From 8145e33b8bac3d5852d08e3de8128ae8db3a6d4c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 01 二月 2019 14:07:52 +0800
Subject: [PATCH] 6188 【后端】【1.5.200】诛仙塔爬塔补偿

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py |   34 +++++++++++++++++++++++++---------
 1 files changed, 25 insertions(+), 9 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 fc75233..0f41d31 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -52,6 +52,7 @@
 import PlayerTJG
 import AICommon
 import PlayerSuccess
+import CrossPlayerData
 import PassiveBuffEffMng
 import PlayerFamilyRedPacket
 import FormulaControl
@@ -136,7 +137,9 @@
     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)
@@ -593,16 +596,20 @@
     if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
         return
     curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
-    DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, False)
+    if not curNPC:
+        return
     FBLogic.OnCollecting(curPlayer, tick)
+    npcID = curNPC.GetNPCID()
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+    if collectNPCIpyData:
+        DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, False)
     return
 
-def DoCollectingLostHP(curPlayer, npcID, tick, isEnd):
+def DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, isEnd):
     ## 执行采集掉血
-    CollectNPCLostHPCfg = ReadChConfig.GetEvalChConfig("CollectNPCLostHP")
-    if npcID not in CollectNPCLostHPCfg:
+    if not collectNPCIpyData.GetLostHPPer():
         return
-    lostSecond, lostHPPer = CollectNPCLostHPCfg[npcID]
+    lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
     lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
     lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
     if isEnd:
@@ -616,6 +623,7 @@
     lostValue = int(GameObj.GetMaxHP(curPlayer) * lostHPPer / 100.0) * lostTime
     skillTypeID, buffOwner = 0, None
     SkillCommon.SkillLostHP(curPlayer, skillTypeID, buffOwner, lostValue, tick)
+    GameWorld.DebugLog("采集掉血: npcID=%s,lostHPPer=%s,lostTime=%s,lostValue=%s" % (collectNPCIpyData.GetNPCID(), lostHPPer, lostTime, lostValue))
     return
 
 
@@ -656,8 +664,6 @@
     
     if not curNPC:
         return
-    
-    DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, True)
     
     result = FBLogic.OnCanCollect(curPlayer, curNPC, tick)
     
@@ -1265,11 +1271,13 @@
     #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)
+    #跨服数据同步,放最后
+    CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
     return
 
 
@@ -1487,6 +1495,14 @@
     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:

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