From df2aaca6d5b503cc993ec2bf782de6a3a6d900cb Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期六, 27 四月 2019 11:52:45 +0800
Subject: [PATCH] 6636 【后端】【2.0】仙宝寻主

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py |  172 +++++++++++++++++++++++++++++++--------------------------
 1 files changed, 94 insertions(+), 78 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index fc75233..eab101b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -31,13 +31,9 @@
 import ItemCommon
 import OperControlManager
 import ShareDefine
-import PlayerProduce
 import PlayerAutoCheckOnline
 import PlayerGameWallow
 import ReadChConfig
-import ChPyNetSendPack
-import NetPackCommon
-import DataRecordPack
 import PlayerViewCacheTube
 import PlayerDienstgrad
 import PlayerVip
@@ -52,13 +48,15 @@
 import PlayerTJG
 import AICommon
 import PlayerSuccess
+import CrossPlayerData
 import PassiveBuffEffMng
-import PlayerFamilyRedPacket
+import FunctionNPCCommon
 import FormulaControl
 import PlayerGoldGift
 import PlayerFlashSale
 import PlayerWing
 import ChEquip
+import PlayerYinji
 
 #---------------------------------------------------------------------
 #---------------------------------------------------------------------
@@ -136,7 +134,9 @@
     if not __DoClientUseSkillEx(curPlayer, useSkillData, tick):
         SkillShell.AttackFailNotify(curPlayer, useSkillData)
         GameWorld.DebugLog("----攻击失败 可能是技能CD %s"%skillTypeID)
-    
+        # 根据策划需求 以客户端动作为标准,不可攻击状态也进入CD
+        BaseAttack.Sync_AttackResult(curPlayer, useSkillData)
+        
     if useSkillData and useSkillData.GetSkillID() != ChConfig.Def_SkillID_Somersault:
         # 跟随玩家同频率攻击
         PetControl.PetFight(curPlayer, tick)
@@ -562,11 +562,6 @@
     elif prepareState == IPY_GameWorld.pstMissionCollecting:
         #任务采集
         PlayerMissionCollect.EndMissionCollect(curPlayer, tick)
-
-    elif prepareState == ShareDefine.Def_PstProduce:
-        #生产采集(进入生产采集状态,不再重置玩家状态)
-        PlayerProduce.OnProduceEnd(curPlayer, tick)
-        return
         
     elif prepareState == ShareDefine.Def_PstTrans:
         
@@ -593,16 +588,20 @@
     if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
         return
     curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
-    DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, False)
+    if not curNPC:
+        return
     FBLogic.OnCollecting(curPlayer, tick)
+    npcID = curNPC.GetNPCID()
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+    if collectNPCIpyData:
+        DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, False)
     return
 
-def DoCollectingLostHP(curPlayer, npcID, tick, isEnd):
+def DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, isEnd):
     ## 执行采集掉血
-    CollectNPCLostHPCfg = ReadChConfig.GetEvalChConfig("CollectNPCLostHP")
-    if npcID not in CollectNPCLostHPCfg:
+    if not collectNPCIpyData.GetLostHPPer():
         return
-    lostSecond, lostHPPer = CollectNPCLostHPCfg[npcID]
+    lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
     lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
     lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
     if isEnd:
@@ -616,6 +615,7 @@
     lostValue = int(GameObj.GetMaxHP(curPlayer) * lostHPPer / 100.0) * lostTime
     skillTypeID, buffOwner = 0, None
     SkillCommon.SkillLostHP(curPlayer, skillTypeID, buffOwner, lostValue, tick)
+    GameWorld.DebugLog("采集掉血: npcID=%s,lostHPPer=%s,lostTime=%s,lostValue=%s" % (collectNPCIpyData.GetNPCID(), lostHPPer, lostTime, lostValue))
     return
 
 
@@ -656,8 +656,6 @@
     
     if not curNPC:
         return
-    
-    DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, True)
     
     result = FBLogic.OnCanCollect(curPlayer, curNPC, tick)
     
@@ -843,31 +841,34 @@
 # @return None
 # @remarks 玩家自动回复XP值
 def ProcessAddXP(curPlayer, tick):
-    #开放等级增加多少XP值, 最大XP值
-    openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
-    #还没到开放等级
-    if openLV > curPlayer.GetLV():
-        return
-    lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_AddXPTick)
-    if not CommonCheckTick(curPlayer, tick, ChConfig.TYPE_Player_Tick_AddXPTick):
-        #首次登陆,将当前的XP值记录到字典中
-        if lastTick <= 0:
-            curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curPlayer.GetXP())
-        return
-    
-    #从字典中获取当前的XP值
-    curXPValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RecordXPValue)
-    #当前XP值已经是最大值了,不做处理
-    if curXPValue == maxXPValue:
-        return
-    xpRestorePer = PlayerControl.GetXPRestorePer(curPlayer)
-    addXPValue = int(addXPValue * xpRestorePer/float(ChConfig.Def_MaxRateValue))
-    nextXPValue = min(curXPValue + addXPValue, maxXPValue)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, nextXPValue)
-    #已经达到最大的XP值了,通知客户端
-    if nextXPValue == maxXPValue:
-        #这里进行设置的时候,将会通知客户端
-        curPlayer.SetXP(nextXPValue)
+    return
+    #===========================================================================
+    # #开放等级增加多少XP值, 最大XP值
+    # openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
+    # #还没到开放等级
+    # if openLV > curPlayer.GetLV():
+    #    return
+    # lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_AddXPTick)
+    # if not CommonCheckTick(curPlayer, tick, ChConfig.TYPE_Player_Tick_AddXPTick):
+    #    #首次登陆,将当前的XP值记录到字典中
+    #    if lastTick <= 0:
+    #        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curPlayer.GetXP())
+    #    return
+    # 
+    # #从字典中获取当前的XP值
+    # curXPValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RecordXPValue)
+    # #当前XP值已经是最大值了,不做处理
+    # if curXPValue == maxXPValue:
+    #    return
+    # xpRestorePer = PlayerControl.GetXPRestorePer(curPlayer)
+    # addXPValue = int(addXPValue * xpRestorePer/float(ChConfig.Def_MaxRateValue))
+    # nextXPValue = min(curXPValue + addXPValue, maxXPValue)
+    # curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, nextXPValue)
+    # #已经达到最大的XP值了,通知客户端
+    # if nextXPValue == maxXPValue:
+    #    #这里进行设置的时候,将会通知客户端
+    #    curPlayer.SetXP(nextXPValue)
+    #===========================================================================
 
 
 #---------------------------------------------------------------------
@@ -1073,36 +1074,38 @@
 # @return 布尔值
 # @remarks 处理耐久计算方式为:现实时间刷新方式的物品
 def ProcessTimeEquip(curPlayer, tick):
-    itemManager = curPlayer.GetItemManager()
-    hasItemClear = False
-
-    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
-    for i in range(0, curPack.GetCount()):
-        curItem = curPack.GetAt(i)
-        
-        #异常物品
-        if not ItemCommon.CheckItemCanUse(curItem):
-            continue
-
-        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
-                                             ChConfig.Def_EquipReduceType_Time]:
-            continue
-
-        #处理现实时间物品逻辑
-        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
-            hasItemClear = True
-            
-    
-    if hasItemClear:
-        #装备重刷属性
-        PlayerWing.CalcWingAttr(curPlayer)
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
-            
-    
-    # 进行更新时效道具刷新时间
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
-    
-    return hasItemClear
+    return
+#境界装备修改,暂屏蔽,待优化
+#    itemManager = curPlayer.GetItemManager()
+#    hasItemClear = False
+#
+#    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
+#    for i in range(0, curPack.GetCount()):
+#        curItem = curPack.GetAt(i)
+#        
+#        #异常物品
+#        if not ItemCommon.CheckItemCanUse(curItem):
+#            continue
+#
+#        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
+#                                             ChConfig.Def_EquipReduceType_Time]:
+#            continue
+#
+#        #处理现实时间物品逻辑
+#        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
+#            hasItemClear = True
+#            
+#    
+#    if hasItemClear:
+#        #装备重刷属性
+#        PlayerWing.CalcWingAttr(curPlayer)
+#        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+#            
+#    
+#    # 进行更新时效道具刷新时间
+#    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
+#    
+#    return hasItemClear
 #---------------------------------------------------------------------
 ## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
 def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
@@ -1126,7 +1129,7 @@
         return True
     equipID = result[0]
     equipPlace = result[1]
-    if equipPlace == ShareDefine.retGuard:
+    if equipPlace in [ShareDefine.retGuard1, ShareDefine.retGuard2]:
         PlayerControl.NotifyCode(curPlayer, 'Guardian_Timeout', [equipID, spaceIndex])
     elif equipPlace == ShareDefine.retWing:
         PlayerControl.NotifyCode(curPlayer, 'WingTiyan_Timeout')
@@ -1139,9 +1142,6 @@
             PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
             PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
             
-    # 广播卸装
-    if equipIndex in ChConfig.Def_SyncEquipStateByIndex:
-        curPlayer.Sync_UnEquipItem(equipID, equipPlace)
     return True
 #---------------------------------------------------------------------
 ##全局定时器调用, 刷新玩家状态
@@ -1239,6 +1239,8 @@
     #回血回魔状态处理
     ProcessHPMPState(curPlayer, tick)
     
+    PlayerYinji.ProcessPlayerYinji(curPlayer, tick)
+    
     #刷新组队状态
     #ProcessTeamState(curPlayer, tick)
 
@@ -1265,11 +1267,15 @@
     #成就
     PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick, False)
     #开服红包处理
-    PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
+    #PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
     #限时抢购
     PlayerFlashSale.ProcessFlashSaleMail(curPlayer, tick)
     #地图经验
     ProcessAreaExp(curPlayer, tick)
+    #神秘商店刷新
+    FunctionNPCCommon.CheckMysticalShopRefresh(curPlayer, tick)
+    #跨服数据同步,放最后
+    CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
     return
 
 
@@ -1487,6 +1493,14 @@
     ProcessProDef(curPlayer, tick)
     return
 
+def Sync_PKBossState(curPlayer):
+    psState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) else 0
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, psState, False)
+    
+    bossState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick) else 0
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, bossState, False)
+    return
+
 # 脱离PK战斗 X秒后按比例恢复
 def ProcessProDef(curPlayer, tick):
     if PlayerControl.GetProDefHPPer(curPlayer) == 0:
@@ -1541,6 +1555,8 @@
     ##给场景经验
     if GameWorld.IsCrossServer():
         return
+    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+        return
     crossMapID = PlayerControl.GetCrossMapID(curPlayer)
     mapID = crossMapID if crossMapID else GameWorld.GetMap().GetMapID()
     neutralMapExpAwardDict = IpyGameDataPY.GetFuncEvalCfg('NeutralMapExpAward', 1, {})

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