| | |
| | | import IpyGameDataPY
|
| | | import IPY_GameWorld
|
| | | import ItemControler
|
| | | import PlayerSuccess
|
| | | import ChPyNetSendPack
|
| | | import PlayerActivity
|
| | | import NetPackCommon
|
| | | import PlayerControl
|
| | | import PlayerOnline
|
| | | import PlayerTask
|
| | | import GameWorld
|
| | | import ChConfig
|
| | |
|
| | | import random
|
| | |
|
| | | def PlayerOnDay(curPlayer):
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, 0)
|
| | | Sync_PlayerHeroInfo(curPlayer)
|
| | | return
|
| | |
|
| | | def OnPlayerLogin(curPlayer):
|
| | | Sync_HeroInfo(curPlayer)
|
| | | Sync_PlayerHeroInfo(curPlayer)
|
| | | Sync_LineupRecommendInfo(curPlayer)
|
| | | return
|
| | |
|
| | | def OnPlayerFirstLogin(curPlayer):
|
| | |
| | | GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
|
| | | #首次获得图鉴额外逻辑 ...
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 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 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 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 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 GetHeroItem(curPlayer, itemIndex):
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | |
| | | 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
|
| | |
|
| | | #// B2 30 武将升级 #tagCSHeroLVUP
|
| | | #
|
| | |
| | | GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升级
|
| | | |
| | | PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
|
| | | PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
|
| | | return
|
| | |
|
| | | def GetHeroLVMax(heroItem):
|
| | |
| | | if awakeRandCnt:
|
| | | GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID)
|
| | | return
|
| | | useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if useBreakLV or useAwakeLV:
|
| | | GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID)
|
| | | if useAwakeLV:
|
| | | GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID)
|
| | | return
|
| | | useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | if useHeroLV > 1 or useBreakLV:
|
| | | GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID)
|
| | | return
|
| | |
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | |
| | | % (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
|
| | | ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
|
| | | DoHeroUpdStar(curPlayer, heroItem, updStar)
|
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
|
| | | return
|
| | |
|
| | | def GetHeroStarMax(heroItem):
|
| | |
| | | return 0
|
| | | InitStarUpper = qualityIpyData.GetInitStarUpper()
|
| | |
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if not awakeLV:
|
| | | return InitStarUpper
|
| | | |
| | | addStarUpper = 0
|
| | | heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
|
| | | heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if heroAwakeIpyDataList:
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | for ipyData in heroAwakeIpyDataList:
|
| | | if ipyData.GetAwakeLV() > awakeLV:
|
| | | break
|
| | |
| | |
|
| | | def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
|
| | | ## 执行武将星级更新
|
| | | #heroID = heroItem.GetItemTypeID()
|
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | addStar = updStar - curStar
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
|
| | | if addStar > 0:
|
| | | __DoHeroStarTalentUp(item, addStar)
|
| | | PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroStarUP, addStar)
|
| | | PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroStarUP, addStar)
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, addStar)
|
| | | |
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | | |
| | | itemIndex = heroItem.GetItemPlaceIndex()
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | |
| | | #starLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | #if updStar > starLVH:
|
| | | # SetHeroBookStarLVH(curPlayer, heroID, updStar)
|
| | | return
|
| | |
|
| | | def __DoHeroStarTalentUp(singleItem, addLV):
|
| | | ## 执行武将星级天赋等级提升
|
| | |
|
| | | heroID = singleItem.GetItemTypeID()
|
| | | 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
|
| | | |
| | | maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if awakeIpyDataList:
|
| | | awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的
|
| | | unlockTalentSlot = ipyData.GetUnlockTalentSlot()
|
| | | if unlockTalentSlot and unlockTalentSlot :
|
| | | maxUnlockSlot = unlockTalentSlot
|
| | | break
|
| | | |
| | | idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
|
| | | lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
|
| | | idList, lvList = [], [] # 记录在物品上的值,有顺序
|
| | | unfullLVIDList = [] # 未满级的天赋ID
|
| | | unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住
|
| | | haveUp = False
|
| | | for index in range(min(idCount, lvCount)):
|
| | | talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index)
|
| | |
| | | lvList.append(talentLV)
|
| | | if talentLV < talentMaxLV:
|
| | | unfullLVIDList.append(talentID)
|
| | | |
| | | if index < maxUnlockSlot:
|
| | | unfullLVIDListUnlock.append(talentID)
|
| | | |
| | | if len(idList) < commTalentSlot:
|
| | | idList += [0] * (commTalentSlot - len(idList))
|
| | | lvList += [0] * (commTalentSlot - len(lvList))
|
| | |
|
| | | GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV)
|
| | | GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList))
|
| | | GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList)
|
| | | GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot))
|
| | | GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock))
|
| | |
|
| | | # 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可
|
| | | if 0 in idList:
|
| | |
| | | idList[zeroIndex] = randTalentID
|
| | | lvList[zeroIndex] = 1
|
| | | unfullLVIDList.append(randTalentID)
|
| | | unfullLVIDListUnlock.append(randTalentID)
|
| | | GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID))
|
| | | addLV -= 1
|
| | | haveUp = True
|
| | |
| | | for _ in range(addLV):
|
| | | if not unfullLVIDList:
|
| | | break
|
| | | randID = random.choice(unfullLVIDList)
|
| | | # 优先随机已解锁的
|
| | | randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList)
|
| | | if randID not in idList:
|
| | | unfullLVIDList.remove(randID)
|
| | | continue
|
| | | randIndex = idList.index(randID)
|
| | | idLV = lvList[randIndex]
|
| | |
| | | GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex))
|
| | |
|
| | | if idLV >= talentMaxLV:
|
| | | unfullLVIDList.remove(randID)
|
| | | GameWorld.DebugLog(" 移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList))
|
| | | if randID in unfullLVIDList:
|
| | | unfullLVIDList.remove(randID)
|
| | | if randID in unfullLVIDListUnlock:
|
| | | unfullLVIDListUnlock.remove(randID)
|
| | | GameWorld.DebugLog(" 移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock))
|
| | |
|
| | | haveUp = True
|
| | |
|
| | |
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,breakLV=%s" |
| | | % (itemIndex, heroID, quality, breakLV), playerID)
|
| | | GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s" |
| | | % (itemIndex, heroID, quality, heroLV, breakLV), playerID)
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
|
| | | if not ipyData:
|
| | | return
|
| | | UPLVNeed = ipyData.GetUPLVNeed()
|
| | | if heroLV < UPLVNeed:
|
| | | GameWorld.DebugLog("武将等级不足,无法突破: heroLV=%s < %s" % (heroLV, UPLVNeed), playerID)
|
| | | return
|
| | | nextBreakLV = breakLV + 1
|
| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
|
| | | GameWorld.DebugLog("突破等级已满级: quality=%s,breakLV=%s" % (quality, breakLV), playerID)
|
| | | return
|
| | | costItemInfo = ipyData.GetUPCostItem()
|
| | | if not costItemInfo:
|
| | | return
|
| | | costItemID, costItemCount = costItemInfo
|
| | | if not costItemID or not costItemCount:
|
| | | costItemList = ipyData.GetUPCostItemList()
|
| | | if not costItemList:
|
| | | return
|
| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(costItemID, itemPack, costItemCount)
|
| | | if not hasEnough:
|
| | | GameWorld.DebugLog("材料不足,武将无法突破! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
|
| | | lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(costItemList, itemPack)
|
| | | if lackItemDict:
|
| | | GameWorld.DebugLog("材料不足,武将无法突破! quality=%s,breakLV=%s,lackItemDict=%s" % (quality, breakLV, lackItemDict), playerID)
|
| | | return
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
|
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
|
| | | SetHeroBreakLV(heroItem, nextBreakLV)
|
| | | ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
|
| | | SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
|
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
|
| | | return
|
| | |
|
| | | def SetHeroBreakLV(heroItem, breakLV, isSync=True):
|
| | | def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
|
| | | ## 设置武将突破等级
|
| | | #heroID = heroItem.GetItemTypeID()
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
|
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | | |
| | | #breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | #if breakLV > breakLVH:
|
| | | # SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
|
| | | return
|
| | |
|
| | | #// B2 33 武将觉醒 #tagCSHeroAwake
|
| | |
| | | GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
|
| | | SetHeroAwakeLV(heroItem, nextAwakeLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
|
| | | return
|
| | |
|
| | | def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
|
| | |
| | | ## 觉醒解锁天赋槽
|
| | | heroID = singleItem.GetItemTypeID()
|
| | | awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if not awakeIpyDataList:
|
| | | return
|
| | | maxUnlockSlot = 0
|
| | |
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 选择天赋
|
| | | return
|
| | |
|
| | | #// B2 35 武将洗炼 #tagCSHeroWash
|
| | |
| | | GameWorld.ErrLog("武将洗炼结果未处理,无法洗炼! washIDCnt=%s" % washIDCnt)
|
| | | return
|
| | |
|
| | | washCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 1)
|
| | | lockCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
|
| | | if not washCostItemInfo or not lockCostItemInfo:
|
| | | washItemID = IpyGameDataPY.GetFuncCfg("HeroWash", 1)
|
| | | lockCostItemList = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
|
| | | if not lockCostItemList:
|
| | | return
|
| | | washItemID, washCostItemCount = washCostItemInfo
|
| | | lockItemID, lockCostItemCount = lockCostItemInfo
|
| | | |
| | | singleItem = heroItem.GetItem()
|
| | | idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
|
| | | for lockIndex in lockTalentIndexs[::-1]:
|
| | | if lockIndex >= idCount:
|
| | | lockTalentIndexs.remove(lockIndex)
|
| | | GameWorld.DebugLog("去除不存在的锁定索引: lockIndex=%s" % lockIndex)
|
| | | |
| | | lockCnt = len(lockTalentIndexs)
|
| | | washCostItemCount = lockCostItemList[lockCnt] if len(lockCostItemList) > lockCnt else lockCostItemList[-1]
|
| | | GameWorld.DebugLog("washItemID=%s,washCostItemCount=%s,lockTalentIndexs=%s" % (washItemID, washCostItemCount, lockTalentIndexs))
|
| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | hasEnough, washItemIndexList = ItemCommon.GetItem_FromPack_ByID(washItemID, itemPack, washCostItemCount)
|
| | | if not hasEnough:
|
| | | GameWorld.DebugLog("洗炼材料不足,武将无法洗炼! washItemID=%s,washCostItemCount=%s" % (washItemID, washCostItemCount))
|
| | | return
|
| | | lockItemIndexList = []
|
| | | lockCostItemCountTotal = 0
|
| | | if lockTalentIndexs:
|
| | | lockCostItemCountTotal = len(lockTalentIndexs) * lockCostItemCount
|
| | | hasEnough, lockItemIndexList = ItemCommon.GetItem_FromPack_ByID(lockItemID, itemPack, lockCostItemCountTotal)
|
| | | if not hasEnough:
|
| | | GameWorld.DebugLog("锁定材料不足,武将无法洗炼! lockItemID=%s,lockCostItemCount=%s,lockCostItemCountTotal=%s" |
| | | % (lockItemID, lockCostItemCount, lockCostItemCountTotal))
|
| | | return
|
| | | |
| | | ItemCommon.ReduceItem(curPlayer, itemPack, washItemIndexList, washCostItemCount, True, "HeroTalentWash")
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, lockItemIndexList, lockCostItemCountTotal, True, "HeroTalentWash")
|
| | |
|
| | | singleItem = heroItem.GetItem()
|
| | | idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
|
| | | washIDList = []
|
| | | for index in range(idCount):
|
| | | if index in lockTalentIndexs:
|
| | |
| | | heroID = heroItem.GetItemTypeID()
|
| | | singleItem = heroItem.GetItem()
|
| | |
|
| | | washIDList = []
|
| | | idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
|
| | | if not idCount:
|
| | | GameWorld.ErrLog("武将没有洗炼不需要替换! itemIndex=%s,heroID=%s" % (itemIndex, heroID))
|
| | | return
|
| | | |
| | | washIDList = []
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
|
| | | for index in range(idCount):
|
| | | talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentWashID, index)
|
| | |
| | | heroItem.Sync_Item()
|
| | | GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
|
| | | return
|
| | |
|
| | | #// B2 36 武将换肤 #tagCSHeroWearSkin
|
| | |
| | | return
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
|
| | | return
|
| | |
|
| | | def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
|
| | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | RefreshLordAttr(curPlayer)
|
| | | #RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
|
| | |
| | | def OnHeroBookUP(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | heroID = clientData.HeroID
|
| | | itemIndex = clientData.ItemIndex
|
| | | bookType = clientData.BookType
|
| | |
|
| | | if bookType == 1:
|
| | | __doHeroBookStarLVUP(curPlayer, heroID, itemIndex)
|
| | | pass #__doHeroBookStarLVUP(curPlayer, heroID)
|
| | | elif bookType == 2:
|
| | | __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
|
| | | pass #__doHeroBookBreakLVUP(curPlayer, heroID)
|
| | | else:
|
| | | __doHeroBookAct(curPlayer, heroID)
|
| | | return
|
| | |
|
| | | def GetHeroBookActCnt(curPlayer):
|
| | | ## 获取武将图鉴已激活数量
|
| | | bookCnt = 0
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetHeroCount()):
|
| | | ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | heroID = ipyData.GetHeroID()
|
| | | if not ipyData.GetPlayerCanUse():
|
| | | continue
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | continue
|
| | | bookCnt += 1
|
| | | return bookCnt
|
| | |
|
| | | def __doHeroBookAct(curPlayer, heroID):
|
| | | ## 图鉴激活
|
| | |
| | | if awardMoneyInfo and len(awardMoneyInfo) == 2:
|
| | | moneyType, moneyValue = awardMoneyInfo
|
| | | if moneyType and moneyValue:
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True)
|
| | |
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | RefreshLordAttr(curPlayer)
|
| | | #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, itemIndex):
|
| | | ## 图鉴星级升级
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | return
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | | if heroItem.GetItemTypeID() != heroID:
|
| | | GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
|
| | | return
|
| | | heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | if bookStar >= heroStar:
|
| | | GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
|
| | | return
|
| | | GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
|
| | | SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | 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, itemIndex):
|
| | | ## 图鉴突破升级
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | return
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | | if heroItem.GetItemTypeID() != heroID:
|
| | | GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
|
| | | return
|
| | | heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | if bookBreakLV >= heroBreakLV:
|
| | | GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
|
| | | return
|
| | | GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
|
| | | SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 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
|
| | | #
|
| | |
| | | if not heroItem:
|
| | | return
|
| | | heroItem.SetIsLocked(1 if isLock else 0)
|
| | | return
|
| | |
|
| | | #// B2 39 武将重生 #tagCSHeroRebirth
|
| | | #
|
| | | #struct tagCSHeroRebirth
|
| | | #{
|
| | | # tagHead Head;
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引
|
| | | #};
|
| | | def OnHeroRebirth(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | itemIndex = clientData.ItemIndex
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | | heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if heroLV <= 1 and not breakLV and not awakeLV:
|
| | | 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:
|
| | | rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
|
| | | rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
|
| | | if rebirthCntMax and rebirthCnt >= rebirthCntMax:
|
| | | GameWorld.DebugLog("今日觉醒过的武将重生次数已达上限! rebirthCnt=%s >= %s" % (rebirthCnt, rebirthCntMax))
|
| | | return
|
| | | |
| | | heroID = heroItem.GetItemTypeID()
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
|
| | | awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 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 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 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)
|
| | | heroItem.Sync_Item()
|
| | | |
| | | if returnItemDict:
|
| | | returnItemList = [[k, v] for k, v in returnItemDict.items()]
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
|
| | | |
| | | if awakeLV:
|
| | | rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
|
| | | Sync_PlayerHeroInfo(curPlayer)
|
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
|
| | | return
|
| | |
|
| | | def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
|
| | | ## 计算武将等级返还
|
| | | returnDict = {}
|
| | | for retLV in range(1, heroLV):
|
| | | qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, retLV)
|
| | | if not qualityLVIpyData:
|
| | | continue
|
| | | costItemInfo = qualityLVIpyData.GetUPCostItem()
|
| | | if not costItemInfo:
|
| | | continue
|
| | | costItemID, costItemCount = costItemInfo
|
| | | costItemCount = max(1, int(costItemCount * ratio / 100.0))
|
| | | returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
|
| | | returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
|
| | | GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
|
| | | return
|
| | |
|
| | | def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
|
| | | # 计算武将突破返还
|
| | | returnDict = {}
|
| | | for retBreakLV in range(0, breakLV):
|
| | | qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
|
| | | if not qualityBreakIpyData:
|
| | | continue
|
| | | costItemInfo = qualityBreakIpyData.GetUPCostItem()
|
| | | if not costItemInfo:
|
| | | continue
|
| | | costItemID, costItemCount = costItemInfo
|
| | | costItemCount = max(1, int(costItemCount * ratio / 100.0))
|
| | | returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
|
| | | returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
|
| | | GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
|
| | | return
|
| | |
|
| | | def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
|
| | | # 计算武将觉醒返还
|
| | | returnDict = {}
|
| | | for retAwakeLV in range(0, awakeLV):
|
| | | qualityAwakeIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, retAwakeLV)
|
| | | if not qualityAwakeIpyData:
|
| | | continue
|
| | | costItemInfo = qualityAwakeIpyData.GetUPCostItem()
|
| | | if not costItemInfo:
|
| | | continue
|
| | | costItemID, costItemCount = costItemInfo
|
| | | costItemCount = max(1, int(costItemCount * ratio / 100.0))
|
| | | returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
|
| | | returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
|
| | | GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
|
| | | return
|
| | |
|
| | | #// B2 40 武将遣散 #tagCSHeroDismiss
|
| | | #
|
| | | #struct tagCSHeroDismiss
|
| | | #{
|
| | | # tagHead Head;
|
| | | # WORD Count;
|
| | | # WORD ItemIndexList[Count]; // 武将物品所在武将背包位置索引列表
|
| | | #};
|
| | | def OnHeroDismiss(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | itemIndexList = clientData.ItemIndexList
|
| | | GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
|
| | | |
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
|
| | | dismissItemList = []
|
| | | returnItemDict = {}
|
| | | olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for itemIndex in itemIndexList:
|
| | | if itemIndex < 0 or itemIndex >= curPack.GetCount():
|
| | | continue
|
| | | heroItem = curPack.GetAt(itemIndex)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if awakeLV:
|
| | | GameWorld.DebugLog("觉醒过的武将需先重生后才可遣散! itemIndex=%s,awakeLV=%s" % (itemIndex, awakeLV))
|
| | | continue
|
| | | if heroItem.GetIsLocked():
|
| | | GameWorld.DebugLog("锁定的武将无法遣散! itemIndex=%s" % (itemIndex))
|
| | | continue
|
| | | lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
|
| | | if lineupCount:
|
| | | lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
|
| | | 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))
|
| | | continue
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | quality = heroIpyData.GetQuality()
|
| | | heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | continue
|
| | | GameWorld.DebugLog("Dzɢ: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
|
| | | dismissReturnItems = qualityIpyData.GetDismissReturnItems()
|
| | | for itemID, itemCount in dismissReturnItems:
|
| | | starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
|
| | | returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
|
| | | 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)
|
| | | dismissItemList.append([itemIndex, heroItem])
|
| | | |
| | | if not dismissItemList:
|
| | | return
|
| | | |
| | | for itemIndex, heroItem in dismissItemList:
|
| | | ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroDismiss")
|
| | | |
| | | if returnItemDict:
|
| | | returnItemList = [[k, v] for k, v in returnItemDict.items()]
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
|
| | | |
| | | return
|
| | |
|
| | | #// B4 12 战斗阵容保存 #tagCSHeroLineupSave
|
| | |
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | |
|
| | | lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
|
| | | 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)
|
| | | return
|
| | |
|
| | | def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
|
| | |
| | | # ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
|
| | | # return
|
| | |
|
| | | def RefreshLordAttr(curPlayer):
|
| | | ## 刷新主公属性
|
| | | CalcHeroAddAttr(curPlayer)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
|
| | | def GetLineupRecommendAward(curPlayer, recommendID, index):
|
| | | ## 领取阵容推荐奖励
|
| | | index = GameWorld.ToIntDef(index)
|
| | | awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
|
| | | if awardState & pow(2, index):
|
| | | GameWorld.DebugLog("阵容推荐奖励已领取! recommendID=%s,index=%s" % (recommendID, index))
|
| | | return
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("LineupRecommend", recommendID)
|
| | | if not ipyData:
|
| | | return
|
| | | heroIDList = ipyData.GetHeroIDList()
|
| | | if index >= len(heroIDList):
|
| | | return
|
| | | heroID = heroIDList[index]
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | return
|
| | | awardMoneyInfo = qualityIpyData.GetRecommendAwardMoney()
|
| | | if not awardMoneyInfo or len(awardMoneyInfo) != 2:
|
| | | return
|
| | | moneyType, moneyValue = awardMoneyInfo
|
| | | if not GetHeroActivite(curPlayer, heroID):
|
| | | GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
|
| | | return
|
| | | awardState |= pow(2, index)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroRecommend % recommendID, awardState)
|
| | | GameWorld.DebugLog("阵容推荐领奖! recommendID=%s,index=%s,heroID=%s,awardState=%s" % (recommendID, index, heroID, awardState))
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "LineupRecommend", notifyAward=True)
|
| | | Sync_LineupRecommendInfo(curPlayer, [recommendID])
|
| | | return
|
| | |
|
| | | def CalcHeroAddAttr(curPlayer):
|
| | | ## 计算武将对主公增加的属性
|
| | | |
| | | heroBookAttrDict = {}
|
| | | playerID = curPlayer.GetID()
|
| | | |
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetHeroCount()):
|
| | | ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | heroID = ipyData.GetHeroID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # 图鉴未激活
|
| | | continue
|
| | | quality = ipyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | continue
|
| | | bookInitAddPer = qualityIpyData.GetBookInitAddPer()
|
| | | bookStarAddPer = qualityIpyData.GetBookStarAddPer()
|
| | | bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
|
| | | bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | for attrPerID in ChConfig.BaseAttrPerIDList:
|
| | | addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
|
| | | heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
|
| | | |
| | | GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
|
| | | return
|
| | | #def RefreshLordAttr(curPlayer):
|
| | | # ## 刷新主公属性
|
| | | # CalcHeroAddAttr(curPlayer)
|
| | | # PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
|
| | | # return
|
| | |
|
| | | def RefreshLineupHeroAttr(curPlayer):
|
| | | ## 刷新阵容武将属性
|
| | | |
| | | # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力
|
| | | return
|
| | |
|
| | | def CaclHeroCardAttr():
|
| | | return
|
| | | #def CalcHeroAddAttr(curPlayer):
|
| | | # ## 计算武将对主公增加的属性
|
| | | # |
| | | # heroBookAttrDict = {}
|
| | | # playerID = curPlayer.GetID()
|
| | | # |
| | | # ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | # for index in range(ipyDataMgr.GetHeroCount()):
|
| | | # ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | # heroID = ipyData.GetHeroID()
|
| | | # if not ipyData.GetPlayerCanUse():
|
| | | # continue
|
| | | # if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # # 图鉴未激活
|
| | | # continue
|
| | | # quality = ipyData.GetQuality()
|
| | | # qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | # if not qualityIpyData:
|
| | | # continue
|
| | | # #bookInitAddPer = qualityIpyData.GetBookInitAddPer()
|
| | | # #bookStarAddPer = qualityIpyData.GetBookStarAddPer()
|
| | | # #bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
|
| | | # bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | # bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | # for attrPerID in ChConfig.BaseAttrPerIDList:
|
| | | # addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
|
| | | # heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
|
| | | # |
| | | # GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
|
| | | # PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
|
| | | # return
|
| | |
|
| | | def Sync_HeroInfo(curPlayer, heroIDList=None):
|
| | | if heroIDList != None:
|
| | |
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetHeroCount()):
|
| | | ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | if not ipyData.GetPlayerCanUse():
|
| | | continue
|
| | | syncHeroIDList.append(ipyData.GetHeroID())
|
| | |
|
| | | if not syncHeroIDList:
|
| | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
|
| | | if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
|
| | | and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
|
| | | continue
|
| | |
|
| | | 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.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
|
| | | #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | syncInfoList.append(hero)
|
| | |
|
| | | if not syncInfoList:
|
| | |
| | | clientPack.HeroCnt = len(clientPack.HeroInfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | | def Sync_Lineup(curPlayer, lineupID=None):
|
| | | if lineupID:
|
| | | syncIDList = [lineupID]
|
| | | else:
|
| | | syncIDList = ShareDefine.LineupList
|
| | | |
| | | lineupList = []
|
| | | olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
|
| | | for lineupID in syncIDList:
|
| | | lineup = olPlayer.GetLineup(lineupID, False)
|
| | | if not lineup:
|
| | | continue
|
| | | |
| | | posNumItemIndexDict = {v:k for k, v in lineup.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)
|
| | | |
| | | if not lineupList:
|
| | | return
|
| | | |
| | | clientPack = ChPyNetSendPack.tagSCLineupInfo()
|
| | | clientPack.LineupList = lineupList
|
| | | clientPack.LineupCnt = len(clientPack.LineupList)
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | | def Sync_PlayerHeroInfo(curPlayer):
|
| | | ## 武将公共信息
|
| | | clientPack = ChPyNetSendPack.tagSCPlayerHeroInfo()
|
| | | clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|
| | |
|
| | | def Sync_LineupRecommendInfo(curPlayer, syncIDList=None):
|
| | | |
| | | recommendList = []
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetLineupRecommendCount()):
|
| | | ipyData = ipyDataMgr.GetLineupRecommendByIndex(index)
|
| | | recommendID = ipyData.GetRecommendID()
|
| | | awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
|
| | | if syncIDList != None:
|
| | | if recommendID not in syncIDList:
|
| | | continue
|
| | | elif not awardState:
|
| | | continue
|
| | | recommend = ChPyNetSendPack.tagSCLineupRecommend()
|
| | | recommend.RecommendID = recommendID
|
| | | recommend.AwardState = awardState
|
| | | recommendList.append(recommend)
|
| | | |
| | | if not recommendList:
|
| | | return
|
| | | |
| | | clientPack = ChPyNetSendPack.tagSCLineupRecommendInfo()
|
| | | clientPack.RecommendList = recommendList
|
| | | clientPack.Count = len(clientPack.RecommendList)
|
| | | NetPackCommon.SendFakePack(curPlayer, clientPack)
|
| | | return
|