hxp
6 天以前 2b34924e06c0c36d77d9ccec4c4f10f1ebd16e84
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -25,9 +25,11 @@
import ItemControler
import IPY_GameWorld
import NetPackCommon
import PlayerArena
import ItemCommon
import PlayerTask
import NPCCommon
import BattleObj
import ChEquip
import ObjPool
@@ -66,17 +68,17 @@
    ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1)
    return [booty[0] for booty in ipyData.GetDailyBootyUpperList()]
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID):
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
    
    if mapID == ChConfig.Def_FBMapID_Main:
        __doKillAward(curPlayer, atkObj, killObjIDList)
        __doKillAward(curPlayer, atkObj, killObjList)
        
    return
def __doKillAward(curPlayer, atkObj, killObjIDList):
def __doKillAward(curPlayer, atkObj, killObjList):
    ## 计算击杀奖励
    if not killObjIDList:
    if not killObjList:
        GameWorld.DebugLog("没有击杀不需要处理!")
        return
    # 结算经验
@@ -88,12 +90,12 @@
        GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp))
        PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC)
        
    __doMainDrop(curPlayer)
    __doMainDrop(curPlayer, killObjList)
    return
def __doMainDrop(curPlayer):
def __doMainDrop(curPlayer, killObjList):
    # 装备掉落
    if __doDropEquip(curPlayer) == -1:
    if __doDropEquip(curPlayer, killObjList) == -1:
        return
    
    playerID = curPlayer.GetPlayerID()
@@ -129,6 +131,22 @@
        if dropBootyCnt <= 0:
            continue
        
        itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
        if not itemData:
            continue
        # 判断挑战券
        if itemData.GetType() == ChConfig.Def_ItemType_AutoUseMoney:
            curEff = itemData.GetEffectByIndex(0)
            effID = curEff.GetEffectID()
            moneyType = curEff.GetEffectValue(1)
            if effID == ChConfig.Def_Effect_ItemGiveMoney and moneyType == ShareDefine.TYPE_Price_ArenaTicket:
                curMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_ArenaTicket)
                storeMax = PlayerArena.GetArenaTicketStoreMax(curPlayer)
                if curMoney >= storeMax:
                    GameWorld.DebugLog("挑战券已达存储上限! itemID=%s,curMoney=%s >= %s" % (itemID, curMoney, storeMax), playerID)
                    continue
        dropCntRange = bootyDropCntDict[itemID]
        if not isinstance(dropCntRange, (list, tuple)) or len(dropCntRange) != 2:
            continue
@@ -161,15 +179,36 @@
        
    return
def __doDropEquip(curPlayer):
def __doDropEquip(curPlayer, killObjList):
    ## 主线掉落装备
    playerID = curPlayer.GetPlayerID()
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
    dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
    dropEquipCnt = unXiantaoCntEquip / dropOneNeed
    unXiantaoCntEquip = PlayerControl.GetUnXiantaoCntEquip(curPlayer)
    bossTypeDropInfo = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
    fightPoint = max(curPlayer.GetFightPoint(), 1) # 消耗倍率也是掉落倍率
    dropEquipCnt = 0
    objDropCntDict = {}
    for tagObj in killObjList:
        tagID = tagObj.GetID()
        npcID = tagObj.GetNPCID()
        if not npcID:
            continue
        npcData = NPCCommon.GetNPCDataPy(npcID)
        if not npcData:
            continue
        bossType = npcData.GetBossType()
        if bossType not in bossTypeDropInfo:
            continue
        dropCnt = GameWorld.GetResultByRandomList(bossTypeDropInfo[bossType])
        if not dropCnt:
            continue
        dropCnt *= fightPoint # 多倍掉落
        objDropCntDict[tagID] = [tagObj, dropCnt, bossType]
        dropEquipCnt += dropCnt
    if dropEquipCnt <= 0:
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID)
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropEquipCnt), playerID)
        return
    # 根据掉落背包空间修正最终可掉落装备数
    dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
    if not dropEquipCnt:
        GameWorld.DebugLog("掉落背包已满!", playerID)
@@ -179,52 +218,101 @@
    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
    if not ipyData:
        return
    equipColorRateList = ipyData.GetEquipColorRateList()
    GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,equipColorRateList=%s" % (unXiantaoCntEquip, dropEquipCnt, treeLV, equipColorRateList), playerID)
    GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,objDropCntDict=%s"
                       % (unXiantaoCntEquip, dropEquipCnt, treeLV, objDropCntDict), playerID)
    
    maxRate = 10000
    totalRate = 0
    colorRateList = []
    for equipColor, colorRate in enumerate(equipColorRateList, 1):
        if not colorRate:
            continue
        totalRate += colorRate
        colorRateList.append([totalRate, equipColor])
    if totalRate != maxRate:
        GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
    if not colorRateList:
        return
    GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
    for _ in range(dropEquipCnt):
        itemColor = GameWorld.GetResultByRandomList(colorRateList)
        if not itemColor:
            continue
        equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop")
        if not equipIDList:
            continue
        randEquipID = random.choice(equipIDList)
        curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
        if curItem == None:
            continue
        curItem.SetIsBind(1) # 为1时代表是掉落
        #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
    for tagID, dropInfo in objDropCntDict.items():
        tagObj, dropCnt, bossType = dropInfo
        if hasattr(ipyData, "GetEquipColorRateList%s" % bossType):
            equipColorRateList = getattr(ipyData, "GetEquipColorRateList%s" % bossType)()
        else:
            equipColorRateList = ipyData.GetEquipColorRateList()
        GameWorld.DebugLog("tagID=%s,bossType=%s,dropCnt=%s,treeLV=%s,equipColorRateList=%s"
                           % (tagID, bossType, dropCnt, treeLV, equipColorRateList), playerID)
        if not equipColorRateList:
            continue
        
        unXiantaoCntEquip -= dropOneNeed
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
        totalRate = 0
        colorRateList = []
        for equipColor, colorRate in enumerate(equipColorRateList, 1):
            if not colorRate:
                continue
            totalRate += colorRate
            colorRateList.append([totalRate, equipColor])
        #maxRate = 10000
        #if totalRate != maxRate:
        #    GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
        if not colorRateList:
            return
        GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
        
        for _ in range(dropCnt):
            if dropEquipCnt <= 0:
                break
            itemColor = GameWorld.GetResultByRandomList(colorRateList)
            if not itemColor:
                continue
            equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop")
            if not equipIDList:
                continue
            randEquipID = random.choice(equipIDList)
            curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
            if curItem == None:
                continue
            curItem.SetIsBind(1) # 为1时代表是掉落
            #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
            if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
                continue
            dropEquipCnt -= 1
    return
def GMTestKillDrop(curPlayer, unXiantao):
    ## GM测试掉落
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + unXiantao
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
    GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % unXiantaoCntEquip)
def GMTestKill(curPlayer, useXiantao):
    ## GM测试击杀
    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    if not turnFight.isInFight():
        GameWorld.DebugAnswer(curPlayer, "非主线战斗中!")
        return
    useSkill = None
    batObjMgr = BattleObj.GetBatObjMgr()
    # 随便取一个武将击杀对方所有怪物即可
    atkObj = None
    batFactionA = turnFight.getBatFaction(ChConfig.Def_FactionA)
    batLineup = batFactionA.getBatlineup(1)
    for objID in batLineup.posObjIDDict.values():
        atkObj = batObjMgr.getBatObj(objID)
        if atkObj.IsAlive():
            break
    if not atkObj:
        GameWorld.DebugAnswer(curPlayer, "主阵容没有存活武将!")
        return
    clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
    clientPack.Sign = 0
    NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
    killObjList = []
    batFactionB = turnFight.getBatFaction(ChConfig.Def_FactionB)
    batLineup = batFactionB.getBatlineup(1)
    for objID in batLineup.posObjIDDict.values():
        tagObj = batObjMgr.getBatObj(objID)
        if tagObj.IsAlive():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, atkObj, useSkill)
    unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp) + useXiantao
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp)
    GameWorld.DebugAnswer(curPlayer, "未结算经验战锤数: %s" % unXiantaoCntExp)
    GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % PlayerControl.AddUnXiantaoCntEquip(curPlayer, useXiantao))
    chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0]
    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
    if chapterIpyData:
@@ -232,11 +320,16 @@
        for itemID, upperCnt in DailyBootyUpperList:
            if upperCnt <= 0:
                continue
            unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + unXiantao
            unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + useXiantao
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty)
            GameWorld.DebugAnswer(curPlayer, "未结算战利品(%s)战锤数: %s" % (itemID, unXiantaoCntBooty))
            
    __doMainDrop(curPlayer)
    OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
    turnFight.checkOverByKilled()
    # 标记结束
    clientPack.Sign = 1
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
#// B4 15 主线掉落物品操作 #tagCSMainDropItemOP
@@ -316,50 +409,58 @@
def __doDecomposeMainEquip(curPlayer, itemIndexList):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("分解主线装备: itemIndexList=%s" % (itemIndexList), playerID)
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    moneyType = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 2)
    if not moneyType:
    moneyType, moneyBase = IpyGameDataPY.GetFuncEvalCfg("MainEquipDrop", 2)
    if not moneyType or not moneyBase:
        return
    equipDict = {}
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    for index in range(IdentifyPack.GetCount()):
        curEquip = IdentifyPack.GetAt(index)
        if not ItemCommon.CheckItemCanUse(curEquip):
            #GameWorld.DebugLog("物品为空或不可用: index=%s" % index, playerID)
            continue
        if not ItemCommon.GetIsMainEquip(curEquip):
            #GameWorld.DebugLog("非主线装备: index=%s" % index, playerID)
            continue
        equipDict[index] = curEquip
    if not equipDict:
        return
    equipCnt = len(equipDict)
    unXiantaoCntEquip = PlayerControl.GetUnXiantaoCntEquip(curPlayer)
    perEquipXiantao = unXiantaoCntEquip / float(equipCnt) if equipCnt > 1 else unXiantaoCntEquip
    decomposeMoney = max(1, moneyBase * perEquipXiantao) # 至少1个
    GameWorld.DebugLog("unXiantaoCntEquip=%s,equipCnt=%s,perEquipXiantao=%s,equipIndexList=%s"
                       % (unXiantaoCntEquip, equipCnt, perEquipXiantao, equipDict.keys()), playerID)
    GameWorld.DebugLog("moneyBase=%s,decomposeMoney=%s" % (moneyBase, decomposeMoney), playerID)
    
    moneyTotal = 0
    
    decomposeCnt = 0
    decomposeIndexList = []
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
        if itemIndex not in equipDict:
            continue
        curEquip = IdentifyPack.GetAt(itemIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
            continue
        if not ItemCommon.GetIsMainEquip(curEquip):
            GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
            continue
        itemColor = curEquip.GetItemColor()
        colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
        if not colorIpyData:
            return
        moneyBase = colorIpyData.GetMoneyBase() # 分解货币基础
        if not moneyBase:
            return
        # 可以处理一些加成
        decomposeMoney = moneyBase
        curEquip = equipDict[itemIndex]
        
        moneyTotal += decomposeMoney
        GameWorld.DebugLog("    itemIndex=%s,itemColor=%s,moneyBase=%s,decomposeMoney=%s,%s"
                           % (itemIndex, itemColor, moneyBase, decomposeMoney, moneyTotal), playerID)
        GameWorld.DebugLog("    itemIndex=%s,moneyBase=%s,perEquipXiantao=%s,decomposeMoney=%s,总:%s"
                           % (itemIndex, moneyBase, perEquipXiantao, decomposeMoney, moneyTotal), playerID)
        
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
        decomposeIndexList.append(itemIndex)
        decomposeCnt += 1
        unXiantaoCntEquip -= perEquipXiantao
        
    if not moneyTotal:
        return
    
    moneyTotal = int(round(moneyTotal)) # 四舍五入取整
    unXiantaoCntEquip = PlayerControl.SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip)
    GameWorld.DebugLog("moneyTotal=%s,unXiantaoCntEquip=%s" % (moneyTotal, unXiantaoCntEquip), playerID)
    PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, decomposeCnt)
    return