From c9c2da4ffb90fbe66d885125fdf948f064ffe0ab Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期二, 21 八月 2018 15:36:27 +0800 Subject: [PATCH] fix:离线挂时间没有正常运作或者维护期间程序未运行,则在上线时不是在离线死亡的情况下,弥补以当前经验倍率错过的离线收益,扣除对应离线时间,不扣除经验BUFF时间 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py | 137 +++++++++++++++++++++++++++++++++++++++++++++ 1 files changed, 137 insertions(+), 0 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py index c37ca8b..613f803 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py @@ -50,6 +50,7 @@ import PlayerPet import PlayerGeTui import ChEquip +import QuestCommon # 可吞噬的装备位 @@ -629,6 +630,9 @@ if curPlayer.GetIP() == "127.0.0.1": return + # 脱机挂没有运作情况下 弥补收益 + LoginFixTJG(curPlayer) + times = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_Time, 0, ChConfig.Def_PDictType_TJGNotify) if times == 0: return @@ -795,3 +799,136 @@ ChPlayer.PlayerRebornByType(curPlayer, ChConfig.rebornType_City, tick) curPlayer.Kick(IPY_GameWorld.disMapCopyFull) # 随便记录一个死亡 return + + +# 上线检查脱机时间是否正常运行, 弥补对应缺失时间,如维护2小时缺失的脱机挂收益 +# 1. 非脱机死亡,2.存在脱机时间,3.离线时间超过5分钟;则一次补齐 离线时间-5分钟的收益并减少脱机时间 +# 按当前经验倍率计算,且不会减buff时间 +# 找到对应的NPC,需读取对应挂机表 +def LoginFixTJG(curPlayer): + # 外层需判断是真实玩家登录 + tjgTime = GetTJGTime(curPlayer) # 秒 + if not tjgTime: + return + + if curPlayer.GetState() == 2: + # 玩家脱机死亡不处理 + GameWorld.DebugLog("脱机死亡玩家不做时差补偿。") + return + + + # 超过5分钟部分补偿 + seconds = PlayerControl.GetPlayerLeaveServerSecond(curPlayer) - 300 + if seconds <= 0: + return + times = min(seconds, tjgTime) + + npcID = FindTJGNPC(curPlayer) + if not npcID: + return + + GameWorld.DebugLog("弥补脱机----npcid %s-%s"%(npcID, times)) + + # 此时由服务端重新找一次挂机NPC + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_TJGNPC, npcID) + + # 设置脱机登录时的等级, 上线通知清空, 没清空说明多次脱机挂登录 使用旧等级 + notifyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_LV, 0, ChConfig.Def_PDictType_TJGNotify) + if not notifyLV: + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDictType_TJGNotify_LV, curPlayer.GetLV(), ChConfig.Def_PDictType_TJGNotify) + + + # 记录秒单位 + NoteTJGTime(curPlayer, times) + SetTJGTime(curPlayer, max(tjgTime - times, 0)) + + OnTJGKillNPCByTimes(curPlayer, times) + + return + + +def FindTJGNPC(curPlayer): + # 1.找到对应等级点,判断任务是否完成,与策划约定挂机地图ID10000开头 + # 3.找到可以进入的野外地图后,根据等级防御在此地图挂机 + + missionMapStep = GetMissionMapStep(curPlayer) + + ipyDataMgr = IpyGameDataPY.IPY_Data() + + maxMapID = 0 + # ---找到可以挂机的最高级地图--- + for i in xrange(ipyDataMgr.GetMapEventPointCount()): + mapInfo = ipyDataMgr.GetMapEventPointByIndex(i) + mapID = mapInfo.GetMapID() + if mapID/10000 != 1: + # 非野外地图 + continue + + # ---判断地图表的任务和等级限制--- + mapData = GameWorld.GetGameData().GetChinMap().GetMapByID(mapID) + if not mapData: + continue + enterLV = mapData.GetLV() + + if curPlayer.GetLV() < enterLV: + continue + openMapStep = mapData.GetTreasureID() #需要完成的主线任务ID + if missionMapStep < openMapStep: + continue + + if mapID < maxMapID: + continue + maxMapID = mapID + + if not maxMapID: + return 0 + + # ---找到挂机等级点--- + lv = curPlayer.GetLV() + myPoint = None + mapList = IpyGameDataPY.GetIpyGameDataByCondition("MapEventPoint", {"MapID":maxMapID}, True) + + mapEffList = [] # 有效挂机点,同地图中存在不需要挂机的NPC点 + for mapInfo in mapList: + if mapInfo.GetLowLV() == 0: + continue + + mapEffList.append(mapInfo) + + if lv >= mapInfo.GetLowLV(): + if myPoint and myPoint.GetLowLV() >= mapInfo.GetLowLV(): + continue + myPoint = mapInfo + + if not mapEffList: + return 0 + + # ---根据防御上下调整 + if not myPoint: + # 寻找异常取最低点 + return mapEffList[0].GetNPCID() + + pointLen = len(mapEffList) + defense = curPlayer.GetDef() + pIndex = mapEffList.index(myPoint) + if defense >= mapEffList[min(pointLen-1, pIndex+1)].GetDefense(): + # 高一级 + return mapEffList[min(pointLen-1, pIndex+1)].GetNPCID() + + if defense < myPoint.GetDefense(): + # 低一级 + return mapEffList[max(0, pIndex-1)].GetNPCID() + + return myPoint.GetNPCID() + + + + +def GetMissionMapStep(curPlayer): + # 主线任务完成时会设置标志可进地图标志 + mission_1 = QuestCommon.GetCommonMission(curPlayer) + if not mission_1: + return 0 + return mission_1.GetProperty("OpenMap") + + -- Gitblit v1.8.0