| | |
| | | GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | def GetHeroBookStarLVH(curPlayer, heroID):
|
| | | ## 武将图鉴星级历史最高等级
|
| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | return GameWorld.GetValue(bookStateH, 4, 3)
|
| | | def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
|
| | | ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
|
| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
|
| | | GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | return
|
| | |
|
| | | def GetHeroBookBreakLV(curPlayer, heroID):
|
| | | ## 武将图鉴突破等级
|
| | | bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
|
| | |
| | | updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
|
| | | GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | def GetHeroBookBreakLVH(curPlayer, heroID):
|
| | | ## 武将图鉴突破历史最高等级
|
| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | return GameWorld.GetValue(bookStateH, 7, 3)
|
| | | def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
|
| | | ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
|
| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
|
| | | GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | return
|
| | |
|
| | | def GetHeroItem(curPlayer, itemIndex):
|
| | |
| | | if awakeRandCnt:
|
| | | GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID)
|
| | | return
|
| | | useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if useBreakLV or useAwakeLV:
|
| | | GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID)
|
| | | if useAwakeLV:
|
| | | GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID)
|
| | | return
|
| | | useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | if useHeroLV > 1 or useBreakLV:
|
| | | GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID)
|
| | | return
|
| | |
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | |
| | | return 0
|
| | | InitStarUpper = qualityIpyData.GetInitStarUpper()
|
| | |
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if not awakeLV:
|
| | | return InitStarUpper
|
| | | |
| | | addStarUpper = 0
|
| | | heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
|
| | | heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if heroAwakeIpyDataList:
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | for ipyData in heroAwakeIpyDataList:
|
| | | if ipyData.GetAwakeLV() > awakeLV:
|
| | | break
|
| | |
| | |
|
| | | def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
|
| | | ## 执行武将星级更新
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | addStar = updStar - curStar
|
| | | item = heroItem.GetItem()
|
| | |
| | |
|
| | | itemIndex = heroItem.GetItemPlaceIndex()
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | |
| | | starLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | if updStar > starLVH:
|
| | | SetHeroBookStarLVH(curPlayer, heroID, updStar)
|
| | | return
|
| | |
|
| | | def __DoHeroStarTalentUp(singleItem, addLV):
|
| | | ## 执行武将星级天赋等级提升
|
| | |
|
| | | heroID = singleItem.GetItemTypeID()
|
| | | commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
|
| | | talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级
|
| | | |
| | | maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if awakeIpyDataList:
|
| | | awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的
|
| | | unlockTalentSlot = ipyData.GetUnlockTalentSlot()
|
| | | if unlockTalentSlot and unlockTalentSlot :
|
| | | maxUnlockSlot = unlockTalentSlot
|
| | | break
|
| | | |
| | | idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
|
| | | lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
|
| | | idList, lvList = [], [] # 记录在物品上的值,有顺序
|
| | | unfullLVIDList = [] # 未满级的天赋ID
|
| | | unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住
|
| | | haveUp = False
|
| | | for index in range(min(idCount, lvCount)):
|
| | | talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index)
|
| | |
| | | lvList.append(talentLV)
|
| | | if talentLV < talentMaxLV:
|
| | | unfullLVIDList.append(talentID)
|
| | | |
| | | if index < maxUnlockSlot:
|
| | | unfullLVIDListUnlock.append(talentID)
|
| | | |
| | | if len(idList) < commTalentSlot:
|
| | | idList += [0] * (commTalentSlot - len(idList))
|
| | | lvList += [0] * (commTalentSlot - len(lvList))
|
| | |
|
| | | GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV)
|
| | | GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList))
|
| | | GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList)
|
| | | GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot))
|
| | | GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock))
|
| | |
|
| | | # 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可
|
| | | if 0 in idList:
|
| | |
| | | idList[zeroIndex] = randTalentID
|
| | | lvList[zeroIndex] = 1
|
| | | unfullLVIDList.append(randTalentID)
|
| | | unfullLVIDListUnlock.append(randTalentID)
|
| | | GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID))
|
| | | addLV -= 1
|
| | | haveUp = True
|
| | |
| | | for _ in range(addLV):
|
| | | if not unfullLVIDList:
|
| | | break
|
| | | randID = random.choice(unfullLVIDList)
|
| | | # 优先随机已解锁的
|
| | | randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList)
|
| | | if randID not in idList:
|
| | | unfullLVIDList.remove(randID)
|
| | | continue
|
| | | randIndex = idList.index(randID)
|
| | | idLV = lvList[randIndex]
|
| | |
| | | GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex))
|
| | |
|
| | | if idLV >= talentMaxLV:
|
| | | unfullLVIDList.remove(randID)
|
| | | GameWorld.DebugLog(" 移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList))
|
| | | if randID in unfullLVIDList:
|
| | | unfullLVIDList.remove(randID)
|
| | | if randID in unfullLVIDListUnlock:
|
| | | unfullLVIDListUnlock.remove(randID)
|
| | | GameWorld.DebugLog(" 移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock))
|
| | |
|
| | | haveUp = True
|
| | |
|
| | |
| | | return
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
|
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
|
| | | SetHeroBreakLV(heroItem, nextBreakLV)
|
| | | SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | return
|
| | |
|
| | | def SetHeroBreakLV(heroItem, breakLV, isSync=True):
|
| | | def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
|
| | | ## 设置武将突破等级
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
|
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | | |
| | | breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | if breakLV > breakLVH:
|
| | | SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
|
| | | return
|
| | |
|
| | | #// B2 33 武将觉醒 #tagCSHeroAwake
|
| | |
| | | ## 觉醒解锁天赋槽
|
| | | heroID = singleItem.GetItemTypeID()
|
| | | awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if not awakeIpyDataList:
|
| | | return
|
| | | maxUnlockSlot = 0
|
| | |
| | | def OnHeroBookUP(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | heroID = clientData.HeroID
|
| | | itemIndex = clientData.ItemIndex
|
| | | bookType = clientData.BookType
|
| | |
|
| | | if bookType == 1:
|
| | | __doHeroBookStarLVUP(curPlayer, heroID, itemIndex)
|
| | | __doHeroBookStarLVUP(curPlayer, heroID)
|
| | | elif bookType == 2:
|
| | | __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
|
| | | __doHeroBookBreakLVUP(curPlayer, heroID)
|
| | | else:
|
| | | __doHeroBookAct(curPlayer, heroID)
|
| | | return
|
| | |
| | | if awardMoneyInfo and len(awardMoneyInfo) == 2:
|
| | | moneyType, moneyValue = awardMoneyInfo
|
| | | if moneyType and moneyValue:
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True)
|
| | |
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
|
| | | def __doHeroBookStarLVUP(curPlayer, heroID):
|
| | | ## 图鉴星级升级
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | return
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | | if heroItem.GetItemTypeID() != heroID:
|
| | | GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
|
| | | return
|
| | | heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | if bookStar >= heroStar:
|
| | | GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
|
| | | bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | if bookStar >= bookStarH:
|
| | | GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
|
| | | return
|
| | | GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
|
| | | GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
|
| | | SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
|
| | | def __doHeroBookBreakLVUP(curPlayer, heroID):
|
| | | ## 图鉴突破升级
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | return
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | | if heroItem.GetItemTypeID() != heroID:
|
| | | GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
|
| | | return
|
| | | heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | if bookBreakLV >= heroBreakLV:
|
| | | GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
|
| | | bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | if bookBreakLV >= bookBreakLVH:
|
| | | GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | return
|
| | | GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
|
| | | GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | |
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
|
| | | if not ipyData:
|
| | | return
|
| | | costMoney = ipyData.GetRebirthCostMoney()
|
| | | qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
|
| | | awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
|
| | | moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
|
| | | if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
|
| | | lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
|
| | | costMoneyTotal = lvCostMoney + awakeCostMoney
|
| | | GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)" |
| | | % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
|
| | | if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
|
| | | return
|
| | |
|
| | | # 验证通过,可以重生
|
| | | GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s" |
| | | % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
|
| | | |
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
|
| | | returnItemDict = {}
|
| | | __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
|
| | | __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
|
| | | __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
|
| | | __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
|
| | | __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
|
| | | __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
|
| | |
|
| | | if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"):
|
| | | if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
|
| | | return
|
| | |
|
| | | # 执行重生
|
| | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
|
| | | Sync_PlayerHeroInfo(curPlayer)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | return
|
| | |
|
| | | def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
|
| | | def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
|
| | | ## 计算武将等级返还
|
| | | returnDict = {}
|
| | | for retLV in range(1, heroLV):
|
| | |
| | | if not costItemInfo:
|
| | | continue
|
| | | costItemID, costItemCount = costItemInfo
|
| | | costItemCount = max(1, int(costItemCount * ratio / 100.0))
|
| | | returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
|
| | | returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
|
| | | GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
|
| | | GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
|
| | | return
|
| | |
|
| | | def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
|
| | | def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
|
| | | # 计算武将突破返还
|
| | | returnDict = {}
|
| | | for retBreakLV in range(0, breakLV):
|
| | |
| | | if not costItemInfo:
|
| | | continue
|
| | | costItemID, costItemCount = costItemInfo
|
| | | costItemCount = max(1, int(costItemCount * ratio / 100.0))
|
| | | returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
|
| | | returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
|
| | | GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
|
| | | GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
|
| | | return
|
| | |
|
| | | def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
|
| | | def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
|
| | | # 计算武将觉醒返还
|
| | | returnDict = {}
|
| | | for retAwakeLV in range(0, awakeLV):
|
| | |
| | | if not costItemInfo:
|
| | | continue
|
| | | costItemID, costItemCount = costItemInfo
|
| | | costItemCount = max(1, int(costItemCount * ratio / 100.0))
|
| | | returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
|
| | | returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
|
| | | GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
|
| | | GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
|
| | | return
|
| | |
|
| | | #// B2 40 武将遣散 #tagCSHeroDismiss
|
| | |
| | | itemIndexList = clientData.ItemIndexList
|
| | | GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
|
| | |
|
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
|
| | | dismissItemList = []
|
| | | returnItemDict = {}
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | |
| | | GameWorld.DebugLog("Dzɢ: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
|
| | | dismissReturnItems = qualityIpyData.GetDismissReturnItems()
|
| | | for itemID, itemCount in dismissReturnItems:
|
| | | starRetCnt = (heroStar + 1) * itemCount
|
| | | starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
|
| | | returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
|
| | | GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
|
| | | __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
|
| | | __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
|
| | | GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict))
|
| | | __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
|
| | | __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
|
| | | dismissItemList.append([itemIndex, heroItem])
|
| | |
|
| | | if not dismissItemList:
|
| | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
|
| | | if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
|
| | | and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
|
| | | continue
|
| | |
|
| | | hero = ChPyNetSendPack.tagSCHero()
|
| | |
| | | hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
|
| | | hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
|
| | | hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | syncInfoList.append(hero)
|
| | |
|
| | | if not syncInfoList:
|