| | |
| | | import ItemControler
|
| | | import PlayerSuccess
|
| | | import ChPyNetSendPack
|
| | | import OpenServerActivity
|
| | | import PlayerActivity
|
| | | import NetPackCommon
|
| | | import PlayerControl
|
| | | import PlayerOnline
|
| | | import PlayerPreset
|
| | | import PlayerBeauty
|
| | | import PlayerTask
|
| | | import GameWorld
|
| | | import ChConfig
|
| | |
| | | return
|
| | | GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
|
| | |
|
| | | lineupID = ShareDefine.Lineup_Main
|
| | | presetID = 1 # 默认预设1
|
| | | shapeType = 0
|
| | | for heroID, posNum in defaultHeroInfo.items():
|
| | | lineupValue = ComLineupValue(lineupID, shapeType, posNum)
|
| | | lineupValue = ComLineupValue(presetID, shapeType, posNum)
|
| | | setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
|
| | | ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
|
| | |
|
| | |
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
|
| | | if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
|
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
|
| | | if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
|
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
|
| | |
|
| | | if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
|
| | |
| | | #首次获得图鉴额外逻辑 ...
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
|
| | | OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 首次获得
|
| | |
|
| | | return
|
| | |
|
| | |
| | | GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | #def GetHeroBookStarLV(curPlayer, heroID):
|
| | | # ## 武将图鉴星级等级
|
| | | # bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
|
| | | # return GameWorld.GetValue(bookState, 4, 3)
|
| | | #def SetHeroBookStarLV(curPlayer, heroID, starLV):
|
| | | # ## 设置武将图鉴星级等级,支持三位数 0~999 级
|
| | | # bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
|
| | | # updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
|
| | | # PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
|
| | | # 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)
|
| | | # return GameWorld.GetValue(bookState, 7, 3)
|
| | | #def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
|
| | | # ## 设置武将图鉴突破等级,支持三位数 0~999 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_PDict_HeroSkinInfo 星级*10+是否已激活
|
| | | def GetHeroSkinState(curPlayer, skinID):
|
| | | ## 武将时装激活状态
|
| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) % 10
|
| | | def SetHeroSkinState(curPlayer, skinID, state):
|
| | | info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
|
| | | info = info / 10 * 10 + min(1, state)
|
| | | return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
|
| | | def GetHeroSkinStar(curPlayer, skinID):
|
| | | ## 武将时装星级
|
| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) / 10
|
| | | def SetHeroSkinStar(curPlayer, skinID, star):
|
| | | info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
|
| | | info = star * 10 + info % 10
|
| | | return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
|
| | |
|
| | | def GetHeroItem(curPlayer, itemIndex):
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | |
| | | return
|
| | | return heroItem
|
| | |
|
| | | def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
|
| | | ## 获取英雄所在阵型站位
|
| | | # @param lineupID: 阵型ID,默认主阵型
|
| | | # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
|
| | | lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
|
| | | if not lineupCount:
|
| | | return 0
|
| | | for lpIndex in range(lineupCount)[::-1]:
|
| | | lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
|
| | | lpID, _, posNum = GetLineupValue(lineupValue)
|
| | | if lpID != lineupID:
|
| | | continue
|
| | | return posNum
|
| | | return 0
|
| | |
|
| | | def InMainLineup(heroItem):
|
| | | ## 是否在主阵容中
|
| | | for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
|
| | | lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
|
| | | if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
|
| | | return True
|
| | | return False
|
| | | def GetHeroEffPresetIDList(heroItem):
|
| | | ## 获取英雄有生效的预设ID列表
|
| | | dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
|
| | | if not dataCount:
|
| | | return []
|
| | | effPresetIDList = []
|
| | | for lpIndex in range(dataCount):
|
| | | presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
|
| | | effPresetIDList.append(presetID)
|
| | | return effPresetIDList
|
| | |
|
| | | #// B2 30 武将升级 #tagCSHeroLVUP
|
| | | #
|
| | |
| | | PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
|
| | | PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
|
| | | OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升级
|
| | | return
|
| | |
|
| | | def GetHeroLVMax(heroItem):
|
| | |
| | | quality = heroIpyData.GetQuality()
|
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | starMax = GetHeroStarMax(heroItem)
|
| | | starMax = GetHeroStarMax(heroID, heroItem)
|
| | | GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
|
| | | if star >= starMax:
|
| | | GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
|
| | |
| | | DoHeroUpdStar(curPlayer, heroItem, updStar)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
|
| | | |
| | | # 固定返还一个遣散本体材料
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if qualityIpyData:
|
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
|
| | | returnItemList = []
|
| | | dismissReturnItems = qualityIpyData.GetDismissReturnItems()
|
| | | for itemID, itemCount in dismissReturnItems:
|
| | | returnCnt = max(1, int(itemCount * ratio / 100.0))
|
| | | returnItemList.append([itemID, returnCnt])
|
| | | returnItemExDict = {}
|
| | | __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
|
| | | for key, itemCount in returnItemExDict.items():
|
| | | itemID, isBind = key
|
| | | returnItemList.append([itemID, itemCount, isBind])
|
| | | GameWorld.DebugLog("吞噬额外总返还: %s" % returnItemList)
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
|
| | | |
| | | OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升星
|
| | | return
|
| | |
|
| | | def GetHeroStarMax(heroItem):
|
| | | ## 获取武将当前最大星级
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | def GetHeroStarMax(heroID, heroItem=None):
|
| | | ## 获取武将卡物品当前最大星级
|
| | | # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
|
| | | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return 0
|
| | |
| | | return 0
|
| | | InitStarUpper = qualityIpyData.GetInitStarUpper()
|
| | |
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if not awakeLV:
|
| | | awakeLV = 99999
|
| | | if heroItem:
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if awakeLV <= 0:
|
| | | return InitStarUpper
|
| | |
|
| | | addStarUpper = 0
|
| | |
| | |
|
| | | def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
|
| | | ## 执行武将星级更新
|
| | | #heroID = heroItem.GetItemTypeID()
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
|
| | | if updStar > versionStarMax:
|
| | | updStar = versionStarMax
|
| | | GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
|
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | addStar = updStar - curStar
|
| | | item = heroItem.GetItem()
|
| | |
| | | singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
|
| | | return
|
| | |
|
| | | def GetHeroIDStar(curPlayer, heroID):
|
| | | ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
|
| | | starMax = 0
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for index in range(curPack.GetCount()):
|
| | | heroItem = curPack.GetAt(index)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | if heroID != heroItem.GetItemTypeID():
|
| | | continue
|
| | | starMax = max(heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar), starMax)
|
| | | return starMax
|
| | |
|
| | | def GetHeroStarTotal(curPlayer):
|
| | | ## 武将总星级
|
| | | totalStar = 0
|
| | |
| | | SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
|
| | | OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 突破
|
| | | return
|
| | |
|
| | | def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
|
| | |
| | | SetHeroAwakeLV(heroItem, nextAwakeLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
|
| | | OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 觉醒
|
| | | return
|
| | |
|
| | | def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
|
| | |
| | | idList.append(talentID)
|
| | | lvList.append(talentLV)
|
| | |
|
| | | commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
|
| | | if idCount < commTalentSlot:
|
| | | idList += [0] * (commTalentSlot - idCount)
|
| | | lvList += [0] * (commTalentSlot - idCount)
|
| | | |
| | | if selectTalentID in idList:
|
| | | GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s"
|
| | | % (heroID, selectIndex, selectTalentID, idList), playerID)
|
| | | return
|
| | | 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
|
| | | idCount = len(idList)
|
| | | GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
|
| | |
|
| | | if idCount < commTalentSlot:
|
| | | idList += [0] * (commTalentSlot - idCount)
|
| | | lvList += [0] * (commTalentSlot - idCount)
|
| | | |
| | | selectTalentLV = 1
|
| | | GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
|
| | | |
| | | else:
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | return
|
| | | InitStarUpper = qualityIpyData.GetInitStarUpper()
|
| | | heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if not heroAwakeIpyDataList:
|
| | | return
|
| | | preSlotStarMax = 0 # 上一档槽位最大星级
|
| | | preSlotStarMax += InitStarUpper
|
| | | for ipyData in heroAwakeIpyDataList:
|
| | | if idCount < ipyData.GetUnlockTalentSlot():
|
| | | break
|
| | | preSlotStarMax += ipyData.GetAddStarUpper()
|
| | | |
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
|
| | | overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
|
| | | selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
|
| | | |
| | | idList.append(selectTalentID)
|
| | | lvList.append(1)
|
| | | lvList.append(selectTalentLV)
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
|
| | |
|
| | | GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
|
| | | GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
|
| | | for index, talentID in enumerate(idList):
|
| | |
| | | heroItem.Sync_Item()
|
| | | GameWorld.DebugLog("武将洗炼结果! itemIndex=%s,heroID=%s,washIDList=%s,lockTalentIndexs=%s"
|
| | | % (itemIndex, heroID, washIDList, lockTalentIndexs))
|
| | | OpenServerActivity.AddOSAValue(curPlayer, ShareDefine.Def_BT_OSA_HeroTrain, washCostItemCount)
|
| | | OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 洗炼
|
| | | return
|
| | |
|
| | | def HeroTalentWashReplace(curPlayer, itemIndex, heroItem):
|
| | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
|
| | | return
|
| | |
|
| | | #// B2 36 武将换肤 #tagCSHeroWearSkin
|
| | | #// B2 36 武将皮肤操作 #tagCSHeroSkinOP
|
| | | #
|
| | | #struct tagCSHeroWearSkin
|
| | | #struct tagCSHeroSkinOP
|
| | | #{
|
| | | # tagHead Head;
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引
|
| | | # BYTE SkinIndex; //皮肤索引
|
| | | # DWORD HeroID; //武将ID
|
| | | # DWORD SkinID; //ʱװID
|
| | | # BYTE OPType; //操作 1-激活;2-选择形象;3-升星;4-选择属性
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引,仅佩戴时有效
|
| | | #};
|
| | | def OnHeroWearSkin(index, clientData, tick):
|
| | | def OnHeroSkinOP(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | heroID = clientData.HeroID
|
| | | skinID = clientData.SkinID
|
| | | opType = clientData.OPType
|
| | | itemIndex = clientData.ItemIndex
|
| | | skinIndex = clientData.SkinIndex
|
| | | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | skinIDList = heroIpyData.GetSkinIDList()
|
| | | if skinID not in skinIDList:
|
| | | GameWorld.DebugLog("不存在该皮肤! heroID=%s,skinID=%s not in %s" % (heroID, skinID, skinIDList))
|
| | | return
|
| | | skinIndex = skinIDList.index(skinID)
|
| | | |
| | | if opType == 1:
|
| | | ActiveHeroSkin(curPlayer, heroID, skinID)
|
| | | elif opType == 2:
|
| | | DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
|
| | | elif opType == 3:
|
| | | DoHeroSkinStarUP(curPlayer, heroID, skinID)
|
| | | elif opType == 4:
|
| | | DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
|
| | | return
|
| | |
|
| | | def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
|
| | | # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | |
| | | if skinIndex >= len(skinIDList):
|
| | | GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
|
| | | return
|
| | | skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
|
| | | if not skinState & pow(2, skinIndex):
|
| | | GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s,skinState=%s" % (heroID, skinIndex, skinState))
|
| | | skinID = skinIDList[skinIndex]
|
| | | if not GetHeroSkinState(curPlayer, skinID):
|
| | | GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
|
| | | return
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
|
| | | |
| | | GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
|
| | | item = heroItem.GetItem()
|
| | | if not isSkinAttr:
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | | else:
|
| | | # 选属性同步修改形象
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex) |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
|
| | | heroItem.Sync_Item()
|
| | | return True
|
| | |
|
| | | def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | skinIDList = heroIpyData.GetSkinIDList()
|
| | | if not skinIDList or len(skinIDList) >= skinIndex:
|
| | | return
|
| | | skinID = skinIDList[skinIndex]
|
| | | __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
|
| | | return
|
| | |
|
| | | def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
|
| | | skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
|
| | | if isActive:
|
| | | updState = skinState | pow(2, skinIndex)
|
| | | GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" |
| | | % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
|
| | | else:
|
| | | updState = GameWorld.SetBitValue(skinState, skinIndex, 0)
|
| | | GameWorld.DebugLog("失效武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" |
| | | % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
|
| | | def ActiveHeroSkin(curPlayer, heroID, skinID):
|
| | | skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
|
| | | if not skinIpyData:
|
| | | return
|
| | | if GetHeroSkinState(curPlayer, skinID):
|
| | | GameWorld.DebugLog("该武将皮肤已经激活了: heroID=%s,skinID=%s" % (heroID, skinID))
|
| | | return
|
| | | needItemID = skinIpyData.GetNeedItemID()
|
| | | needItemCnt = 1
|
| | | costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
|
| | | lackCnt = needItemCnt - bindCnt - unBindCnt
|
| | | if lackCnt > 0:
|
| | | GameWorld.DebugLog("激活武将时装物品不足! heroID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, needItemID, needItemCnt, lackCnt))
|
| | | return
|
| | | ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "HeroSkin")
|
| | | GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinID=%s" % (heroID, skinID), curPlayer.GetPlayerID())
|
| | | __onHeroSkinActive(curPlayer, heroID, skinID, 1)
|
| | | return
|
| | |
|
| | | def __onHeroSkinActive(curPlayer, heroID, skinID, isActive):
|
| | | SetHeroSkinState(curPlayer, skinID, isActive)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | RefreshLordAttr(curPlayer) # 时装激活 - 全体属性
|
| | | return
|
| | |
|
| | | def DoHeroSkinStarUP(curPlayer, heroID, skinID):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroSkinState(curPlayer, skinID):
|
| | | GameWorld.DebugLog("该武将时装未激活! heroID=%s,skinID=%s" % (heroID, skinID), playerID)
|
| | | return
|
| | | skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
|
| | | if not skinIpyData:
|
| | | return
|
| | | starMax = skinIpyData.GetStarMax()
|
| | | curStar = GetHeroSkinStar(curPlayer, skinID)
|
| | | if curStar >= starMax:
|
| | | GameWorld.DebugLog("武将时装星级已满! heroID=%s,skinID=%s,curStar=%s >= %s" % (heroID, skinID, curStar, starMax), playerID)
|
| | | return
|
| | | needItemID = skinIpyData.GetNeedItemID()
|
| | | needItemCnt = 1
|
| | | if not needItemID or not needItemCnt:
|
| | | return
|
| | |
|
| | | #RefreshLordAttr(curPlayer)
|
| | | costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
|
| | | lackCnt = needItemCnt - bindCnt - unBindCnt
|
| | | if lackCnt > 0:
|
| | | GameWorld.DebugLog("武将时装升星物品不足! heroID=%s,skinID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, skinID, needItemID, needItemCnt, lackCnt))
|
| | | return
|
| | | ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "Hero")
|
| | | |
| | | nextStar = curStar + 1
|
| | | GameWorld.DebugLog("武将时装升星! heroID=%s,skinID=%s,nextStar=%s" % (heroID, skinID, nextStar), playerID)
|
| | | SetHeroSkinStar(curPlayer, skinID, nextStar)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
|
| | | return
|
| | |
|
| | | #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
|
| | |
| | |
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | #RefreshLordAttr(curPlayer) 图鉴属性去除了
|
| | | |
| | | bookCnt = GetHeroBookActCnt(curPlayer)
|
| | | PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
|
| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
|
| | | return
|
| | |
|
| | | #def __doHeroBookStarLVUP(curPlayer, heroID):
|
| | | # ## 图鉴星级升级,废弃
|
| | | # playerID = curPlayer.GetPlayerID()
|
| | | # if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | # return
|
| | | # bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | # 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,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
|
| | | # SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
|
| | | # Sync_HeroInfo(curPlayer, [heroID])
|
| | | # |
| | | # RefreshLordAttr(curPlayer)
|
| | | # return
|
| | |
|
| | | #def __doHeroBookBreakLVUP(curPlayer, heroID):
|
| | | # ## 图鉴突破升级,废弃
|
| | | # playerID = curPlayer.GetPlayerID()
|
| | | # if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | # return
|
| | | # bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | # 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,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | # SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
|
| | | # Sync_HeroInfo(curPlayer, [heroID])
|
| | | # |
| | | # RefreshLordAttr(curPlayer)
|
| | | # return
|
| | |
|
| | | #// B2 38 武将锁定 #tagCSHeroLock
|
| | | #
|
| | |
| | | #{
|
| | | # tagHead Head;
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引
|
| | | # BYTE LVReset; //重置等级
|
| | | # BYTE BreakReset; //重置突破
|
| | | # BYTE AwakeReset; //重置觉醒
|
| | | #};
|
| | | def OnHeroRebirth(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | itemIndex = clientData.ItemIndex
|
| | | lvReset = clientData.LVReset
|
| | | breakReset = clientData.BreakReset or lvReset # 突破受等级限制,所以等级重置突破必重置
|
| | | awakeReset = clientData.AwakeReset
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | |
| | | GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
|
| | | return
|
| | |
|
| | | if awakeLV:
|
| | | if awakeReset and awakeLV:
|
| | | rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
|
| | | rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
|
| | | if rebirthCntMax and rebirthCnt >= rebirthCntMax:
|
| | |
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
|
| | | awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
|
| | | |
| | | lvCostMoney = 0
|
| | | breakCostMoney = 0
|
| | | awakeCostMoney = 0
|
| | | moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
|
| | | 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 awakeReset and awakeLV:
|
| | | qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
|
| | | awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
|
| | | |
| | | if lvReset:
|
| | | lvCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))))
|
| | | |
| | | if breakReset:
|
| | | breakCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth2", 1))))
|
| | | |
| | | costMoneyTotal = lvCostMoney + awakeCostMoney + breakCostMoney
|
| | | GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(lv:%s+b:%s+a:%s),lvReset=%s,breakReset=%s,awakeReset=%s" |
| | | % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, breakCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
|
| | | if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
|
| | | return
|
| | |
|
| | | # 验证通过,可以重生
|
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
|
| | | returnItemDict = {}
|
| | | __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
|
| | | __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
|
| | | __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
|
| | | |
| | | if lvReset:
|
| | | __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
|
| | | if breakReset:
|
| | | __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
|
| | | if awakeReset:
|
| | | __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
|
| | | |
| | | if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
|
| | | return
|
| | |
|
| | | # 执行重生
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
|
| | | if lvReset:
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
|
| | | if breakReset:
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
|
| | | if awakeReset:
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
|
| | | heroItem.Sync_Item()
|
| | |
|
| | | if returnItemDict:
|
| | | returnItemList = [[k, v] for k, v in returnItemDict.items()]
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
|
| | |
|
| | | if awakeLV:
|
| | | if awakeReset and awakeLV:
|
| | | rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
|
| | | Sync_PlayerHeroInfo(curPlayer)
|
| | |
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
|
| | | dismissItemList = []
|
| | | returnItemDict = {}
|
| | | olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
|
| | | returnItemExDict = {}
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for itemIndex in itemIndexList:
|
| | | if itemIndex < 0 or itemIndex >= curPack.GetCount():
|
| | |
| | | GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
|
| | | continue
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
|
| | | if itemIndex == effItemIndex:
|
| | | GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
|
| | | effPresetIDList = GetHeroEffPresetIDList(heroItem)
|
| | | if effPresetIDList:
|
| | | GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
|
| | | continue
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | |
| | | 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)
|
| | | __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
|
| | | dismissItemList.append([itemIndex, heroItem])
|
| | |
|
| | | if not dismissItemList:
|
| | |
| | |
|
| | | if returnItemDict:
|
| | | returnItemList = [[k, v] for k, v in returnItemDict.items()]
|
| | | for key, itemCount in returnItemExDict.items():
|
| | | itemID, isBind = key
|
| | | returnItemList.append([itemID, itemCount, isBind])
|
| | | GameWorld.DebugLog("遣散总返还: %s" % returnItemList)
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
|
| | |
|
| | | return
|
| | |
|
| | | #// B4 12 战斗阵容保存 #tagCSHeroLineupSave
|
| | | def __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict):
|
| | | ## 其他功能额外返还
|
| | | |
| | | # 红颜特殊效果
|
| | | beautyReturnItems = qualityIpyData.GetBeautyReturnItems()
|
| | | if beautyReturnItems:
|
| | | isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_BeautyEff)
|
| | | retPer = PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_HeroItemExPer)[0] # 红颜遣散/吞噬额外返还百分比
|
| | | for itemID, itemCount in beautyReturnItems:
|
| | | if not retPer:
|
| | | break
|
| | | key = (itemID, isBind)
|
| | | retCnt = max(1, int(round(itemCount * retPer / 100.0)))
|
| | | returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
|
| | | GameWorld.DebugLog(" 红颜返还: retPer=%s,%s,总%s" % (retPer, beautyReturnItems, returnItemExDict))
|
| | | |
| | | # 称号特殊效果
|
| | | |
| | | return
|
| | |
|
| | | #// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
|
| | | #
|
| | | #struct tagCSHeroLineupPos
|
| | | #struct tagCSHeroPresetPos
|
| | | #{
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引
|
| | | # BYTE PosNum; //1~n上阵位置编号
|
| | | #};
|
| | | #
|
| | | #struct tagCSHeroLineupSave
|
| | | #struct tagCSHeroPresetSave
|
| | | #{
|
| | | # tagHead Head;
|
| | | # BYTE LineupID; //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
|
| | | # BYTE ShapeType; //本阵容阵型,0为默认阵型,可扩展不同的阵型
|
| | | # BYTE PresetID; //阵容方案预设ID
|
| | | # BYTE PosCnt;
|
| | | # tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
|
| | | # tagCSHeroPresetPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
|
| | | #};
|
| | | def OnHeroLineupSave(index, clientData, tick):
|
| | | def OnHeroPresetSave(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | lineupID = clientData.LineupID
|
| | | shapeType = clientData.ShapeType
|
| | | presetID = clientData.PresetID
|
| | | shapeType = 0#clientData.ShapeType
|
| | | heroPosList = clientData.HeroPosList
|
| | |
|
| | | heroPosDict = {}
|
| | | indexList = []
|
| | | itemIndexPosDict = {}
|
| | | for posInfo in heroPosList:
|
| | | posNum = posInfo.PosNum
|
| | | itemIndex = posInfo.ItemIndex
|
| | | itemIndexPosDict[itemIndex] = posNum
|
| | | |
| | | DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
|
| | | return
|
| | |
|
| | | def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
|
| | | |
| | | if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
|
| | | GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
|
| | | return
|
| | | |
| | | heroPosDict = {}
|
| | | indexList = []
|
| | | for itemIndex, posNum in itemIndexPosDict.items():
|
| | | if itemIndex in indexList:
|
| | | # 单武将只能一个位置,一个位置只能对应唯一武将单位
|
| | | continue
|
| | | indexList.append(itemIndex)
|
| | | heroPosDict[posNum] = itemIndex
|
| | |
|
| | | if lineupID not in ShareDefine.LineupList:
|
| | | GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
|
| | | return
|
| | | |
| | | GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
|
| | | GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | # 直接重置旧阵型
|
| | | delCount = 0
|
| | |
| | | item = heroItem.GetItem()
|
| | | for lpIndex in range(lineupCount)[::-1]:
|
| | | lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
|
| | | if GetLineupValue(lineupValue)[0] != lineupID:
|
| | | if GetLineupValue(lineupValue)[0] != presetID:
|
| | | continue
|
| | | item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
|
| | | delCount += 1
|
| | |
| | | continue
|
| | | heroIDList.append(itemID)
|
| | | item = heroItem.GetItem()
|
| | | lineupValue = ComLineupValue(lineupID, shapeType, posNum)
|
| | | lineupValue = ComLineupValue(presetID, shapeType, posNum)
|
| | | item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
|
| | | if itemIndex not in syncItemDict:
|
| | | syncItemDict[itemIndex] = heroItem
|
| | | heroItemDict[itemIndex] = posNum
|
| | |
|
| | | # 主阵容修改时重整背包,约定所有背包由前端自行排序
|
| | | #if lineupID == ShareDefine.Lineup_Main:
|
| | | # ResetHeroPack(curPlayer)
|
| | | #else:
|
| | | # 约定所有背包由前端自行排序
|
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | |
|
| | | olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
|
| | | lineup = olPlayer.GetLineup(lineupID, False)
|
| | | lineup.UpdLineup(heroItemDict, shapeType)
|
| | | |
| | | # 主阵容调整,重载生效的卡牌
|
| | | if lineupID == ShareDefine.Lineup_Main:
|
| | | PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
|
| | | return
|
| | |
|
| | | def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
|
| | |
| | | return
|
| | | needStarTotal = qualityLVIpyData.GetNeedStarTotal()
|
| | | needHeroCnt = qualityLVIpyData.GetNeedHeroCnt()
|
| | | needQuality = qualityLVIpyData.GetNeedQuality()
|
| | |
|
| | | costItemList = []
|
| | | heroStarDict = {}
|
| | |
| | |
|
| | | # 材料卡
|
| | | if index in useIndexList:
|
| | | if __checkHeroFatesLVUPItem(olPlayer, fatesQuality, index, heroItem, heroID):
|
| | | if __checkHeroFatesLVUPItem(olPlayer, needQuality, index, heroItem, heroID):
|
| | | costItemList.append(heroItem)
|
| | |
|
| | | if heroID not in heroIDList:
|
| | |
| | | RefreshLordAttr(curPlayer) # 宿缘
|
| | | return
|
| | |
|
| | | def __checkHeroFatesLVUPItem(olPlayer, fatesQuality, itemIndex, heroItem, heroID):
|
| | | def __checkHeroFatesLVUPItem(olPlayer, needQuality, itemIndex, heroItem, heroID):
|
| | | ## 检查宿缘材料卡可否使用
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | |
|
| | | quality = heroIpyData.GetQuality()
|
| | | if quality != fatesQuality:
|
| | | GameWorld.DebugLog(" 与宿缘品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, fatesQuality))
|
| | | if quality != needQuality:
|
| | | GameWorld.DebugLog(" 与宿缘所需品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, needQuality))
|
| | | return
|
| | |
|
| | | #未生效、未上阵、未锁定、未进行过升级、突破、升星、觉醒
|
| | |
| | | return
|
| | |
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
|
| | | if itemIndex == effItemIndex:
|
| | | GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
|
| | | effPresetIDList = GetHeroEffPresetIDList(heroItem)
|
| | | if effPresetIDList:
|
| | | GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
|
| | | return
|
| | |
|
| | | return True
|
| | |
| | | def CalcHeroAddAttr(curPlayer):
|
| | | ## 计算武将对主公增加的属性
|
| | |
|
| | | skinAttrDict = {}
|
| | | fatesAttrDict = {}
|
| | | playerID = curPlayer.GetID()
|
| | |
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | |
| | | # 武将时装
|
| | | for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
|
| | | ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
|
| | | skinID = ipyData.GetSkinID()
|
| | | if not GetHeroSkinState(curPlayer, skinID):
|
| | | continue
|
| | | skinStar = GetHeroSkinStar(curPlayer, skinID)
|
| | | |
| | | attrIDList = ipyData.GetRoleAttrIDList()
|
| | | attrValueList = ipyData.GetRoleAttrValueList()
|
| | | perStarAddList = ipyData.GetRoleAttrPerStarAddList()
|
| | | for i in range(min(len(attrIDList), len(attrValueList))):
|
| | | attrID = attrIDList[i]
|
| | | attrValuePerStar = perStarAddList[i] if len(perStarAddList) > i else 0
|
| | | attrValue = attrValueList[i] + attrValuePerStar * skinStar
|
| | | skinAttrDict[attrID] = skinAttrDict.get(attrID, 0) + attrValue
|
| | | |
| | | GameWorld.DebugLog("时装属性: %s" % skinAttrDict, playerID)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroSkin, skinAttrDict)
|
| | | |
| | | # 宿缘
|
| | | for index in range(ipyDataMgr.GetHeroFatesCount()):
|
| | | ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
|
| | | fatesID = ipyData.GetFatesID()
|
| | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
|
| | | and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
|
| | | if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
|
| | | continue
|
| | | skinIDList = heroIpyData.GetSkinIDList()
|
| | |
|
| | | hero = ChPyNetSendPack.tagSCHero()
|
| | | hero.HeroID = heroID
|
| | | hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
|
| | | 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)
|
| | | hero.SkinList = []
|
| | | for skinID in skinIDList[1:]: # 第1个默认激活的不同步
|
| | | skin = ChPyNetSendPack.tagSCHeroSkin()
|
| | | skin.SkinID = skinID
|
| | | skin.State = GetHeroSkinState(curPlayer, skinID)
|
| | | skin.Star = GetHeroSkinStar(curPlayer, skinID)
|
| | | hero.SkinList.append(skin)
|
| | | hero.SkinCnt = len(hero.SkinList)
|
| | | syncInfoList.append(hero)
|
| | |
|
| | | if not syncInfoList:
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | | def Sync_Lineup(curPlayer, lineupID=None):
|
| | | if lineupID:
|
| | | syncIDList = [lineupID]
|
| | | else:
|
| | | syncIDList = ShareDefine.LineupList
|
| | | |
| | | lineupList = []
|
| | | def Sync_HeroPreset(curPlayer, heroPresetID=None):
|
| | | olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
|
| | | for lineupID in syncIDList:
|
| | | lineup = olPlayer.GetLineup(lineupID, False)
|
| | | if not lineup:
|
| | | if heroPresetID:
|
| | | syncIDList = [heroPresetID]
|
| | | else:
|
| | | syncIDList = olPlayer.GetHeroPresetIDList()
|
| | | |
| | | presetList = []
|
| | | for heroPresetID in syncIDList:
|
| | | heroPreset = olPlayer.GetHeroPreset(heroPresetID)
|
| | | if not heroPreset:
|
| | | continue
|
| | |
|
| | | posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
|
| | | posNumItemIndexDict = {v:k for k, v in heroPreset.heroItemDict.items()}
|
| | | heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
|
| | | for posNum in range(1, 1 + ShareDefine.LineupObjMax):
|
| | | if posNum in posNumItemIndexDict:
|
| | | heroItemIndexList.append(posNumItemIndexDict[posNum] + 1)
|
| | | else:
|
| | | heroItemIndexList.append(0)
|
| | | packLineup = ChPyNetSendPack.tagSCLineup()
|
| | | packLineup.LineupID = lineup.lineupID
|
| | | packLineup.ShapeType = lineup.shapeType
|
| | | packLineup.HeroItemIndexList = heroItemIndexList
|
| | | packLineup.HeroCnt = len(packLineup.HeroItemIndexList)
|
| | | lineupList.append(packLineup)
|
| | | preset = ChPyNetSendPack.tagSCHeroPreset()
|
| | | preset.PresetID = heroPresetID
|
| | | #preset.ShapeType = heroPreset.shapeType
|
| | | preset.HeroItemIndexList = heroItemIndexList
|
| | | preset.HeroCnt = len(preset.HeroItemIndexList)
|
| | | presetList.append(preset)
|
| | |
|
| | | if not lineupList:
|
| | | if not presetList:
|
| | | return
|
| | |
|
| | | clientPack = ChPyNetSendPack.tagSCLineupInfo()
|
| | | clientPack.LineupList = lineupList
|
| | | clientPack.LineupCnt = len(clientPack.LineupList)
|
| | | clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
|
| | | clientPack.PresetList = presetList
|
| | | clientPack.PresetCnt = len(clientPack.PresetList)
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|