From 7d6b028c24c2e90109f118eb3008b655e9b063b8 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 25 十二月 2018 14:26:34 +0800
Subject: [PATCH] 5512 子 【开发】【1.4】跨服竞技场 / 【后端】【1.4】跨服竞技场开发 -- 链接跨服状态通知gameserver
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py | 10 ++++++++--
1 files changed, 8 insertions(+), 2 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
index 53d2397..9b8a408 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
@@ -67,6 +67,9 @@
Help_helpCount = 'helpCount' #该副本今日已助战次数
Help_relation = 'relation' #该副本关系加成信息 [优先关系, 总加成]
Help_robotJob = 'robotJob' #机器人职业 {"ObjID":job, ...}
+Help_isAuto = 'isAuto' #是否自动召唤
+Help_hasRefreshBoss = 'hasRefreshBoss' #是否已刷新boss
+Help_gsItemInfo = 'gsItemInfo' #聚魂副本物品信息 {"波数":[[{"ItemID":101, "ItemCount":10}]]}
#副本结算信息通用key
Over_dataMapID = 'dataMapID' #数据地图ID
@@ -627,7 +630,7 @@
#---------------------------------------------------------------------
def SyncDynamicBarrierState(barrierPointList, state, curPlayer=None):
'''同步动态障碍物是否有效性
- @param barrierPointList: 障碍物点列表 [[aPosX,aPosY,bPosX,bPosY], [aPosX,aPosY,bPosX,bPosY], ...]
+ @param barrierPointList: 障碍物点列表 [[aPosX,aPosY,bPosX,bPosY,angle可选], [aPosX,aPosY,bPosX,bPosY,angle可选], ...]
@param state: 是否有效
@param curPlayer: 指定通知目标玩家,为None时广播本地图所有玩家
'''
@@ -635,12 +638,15 @@
barrierStatePack.Clear()
barrierStatePack.State = state
barrierStatePack.BarrierList = []
- for aPosX, aPosY, bPosX, bPosY in barrierPointList:
+ for posInfo in barrierPointList:
+ aPosX, aPosY, bPosX, bPosY = posInfo[:4]
+ angle = posInfo[4] if len(posInfo) > 4 else 0
barrier = ChPyNetSendPack.tagMCDynamicBarrier()
barrier.APosX = aPosX
barrier.APosY = aPosY
barrier.BPosX = bPosX
barrier.BPosY = bPosY
+ barrier.Angle = angle
barrierStatePack.BarrierList.append(barrier)
barrierStatePack.Count = len(barrierStatePack.BarrierList)
if curPlayer:
--
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