| | |
| | | import IpyGameDataPY
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| | | import FormulaControl
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| | | import PlayerPrestigeSys
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| | | import PlayerFamily
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| | | import PlayerGubao
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| | | import PlayerHero
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| | | import PlayerHJG
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| | | import GameWorld
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| | | import ChConfig
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| | | import ChEquip
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| | |
| | | self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
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| | |
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| | | self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
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| | | self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
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| | | self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
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| | | self.fightPower = 0 # 阵容总战力
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| | | return
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| | |
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| | |
| | | PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
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| | | return
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| | |
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| | | def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
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| | | |
| | | def GetPosNumList(self): return self.__lineupHeroDict.keys()
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| | | |
| | | def FreeLineupHero(self):
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| | | ## 释放阵容武将对象,重新计算
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| | | for freeObj in self.lineupHeroDict.values():
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| | | for freeObj in self.__lineupHeroDict.values():
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| | | if freeObj not in self.__freeLineupHeroObjs:
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| | | self.__freeLineupHeroObjs.append(freeObj)
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| | | self.lineupHeroDict = {}
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| | | self.__lineupHeroDict = {}
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| | | self.fightPower = 0
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| | | return
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| | |
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| | | def GetLineupHero(self, posNum):
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| | | lineupHero = None
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| | | if posNum in self.lineupHeroDict:
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| | | lineupHero = self.lineupHeroDict[posNum]
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| | | if posNum in self.__lineupHeroDict:
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| | | lineupHero = self.__lineupHeroDict[posNum]
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| | | elif self.__freeLineupHeroObjs:
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| | | lineupHero = self.__freeLineupHeroObjs.pop(0)
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| | | lineupHero.Clear()
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| | | self.lineupHeroDict[posNum] = lineupHero
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| | | self.__lineupHeroDict[posNum] = lineupHero
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| | | else:
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| | | lineupHero = LineupHero()
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| | | self.lineupHeroDict[posNum] = lineupHero
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| | | self.__lineupHeroDict[posNum] = lineupHero
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| | | return lineupHero
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| | |
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| | | def GetLineupHeroByID(self, heroID):
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| | | lineupHero = None
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| | | for posNum in self.lineupHeroDict.keys():
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| | | for posNum in self.__lineupHeroDict.keys():
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| | | lineupHero = self.GetLineupHero(posNum)
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| | | if lineupHero.heroID == heroID:
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| | | return lineupHero
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| | | if False:
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| | | lineupHero = LineupHero()
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| | | return lineupHero
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| | | |
| | | def GetLineupInfo(self):
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| | | ## 获取阵容信息,即要用到该阵容了,如战斗或者保存缓存信息等
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| | | self.DoRefreshLineupAttr() # 取阵容时先检查
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| | | return
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| | |
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| | | def SetNeedRefreshState(self):
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| | | ## 设置需要刷属性
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| | |
| | | def RefreshLineupAttr(self, refreshForce=False):
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| | | self.__refreshState = 1 # 标记要刷新
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| | | if refreshForce:
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| | | self.DoRefreshLineupAttr()
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| | | self.CheckRefreshLineupAttr()
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| | | return
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| | |
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| | | def DoRefreshLineupAttr(self):
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| | | def CheckRefreshLineupAttr(self):
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| | | ## 检查刷新阵容属性
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| | | if not self.__refreshState:
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| | | return False
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| | | self.__refreshState = 0
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| | | doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
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| | | self.lineupChange = False
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| | | self.__refreshState = 0
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| | | return True
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| | |
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| | | def CheckHeroItemUpdate(self, itemIndex):
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| | |
| | | ## 是否真的在线
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| | | return self.curPlayer != None
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| | |
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| | | def GetLineup(self, lineupID):
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| | | def GetLineup(self, lineupID, checkAttr=True):
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| | | # @param checkAttr: 检查刷新到最新阵容属性
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| | | lineup = None
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| | | if lineupID in self.lineupDict:
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| | | lineup = self.lineupDict[lineupID]
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| | |
| | | lineup = Lineup(self.playerID, lineupID)
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| | | self.lineupDict[lineupID] = lineup
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| | | lineup.olPlayer = self
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| | | if checkAttr:
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| | | lineup.CheckRefreshLineupAttr()
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| | | return lineup
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| | |
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| | | def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
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| | |
| | | for lineupID, lineup in self.lineupDict.items():
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| | | if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
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| | | continue
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| | | if lineup.DoRefreshLineupAttr():
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| | | if lineup.CheckRefreshLineupAttr():
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| | | isRefresh = True
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| | |
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| | | return isRefresh
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| | |
| | |
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| | | GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
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| | | for lineupID, heroItemDict in lineupDict.items():
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| | | lineup = olPlayer.GetLineup(lineupID)
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| | | lineup = olPlayer.GetLineup(lineupID, False)
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| | |
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| | | # 获取其他绑定该阵容的功能,如红颜、灵兽等
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| | |
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| | |
| | | ChEquip.CalcRoleEquipAttr(curPlayer)
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| | | PlayerHero.CalcHeroAddAttr(curPlayer)
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| | | PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
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| | | PlayerGubao.CalcGubaoAttr(curPlayer)
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| | | PlayerHJG.CalcHJGAttr(curPlayer)
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| | | return
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| | |
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| | | def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
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| | |
| | | equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
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| | | bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
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| | | realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
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| | |
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| | | gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
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| | | hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
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| | | |
| | | GameWorld.DebugLog(" 国家武将统计=%s" % countryHeroInfo, playerID)
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| | | GameWorld.DebugLog(" 羁绊武将统计=%s" % fetterHeroInfo, playerID)
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| | | GameWorld.DebugLog(" 武将自身属性=%s" % heroSelfAttrInfo, playerID)
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| | |
| | | GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
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| | | GameWorld.DebugLog(" 主公图鉴属性=%s" % bookAttrDict, playerID)
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| | | GameWorld.DebugLog(" 主公官职属性=%s" % realmAttrDict, playerID)
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| | | GameWorld.DebugLog(" 主公古宝属性=%s" % gubaoAttrDict, playerID)
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| | | GameWorld.DebugLog(" 主幻境阁属性=%s" % hjgAttrDict, playerID)
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| | |
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| | | PlayerLV = curPlayer.GetLV()
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| | | OfficialLV = curPlayer.GetOfficialRank()
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| | |
| | | realmValue = realmAttrDict.get(attrID, 0)
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| | | realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
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| | |
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| | | gubaoValue = gubaoAttrDict.get(attrID, 0)
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| | | gubaoPer = gubaoAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
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| | | |
| | | hjgValue = hjgAttrDict.get(attrID, 0)
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| | | hjgPer = hjgAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
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| | | |
| | | lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
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| | | if attrID in ChConfig.BaseAttrIDList:
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| | | lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
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| | |
| | |
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| | | # 计算
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| | | attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer,
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| | | "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer,
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| | | "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
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| | | "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
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| | | "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
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| | |
| | | }
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| | |
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| | | if attrID in ChConfig.BaseAttrIDList:
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| | | attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
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| | | attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict, toInt=False, ndigits=3)
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| | | else:
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| | | attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
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| | | attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict, toInt=False, ndigits=3)
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| | | #GameWorld.DebugLog(" attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
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| | |
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| | | attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
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| | |
| | | logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
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| | |
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| | | # 计算战力
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| | | fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
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| | | fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict, toInt=True)
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| | |
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| | | GameWorld.DebugLog(" heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
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| | | skillTypeIDDict = {}
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| | |
| | | skillID = skillData.GetSkillID()
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| | | lineupHero.heroSkillIDList.append(skillID)
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| | | paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
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| | | sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict)
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| | | sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict, toInt=True)
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| | | skillFightPower += sFightPower
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| | | GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
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| | |
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| | |
| | | else:
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| | | GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
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| | |
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| | | PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
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| | | # 更新排行榜
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| | |
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| | | return
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