烧烤 动物养殖 分类 功能实现3
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@@ -33,6 +33,9 @@ comp = serverApi.GetEngineCompFactory() # 组件工厂
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from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
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from ....BlueFoxTools.ToolsConfig import LevelId
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# ---- 方块实体数据组件(计时持久化:把开始时间戳+时长写进方块,重启后继续计时) ----
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blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
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# ---- 只导入烧烤自己的数据库 ----
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from ..BarbecueData import BARBECUE_SWITCHES, ITEM_USE_ON_RULES
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@@ -83,8 +86,7 @@ class BarbecueService(BlueFoxServerSystem):
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for rule in ITEM_USE_ON_RULES:
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self.itemUseOnRecipes[rule["item"]] = rule
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# ---- 计时去重表 + 右键冷却表 ----
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self._timerSchedule = {}
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# ---- 右键冷却表 ----
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self.cooldown = {}
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# ---- 注册到统一分发器 ----
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@@ -125,19 +127,19 @@ class BarbecueService(BlueFoxServerSystem):
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if not self.checkCooldown(key, recipe.get("switchCd", 0.5)):
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return True
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# ---- 下方方块检查(timer 需篝火,烤串需点燃的烧烤架) ----
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# ---- 下方方块检查(timer 需篝火,烤串需点燃的烧烤炉) ----
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if not self.checkBelow(recipe, dim, pos):
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# 下方不是要求的方法 → 提示玩家,不执行(但也算处理,取消默认行为)
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# 下方不是要求的方块 → 失败提示,不执行(但也算处理,取消默认行为)
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if recipe.get("type") == "timer":
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tip = "§c支杆下方需要放一个篝火(营火)才能烤制!"
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else:
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tip = "§c烤串需要放在点燃的烧烤架上才能烤制!"
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tip = "§c下方不是点燃的烧烤炉,无法翻烤!"
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
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return True
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# 计时型:启动计时
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if recipe.get("type") == "timer":
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self.startTimer(key, recipe, dim)
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self.startTimer(key, recipe, dim, playerId)
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return True
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# 切换型
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@@ -180,6 +182,9 @@ class BarbecueService(BlueFoxServerSystem):
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# 生成生鸡肉(放置后)方块
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self.replaceBlock(targetPos, dim, rule["target"], playerId)
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# 放置成功提示
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if rule.get("tip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, rule["tip"])
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return True
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# ============================================================================
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@@ -220,7 +225,11 @@ class BarbecueService(BlueFoxServerSystem):
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if recipe.get("target") in self.barbecueTimers:
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nextTimer = self.barbecueTimers[recipe["target"]]
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if self.checkBelow(nextTimer, dim, pos):
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self.startTimer(key, nextTimer, dim)
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self.startTimer(key, nextTimer, dim, playerId)
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# 转换成功提示(点火/上杆等)
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if recipe.get("tip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
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return
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@@ -233,8 +242,12 @@ class BarbecueService(BlueFoxServerSystem):
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if recipe.get("target"):
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self.replaceBlock(pos, dim, recipe["target"], playerId)
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# 转换成功提示(烤串翻烤/取下等)
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if recipe.get("tip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
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# ============================================================================
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# 计时型规则处理(AddTimer 一次性定时,启动前检查下方篝火)
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# 计时型规则处理(方块实体 tick 持久化计时,启动前检查下方篝火)
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# ============================================================================
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def checkBelow(self, recipe, dim, pos):
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@@ -252,29 +265,116 @@ class BarbecueService(BlueFoxServerSystem):
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except Exception:
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return False
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def startTimer(self, key, recipe, dim):
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"""启动一次性定时器,1秒内去重,到点由 _timerDone 执行转换"""
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now = time.time()
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last = self._timerSchedule.get(key, 0)
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if now - last < 1.0:
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return
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self._timerSchedule[key] = now
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self.AddTimer(recipe.get("time", 60), self._timerDone, key, recipe, dim)
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def _timerDone(self, key, recipe, dim):
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"""计时到点:确认方块仍是计时源,且下方仍有篝火,才执行转换"""
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def startTimer(self, key, recipe, dim, playerId=None):
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"""
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启动烤制计时:把 计时标识+开始时间戳+时长 写入方块实体数据。
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- 已处于本规则计时中的方块不会重复重置时间
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- 到点判断由 FeatureDispatcher 转发的 ServerBlockEntityTickEvent 完成
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- 时间戳存在方块上 → 服务器重启/玩家重进后继续计时
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(例如烤了40秒退出,回来只剩20秒)
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"""
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pos = (key[1], key[2], key[3])
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# 去重:已在本规则计时中的方块不重置
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try:
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data = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if data and data.get("rtdd_tid") == recipe["source"]:
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return
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except Exception:
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pass
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self._writeTimerData(dim, pos, recipe, playerId)
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# 计时开始提示
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if playerId and recipe.get("startTip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["startTip"])
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def handleBlockEntityTick(self, args):
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"""FeatureDispatcher 转发:烤制方块每 tick 检查是否到点"""
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posDim = args.get("posDim")
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if not posDim:
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return
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dim = posDim[3]
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pos = (posDim[0], posDim[1], posDim[2])
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self._tickProcess(dim, pos)
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def _tickProcess(self, dim, pos):
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"""tick 主逻辑:读计时数据,到点执行转换(重启后照样生效)"""
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try:
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data = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if not data:
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return
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tid = data.get("rtdd_tid")
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if not tid:
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return
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recipe = self.barbecueTimers.get(tid)
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if not recipe:
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return
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tstart = data.get("rtdd_tstart", 0)
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tdur = data.get("rtdd_tdur", 0)
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if time.time() - tstart >= tdur:
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self._finishTimer(dim, pos, recipe, data)
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except Exception:
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pass
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def _finishTimer(self, dim, pos, recipe, data):
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"""
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计时到点:确认方块仍是计时源、下方仍有篝火,才执行转换。
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- 篝火被拿走 → 暂停烤制,等篝火回来继续
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- 烤熟后清除计时数据,并给启动者发送"烤熟了"提示
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"""
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try:
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cur = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
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if not cur or cur.get("name") != recipe["source"]:
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if cur and cur.get("name") != recipe["source"]:
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self._clearTimerData(dim, pos)
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return
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if not self.checkBelow(recipe, dim, pos):
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return # 篝火被拿走了,暂停烤制
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self.replaceBlock(pos, dim, recipe["target"], None)
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# 若新方块仍是计时源 → 继续下一级(当前烧烤无多级计时,预留)
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nextRecipe = self.barbecueTimers.get(recipe["target"])
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if nextRecipe:
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self.startTimer(key, nextRecipe, dim)
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self._writeTimerData(dim, pos, nextRecipe, data.get("rtdd_tp"))
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else:
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self._clearTimerData(dim, pos)
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doneTip = recipe.get("doneTip")
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if doneTip:
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self._notifyIfOnline(data.get("rtdd_tp"), doneTip)
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except Exception:
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pass
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# ---- 计时数据读写(存在方块实体数据里,重启不丢) ----
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def _writeTimerData(self, dim, pos, recipe, playerId=None):
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"""把计时信息写进方块实体数据"""
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try:
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blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if blockData is None:
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return
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blockData["rtdd_tid"] = recipe["source"]
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blockData["rtdd_tstart"] = time.time()
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blockData["rtdd_tdur"] = recipe.get("time", 60)
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blockData["rtdd_tp"] = playerId if playerId else ""
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except Exception:
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pass
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def _clearTimerData(self, dim, pos):
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"""清除方块上的计时数据"""
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try:
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blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if blockData is None:
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return
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blockData["rtdd_tid"] = ""
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blockData["rtdd_tstart"] = 0
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blockData["rtdd_tdur"] = 0
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blockData["rtdd_tp"] = ""
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except Exception:
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pass
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def _notifyIfOnline(self, playerId, tip):
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"""若启动者在线,发送完成提示(离线则跳过)"""
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if not tip or not playerId:
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return
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try:
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ids = comp.CreateGame(LevelId).GetAllPlayerIds()
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if playerId in ids:
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
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except Exception:
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pass
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