| | |
| | | else:
|
| | | tfObj.PosNum = posNum
|
| | | tfObj.AngreXP = batObj.GetXP()
|
| | | tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
|
| | | tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
|
| | | tfLineup.ObjList.append(tfObj)
|
| | | tfLineup.ObjCnt = len(tfLineup.ObjList)
|
| | | tfFaction.LineupList.append(tfLineup)
|
| | |
| | | lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
|
| | | return lineupInfo
|
| | |
|
| | | def GetPlayerLineupFightPower(curPlayer, lineupID):
|
| | | def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
|
| | | ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
|
| | | return GetPlayerLineup(curPlayer, lineupID).fightPower
|
| | | def GetPlayerLineup(curPlayer, lineupID):
|
| | | def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
|
| | | ## 获取玩家阵容
|
| | | olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
|
| | | lineup = olPlayer.GetLineup(lineupID)
|
| | | lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
|
| | | if lineup.IsEmpty():
|
| | | GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
|
| | | lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
|
| | | return lineup
|
| | |
|
| | | def GetPlayerLineupInfo(curPlayer, lineupID):
|
| | | def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
|
| | | ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
|
| | | # @param lineupID: 阵容ID
|
| | | # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
|
| | | # @return: 阵容全部信息json字典,前端通用格式
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | lineup = GetPlayerLineup(curPlayer, lineupID)
|
| | | lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
|
| | | if lineup.IsEmpty():
|
| | | return {}
|
| | |
|
| | |
| | | itemIndex = hero.itemIndex
|
| | | heroLV = 1
|
| | | star = 0
|
| | | userData = "{}"
|
| | | if itemIndex >= 0 and itemIndex < curPack.GetCount():
|
| | | heroItem = curPack.GetAt(itemIndex)
|
| | | if heroItem and not heroItem.IsEmpty():
|
| | |
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | userData = heroItem.GetUserData()
|
| | |
|
| | | skillIDlist = []
|
| | | skillIDlist += hero.heroSkillIDList
|
| | |
| | | "SkinID":hero.skinID,
|
| | | "LV":heroLV,
|
| | | "Star":star,
|
| | | "Data":userData,
|
| | | #"BreakLV":breakLV,
|
| | | #"AwakeLV":awakeLV,
|
| | | "FightPower":hero.fightPower,
|
| | |
| | | if not reqRet:
|
| | | return
|
| | | funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
|
| | | GameWorld.DebugLogEx(" funcLineID=%s", funcLineID, playerID)
|
| | |
|
| | | fbIpyData = FBCommon.GetFBIpyData(mapID)
|
| | | fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
|
| | | if fbIpyData:
|
| | | if not fbLineIpyData:
|
| | | GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
|
| | | return
|
| | | #if not fbLineIpyData:
|
| | | # GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
|
| | | # return
|
| | | if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
|
| | | return
|
| | |
|
| | | # 攻防方所使用的阵容ID
|
| | | atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
|
| | | if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
|
| | | return
|
| | | |
| | | if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
|
| | | return
|
| | |
|
| | |
| | | playerServerID = GameWorld.GetPlayerServerID(curPlayer)
|
| | | guid = GameWorld.GetGUID()
|
| | |
|
| | | atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
|
| | | atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
|
| | | atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
|
| | | if not atkLineupInfo:
|
| | | GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
|
| | | GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
|
| | | return
|
| | |
|
| | | # 玩家
|
| | |
| | | PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
|
| | | return
|
| | |
|
| | | defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
|
| | | defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
|
| | | if not defLineupInfo:
|
| | | GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
|
| | |
| | |
|
| | | for index, lineupID in enumerate(npcLineupIDList):
|
| | | turnFight.lineupIndex = index
|
| | | GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
|
| | | GameWorld.DebugLogEx("对战NPC阵容: mapID=%s,funcLineID=%s,index=%s,lineupID=%s", mapID, funcLineID, index, lineupID)
|
| | | if index > 0:
|
| | | turnFight.nextTurnFight()
|
| | | turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | | skillID = curSkill.GetSkillID()
|
| | | |
| | | # 每大回合重置能量
|
| | | if curSkill.GetEnergy():
|
| | | for eIndex in range(curSkill.GetEffectCount()):
|
| | | effect = curSkill.GetEffect(eIndex)
|
| | | if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
|
| | | curSkill.SetEnergy(0)
|
| | | GameWorld.DebugLogEx(" 每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
|
| | | break
|
| | | |
| | | preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
|
| | | remainTime = curSkill.GetRemainTime()
|
| | | if remainTime <= 0:
|