From c67a2d59e881e3d1df1a4142983e76e8fb5db24a Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 28 十二月 2018 21:26:28 +0800 Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(匹配规则优化,优先匹配同段位的,同段位不足两个人的支持按段位区间匹配) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 569 ++++++++++++++++++++++++++++++++++---------------------- 1 files changed, 348 insertions(+), 221 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py index bf03785..f09873c 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -64,13 +64,12 @@ import PlayerGameEvent import EventReport import PlayerTeHui -import GameLogic_XMZZ +import PlayerGatherSoul import PlayerSuccess import PlayerPet import PlayerGreatMaster import ItemControler import GameFuncComm -import PlayerMergeEvent import IpyGameDataPY import PlayerRune import GameLogic_DuJie @@ -83,9 +82,14 @@ import PlayerFamilyTech import PlayerCostRebate import PlayerFairyCeremony +import PlayerCrossRealmPK +import FunctionNPCCommon +import CrossRealmPlayer import ChNetSendPack import PlayerState import QuestCommon +import PlayerDogz +import ChPlayer import GMShell import random @@ -159,7 +163,7 @@ # notifyCnt 代表广播周围玩家的数量,0为全部广播 -1为指定列表随机, 其他数字为指定指 def PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0): if notifyCnt == -1: - notifyCnt = random.choice((10, 10, 15, 15, 20, 25, 30, 50)) + notifyCnt = 8 #GameWorld.DebugLog("PyNotifyAll %s"%notifyCnt) curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength(), notifySelf, notifyCnt) @@ -227,7 +231,7 @@ # @return 无返回值 def WorldNotify(country, msgMark, msgParamList=[], lineID=0, mergeMinOSD=-1, mergeMaxOSD=-1, mergeMapInfo=[]): # 如果是跨服服务器,则广播子服 - if GameWorld.IsMergeServer(): + if GameWorld.IsCrossServer(): sendMsg = str([country, msgMark, msgParamList, lineID, mergeMinOSD, mergeMaxOSD, mergeMapInfo]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'MergeWorldNotify', sendMsg, len(sendMsg)) @@ -307,34 +311,38 @@ return #--------------------------------------------------------------------- -def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]): +def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]): '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时 @param mailTypeKey: 邮件模板key @param batchPlayerIDList: [playerIDList, playerIDList, ...] @param batchAddItemList: [addItemList, addItemList, ...] @param batchParamList: [paramList, paramList, ...] @param batchGold: [batchGold, batchGold, ...] - @param batchGold: [batchGoldPaper, batchGoldPaper, ...] - @param batchGold: [batchSilver, batchSilver, ...] + @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...] + @param batchSilver: [batchSilver, batchSilver, ...] + @param batchDetail: [记录邮件流向用, ...] ''' - msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver]) + msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo)) GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver)) return -def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0): +def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""): + ''' + @param detail: 记录邮件流向用 + ''' if not mailTypeKey: mailTypeKey = ShareDefine.DefaultLackSpaceMailType content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False)) - SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver) + SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail) return ## 功能发放物品补偿/奖励邮件 # @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...] # @return -def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0): +def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""): if not playerIDList: return @@ -346,7 +354,7 @@ return # 跨服服务器不允许发送邮件 - if GameWorld.IsMergeServer(): + if GameWorld.IsCrossServer(): return itemCountDict = {} @@ -376,7 +384,7 @@ for key, itemCnt in itemCountDict.items(): itemID, isBind = key combineItemList.append((itemID, itemCnt, isBind)) - cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver] + cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail] GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList))) return True @@ -1310,15 +1318,17 @@ def GetPlayerLeaveServerTick(playerID): # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制 - # 注: 返回值为None时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图 + # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图 if playerID not in PyGameData.g_disconnectPlayer: - return + return 0 return PyGameData.g_disconnectPlayer[playerID][0] def GetPlayerLeaveServerPos(playerID): # 获取玩家从本地图中离线时的坐标 + # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用 + # @return: posX, posY if playerID not in PyGameData.g_disconnectPlayer: - return + return 0, 0 return PyGameData.g_disconnectPlayer[playerID][1:3] def RemoveTimeoutLeaveServerPlayerInfo(tick): @@ -1417,7 +1427,8 @@ FBLogic.DoPlayerChangeMapLogic(curPlayer, tick) #summonList = list() - + #召回宠物 + PetControl.ReCallFightPet(curPlayer) #1. 删除自己不需要的召唤兽(火焰之灵等) #必须用while, 因为在循环中要删除 # 召唤兽切地图不带过去 @@ -1445,6 +1456,24 @@ # summonIndex += 1 + # 更新最后一次离开的非中立常规地图, 从中立地图退出时需要回到该地方,必须在 DoResetWorldPosAndClear 之前更新 + if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull and curPlayer.GetMapID() not in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): + mapID = curPlayer.GetMapID() + posX = curPlayer.GetPosX() + posY = curPlayer.GetPosY() + lineID = curPlayer.GetClientLineID() + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromMapID, mapID) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosX, posX) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosY, posY) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromLineID, lineID) + GameWorld.DebugLog("最后一次离开的非中立常规地图更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY)) + else: + mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID) + posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX) + posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY) + lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID) + GameWorld.DebugLog("最后一次离开的非中立常规地图不变!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY)) + #2. 调用切换地图接口 curPlayer.DoResetWorldPosAndClear() @@ -1472,11 +1501,37 @@ GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1) return + GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID()) + if GameWorld.IsCrossServer(): + CrossRealmPlayer.PlayerExitCrossServer(curPlayer) + return + + #中立地图回到上一次非中立常规地图 + if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): + mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID) + posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX) + posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY) + lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID) + # 老号支持,本来就在中立地图的,返回新手村 + if not mapID: + # {职业:[dataMapID,posX,posY], ...} + createRoleMapDict = IpyGameDataPY.GetFuncEvalCfg("CreateRoleMap", 1, {}) + if not createRoleMapDict: + return + job = curPlayer.GetJob() + lineID = 0 + if job in createRoleMapDict: + mapID, posX, posY = createRoleMapDict[job] + else: + mapInfoList = createRoleMapDict.values() + mapID, posX, posY = mapInfoList[0] #离开副本 - mapID = curPlayer.GetFromMapID() - posX = curPlayer.GetFromPosX() - posY = curPlayer.GetFromPosY() - + else: + mapID = curPlayer.GetFromMapID() + posX = curPlayer.GetFromPosX() + posY = curPlayer.GetFromPosY() + lineID = curPlayer.GetFromLineID() + if mapID == curPlayer.GetMapID(): # 如果在同一张地图, 取DB重生点, 普通地图下线重上时FromMapID会被设置为本地图 gameMap = GameWorld.GetMap() @@ -1486,7 +1541,7 @@ #copyMapID = curPlayer.GetCopyMapID() GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID()) - if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1: + if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1: #如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本 gameFB = GameWorld.GetGameFB() gameFB.SetIsSafeClose(1) @@ -1499,7 +1554,7 @@ # ChangePlayerAction(curPlayer, IPY_GameWorld.paNull) #=============================================================================================== - PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, curPlayer.GetFromLineID()) + PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, lineID) #在空闲或者移动状态下,才能锁死玩家 if curPlayer.GetPlayerAction() in [IPY_GameWorld.paNull] or curPlayer.IsMoving(): @@ -1509,72 +1564,6 @@ return #--------------------------------------------------------------------- - -def ResetMergeFBPlayerCntInfo(resetMapID): - # 重置跨服活动副本地图人数分配情况信息 - mapID = GameWorld.GetMap().GetMapID() - if mapID != ChConfig.Def_MergeTransMapID: - return - GameWorld.Log("重置跨服活动副本地图人数分配情况信息: resetMapID=%s" % resetMapID) - gameWorld = GameWorld.GetGameWorld() - mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount") - for reqMapID, mapInfo in mergeFBPlayerCntDict.items(): - if resetMapID and resetMapID != reqMapID: - continue - for playerMapID in mapInfo[1]: - playerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) - for num in xrange(1, 1 + playerCnt): - playerID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num)) - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num), 0) # 重置对应的玩家ID - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), 0) # 重置玩家ID对应的地图 - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, 0) # 重置地图人数 - return - -def __GetMergeFBPlayerMapID(curPlayer, reqMapID): - # 获取玩家所分配的跨服活动地图ID - # @param reqMapID: 可以是本服活动的地图ID标识; 也可以是指定的跨服活动地图ID, 如果是指定的地图ID也是直接返回 - - mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount") - if reqMapID not in mergeFBPlayerCntDict: - return reqMapID - - playerID = curPlayer.GetPlayerID() - gameWorld = GameWorld.GetGameWorld() - - playerMapID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID)) - if playerMapID: - GameWorld.DebugLog("已经有分配跨服活动地图,直接返回!playerMapID=%s" % (playerMapID), playerID) - return playerMapID - - # 还没分配该玩家, 则开始选择分配的地图ID - maxPlayerCnt, mapIDList = mergeFBPlayerCntDict[reqMapID] - minPlayerCount = 0 # 最少的地图玩家人数 - minPlayerMapID = 0 # 最少人数的地图ID - for mID in mapIDList: - curMapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % mID) - if curMapPlayerCnt < maxPlayerCnt: - playerMapID = mID - break - - # 保存最少人数的地图ID信息 - if not minPlayerCount or (minPlayerCount and curMapPlayerCnt < minPlayerCount): - minPlayerCount = curMapPlayerCnt - minPlayerMapID = mID - - # 如果没有人数未满的活动地图,则分配到人数较少的地图 - if not playerMapID: - playerMapID = minPlayerMapID - - # 更新分配信息 - if playerMapID: - mapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) + 1 - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, mapPlayerCnt) - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, mapPlayerCnt), playerID) - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), playerMapID) - GameWorld.Log("分配跨服活动玩家所属地图: plaeyrID=%s,reqMapID=%s,分配MapID=%s,mapPlayerCnt=%s" - % (playerID, reqMapID, playerMapID, mapPlayerCnt)) - - return playerMapID ##玩家进入副本 # @param curPlayer 玩家实例 @@ -1594,13 +1583,13 @@ # NotifyCode(curPlayer, 'jiazu_xyj_671654') # return - #跨服活动人数分流处理 - if GameWorld.IsMergeServer(): - reqMapID = mapID - mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID) - if not mapID: - GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID) - return +# #跨服活动人数分流处理 +# if GameWorld.IsCrossServer(): +# reqMapID = mapID +# mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID) +# if not mapID: +# GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID) +# return #过滤封包地图ID if not GameWorld.GetMap().IsMapIDExist(mapID): @@ -1725,6 +1714,12 @@ if isNotify: NotifyCode(curPlayer, "SingleEnterPK", [mapID]) return ShareDefine.EntFBAskRet_PKState + + ## 跨服PK匹配中 + if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer): + if isNotify: + NotifyCode(curPlayer, "CrossMatching8", [mapID]) + return ShareDefine.EntFBAskRet_CrossPKMatching #=============================================================================================== # # 这里不做状态限制,由前端处理,因为策划要根据界面来处理,同一传送功能有可能在不同界面 @@ -2008,7 +2003,7 @@ # @param canLock 是否可以锁定玩家(传送点不可锁定, 因为要跨地图寻路) # @return 返回值无意义 # @remarks 玩家切换地图 -def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID= -1, msg='', canLock=True, exData1=0): +def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID=-1, msg='', canLock=True, exData1=0): #更改: 死亡允许切换地图, 在副本中被怪打死, 副本时间到, 回收副本 # if curPlayer.GetHP() <= 0 : # GameWorld.Log("死亡无法切换地图") @@ -2021,8 +2016,12 @@ #---同地图ID, 同分线, 仅切换坐标--- #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2 if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID): - #重置坐标 - GameWorld.ResetPlayerPos(curPlayer, posX, posY) + if exData1: + #boss的用move,通知前端,由前端发起move + ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1) + else: + #重置坐标 + GameWorld.ResetPlayerPos(curPlayer, posX, posY) #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick()) return @@ -2058,7 +2057,7 @@ # 非常规地图之间的切换不处理 if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict: return tagLineID - tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] + tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线 playerID = curPlayer.GetPlayerID() playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID) @@ -2075,12 +2074,16 @@ GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID) if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID): - bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys()) + bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys()) if bossShuntLineID != -1: tick = GameWorld.GetGameWorld().GetTick() GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID) NPCCommon.AddBossShuntRelatedPlayer(curPlayer, tagMapID, bossShuntLineID, bossID, tick) return bossShuntLineID + return tagLineID + + if curMapID == tagMapID: + GameWorld.DebugLog("同地图切换坐标不处理分流!", playerID) return tagLineID # 可以用来常规分流的线路人数字典信息, 并不是所有线路都可以用来做人数分流的,比如中立地图有多条线用来分流boss,但是只有1条线可用来做常规的人数分流 @@ -2160,10 +2163,23 @@ GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID) return shuntLineID -def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList): +def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList): '''获取目标地图boss分流线路 - 根据人数分流玩家,boss死亡状态,只能分流到已死亡线路 - 队伍无视任何规则,默认分配到队伍队员多的那条线 + 根据人数分流玩家,优先分配到活着的线路 + 队伍无视任何规则,默认分配到队伍队员多的那条线 + + 前端: + 1.在中立地图的时候,显示当前线路BOSS的状态 + 2.在常规地图的时候,显示玩家击杀BOSS的CD时间 + 3.本地图不换线,60秒规则保持不变 + 4.进入BOSS区域里,刷新BOSS状态 + + 玩家在非中立地图: + 本地图不换线,60秒规则保持不变() + + 玩家在中立地图 + 没有60秒规则 + 直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move) ''' playerID = curPlayer.GetPlayerID() playerTeamID = curPlayer.GetTeamID() @@ -2171,65 +2187,75 @@ hurtTeamLineID = -1 hurtTeamMemCount = -1 - emptyLineID = -1 - bossLinePlayerCntList = [] + bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...} - deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, []) - bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡 + bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {}) - GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" - % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID) + haveAliveLine = False # 是否有活着的线路 + activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {}) + GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" + % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID) + if tagMapID in activityMapLineDict: + activityLineID = max(0, activityMapLineDict[tagMapID] - 1) + # 非1线的活动线路不参与分流 + if activityLineID != 0 and activityLineID in lineIDList: + lineIDList.remove(activityLineID) + GameWorld.DebugLog(" 非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID) + for lineID in lineIDList: - key = (mapID, lineID) + key = (tagMapID, lineID) + # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...} shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {}) playerCount = 0 teamPlayerCount = 0 - for shuntInfo in shuntPlayerDict.values(): + for shuntPlayerID, shuntInfo in shuntPlayerDict.items(): bossID = shuntInfo[0] if npcID != bossID: continue playerCount += 1 shuntTeamID = shuntInfo[1] - if playerTeamID and playerTeamID == shuntTeamID: + if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID: teamPlayerCount += 1 if teamPlayerCount and teamPlayerCount > hurtTeamMemCount: hurtTeamMemCount = teamPlayerCount hurtTeamLineID = lineID - lineBossState = lineID not in deadLineList # 当前线路boss状态 - if bossState != lineBossState: - GameWorld.DebugLog(" lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" - % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID) - continue + lineIsAlive = bossLineStateDict.get(lineID, 0) + lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡 + emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead] + if not playerCount and emptyLineID == -1: + emptyLineID = lineID + linePlayerCountList.append([playerCount, lineID]) + bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList] - GameWorld.DebugLog(" lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" - % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID) - - if not playerCount: - if emptyLineID < 0: - emptyLineID = lineID - else: - bossLinePlayerCntList.append([playerCount, lineID]) + if not lineBossIsDead: + haveAliveLine = True + GameWorld.DebugLog(" lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" + % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID) + if hurtTeamLineID >= 0: GameWorld.DebugLog(" 分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID) return hurtTeamLineID - if not bossLinePlayerCntList: - GameWorld.DebugLog(" 没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID) - return emptyLineID + if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): + GameWorld.DebugLog(" 中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID) + return curLineID - bossLinePlayerCntList.sort() # 升序 - playerCount, minPlayerCntLineID = bossLinePlayerCntList[0] + shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路 + GameWorld.DebugLog(" boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict)) + emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead] + linePlayerCountList.sort() # 升序 + playerCount, minPlayerCntLineID = linePlayerCountList[0] bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2) if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0: - GameWorld.DebugLog(" 分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID) + GameWorld.DebugLog(" 分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID) return emptyLineID - GameWorld.DebugLog(" 分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" - % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID) + GameWorld.DebugLog(" 分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" + % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID) return minPlayerCntLineID #--------------------------------------------------------------------- @@ -2722,8 +2748,8 @@ curBourseMoney = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney) updBourseMoney = curBourseMoney - #当是交易所扣费时,则必定扣除交易额度 - if costType == ChConfig.Def_Cost_BourseBuy: + #当是交易所扣费、钻石红包时,则必定扣除交易额度 + if costType in ChConfig.UnUseInner_CostType: updBourseMoney = max(0, curBourseMoney - price) #其他如果当前金子比交易额度还少,则强制调整交易额度为当前金子数(这种情况一般是非交易所消费的,需要同步扣除交易所可购买额度) elif updPlayerGold < updBourseMoney: @@ -2766,12 +2792,7 @@ SetPlayerCurrency(curPlayer, type_Price, curCurrency - price) else: GameWorld.Log("付费金钱异常 type_Price = %s" % (type_Price), curPlayer.GetPlayerID()) - return False - - #添加跨服操作事件 - if costType in ChConfig.MergeServerCanCostType: - eventInfo = [type_Price, price, costType, infoDict, quantity, costVIPGold] - PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_PayMoney, eventInfo) + return False #付款以后后续操作 __PayMoneyAfter(curPlayer, type_Price, price, costType, infoDict, quantity, costVIPGold) @@ -3281,18 +3302,33 @@ # @remarks 获得玩家升级, 获得的属性点 def GetLvUp_AddPoint(curPlayer): curPlayerID = curPlayer.GetID() - curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数 + curLV = curPlayer.GetLV() # 当前等级 - addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1) - - addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt] + addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) + addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0) if addPoint == None: - raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID)) + raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID)) return return int(addPoint) +def DoAddPointOpen(curPlayer): + '''加点功能开启 处理给自由属性点及老号处理 + 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数''' + beforeFreePoint = curPlayer.GetFreePoint() + addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) + initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) + openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint) + setFreePoint = initFreePoint + curLV = curPlayer.GetLV() + for lv in xrange(openLV, curLV+1): + setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0) + addDataDict = {'beforeFreePoint':beforeFreePoint} + DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict) + curPlayer.SetFreePoint(setFreePoint) + GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID()) + return #--------------------------------------------------------------------- ## 功能模块战斗力类 @@ -3301,6 +3337,8 @@ class ModuleFightPower(): __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引 + __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引 + __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性 ## 初始化 # @param self 类实例 @@ -3320,6 +3358,8 @@ # if attrIndex == ChConfig.TYPE_Calc_SuperHit: # value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值 setattr(self, self.__AttrName % attrIndex, value) + for attrIndex in self.__NolineAttrList: + setattr(self, self.__AttrNameNoline % attrIndex, 0) return ## 根据战斗属性列表设置计算战斗力属性 @@ -3330,6 +3370,12 @@ # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去 for attrIndex, value in battleAttrDict.items(): self.AddCalcMFPAttr(attrIndex, value) + + # 非线性战斗属性仅设置时记录即可 + battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline] + for attrIndex, value in battleNolineAttrDict.items(): + if attrIndex in self.__NolineAttrList: + setattr(self, self.__AttrNameNoline % attrIndex, value) return ## 设置计算战斗力属性值 @@ -3371,6 +3417,7 @@ HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值 DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比 SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值 + SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击 PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击 PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升 @@ -3389,16 +3436,18 @@ DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少 ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率 ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害 - MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值 - ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率 + #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值 + #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率 + ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比 OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害 PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血 + NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成 #其他需作为公式参数的系数 AtkSpeedParameter = fpParam.GetCftAtkSpeed() LuckyHitParameter = fpParam.GetCftLuckyHit() - + #获取策划配置的表格 FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula") totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula)) @@ -3413,6 +3462,14 @@ attrStr = "" for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): attrName = self.__AttrName % attrIndex + attrValue = getattr(self, attrName) + if attrValue <= 0: + continue + + attrStr += "%s=%s," % (attrName, attrValue) + + for attrIndex in self.__NolineAttrList: + attrName = self.__AttrNameNoline % attrIndex attrValue = getattr(self, attrName) if attrValue <= 0: continue @@ -3536,10 +3593,6 @@ #副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理 if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull: FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType) - - # 跨服中获得经验 - if finalAddExp and GameWorld.IsMergeServer(): - PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddExp, finalAddExp) return finalAddExp @@ -3702,7 +3755,7 @@ #未达到升级经验 if curTotalExp < lvUpNeedExp: return - + needSyncTalentPoint = False playerNeedDoLVUp = False curLV = curPlayer.GetLV() maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1) @@ -3736,6 +3789,7 @@ # 记录玩家升级 DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp) + DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV}) self.__DoLVUPAddPoint() # 升级加点 #self.__DoLvUpAddSkill() # 升级加技能 @@ -3743,7 +3797,10 @@ lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV()) # 大师天赋点 if lvIpyData: - PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint()) + addTalentPoint = lvIpyData.GetTalentPoint() + if addTalentPoint: + needSyncTalentPoint = True + PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint) EventShell.EventResponse_LVUp(curPlayer) # 升级触发事件 @@ -3792,10 +3849,16 @@ # NotifyCode(curPlayer, "GeRen_liubo_127574") #=================================================================== - + # 天赋点通知 + if needSyncTalentPoint: + PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer) # 升级需要执行的游戏功能处理 GameFuncComm.DoFuncOpenLogic(curPlayer) ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性 + if aftLV%10 == 0: + # 控制下刷新次数 + PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能 + self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard) #放在功能开启后面 PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer) @@ -3803,10 +3866,12 @@ curPlayer.SetHP(curPlayer.GetMaxHP()) if curPlayer.GetMaxMP() > 0: curPlayer.SetMP(curPlayer.GetMaxMP()) - + + FBLogic.OnPlayerLVUp(curPlayer) # 记录开服活动冲级数据 OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV()) - + #神秘限购 + FunctionNPCCommon.MysticalShopOpen(curPlayer, befLV, aftLV) #不需要做升级任务, 设置玩家经验 SetPlayerTotalExp(curPlayer, curTotalExp) return @@ -3960,6 +4025,8 @@ PlayerRefineStove.CalcStoveAttr(curPlayer) PlayerFamilyTech.CalcFamilyTechAttr(curPlayer) PlayerEquipDecompose.RefreshEDAttr(curPlayer) + PlayerDogz.RefreshDogzAttr(curPlayer) + PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer) self.RefreshAllState(isForce=True) GameWorld.DebugLog("End ReCalcAllState!!!") return @@ -4083,6 +4150,7 @@ #beforeAtkInterval = curPlayer.GetAtkInterval() beforeMaxHP = curPlayer.GetMaxHP() beforeMoveSpeedValue = GetSpeedValue(curPlayer) + beforeMaxProDef = GetMaxProDef(curPlayer) #构建玩家刷新通知客户端字典, 缓存[索引, 数值] playerStateDict = {} for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): @@ -4277,6 +4345,9 @@ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle]) #self.PrintAttr(curPlayer, "固定层级") + #护盾值刷新 + self.__RefreshMaxProDef(beforeMaxProDef) + # 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】 EffGetSet.CopyPlayerFuncAttr(curPlayer) @@ -4304,6 +4375,33 @@ GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!") return True + + # 生命转化为防护值 + def __RefreshMaxProDef(self, beforeMaxProDef): + curPlayer = self.__Player + if GetProDefHPPer(curPlayer) == 0: + return + maxHP = curPlayer.GetMaxHP() + proDefPer = GetProDefHPPer(curPlayer) + + #获取策划配置的表格 + GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2) + maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4)) + + SetMaxProDef(curPlayer, int(maxProDef)) + + afterMaxProDef = GetMaxProDef(curPlayer) + addValue = max(0, afterMaxProDef - beforeMaxProDef) + curProDef = GetProDef(curPlayer) + + if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie: + # 同步增加 (死亡状态下不刷) + SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef)) + elif curProDef > afterMaxProDef: + # 做一次防范纠正 + SetProDef(curPlayer, min(curProDef, afterMaxProDef)) + + return def __RefreshBuffAttr(self): ## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等 @@ -4581,14 +4679,16 @@ mfpInfo.MFPCnt = len(mfpDataList) mfpInfo.MFPList = mfpDataList NetPackCommon.SendFakePack(curPlayer, mfpInfo) - + beforeFightPower = curPlayer.GetFightPower() curPlayer.SetFightPower(totalFightPower, False) + if totalFightPower < beforeFightPower: + DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower) highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0, ChConfig.Def_PDictType_FightPower) if totalFightPower > highestFightPower: NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, totalFightPower, ChConfig.Def_PDictType_FightPower) - GameWorld.DebugLog("总战力: %s, 历史最高战力: %s" % (totalFightPower, highestFightPower)) + GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower)) PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer) # 记录开服活动数据 OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower) @@ -4624,6 +4724,7 @@ speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed) GameWorld.DebugLog(" buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed)) + speed = max(speed, 0) #防小于0错误 if GetSpeedValue(curPlayer) != speed: SetSpeedValue(curPlayer, speed) moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat)) @@ -4750,7 +4851,7 @@ } for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): - if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]: + if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]: continue value = 0 if i not in initAttrDict else initAttrDict[i] EffGetSet.SetValueByEffIndex(curPlayer, i, value) @@ -4977,6 +5078,7 @@ index = 0 buffSkillIDList = [] + passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer) while index < buffState.GetBuffCount(): curBuff = buffState.GetBuff(index) #异常 @@ -4991,10 +5093,16 @@ continue #BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick) - buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()]) + #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()]) + buffSkillIDList.append(curBuff.GetSkill().GetSkillID()) + #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID()) + if passiveEff: + passiveEff.DelBuffInfo(curBuff.GetSkill()) + #删除这个buff buffState.DeleteBuffByIndex(index) - + + SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList) return @@ -5392,10 +5500,11 @@ fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成 actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成 - if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \ - and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0): - fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0) - + if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State): + actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID)) + if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit(): + fightExpRate += actExpIpyData.GetAddExpRate() + if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成 fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队 @@ -5500,6 +5609,9 @@ # SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false) # @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己 # @param bNotifyGameServer: 是否同步GameServer,默认false +# SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15) +# 15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息; +# 同步前端及GameServer需要自己写通知,设置函数自身不带通知参数 # # 发送0418包 # SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true) @@ -5508,10 +5620,13 @@ # 通知GsmeServer; # SendGameServerRefreshState(int inputType, int inputValue) +# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用 + # 禁言 通知gameServer def SetGMForbidenTalk(curPlayer, value): curPlayer.SetGMForbidenTalk(value) curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False) return @@ -5530,6 +5645,10 @@ def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False) def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3() +## 跨服状态: 0-非跨服状态,1-跨服状态 +def GetCrossRealmState(curPlayer): return curPlayer.GetExAttr5() +def SetCrossRealmState(curPlayer, value): curPlayer.SetExAttr5(value, False, True) + ## 铜钱点, 支持铜钱超20亿 def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver() def SetSilver(curPlayer, totalSilver): @@ -5541,9 +5660,33 @@ curPlayer.SetExAttr6(silverPoint) return +## 玩家今日已获得仙缘币 +def GetTodayXianyuanCoin(curPlayer): return curPlayer.GetExAttr11() +def SetTodayXianyuanCoin(curPlayer, value): return curPlayer.SetExAttr11(value, False, True) +def AddTodayXianyuanCoin(curPlayer, addValue): return curPlayer.SetExAttr11(curPlayer.GetExAttr11() + addValue, False, True) + ##VIP到期时间, 需要同步GameServer def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9() def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True) + +##聊天气泡框 +def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10() +def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True) + +## 玩家所属服务器组ID +def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13() +def UpdPlayerServerGroupID(curPlayer): + # 更新自己的服务器组ID, 跨服服务器不处理 + if GameWorld.IsCrossServer(): + return + serverGroupID = GameWorld.GetServerGroupID() + if not serverGroupID: + return + playerServerGroupID = curPlayer.GetExAttr13() + if playerServerGroupID != serverGroupID: + curPlayer.SetExAttr13(serverGroupID, False, True) + GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID) + return ##获得玩家威望值 def GetPrestige(curPlayer): return 0 @@ -5640,10 +5783,6 @@ SetZhenQi(curPlayer, value) #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value) - - if GameWorld.IsMergeServer(): - eventInfo = [addValue, eventName, eventData] - PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddZhenQi, eventInfo) return True @@ -5735,37 +5874,6 @@ def SetLongMaiLV(curPlayer, value): return #--------------------------------------------------------------------------- -## 设置玩家跨服预赛排位 -# @param curPlayer: 玩家实例 -# @param value: 威望值 -# @return: -def SetMergeWarRank(curPlayer, value): - curPlayer.SetExAttr10(value, True, True) - return - - -## 获取玩家跨服预赛排位 -# @param curPlayer: 玩家实例 -# @return: 威望值 -def GetMergeWarRank(curPlayer): - return curPlayer.GetExAttr10() - - -## 设置玩家官爵星级 -# @param curPlayer: 玩家实例 -# @param value: 星级 -# @return: -def SetOfficeStar(curPlayer, value): - curPlayer.SetExAttr11(value) - return - - -## 获取玩家玩家官爵星级 -# @param curPlayer: 玩家实例 -# @return: 星级 -def GetOfficeStar(curPlayer): - return curPlayer.GetExAttr11() - ##获取可免费开启的格子数 # @param curPlayer 玩家对象 @@ -6053,7 +6161,10 @@ ## 对怪物伤害加成 def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer) -def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value) +def SetNPCHurtAddPer(curPlayer, value): + curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False) + #---职业伤害加成--- ## 目标战士伤害加成 def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer) @@ -6114,9 +6225,6 @@ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value, False) #---特殊伤害概率--- -## 富甲一击概率 -def GetFujiaHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FujiaHitRate) -def SetFujiaHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FujiaHitRate, value) ## 富豪一击概率 def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate) def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value) @@ -6127,6 +6235,11 @@ curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value) curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BleedDamage, value, False) +## 最终伤害百分比 +def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer) +def SetFinalHurtPer(curPlayer, value): + curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False) ## 最终固定伤害增加 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt) def SetFinalHurt(curPlayer, value): @@ -6351,17 +6464,17 @@ def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef) def SetMaxProDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrMaxProDef, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, True) # 周围玩家需要通知 + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, False) # 周围玩家需要通知 #---生命上限换算为防护值的百分比---- def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer) def SetProDefHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False) + #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False) #---防护值吸收伤害比率---- def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb) def SetProDefAbsorb(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False) + #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False) #---宠物攻击提升值---- def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk) @@ -6369,11 +6482,13 @@ def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk) def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value) -#---宠物伤害百分比提升---- -def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) -def SetPetDamPer(curPlayer, value): - curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False) +#---宠物伤害百分比提升----移到GameObj下 +#=============================================================================== +# def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) +# def SetPetDamPer(curPlayer, value): +# curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value) +# curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False) +#=============================================================================== #---宠物技能伤害百分比提升---- def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate) def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value) @@ -6512,12 +6627,24 @@ def GetCalcAttrListValue(curPlayer, funcIndex): ## 获取功能点预先计算的所加属性值 attrList = [{} for _ in range(4)] - for attrIndex, attrDict in enumerate(attrList): - for i in xrange(Def_MaxAddAttrTypeCnt): - attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)) - if attrType == 0: - break - attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)) + if isinstance(funcIndex, int): + funcIndexList = [funcIndex] + elif isinstance(funcIndex, list): + funcIndexList = funcIndex + else: + return attrList + + for funcIndex in funcIndexList: + for attrIndex, attrDict in enumerate(attrList): + for i in xrange(Def_MaxAddAttrTypeCnt): + attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)) + if attrType == 0: + break + attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)) + if attrType in attrDict: + attrDict[attrType] = attrValue + attrDict[attrType] + else: + attrDict[attrType] = attrValue return attrList ## 刷属性时累加功能事先计算好的属性值 -- Gitblit v1.8.0