| | |
| | | import IpyGameDataPY
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| | | import FormulaControl
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| | | import PlayerPrestigeSys
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| | | import GameLogic_Dingjunge
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| | | import PlayerBeauty
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| | | import PlayerFamily
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| | | import PlayerHorse
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| | |
| | | class Lineup():
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| | | ## 阵容
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| | |
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| | | def __init__(self, playerID, lineupID):
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| | | def __init__(self, playerID, lineupID, exclusiveMapID=0):
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| | | self.playerID = playerID
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| | | self.lineupID = lineupID
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| | | self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
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| | | self.olPlayer = None
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| | | self.shapeType = 0
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| | | self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
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| | |
| | | self.lineupChange = True
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| | | self.shapeType = shapeType
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| | | self.heroItemDict = heroItemDict
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| | | GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
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| | | GameWorld.DebugLog("更新阵容: lineupID=%s,exclusiveMapID=%s,%s" % (self.lineupID, self.exclusiveMapID, heroItemDict), self.playerID)
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| | | self.RefreshLineupAttr(refreshForce)
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| | | if not isReload and self.olPlayer.curPlayer:
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| | | if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
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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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| | |
| | | # 属性、阵容
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| | | self._calcAttrDict = {} # 功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
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| | | self._calcSpecEffDict = {} # 功能点特殊效果统计 {calcIndex:effInfo, ...}
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| | | self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
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| | | self._lineupDict = {} # 上阵阵容 {lineKey:Lineup, ...} lineKey 为 lineupID 或者 (lineupID, exclusiveMapID)
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| | | self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
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| | |
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| | | # 主线战斗
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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, checkAttr=True):
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| | | def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
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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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| | | lineKey = lineupID
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| | | if exclusiveMapID:
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| | | if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
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| | | lineKey = (lineupID, exclusiveMapID)
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| | | else:
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| | | exclusiveMapID = 0
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| | | if lineKey in self._lineupDict:
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| | | lineup = self._lineupDict[lineKey]
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| | | else:
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| | | lineup = Lineup(self.playerID, lineupID)
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| | | self._lineupDict[lineupID] = lineup
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| | | lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
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| | | self._lineupDict[lineKey] = lineup
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| | | lineup.olPlayer = self
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| | | if checkAttr:
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| | | lineup.CheckRefreshLineupAttr()
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| | |
| | | self.RefreshRoleAttr()
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| | | return
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| | |
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| | | def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
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| | | def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
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| | | '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
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| | | @param refreshForce: 是否强制立马刷新
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| | | @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
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| | |
| | | GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
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| | | # 主公属性刷新时,所有阵容都要同步刷新
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| | | for lineup in self._lineupDict.values():
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| | | if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
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| | | # 有指定的话只要指定的即可
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| | | continue
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| | | lineup.SetNeedRefreshState()
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| | |
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| | | if refreshForce:
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| | | self.DoRefreshRoleAttr(isAllLineup)
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| | | self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
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| | | return
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| | |
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| | | def DoRefreshRoleAttr(self, isAllLineup=False):
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| | | def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
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| | | '''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
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| | | @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
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| | | @return: 是否有刷属性,0-无;1-有
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| | |
| | |
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| | | isRefresh = False
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| | | # 同步执行阵容属性刷新
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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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| | | for lineup in self._lineupDict.values():
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| | | if not isAllLineup:
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| | | # 有指定的话只要指定的即可
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| | | if exclusiveMapID:
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| | | if lineup.exclusiveMapID != exclusiveMapID:
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| | | continue
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| | | |
| | | # 否则只刷主阵容,指定地图有效的也不需要刷
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| | | elif lineup.lineupID != ShareDefine.Lineup_Main or lineup.exclusiveMapID != 0:
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| | | continue
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| | | if lineup.CheckRefreshLineupAttr():
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| | | isRefresh = True
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| | |
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| | |
| | | checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
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| | |
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| | | itemIndex = heroItem.GetItemPlaceIndex()
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| | | for lineupID, lineup in self._lineupDict.items():
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| | | for lineKey, lineup in self._lineupDict.items():
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| | | if lineup.CheckHeroItemUpdate(itemIndex):
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| | | if lineupID not in effLineupIDList:
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| | | effLineupIDList.append(lineupID)
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| | | if lineKey not in effLineupIDList:
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| | | effLineupIDList.append(lineKey)
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| | |
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| | | GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
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| | | return effLineupIDList
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| | | return
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| | |
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| | | def GetLastBatBuffer(self): return self._lastBatBufferInfo
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| | | def SetLastBatBuffer(self, guid, batBuffer):
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| | |
| | | cardPerTotal += cardAddPer
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| | | if itemIndex in hisEffCardIndexList:
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| | | hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
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| | | GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
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| | | #GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
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| | | else:
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| | | GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
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| | | heroItem = curPack.GetAt(itemIndex)
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| | |
| | | shapeType = lineShapeTypeDict.get(lineupID, 0)
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| | | lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
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| | |
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| | | if lineupID == ShareDefine.Lineup_Main:
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| | | for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
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| | | exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
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| | | exclusiveLineup.UpdLineup(heroItemDict, shapeType, isReload=True)
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| | | |
| | | PlayerHero.Sync_Lineup(curPlayer)
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| | | return
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| | |
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| | |
| | | PlayerHJG.CalcHJGAttr(curPlayer)
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| | | PlayerHorse.CalcHorseAttr(curPlayer)
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| | | PlayerBeauty.CalcBeautyAttr(curPlayer)
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| | | GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
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| | | return
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| | |
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| | | def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
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| | |
| | | '''
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| | | playerID = curPlayer.GetPlayerID()
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| | | lineupID = lineup.lineupID
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| | | exclusiveMapID = lineup.exclusiveMapID
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| | |
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| | | GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
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| | | GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
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| | | GameWorld.DebugLog(" itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
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| | |
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| | | lineup.FreeLineupHero()
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| | |
| | | hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
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| | | horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
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| | | beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
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| | | dingjungeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge) if exclusiveMapID == ChConfig.Def_FBMapID_Dingjunge else {}
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| | |
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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(" 主幻境阁属性=%s" % hjgAttrDict, playerID)
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| | | GameWorld.DebugLog(" 主公坐骑属性=%s" % horseAttrDict, playerID)
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| | | GameWorld.DebugLog(" 主公红颜属性=%s" % beautyAttrDict, playerID)
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| | | GameWorld.DebugLog(" 定军专属属性=%s" % dingjungeAttrDict, playerID)
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| | |
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| | | effCardAddPer = 0
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| | | for effInfo in olPlayer.GetEffectiveCardDict().values():
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| | |
| | |
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| | | beautyValue = beautyAttrDict.get(attrID, 0)
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| | | beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
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| | | |
| | | dingjungeValue = dingjungeAttrDict.get(attrID, 0)
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| | | dingjungePer = dingjungeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
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| | |
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| | | heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
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| | | inheritPer = 1 # 继承比例,默认100%
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| | |
| | | attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
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| | | "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
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| | | "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
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| | | "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
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| | | "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
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| | | "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
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| | | "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
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| | |
| | | % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
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| | |
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| | | lineup.fightPower = lineupFightPower
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| | | GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
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| | | GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
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| | |
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| | | # 非主线阵容不处理以下内容
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| | | if lineupID != ShareDefine.Lineup_Main:
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| | | if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
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| | | return
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| | |
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| | | PlayerControl.SetFightPower(curPlayer, lineupFightPower)
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