| | |
| | | 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()
|
| | |
| | | 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 # 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
|
| | |
| | | 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):
|
| | |
| | | return
|
| | |
|
| | | def OnClear(self):
|
| | | self.mainFight.clear()
|
| | | self.mainFight.turnFight.clearFight()
|
| | | return
|
| | |
|
| | | def SetPlayer(self, curPlayer):
|
| | |
| | | # 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):
|
| | |
| | | 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
|
| | |
| | | lineupHero.itemIndex = itemIndex
|
| | | lineupHero.posNum = posNum
|
| | | lineupHero.heroID = heroID
|
| | | lineupHero.skinID = skinID
|
| | | lineupHero.heroBatAttrDict = {}
|
| | | lineupHero.heroSkillIDList = []
|
| | | lineupHero.fightPower = 0
|
| | |
| | | GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
|
| | | skillTypeIDDict = {}
|
| | | for skillID in lineupHero.heroSkillIDList:
|
| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillData:
|
| | | continue
|
| | | skillTypeID = skillData.GetSkillTypeID()
|