From 904df7e20029fa64f9382bc32b52f12f46e37e5d Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期五, 21 九月 2018 18:08:12 +0800 Subject: [PATCH] 1 礼包卡以权限分应用 --- ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py | 122 +++++++++++++++++++++++++++++++++++----- 1 files changed, 105 insertions(+), 17 deletions(-) diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py index 0d135e1..50b3640 100644 --- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py +++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py @@ -340,7 +340,8 @@ #邀请组队的时候,双方都有队伍不处理 if curPlayerTeam != None and tagPlayerTeam != None: #InviteEnterLost02 <n color="255,255,0">`o很抱歉,目标玩家已在他人队伍中,邀请入队失败!</n> 25 - - - PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") + #PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") + InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick) return if tagPlayerTeam == None: @@ -445,7 +446,7 @@ GameWorld.DebugLog("邀请组队, tagMapID=%s,tagMapEx=%s,tagPlayerID=%s" % (tagMapID, tagMapEx, tagPlayerID), curPlayerID) isTjg = PlayerControl.GetIsTJG(tagPlayer) - if isTjg or not IsTeamInvateNeedCheck(tagPlayer): + if (isTjg or not IsTeamInvateNeedCheck(tagPlayer)) and not tagPlayer.GetTeamID(): GameWorld.DebugLog("被邀请的玩家处于脱机状态或不需要审核的,直接入队! tagPlayerID=%s,isTjg=%s" % (tagPlayerID, isTjg), curPlayerID) DoPlayerJoinTeam(tagPlayer, curPlayer, curPlayerTeam, tick, curPlayer) @@ -654,7 +655,7 @@ return #双方的队伍 - curPlayerTeam = curPlayer.GetTeam() + #curPlayerTeam = curPlayer.GetTeam() tagPlayerTeam = tagPlayer.GetTeam() if tagPlayerTeam == None: @@ -662,10 +663,12 @@ PlayerControl.NotifyCode(curPlayer, "TeamNoExist") return - if curPlayerTeam != None: - #InviteEnterLost02 组队失败,双方都有队伍! - PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") - return + #=============================================================================================== + # if curPlayerTeam != None: + # #InviteEnterLost02 组队失败,双方都有队伍! + # PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") + # return + #=============================================================================================== #组队类型 #teamType = sendPack.GetTeamType() @@ -802,11 +805,15 @@ #玩家本身有队伍时 if joinPlayer.GetTeam(): - if notifyPlayer: - # AcceptTeamLost 该玩家已有队伍 - PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost") - return - + #=========================================================================================== + # if notifyPlayer: + # # AcceptTeamLost 该玩家已有队伍 + # PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost") + # return + #=========================================================================================== + #先退队 + DoPlayerLeaveTeam(joinPlayer, joinPlayer.GetTeam(), tick) + teamID = tagTeam.GetTeamID() GameWorld.Log("%s(%d)加入队伍 %s(%d), teamID=%s!" % (joinPlayer.GetName(), joinPlayer.GetPlayerID(), teamPlayer.GetName(), teamPlayer.GetPlayerID(), teamID)) @@ -1505,7 +1512,7 @@ playerMgr = GameWorld.GetPlayerManager() scenePlayerIDDict = GetScenePlayerIDDict() - scenePlayerIDList = scenePlayerIDDict.get(mapID, []) + scenePlayerIDList = copy.deepcopy(scenePlayerIDDict.get(mapID, [])) # 场景队伍数超过同步的个数才进行排序,否则直接同步给客户端,由客户端自行排序 if len(scenePlayerIDList) > Def_SyncPlayerCount: playerIDSortList = [] @@ -1516,9 +1523,13 @@ player = playerMgr.FindPlayerByID(playerID) if not player: continue - if player.GetTeamID(): - # 有队伍的不推荐 + if PlayerControl.GetIsTJG(player): continue + if not __CheckCanTeamComm(player): + continue + #if player.GetTeamID(): + # # 有队伍的不推荐 + # continue playerLV = player.GetLV() playerIDSortList.append([abs(curPlayerLV - playerLV), -playerLV, playerID]) playerIDSortList.sort() # 等级差绝对值升序排, 绝对值相同的等级高的排前面 @@ -1536,9 +1547,13 @@ player = playerMgr.FindPlayerByID(playerID) if not player: continue - if player.GetTeamID(): - # 有队伍的不推荐 + if PlayerControl.GetIsTJG(player): continue + if not __CheckCanTeamComm(player): + continue + #if player.GetTeamID(): + # # 有队伍的不推荐 + # continue count += 1 nearbyPlayer = ChPyNetSendPack.tagGCRecommendNearbyPlayer() nearbyPlayer.PlayerID = playerID @@ -2028,6 +2043,11 @@ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) packTagMapID = clientData.TagMapID + # 发2时代表助战匹配 + if packTagMapID == 2: + __DoMatchHelpFightTeam(curPlayer, tick) + return + tagMapEx = clientData.TagMapEx tagMapID = packTagMapID curMapID = curPlayer.GetMapID() @@ -2240,6 +2260,73 @@ PlayerControl.NotifyCode(curPlayer, "TeamMatchingSucceed") return +def __DoMatchHelpFightTeam(curPlayer, tick): + ''' 一次性匹配需要助战的队伍,满足队伍条件自动加入匹配队伍 + 按以下优先级加入: + 大境界渡劫 > 所有宗门试炼 > 所有娲皇遗迹 > 混乱妖域 + 自己有队伍时发送助战喊话不执行此逻辑 + ''' + curTeam = curPlayer.GetTeam() + if curTeam: + return + + matchingTeamDict = PyGameData.g_matchingTeamDict + GameWorld.DebugLog("__DoMatchHelpFightTeam matchingTeamDict=%s" % (matchingTeamDict), curPlayer.GetPlayerID()) + if not matchingTeamDict: + return + + playerLV = curPlayer.GetLV() + matchMapIDList = [ChConfig.Def_FBMapID_DuJie, ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_QueenRelics, ChConfig.Def_FBMapID_ChaosDemon] + + teamMgr = GameWorld.GetTeamManager() + for matchMapID in matchMapIDList: + matchTeamInfoList = [] + for key, teamIDList in matchingTeamDict.items(): + tagMapID, tagMapEx = key + if tagMapID != matchMapID: + continue + + for teamID in teamIDList: + team = teamMgr.FindTeam(teamID) + if not team: + continue + + reqMinLV = team.GetReqMinLV() + reqMaxLV = team.GetReqMaxLV() + + if not (reqMinLV <= playerLV <= reqMaxLV): + continue + + onLineCount = CheckTeamOnLineCount(team) + # 优先级: 人数多的 > 线路简单的 > 队伍人数多的 ... + matchTeamInfoList.append([onLineCount, 999999 - tagMapEx, team.GetTeamPlayerCount(), teamID, team]) + + if not matchTeamInfoList: + GameWorld.DebugLog(" 没有满足助战等级条件匹配中的队伍: matchMapID=%s" % (matchMapID)) + continue + + matchTeamInfoList.sort(reverse=True) # 倒序排 + GameWorld.DebugLog(" 匹配队伍顺序: matchMapID=%s,%s" % (matchMapID, matchTeamInfoList)) + + joinTeamID = 0 + for teamInfo in matchTeamInfoList: + team = teamInfo[-1] + if not team: + continue + + leader = GetTeamLeader(team) + if not leader: + continue + + if DoPlayerJoinTeam(curPlayer, leader, team, tick, isAutoMatchJoin=False): + joinTeamID = team.GetTeamID() + break + + GameWorld.DebugLog(" joinTeamID=%s" % joinTeamID) + if joinTeamID: + break + + return #// B9 08 取消匹配队伍或玩家 #tagCGCancelMatchTeam # @@ -2587,6 +2674,7 @@ curPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamAsk", resultName, len(resultName)) # 多人队伍,队伍加入准备队列,通知队员准备 else: + DelTeamIDFromMatchingList(curTeam) # 进入准备阶段停止匹配 GameWorld.DebugLog("队伍验证通过,通知队员准备进入副本: memStateDict=%s" % memStateDict, playerID) PyGameData.g_prepareTeamDict[teamID] = [retAskMapID, retAskMapEx, memStateDict, tick] SyncTeamEnterFBPrepareInfo(curTeam, retAskMapID, retAskMapEx, memStateDict) -- Gitblit v1.8.0