From a98e28b6487ea5634459d3e425124de6df143b2d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 19 三月 2025 14:21:01 +0800
Subject: [PATCH] 10263 【英文】【BT】【GM】后端支持NPC仿真实玩家战斗和快速战斗(触发被动死循环防范修改;)
---
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py | 29 +++++++++++++++++++++++------
1 files changed, 23 insertions(+), 6 deletions(-)
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
index 3ff9a9a..db4f559 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
@@ -34,6 +34,7 @@
import CrossBattlefield
import CrossRealmPlayer
import CrossChampionship
+import PlayerPackData
import DataRecordPack
import CrossRealmMsg
import PyDataManager
@@ -97,10 +98,14 @@
return totalPlayerCount
- def IsMustCopyMapPlayer(self, playerID):
+ def IsMustCopyMapPlayer(self, playerID, checkTeam=True):
## 是否必定在此分线的玩家, 在请求队列里 或 曾经进入到该分线的,都强制认为属于该分线的玩家
if playerID in self.waitPlayerDict or playerID in self.enterPlayerIDList:
return True
+ if self.openState != IPY_PlayerDefine.fbosOpen:
+ return False
+ if not checkTeam:
+ return False
# 队友强制在一起
funcTeamMgr = PyDataManager.GetDBPyFuncTeamManager()
teamID = funcTeamMgr.GetPlayerTeamID(playerID, self.funcMapID)
@@ -167,7 +172,7 @@
playerLV = msgData["LV"]
if mapID == ChConfig.Def_FBMapID_CrossChampionship:
- CrossChampionship.OnRequestChampionshipVSRoom(playerID, serverGroupID)
+ #CrossChampionship.OnRequestChampionshipVSRoom(playerID, serverGroupID)
return
zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByServerGroupID(mapID, serverGroupID)
@@ -273,7 +278,7 @@
realMapID, copyMapID, openState = tagCopyMapObj.realMapID, tagCopyMapObj.copyMapID, tagCopyMapObj.openState
- if openState == IPY_PlayerDefine.fbosWaitForClose:
+ if openState >= IPY_PlayerDefine.fbosWaitForClose:
PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBClose")
GameWorld.ErrLog("分流的副本线路关闭中! mapID=%s,funcLineID=%s,zoneID=%s,realMapID=%s,copyMapID=%s,openState=%s"
% (mapID, funcLineID, zoneID, realMapID, copyMapID, openState), playerID)
@@ -360,7 +365,7 @@
copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
openState = copyMapObj.openState
- if openState == IPY_PlayerDefine.fbosWaitForClose:
+ if openState >= IPY_PlayerDefine.fbosWaitForClose:
# 没有限制分流人数的情况,代表都在同一场,这种情况下当副本已经在关闭的状态下,则代表已经结束了,不可再进入
if not shuntPlayerMax:
PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBClose")
@@ -546,7 +551,11 @@
OnCrossDynamicLineClose(realMapID, copyMapID)
elif state == IPY_PlayerDefine.fbosOpen:
OnCrossDynamicLineOpen(mapID, realMapID, copyMapID)
-
+ else:
+ key = (realMapID, copyMapID)
+ if key in PyGameData.g_crossDynamicLineCopyMapInfo:
+ copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+ copyMapObj.openState = state
return
def OnCrossDynamicLineOpen(mapID, realMapID, copyMapID):
@@ -746,7 +755,7 @@
# @return None
def EnterFBLine(curPlayer, queryCallName, sendCMD, tick):
playerID = curPlayer.GetPlayerID()
- GameWorld.Log("EnterFBLine()...queryCallName=%s,sendCMD=%s" % (queryCallName, sendCMD), curPlayer.GetPlayerID())
+ GameWorld.Log("EnterFBLine()...queryCallName=%s,sendCMD=%s" % (queryCallName, sendCMD), playerID)
playerManager = GameWorld.GetPlayerManager()
try:
mapInfo = eval(sendCMD)
@@ -761,6 +770,7 @@
#if mapInfo and len(mapInfo) == 2:
tagMapID = mapInfo[0]
tagLineID = mapInfo[1]
+ extendValue1 = mapInfo[2] if len(mapInfo) > 2 else None
fbLineIpyData = GetFBLineIpyData(tagMapID, tagLineID)
sceneMapID = tagMapID if not fbLineIpyData else fbLineIpyData.GetMapID()
@@ -769,6 +779,13 @@
GameWorld.ErrLog("目标副本地图不存在!tagMapID=%s,sceneMapID=%s" % (tagMapID, sceneMapID), curPlayer.GetPlayerID())
return
+ if isinstance(extendValue1, dict):
+ if extendValue1.get("msgType", "") == "MirrorBattle":
+ PlayerPackData.OnMGReuestPlayerPackData(extendValue1)
+ playerManager.MapServer_QueryPlayer(curPlayer.GetPlayerID(), ChConfig.queryType_EnterFB, 0, sceneMapID,
+ queryCallName, sendCMD, len(sendCMD), curPlayer.GetRouteServerIndex())
+ return
+
# 组队副本, 有队伍的情况才验证其他队员可否进入,否则代表单人进入
if gameMap.GetMapFBType() == ChConfig.fbtTeam:
if tagMapID == ChConfig.Def_FBMapID_Love:
--
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