From 69ab786b26f7804908ff69764f566424042ac8a3 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 28 五月 2019 17:20:24 +0800
Subject: [PATCH] 6898 缥缈事件最大事件数量修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py |  260 +++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 186 insertions(+), 74 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index df8668c..69bc421 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -31,13 +31,9 @@
 import ItemCommon
 import OperControlManager
 import ShareDefine
-import PlayerProduce
 import PlayerAutoCheckOnline
 import PlayerGameWallow
 import ReadChConfig
-import ChPyNetSendPack
-import NetPackCommon
-import DataRecordPack
 import PlayerViewCacheTube
 import PlayerDienstgrad
 import PlayerVip
@@ -52,11 +48,15 @@
 import PlayerTJG
 import AICommon
 import PlayerSuccess
+import CrossPlayerData
 import PassiveBuffEffMng
-import PlayerFamilyRedPacket
+import FunctionNPCCommon
+import FormulaControl
 import PlayerGoldGift
+import PlayerFlashSale
 import PlayerWing
 import ChEquip
+import PlayerYinji
 
 #---------------------------------------------------------------------
 #---------------------------------------------------------------------
@@ -134,7 +134,9 @@
     if not __DoClientUseSkillEx(curPlayer, useSkillData, tick):
         SkillShell.AttackFailNotify(curPlayer, useSkillData)
         GameWorld.DebugLog("----攻击失败 可能是技能CD %s"%skillTypeID)
-    
+        # 根据策划需求 以客户端动作为标准,不可攻击状态也进入CD
+        BaseAttack.Sync_AttackResult(curPlayer, useSkillData)
+        
     if useSkillData and useSkillData.GetSkillID() != ChConfig.Def_SkillID_Somersault:
         # 跟随玩家同频率攻击
         PetControl.PetFight(curPlayer, tick)
@@ -461,7 +463,7 @@
     relation = BaseAttack.GetTagRelation(curPlayer, curTag, None, tick)
     #判断是否敌对关系
     if relation[0] != ChConfig.Type_Relation_Enemy :
-        AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
+        #AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
         return
     
     return curTag
@@ -533,7 +535,7 @@
     if tick - curPlayer.GetPlayerActionTick() < curPlayer.GetPrepareTime():
         #时间间隔没有到
         if prepareState in [IPY_GameWorld.pstCollecting, IPY_GameWorld.pstMissionCollecting]:
-            FBLogic.OnCollecting(curPlayer, tick)
+            OnCollecting(curPlayer, tick)
         
         return
     
@@ -559,28 +561,13 @@
     
     elif prepareState == IPY_GameWorld.pstMissionCollecting:
         #任务采集
-        PlayerMissionCollect.EndMissionCollect(curPlayer)
-
-    elif prepareState == ShareDefine.Def_PstProduce:
-        #生产采集(进入生产采集状态,不再重置玩家状态)
-        PlayerProduce.OnProduceEnd(curPlayer, tick)
-        return
+        PlayerMissionCollect.EndMissionCollect(curPlayer, tick)
         
     elif prepareState == ShareDefine.Def_PstTrans:
         
         mapID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransMapId)
         posX = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransPosX)
         posY = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransPosY)
-        
-        #执行逻辑,应该在入口设置好消耗,这边只是扣除
-        #=======================================================================
-        # isFreedomTransBuff = SkillCommon.GetPlayerBuffBySkillTypeID(curPlayer, ShareDefine.Def_FreedomTransBuffID)
-        # if transportType == ChConfig.Def_Transport_Type_BigMap or not isFreedomTransBuff:
-        #    isAutoBuy = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransAutoBuyItem)
-        #    #传送支付处理
-        #    if not ChPlayer.PayForTransport(curPlayer, transportType, isAutoBuy):
-        #        return
-        #=======================================================================
         
         if not TransCostAfterPrepare(curPlayer):
             return
@@ -591,6 +578,44 @@
     #重置玩家状态
     curPlayer.SetPrepareState(0)    # 成功
     PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
+    return
+
+def OnCollecting(curPlayer, tick):
+    ## 采集中逻辑
+    tagObj = curPlayer.GetActionObj()
+    if not tagObj:
+        return
+    if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
+        return
+    curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
+    if not curNPC:
+        return
+    FBLogic.OnCollecting(curPlayer, tick)
+    npcID = curNPC.GetNPCID()
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
+    if collectNPCIpyData:
+        DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, False)
+    return
+
+def DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, isEnd):
+    ## 执行采集掉血
+    if not collectNPCIpyData.GetLostHPPer():
+        return
+    lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
+    lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
+    lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
+    if isEnd:
+        lostTime = int(round(lostTime)) # 采集完的时候四舍五入
+    else:
+        lostTime = int(lostTime)
+    if lostTime < 1:
+        return
+    
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick)
+    lostValue = int(GameObj.GetMaxHP(curPlayer) * lostHPPer / 100.0) * lostTime
+    skillTypeID, buffOwner = 0, None
+    SkillCommon.SkillLostHP(curPlayer, skillTypeID, buffOwner, lostValue, tick, skillAffect=False)
+    GameWorld.DebugLog("采集掉血: npcID=%s,lostHPPer=%s,lostTime=%s,lostValue=%s" % (collectNPCIpyData.GetNPCID(), lostHPPer, lostTime, lostValue))
     return
 
 
@@ -637,7 +662,7 @@
     if not result:
         return
     
-    FBLogic.OnCollectOK(curPlayer, tick)
+    FBLogic.OnCollectOK(curPlayer, curNPC.GetNPCID(), tick)
     return
 
 #---------------------------------------------------------------------
@@ -648,14 +673,14 @@
 # @remarks 刷新以单位时间(分钟)消耗耐久的物品
 def ProcessRefreshTimeItem(curPlayer, tick):
     reFlash = False
-
+    
     #2分钟遍历一次,时效道具时间到不消失,
     if tick - curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipTime) \
-    < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_TimeItem] :
+        < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_TimeItem]:
         return reFlash
     #耐久减少值/分钟
     reFlash = ProcessTimeEquip(curPlayer, tick)
-
+    
     return reFlash
 
 
@@ -816,31 +841,34 @@
 # @return None
 # @remarks 玩家自动回复XP值
 def ProcessAddXP(curPlayer, tick):
-    #开放等级增加多少XP值, 最大XP值
-    openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
-    #还没到开放等级
-    if openLV > curPlayer.GetLV():
-        return
-    lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_AddXPTick)
-    if not CommonCheckTick(curPlayer, tick, ChConfig.TYPE_Player_Tick_AddXPTick):
-        #首次登陆,将当前的XP值记录到字典中
-        if lastTick <= 0:
-            curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curPlayer.GetXP())
-        return
-    
-    #从字典中获取当前的XP值
-    curXPValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RecordXPValue)
-    #当前XP值已经是最大值了,不做处理
-    if curXPValue == maxXPValue:
-        return
-    xpRestorePer = PlayerControl.GetXPRestorePer(curPlayer)
-    addXPValue = int(addXPValue * xpRestorePer/float(ChConfig.Def_MaxRateValue))
-    nextXPValue = min(curXPValue + addXPValue, maxXPValue)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, nextXPValue)
-    #已经达到最大的XP值了,通知客户端
-    if nextXPValue == maxXPValue:
-        #这里进行设置的时候,将会通知客户端
-        curPlayer.SetXP(nextXPValue)
+    return
+    #===========================================================================
+    # #开放等级增加多少XP值, 最大XP值
+    # openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
+    # #还没到开放等级
+    # if openLV > curPlayer.GetLV():
+    #    return
+    # lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_AddXPTick)
+    # if not CommonCheckTick(curPlayer, tick, ChConfig.TYPE_Player_Tick_AddXPTick):
+    #    #首次登陆,将当前的XP值记录到字典中
+    #    if lastTick <= 0:
+    #        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curPlayer.GetXP())
+    #    return
+    # 
+    # #从字典中获取当前的XP值
+    # curXPValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RecordXPValue)
+    # #当前XP值已经是最大值了,不做处理
+    # if curXPValue == maxXPValue:
+    #    return
+    # xpRestorePer = PlayerControl.GetXPRestorePer(curPlayer)
+    # addXPValue = int(addXPValue * xpRestorePer/float(ChConfig.Def_MaxRateValue))
+    # nextXPValue = min(curXPValue + addXPValue, maxXPValue)
+    # curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, nextXPValue)
+    # #已经达到最大的XP值了,通知客户端
+    # if nextXPValue == maxXPValue:
+    #    #这里进行设置的时候,将会通知客户端
+    #    curPlayer.SetXP(nextXPValue)
+    #===========================================================================
 
 
 #---------------------------------------------------------------------
@@ -1048,39 +1076,43 @@
 def ProcessTimeEquip(curPlayer, tick):
     itemManager = curPlayer.GetItemManager()
     hasItemClear = False
-
+    
+    classLV = 0 # 只处理非境界装备的时效物品
     curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
-    for i in range(0, curPack.GetCount()):
-        curItem = curPack.GetAt(i)
+    for equipPlace in ChConfig.EquipPlace_LingQi:
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+        if not ipyData:
+            continue
+        index = ipyData.GetGridIndex()
+        curItem = curPack.GetAt(index)
         
         #异常物品
         if not ItemCommon.CheckItemCanUse(curItem):
             continue
-
+        
         if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
-                                             ChConfig.Def_EquipReduceType_Time]:
+                                                 ChConfig.Def_EquipReduceType_Time]:
             continue
-
+        
         #处理现实时间物品逻辑
-        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
+        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, index):
             hasItemClear = True
             
-    
     if hasItemClear:
         #装备重刷属性
-        PlayerWing.CalcWingAttr(curPlayer)
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
-            
-    
+        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
+        
     # 进行更新时效道具刷新时间
     curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
-    
     return hasItemClear
+
 #---------------------------------------------------------------------
 ## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
 def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
     #验证物品是否过期
-    curItemExpireTime = curItem.GetExpireTime()
+    curItemExpireTime = curItem.GetUserAttr(ShareDefine.Def_IudetExpireTime)
+    if not curItemExpireTime:
+        curItemExpireTime = curItem.GetExpireTime()
     curItemPastTime = time.time() - curItem.GetUserAttr(ShareDefine.Def_IudetCreateTime)
     if curItemExpireTime - curItemPastTime > 0:
         return
@@ -1090,14 +1122,14 @@
         # 没有空位,玩家主动取下,计算属性时无效化
         # 过期属性时效需刷属性
         return True
-
+    
     result = ItemControler.PlayerItemControler(curPlayer).UnEquipItem(equipIndex, spaceIndex)
     if not result:
         # 过期属性时效需刷属性
         return True
     equipID = result[0]
     equipPlace = result[1]
-    if equipPlace == ShareDefine.retGuard:
+    if equipPlace in [ShareDefine.retGuard1, ShareDefine.retGuard2]:
         PlayerControl.NotifyCode(curPlayer, 'Guardian_Timeout', [equipID, spaceIndex])
     elif equipPlace == ShareDefine.retWing:
         PlayerControl.NotifyCode(curPlayer, 'WingTiyan_Timeout')
@@ -1110,9 +1142,6 @@
             PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
             PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
             
-    # 广播卸装
-    if equipIndex in ChConfig.Def_SyncEquipStateByIndex:
-        curPlayer.Sync_UnEquipItem(equipID, equipPlace)
     return True
 #---------------------------------------------------------------------
 ##全局定时器调用, 刷新玩家状态
@@ -1210,6 +1239,8 @@
     #回血回魔状态处理
     ProcessHPMPState(curPlayer, tick)
     
+    PlayerYinji.ProcessPlayerYinji(curPlayer, tick)
+    
     #刷新组队状态
     #ProcessTeamState(curPlayer, tick)
 
@@ -1236,7 +1267,15 @@
     #成就
     PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick, False)
     #开服红包处理
-    PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
+    #PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
+    #限时抢购
+    PlayerFlashSale.ProcessFlashSaleMail(curPlayer, tick)
+    #地图经验
+    ProcessAreaExp(curPlayer, tick)
+    #神秘商店刷新
+    FunctionNPCCommon.CheckMysticalShopRefresh(curPlayer, tick)
+    #跨服数据同步,放最后
+    CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
     return
 
 
@@ -1442,14 +1481,59 @@
         curPlayer.SetDict(ChConfig.Def_PDict_PKStateTick, 0)
         curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, 0, False)
         #GameWorld.DebugLog("退出PK状态!", curPlayer.GetPlayerID())
+        curPlayer.SetDict("StartProDTick", tick) # 开始恢复时间点
         
     bossStateTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick)
     if bossStateTick and (tick - bossStateTick) >= validTime:
         curPlayer.SetDict(ChConfig.Def_PDict_BossStateTick, 0)
         curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, 0, False)
         #GameWorld.DebugLog("退出Boss状态!", curPlayer.GetPlayerID())
-        
+    
+    # 脱离PK战斗 X秒后按比例恢复
+    ProcessProDef(curPlayer, tick)
     return
+
+def Sync_PKBossState(curPlayer):
+    psState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) else 0
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, psState, False)
+    
+    bossState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick) else 0
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, bossState, False)
+    return
+
+# 脱离PK战斗 X秒后按比例恢复
+def ProcessProDef(curPlayer, tick):
+    if PlayerControl.GetProDefHPPer(curPlayer) == 0:
+        # 没转化值
+        return
+    
+    # 脱离PK战斗 X秒后按比例恢复
+    if IsInPKState(curPlayer):
+        return
+    
+    if tick - curPlayer.GetDictByKey("StartProDTick") < IpyGameDataPY.GetFuncCfg("MagicExterior", 2) * 1000:
+        return
+    
+    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
+        return
+    
+    # 每秒恢复
+    if tick - curPlayer.GetDictByKey("restoreProDTick") < 1000:
+        return
+    
+    curProDef = PlayerControl.GetProDef(curPlayer)
+    maxProDef = PlayerControl.GetMaxProDef(curPlayer)
+    
+    if curProDef == maxProDef:
+        return
+    
+    #非PK状态恢复护盾
+    PlayerControl.SetProDef(curPlayer, min(curProDef + \
+                            IpyGameDataPY.GetFuncCfg("MagicExterior", 3)*maxProDef/ChConfig.Def_MaxRateValue, maxProDef))
+    curPlayer.SetDict("restoreProDTick", tick)
+
+    return
+
 
 def IsInPKState(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) > 0
 def SetPKStateTick(curPlayer, tick):
@@ -1467,4 +1551,32 @@
     #GameWorld.DebugLog("设置Boss状态tick!tick=%s" % tick, curPlayer.GetPlayerID())
     return
     
+def ProcessAreaExp(curPlayer, tick):
+    ##给场景经验
+    if GameWorld.IsCrossServer():
+        return
+    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+        return
+    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
+    mapID = crossMapID if crossMapID else GameWorld.GetMap().GetMapID()
+    neutralMapExpAwardDict = IpyGameDataPY.GetFuncEvalCfg('NeutralMapExpAward', 1, {})
+    expAwardInfo = GameWorld.GetDictValueByKey(neutralMapExpAwardDict, mapID)
+    if not expAwardInfo:
+        return
+    if len(expAwardInfo) != 2:
+        return
+    secondCD, expFormula = expAwardInfo
+    lastTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_MapAreaExpTick)
+    if not lastTick:
+        curPlayer.SetDict(ChConfig.Def_PDict_MapAreaExpTick, tick)
+        return
+    if tick - lastTick < secondCD:
+        return
+    curPlayer.SetDict(ChConfig.Def_PDict_MapAreaExpTick, tick)
     
+    reExp = PlayerControl.GetPlayerReExp(curPlayer)
+    reLV = curPlayer.GetLV()
+    worldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
+    addExp = eval(FormulaControl.GetCompileFormula('NeutralMapExpAward%s'%mapID, expFormula))
+    PlayerControl.PlayerControl(curPlayer).AddExp(addExp)
+    return

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