From f194ca807c0ef437b866e74db7cd4dcb02e531c3 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 14 二月 2019 17:54:57 +0800
Subject: [PATCH] 6211 【后端】【1.6】合服任务单(运营活动支持合服定制)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py |   61 ++++++++++++++++++++++++++++--
 1 files changed, 57 insertions(+), 4 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 8ae4d09..0f41d31 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -52,6 +52,7 @@
 import PlayerTJG
 import AICommon
 import PlayerSuccess
+import CrossPlayerData
 import PassiveBuffEffMng
 import PlayerFamilyRedPacket
 import FormulaControl
@@ -136,7 +137,9 @@
     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)
@@ -535,7 +538,7 @@
     if tick - curPlayer.GetPlayerActionTick() < curPlayer.GetPrepareTime():
         #时间间隔没有到
         if prepareState in [IPY_GameWorld.pstCollecting, IPY_GameWorld.pstMissionCollecting]:
-            FBLogic.OnCollecting(curPlayer, tick)
+            OnCollecting(curPlayer, tick)
         
         return
     
@@ -561,7 +564,7 @@
     
     elif prepareState == IPY_GameWorld.pstMissionCollecting:
         #任务采集
-        PlayerMissionCollect.EndMissionCollect(curPlayer)
+        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)
@@ -583,6 +586,44 @@
     #重置玩家状态
     curPlayer.SetPrepareState(0)    # 成功
     PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
+    return
+
+def OnCollecting(curPlayer, tick):
+    ## 采集中逻辑
+    tagObj = curPlayer.GetActionObj()
+    if not tagObj:
+        return
+    if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
+        return
+    curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
+    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, collectNPCIpyData, tick, isEnd):
+    ## 执行采集掉血
+    if not collectNPCIpyData.GetLostHPPer():
+        return
+    lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
+    lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
+    lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
+    if isEnd:
+        lostTime = int(round(lostTime)) # 采集完的时候四舍五入
+    else:
+        lostTime = int(lostTime)
+    if lostTime < 1:
+        return
+    
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick)
+    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
 
 
@@ -1230,11 +1271,13 @@
     #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)
+    #跨服数据同步,放最后
+    CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
     return
 
 
@@ -1452,6 +1495,14 @@
     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:
@@ -1504,6 +1555,8 @@
     
 def ProcessAreaExp(curPlayer, tick):
     ##给场景经验
+    if GameWorld.IsCrossServer():
+        return
     crossMapID = PlayerControl.GetCrossMapID(curPlayer)
     mapID = crossMapID if crossMapID else GameWorld.GetMap().GetMapID()
     neutralMapExpAwardDict = IpyGameDataPY.GetFuncEvalCfg('NeutralMapExpAward', 1, {})

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