From fd6fd0602d6dffa638bdd9bdcb46445a9430520e Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 23 十月 2018 19:10:36 +0800
Subject: [PATCH] 4283 增加法宝经验物品删除处理
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 133 +++++++++++++++++++++++++++++++-------------
1 files changed, 93 insertions(+), 40 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 07322d1..89a8f5d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -87,6 +87,7 @@
import PlayerState
import QuestCommon
import PlayerDogz
+import ChPlayer
import GMShell
import random
@@ -2026,8 +2027,12 @@
#---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
@@ -2063,7 +2068,7 @@
# 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)
@@ -2080,7 +2085,7 @@
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)
@@ -2169,10 +2174,23 @@
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()
@@ -2180,65 +2198,75 @@
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
#---------------------------------------------------------------------
@@ -3310,6 +3338,8 @@
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
@@ -3329,6 +3359,8 @@
# 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
@@ -3339,6 +3371,12 @@
# 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
@@ -3380,6 +3418,7 @@
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
@@ -3423,6 +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
@@ -3712,7 +3759,7 @@
#未达到升级经验
if curTotalExp < lvUpNeedExp:
return
-
+ needSyncTalentPoint = False
playerNeedDoLVUp = False
curLV = curPlayer.GetLV()
maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
@@ -3753,7 +3800,10 @@
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
@@ -3802,7 +3852,9 @@
# 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
@@ -4635,6 +4687,7 @@
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))
--
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