From faf986a85304e980f9eb621b4e788fc942441d7f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 15 一月 2019 22:29:40 +0800
Subject: [PATCH] 5722 【后端】【1.5】跨服BOSS开发(增加跨服地图中进入副本限制提示、组队相关操作提示、传送限制提示)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py | 90 ++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 85 insertions(+), 5 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 17a53df..b936a48 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -535,7 +535,7 @@
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 +561,7 @@
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 +583,44 @@
#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
@@ -1072,7 +1110,9 @@
## 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):
#验证物品是否过期
- curItemExpireTime = curItem.GetExpireTime()
+ curItemExpireTime = curItem.GetUserAttr(ShareDefine.Def_IudetExpireTime)
+ if not curItemExpireTime:
+ curItemExpireTime = curItem.GetExpireTime()
curItemPastTime = time.time() - curItem.GetUserAttr(ShareDefine.Def_IudetCreateTime)
if curItemExpireTime - curItemPastTime > 0:
return
@@ -1438,14 +1478,51 @@
curPlayer.SetDict(ChConfig.Def_PDict_PKStateTick, 0)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, 0, False)
#GameWorld.DebugLog("退出PK状态!", curPlayer.GetPlayerID())
+ curPlayer.SetDict("StartProDTick", tick) # 开始恢复时间点
bossStateTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick)
if bossStateTick and (tick - bossStateTick) >= validTime:
curPlayer.SetDict(ChConfig.Def_PDict_BossStateTick, 0)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, 0, False)
#GameWorld.DebugLog("退出Boss状态!", curPlayer.GetPlayerID())
-
+
+ # 脱离PK战斗 X秒后按比例恢复
+ ProcessProDef(curPlayer, tick)
return
+
+# 脱离PK战斗 X秒后按比例恢复
+def ProcessProDef(curPlayer, tick):
+ if PlayerControl.GetProDefHPPer(curPlayer) == 0:
+ # 没转化值
+ return
+
+ # 脱离PK战斗 X秒后按比例恢复
+ if IsInPKState(curPlayer):
+ return
+
+ if tick - curPlayer.GetDictByKey("StartProDTick") < IpyGameDataPY.GetFuncCfg("MagicExterior", 2) * 1000:
+ return
+
+ if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
+ return
+
+ # 每秒恢复
+ if tick - curPlayer.GetDictByKey("restoreProDTick") < 1000:
+ return
+
+ curProDef = PlayerControl.GetProDef(curPlayer)
+ maxProDef = PlayerControl.GetMaxProDef(curPlayer)
+
+ if curProDef == maxProDef:
+ return
+
+ #非PK状态恢复护盾
+ PlayerControl.SetProDef(curPlayer, min(curProDef + \
+ IpyGameDataPY.GetFuncCfg("MagicExterior", 3)*maxProDef/ChConfig.Def_MaxRateValue, maxProDef))
+ curPlayer.SetDict("restoreProDTick", tick)
+
+ return
+
def IsInPKState(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) > 0
def SetPKStateTick(curPlayer, tick):
@@ -1465,7 +1542,10 @@
def ProcessAreaExp(curPlayer, tick):
##给场景经验
- mapID = GameWorld.GetMap().GetMapID()
+ if GameWorld.IsCrossServer():
+ return
+ crossMapID = PlayerControl.GetCrossMapID(curPlayer)
+ mapID = crossMapID if crossMapID else GameWorld.GetMap().GetMapID()
neutralMapExpAwardDict = IpyGameDataPY.GetFuncEvalCfg('NeutralMapExpAward', 1, {})
expAwardInfo = GameWorld.GetDictValueByKey(neutralMapExpAwardDict, mapID)
if not expAwardInfo:
--
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