| | |
| | | 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
|
| | | #
|
| | | #struct tagCSHeroLVUP
|
| | |
| | | ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
|
| | | if not ipyData:
|
| | | return
|
| | | LVMax = ipyData.GetLVMax()
|
| | | if heroLV < LVMax:
|
| | | GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
|
| | | 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")
|
| | | ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
|
| | | |
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
|
| | | SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
|
| | |
|
| | |
| | | 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():
|
| | |
| | | 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
|
| | |
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | |
|
| | | lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
|
| | | 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
|