| | |
| | | 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 # 武将最终战力
|
| | | self.skillFightPower = 0 # 技能战力
|
| | | return
|
| | |
|
| | | class Lineup():
|
| | |
| | | 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 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | | fightPowerParamDict[attrName] = attrValue
|
| | | 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(" 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()
|
| | | 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)
|
| | | skillFightPower += skillData.GetFightPower()
|
| | | GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
|
| | | |
| | | # 最终战力
|
| | | fightPowerTotal = fightPower + skillFightPower
|
| | | lineupHero.skillFightPower = skillFightPower
|
| | | lineupHero.fightPower = fightPowerTotal
|
| | | lineupFightPower += fightPowerTotal
|
| | |
|