buffSkillLV=%s'%(buffSkillLV))
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsAddReviveTired,0)
+ return
+
+def PlayerRebornByType(curPlayer, rebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
+ ''' 玩家复活
+ '''
+ gameMap = GameWorld.GetMap()
+ if not __CheckCanReborn(curPlayer, rebornType, gameMap):
+ return
- GameWorld.Login_Interface_GoldRec(curPlayer , 0 , 0 , 'HealthReborn' , moneyType , moneyPrice)
+ if not GameWorld.IsCrossServer():
+ if not __RebornCost(curPlayer, rebornType, True):
+ return
+
+ __DoPlayerReborn(curPlayer, rebornType, tick, mapBornPlace, isAddSuperBuff)
return True
-
-##复活扣除道具
-#@param curPlayer 玩家实例
-#@return 是否扣除成功
-def __RebornDelItem(curPlayer):
- rebornItem = ItemCommon.FindItemInPackByEffectEx(curPlayer, ChConfig.Def_Effect_Reborn)
- if not rebornItem:
- #GeRen_chenxin_143504 对不起,您没有XXX!
- #PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_143504", [ChConfig.Def_ItemID_Reborn])
- return False
-
- #调用通用接口删除道具
- ItemCommon.DelItem(curPlayer, rebornItem, 1, True, "Reborn")
- return True
-
#---------------------------------------------------------------------
-#===============================================================================
-# def __NotifyReBornToPlace( curPlayer ):
-# #普通地图
-# if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull:
-# #Revival_Home <n color="0,255,0">提示:您可以在各大主城的杂货店消除身上携带的虚弱状态!</n> 256 -
-# PlayerControl.NotifyCode( curPlayer, "Revival_Home" )
-# #副本中
-# elif not FBLogic.DoNotifyReBorn( curPlayer ):
-# #输出默认提示
-# PlayerControl.NotifyCode( curPlayer, "Revival_Home" )
-#
-# return
-#===============================================================================
+
##副本接口:玩家复活
#@param curPlayer 玩家实例
#@param tick 时间戳
@@ -4688,6 +4703,11 @@
GameWorld.DebugLog("WorldTransPort packTransportType=%s,mapID=%s,lineID=%s,exData1=%s"
% (packTransportType, mapID, lineID, exData1), playerID)
lineID = -1 if lineID == 255 else lineID
+ if GameWorld.IsCrossServer():
+ if curPlayer.GetMapID() != mapID:
+ return
+ lineID = -1 # 跨服默认只能本线
+
#世界传送封包允许类型(世界,大地图,任务)
if packTransportType not in ChConfig.Def_PackType_TransportType.keys():
GameWorld.ErrLog('WorldTransPort packTransportType = %s, NoFind' % (packTransportType), playerID)
@@ -5321,6 +5341,9 @@
# 领取周狂欢积分奖励
elif rewardType == ChConfig.Def_RewardType_WeekPartyPoint:
PlayerWeekParty.GetWeekPartyPointAward(curPlayer, dataEx, dataExStr)
+ # 领取登录奖励活动奖励
+ elif rewardType == ChConfig.Def_RewardType_ActLoginAwardAct:
+ PlayerActLogin.GetLoginAwardActionAward(curPlayer, dataEx, dataExStr)
return
@@ -5475,10 +5498,17 @@
return
-
-## 地图NPC数量查询封包 A2 27 查询地图NPC数量信息 #tagCMQueryNPCCntInfo
-# @param curPlayer
-# @return None
+#// A2 27 查询地图NPC数量信息 #tagCMQueryNPCCntInfo
+#
+#struct tagCMQueryNPCCntInfo
+#{
+# tagHead Head;
+# DWORD MapID; // 目标地图ID
+# WORD LineID; // 线路ID
+# BYTE IsNoTimeLimit;//是否没有查询时间限制,默认有限制
+# BYTE NPCIDListLen;
+# char NPCIDList[NPCIDListLen]; // 需要查询的NPCID列表
+#};
def OnQueryMapNPCCntInfo(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
if not curPlayer:
--
Gitblit v1.8.0