From b2c3652b5c42feaaaa0867c44662201db89d9e97 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期一, 03 六月 2019 13:42:20 +0800 Subject: [PATCH] 6969 【2.0】【后端】缥缈仙域先随机再扣活跃 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py | 140 +++++++++++++++------------------------------- 1 files changed, 45 insertions(+), 95 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py index 2bf9431..db95c3c 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py @@ -38,9 +38,10 @@ import ShareDefine import GameFuncComm import FBHelpBattle -import ItemControler import SkillShell import PyGameData +import PetControl +import NPCCommon import time import math @@ -481,116 +482,65 @@ def DoEnterCustomScene(curPlayer, mapID, lineID, tick): ## 进入自定义场景状态 - - resultPack = ChPyNetSendPack.tagMCStartCustomSceneResult() - resultPack.MapID = mapID - resultPack.FuncLineID = lineID - - #进入副本通用检查 - fbIpyData = None if not mapID else FBCommon.GetFBIpyData(mapID) - fbLineIpyData = None if not mapID else FBCommon.GetFBLineIpyData(mapID, lineID) - if PlayerControl.CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK: - resultPack.Result = 0 - NetPackCommon.SendFakePack(curPlayer, resultPack) + playerID = curPlayer.GetPlayerID() + GameWorld.Log("玩家请求进入自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID) + if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + curMapID = PlayerControl.GetCustomMapID(curPlayer) + curLineID = PlayerControl.GetCustomLineID(curPlayer) + if mapID == curMapID and lineID == curLineID: + GameWorld.Log(" 玩家当前已经在自定义场景中!无需重新请求!", playerID) + result = 1 + else: + GameWorld.Log(" 玩家当前在不同的自定义场景中!不允许进入!curMapID=%s,curLineID=%s" + % (curMapID, curLineID), playerID) + result = 0 + StartCustomSceneResult(curPlayer, mapID, lineID, result) return - curPlayer.SetCanAttack(False) - curPlayer.SetVisible(False) - curPlayer.SetSight(0) - curPet = curPlayer.GetPetMgr().GetFightPet() - if curPet: - curPet.SetVisible(False) + #进入副本通用检查 + if mapID: + fbIpyData = FBCommon.GetFBIpyData(mapID) + fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID) + if PlayerControl.CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK: + StartCustomSceneResult(curPlayer, mapID, lineID, 0) + return + + PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID()) curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 1) # 由于前端不一定有发mapID,所以这里额外记录这个状态,不能直接用mapID判断 - curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneMapID, mapID) - curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneLineID, lineID) - GameWorld.Log("玩家开始自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), curPlayer.GetPlayerID()) + PlayerControl.SetCustomMap(curPlayer, mapID, lineID) + NPCCommon.ClearPriWoodPile(curPlayer) + GameWorld.Log("玩家开始自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID) if mapID: + PetControl.DoLogic_PetLoadMapOK(curPlayer) FBLogic.OnEnterCustomScene(curPlayer, mapID, lineID) #通知进入状态 - resultPack.Result = 1 + StartCustomSceneResult(curPlayer, mapID, lineID, 1) + return + +def StartCustomSceneResult(curPlayer, mapID, lineID, result): + if result != 1: + DoExitCustomScene(curPlayer) + resultPack = ChPyNetSendPack.tagMCStartCustomSceneResult() + resultPack.MapID = mapID + resultPack.FuncLineID = lineID + resultPack.Result = result NetPackCommon.SendFakePack(curPlayer, resultPack) return def DoExitCustomScene(curPlayer): ## 退出自定义场景状态 - curPlayer.SetCanAttack(True) - curPlayer.SetVisible(True) - curPlayer.SetSight(0) - curPlayer.RefreshView() - curPlayer.SetSight(ChConfig.Def_PlayerSight_Default) - curPlayer.RefreshView() - curPet = curPlayer.GetPetMgr().GetFightPet() - if curPet: - curPet.SetVisible(True) + PlayerControl.SetPlayerSightLevel(curPlayer, 0) + mapID = PlayerControl.GetCustomMapID(curPlayer) + lineID = PlayerControl.GetCustomLineID(curPlayer) curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomScene, 0) - curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneMapID, 0) - curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientCustomSceneLineID, 0) + PlayerControl.SetCustomMap(curPlayer, 0, 0) + if mapID and FBCommon.GetCustomMapStep(curPlayer, mapID, lineID) != ChConfig.CustomMapStep_Over: + FBCommon.SetCustomMapStep(curPlayer, mapID, lineID, ChConfig.CustomMapStep_Over) + NPCCommon.ClearPriWoodPile(curPlayer) GameWorld.Log("玩家退出自定义场景!", curPlayer.GetPlayerID()) return - -#// B1 08 刷新自定义副本奖励 #tagCMRefreshCustomFBPrize -# -#struct tagCMRefreshCustomFBPrize -#{ -# tagHead Head; -# DWORD MapID; -# WORD FuncLineID; -#}; -def OnRefreshCustomFBPrize(playerIndex, clientData, tick): - curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex) - playerID = curPlayer.GetPlayerID() - mapID = clientData.MapID - funcLineID = clientData.FuncLineID - prizeItemList = FBLogic.OnRefreshCustomFBPrize(curPlayer, mapID, funcLineID) - PyGameData.g_customFBPrizeInfo[playerID] = prizeItemList - prizePack = ChPyNetSendPack.tagMCCuntomFBPrizeInfo() - prizePack.MapID = mapID - prizePack.FuncLineID = funcLineID - prizePack.PrizeItemIDList = [prizeItemInfo[0] for prizeItemInfo in prizeItemList] - prizePack.PrizeItemCount = len(prizePack.PrizeItemIDList) - NetPackCommon.SendFakePack(curPlayer, prizePack) - return - - -#// B1 09 结算自定义副本奖励 #tagCMGiveCustomFBPrize -# -#struct tagCMGiveCustomFBPrize -#{ -# tagHead Head; -# DWORD MapID; -# WORD FuncLineID; -#}; -def OnGiveCustomFBPrize(playerIndex, clientData, tick): - curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex) - playerID = curPlayer.GetPlayerID() - mapID = clientData.MapID - lineID = clientData.FuncLineID - prizeItemList = PyGameData.g_customFBPrizeInfo.pop(playerID, []) - - mailItemList = [] - jsonItemList = [] - playerItemControl = ItemControler.PlayerItemControler(curPlayer) - for itemID, itemCount, isAuctionItem in prizeItemList: - curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer) - if not curItem: - continue - jsonItem = ItemCommon.GetJsonItem(curItem) - jsonItemList.append(jsonItem) - #放入玩家背包 - if not playerItemControl.PutInItem(IPY_GameWorld.rptItem, curItem): - mailItemList.append(jsonItem) - - if mailItemList: - PlayerControl.SendMailByKey("ItemNoPickUp", [playerID], mailItemList, [mapID]) - - overDict = FBLogic.OnGiveCustomFBPrizeOK(curPlayer, mapID, lineID) - isPass = 1 - overDict.update({FBCommon.Over_itemInfo:jsonItemList}) - FBCommon.NotifyFBOver(curPlayer, mapID, lineID, isPass, overDict) - return - #// B1 0A 副本购买buff #tagCMFBBuyBuff #struct tagCMFBBuyBuff -- Gitblit v1.8.0