ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,6 +16,7 @@
#"""Version = 2025-07-02 17:30"""
#-------------------------------------------------------------------------------
import BattleObj
import TurnAttack
import PyGameData
import ShareDefine
@@ -30,7 +31,7 @@
import time
class LineupHero():
    ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
    ## 阵容武将,注意:同一个武将在不同阵容中可能属性不一样
    
    def __init__(self):
        self.Clear()
@@ -39,10 +40,12 @@
    def Clear(self):
        self.itemIndex = 0
        self.heroID = 0
        self.skinID = 0
        self.posNum = 0
        self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
        self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
        self.fightPower = 0 # 武将最终战力
        self.skillFightPower = 0 # 技能战力
        return
    
class Lineup():
@@ -54,6 +57,7 @@
        self.olPlayer = None
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
        self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
        
        self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
@@ -61,16 +65,19 @@
        self.fightPower = 0 # 阵容总战力
        return
    
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False):
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, syncLineup=True):
        '''变更阵容时更新
        @param heroItemDict: 武将背包索引信息  {itemIndex:posNum, ...}
        @param shapeType: 阵型
        @param refreshForce: 是否强制刷属性
        '''
        self.lineupChange = True
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
        self.RefreshLineupAttr(refreshForce)
        if syncLineup and self.olPlayer.curPlayer:
            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
        return
    
    def FreeLineupHero(self):
@@ -96,11 +103,14 @@
        return lineupHero
    
    def GetLineupHeroByID(self, heroID):
        lineupHero = None
        for posNum in self.lineupHeroDict.keys():
            lineup = self.GetLineupHero(posNum)
            if lineup.heroID == heroID:
                return lineup
        return
            lineupHero = self.GetLineupHero(posNum)
            if lineupHero.heroID == heroID:
                return lineupHero
        if False:
            lineupHero = LineupHero()
        return lineupHero
    
    def GetLineupInfo(self):
        ## 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
@@ -122,6 +132,7 @@
        if not self.__refreshState:
            return False
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.lineupChange = False
        self.__refreshState = 0
        return True
    
@@ -147,7 +158,7 @@
        return
    
    def OnClear(self):
        self.mainFight.clear()
        self.mainFight.turnFight.exitFight()
        return
    
    def SetPlayer(self, curPlayer):
@@ -380,8 +391,9 @@
        # 获取其他绑定该阵容的功能,如红颜、灵兽等
        
        shapeType = lineShapeTypeDict.get(lineupID, 0)
        lineup.UpdLineup(heroItemDict, shapeType)
        lineup.UpdLineup(heroItemDict, shapeType, syncLineup=False)
        
    PlayerHero.Sync_Lineup(curPlayer)
    return
def doCalcAllAttr(curPlayer):
@@ -446,7 +458,15 @@
        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
        breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
        skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
        
        skinID = 0
        skinIDList = heroIpyData.GetSkinIDList()
        if skinIndex < 0 or skinIndex >= len(skinIDList):
            skinID = skinIDList[skinIndex]
        elif skinIDList:
            skinID = skinIDList[0]
        InitAddPer += qualityIpyData.GetInitAddPer()
        LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
@@ -458,6 +478,7 @@
        lineupHero.itemIndex = itemIndex
        lineupHero.posNum = posNum
        lineupHero.heroID = heroID
        lineupHero.skinID = skinID
        lineupHero.heroBatAttrDict = {}
        lineupHero.heroSkillIDList = []
        lineupHero.fightPower = 0
@@ -593,6 +614,7 @@
    baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
    otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
    fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
    skillFPFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 4)
    
    lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
    equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
@@ -611,6 +633,12 @@
    GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
    GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
    GameWorld.DebugLog("    主公图鉴属性=%s" % bookAttrDict, playerID)
    PlayerLV = curPlayer.GetLV()
    OfficialLV = curPlayer.GetOfficialRank()
    GameWorld.DebugLog("    PlayerLV=%s,OfficialLV=%s" % (PlayerLV, OfficialLV), playerID)
    fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
    
    lineupFightPower = 0 # 阵容总战力
    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
@@ -644,8 +672,8 @@
            inheritPer = 1 # 继承比例,默认100%
            if attrID in ChConfig.AttrInheritPerDict:
                attrInheritPerID = ChConfig.AttrInheritPerDict[attrID] # 继承ID
                inheritPer = selfAttrDict.get(attrInheritPerID, 100) # 继承比例从武将自身属性中取
                inheritPer /= 100.0
                inheritPer = selfAttrDict.get(attrInheritPerID, 10000) # 继承比例从武将自身属性中取
                inheritPer /= 10000.0
                
            lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
            fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
@@ -674,23 +702,51 @@
            else:
                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
            #GameWorld.DebugLog("    attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
            lineupHero.heroBatAttrDict[attrID] = attrValue
            
            attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
            attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
            attrRatioName = "%sRatio" % attrName
            ratioValue = 0
            if attrValue and hasattr(fpRatioIpyData, "Get%s" % attrRatioName):
                ratioValue = getattr(fpRatioIpyData, "Get%s" % attrRatioName)()
            fightPowerParamDict[attrName] = attrValue
            fightPowerParamDict[attrRatioName] = ratioValue
            if attrValue:
                lineupHero.heroBatAttrDict[attrID] = attrValue
                logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
        # 计算战力
        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
        skillFightPower = 0
        GameWorld.DebugLog("    heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
        skillTypeIDDict = {}
        for skillID in lineupHero.heroSkillIDList:
            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
            if not skillData:
                continue
            skillFightPower += skillData.GetFightPower()
            skillTypeID = skillData.GetSkillTypeID()
            if skillTypeID not in skillTypeIDDict:
                skillTypeIDDict[skillTypeID] = skillData
            else:
                befSkillData = skillTypeIDDict[skillTypeID]
                befSkillID = befSkillData.GetSkillID()
                if befSkillID >= skillID:
                    continue
                skillTypeIDDict[skillTypeID] = skillData
        skillFightPower = 0
        lineupHero.heroSkillIDList = []
        for skillData in skillTypeIDDict.values():
            skillID = skillData.GetSkillID()
            lineupHero.heroSkillIDList.append(skillID)
            paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
            sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict)
            skillFightPower += sFightPower
        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
        # 最终战力
        fightPowerTotal = fightPower + skillFightPower
        lineupHero.skillFightPower = skillFightPower
        lineupHero.fightPower = fightPowerTotal
        lineupFightPower += fightPowerTotal
        
@@ -700,10 +756,42 @@
    lineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
    
    # 更新排行榜
    # 非主线阵容不处理以下内容
    if lineupID != ShareDefine.Lineup_Main:
        return
    
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
    
    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
    mainTurnFight = mainFightMgr.turnFight
    # 主线战斗如果有在战斗中,实时更新
    if mainTurnFight and mainTurnFight.isInFight():
        # 如果是阵容变化的,重新开始战斗
        if lineup.lineupChange:
            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
            if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
                TurnAttack.__doMainLevelWave(curPlayer, True)
            elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
                TurnAttack.__doMainBossStart(curPlayer)
        # 否则只重新设置战斗属性
        else:
            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
            # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
            # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
            faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
            batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
            batObjMgr = BattleObj.GetBatObjMgr()
            for posNum, objID in batLineup.posObjIDDict.items():
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                lineupHero = lineup.GetLineupHero(posNum)
                if lineupHero.heroBatAttrDict:
                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
    else:
        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
    # 更新排行榜
    return