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 -- Gitblit v1.8.0