hxp
2025-10-21 ec19547ca0985de3f1c4045411ee6c171204e535
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,13 +16,18 @@
#"""Version = 2025-07-02 17:30"""
#-------------------------------------------------------------------------------
import BattleObj
import TurnAttack
import PyGameData
import ShareDefine
import PlayerControl
import IpyGameDataPY
import FormulaControl
import PlayerPrestigeSys
import PlayerFamily
import PlayerGubao
import PlayerHero
import PlayerHJG
import GameWorld
import ChConfig
import ChEquip
@@ -56,63 +61,65 @@
        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, ...]
        self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
        self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
        self.fightPower = 0 # 阵容总战力
        return
    
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, syncLineup=True):
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
        '''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
        '''
        if not isReload: # 非重读阵容的视为变更
            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:
        if not isReload and self.olPlayer.curPlayer:
            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
        return
    
    def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
    def GetPosNumList(self): return self.__lineupHeroDict.keys()
    def FreeLineupHero(self):
        ## 释放阵容武将对象,重新计算
        for freeObj in self.lineupHeroDict.values():
        for freeObj in self.__lineupHeroDict.values():
            if freeObj not in self.__freeLineupHeroObjs:
                self.__freeLineupHeroObjs.append(freeObj)
        self.lineupHeroDict = {}
        self.__lineupHeroDict = {}
        self.fightPower = 0
        return
    
    def GetLineupHero(self, posNum):
        lineupHero = None
        if posNum in self.lineupHeroDict:
            lineupHero = self.lineupHeroDict[posNum]
        if posNum in self.__lineupHeroDict:
            lineupHero = self.__lineupHeroDict[posNum]
        elif self.__freeLineupHeroObjs:
            lineupHero = self.__freeLineupHeroObjs.pop(0)
            lineupHero.Clear()
            self.lineupHeroDict[posNum] = lineupHero
            self.__lineupHeroDict[posNum] = lineupHero
        else:
            lineupHero = LineupHero()
            self.lineupHeroDict[posNum] = lineupHero
            self.__lineupHeroDict[posNum] = lineupHero
        return lineupHero
    
    def GetLineupHeroByID(self, heroID):
        lineupHero = None
        for posNum in self.lineupHeroDict.keys():
        for posNum in self.__lineupHeroDict.keys():
            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
        self.DoRefreshLineupAttr() # 取阵容时先检查
        return
    
    def SetNeedRefreshState(self):
        ## 设置需要刷属性
@@ -122,14 +129,16 @@
    def RefreshLineupAttr(self, refreshForce=False):
        self.__refreshState = 1 # 标记要刷新
        if refreshForce:
            self.DoRefreshLineupAttr()
            self.CheckRefreshLineupAttr()
        return
    
    def DoRefreshLineupAttr(self):
    def CheckRefreshLineupAttr(self):
        ## 检查刷新阵容属性
        if not self.__refreshState:
            return False
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.__refreshState = 0
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.lineupChange = False
        return True
    
    def CheckHeroItemUpdate(self, itemIndex):
@@ -151,10 +160,12 @@
        
        # 主线战斗
        self.mainFight = TurnAttack.MainFight(playerID)
        self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
        return
    
    def OnClear(self):
        self.mainFight.turnFight.clearFight()
        self.mainFight.turnFight.exitFight()
        return
    
    def SetPlayer(self, curPlayer):
@@ -166,7 +177,8 @@
        ## 是否真的在线
        return self.curPlayer != None
    
    def GetLineup(self, lineupID):
    def GetLineup(self, lineupID, checkAttr=True):
        # @param checkAttr: 检查刷新到最新阵容属性
        lineup = None
        if lineupID in self.lineupDict:
            lineup = self.lineupDict[lineupID]
@@ -174,6 +186,8 @@
            lineup = Lineup(self.playerID, lineupID)
            self.lineupDict[lineupID] = lineup
        lineup.olPlayer = self
        if checkAttr:
            lineup.CheckRefreshLineupAttr()
        return lineup
    
    def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
@@ -221,7 +235,7 @@
        for lineupID, lineup in self.lineupDict.items():
            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                continue
            if lineup.DoRefreshLineupAttr():
            if lineup.CheckRefreshLineupAttr():
                isRefresh = True
                
        return isRefresh
@@ -241,6 +255,11 @@
                        
        GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
        return effLineupIDList
    def GetLastBatBuffer(self): return self._lastBatBufferInfo
    def SetLastBatBuffer(self, guid, batBuffer):
        self._lastBatBufferInfo = [guid, batBuffer]
        return
    
class OnlineMgr():
    ## 准在线玩家管理
@@ -382,12 +401,12 @@
        
    GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
    for lineupID, heroItemDict in lineupDict.items():
        lineup = olPlayer.GetLineup(lineupID)
        lineup = olPlayer.GetLineup(lineupID, False)
        
        # 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, syncLineup=False)
        lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
        
    PlayerHero.Sync_Lineup(curPlayer)
    return
@@ -398,6 +417,9 @@
    CalcRoleBase(curPlayer)
    ChEquip.CalcRoleEquipAttr(curPlayer)
    PlayerHero.CalcHeroAddAttr(curPlayer)
    PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
    PlayerGubao.CalcGubaoAttr(curPlayer)
    PlayerHJG.CalcHJGAttr(curPlayer)
    return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -463,10 +485,11 @@
        elif skinIDList:
            skinID = skinIDList[0]
            
        starMax = PlayerHero.GetHeroStarMax(heroItem)
        InitAddPer += qualityIpyData.GetInitAddPer()
        LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
        LVAddPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
        StarAddPer += qualityIpyData.GetStarAddPer() * star
        StarAddPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
        
        lineupHero = lineup.GetLineupHero(posNum)
        #if False:
@@ -493,26 +516,11 @@
            selfAttrDict[int(k)] = v
        heroSelfAttrInfo[heroID] = selfAttrDict
        
        # 星级天赋
        starTalentAttrDict = {}
        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
        for aIndex in range(min(idCount, lvCount)):
            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
            if not stIpyData:
                continue
            attrID = stIpyData.GetAttrID()
            attrValue = stIpyData.GetAttrValue() * talentLV
            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
        heroStarTalentInfo[heroID] = starTalentAttrDict
        # 突破潜能
        breakAttrDict = {}
        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
        if awakeIpyDataList:
            for breakIpyData in awakeIpyDataList:
        breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
        if breakIpyDataList:
            for breakIpyData in breakIpyDataList:
                if breakIpyData.GetBreakLV() > breakLV:
                    break
                attrIDList = breakIpyData.GetAttrIDList()
@@ -527,12 +535,15 @@
        heroBreakAttrInfo[heroID] = breakAttrDict
        
        # 觉醒天赋
        maxUnlockSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
        awakeTalentAttrDict = {}
        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
        if awakeIpyDataList:
            for awakeIpyData in awakeIpyDataList:
                if awakeIpyData.GetAwakeLV() > awakeLV:
                    break
                unlockTalentSlot = awakeIpyData.GetUnlockTalentSlot()
                maxUnlockSlot = max(maxUnlockSlot, unlockTalentSlot)
                attrIDList = awakeIpyData.GetAttrIDList()
                attrValueList = awakeIpyData.GetAttrValueList()
                for aIndex in range(min(len(attrIDList), len(attrValueList))):
@@ -543,6 +554,21 @@
                if skillID:
                    lineupHero.heroSkillIDList.append(skillID)
        heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
        # 星级天赋
        starTalentAttrDict = {}
        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
        for aIndex in range(min(idCount, lvCount, maxUnlockSlot)): # 重生导致已觉醒槽位失效时属性也无效
            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
            if not stIpyData:
                continue
            attrID = stIpyData.GetAttrID()
            attrValue = stIpyData.GetAttrValue() * talentLV
            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
        heroStarTalentInfo[heroID] = starTalentAttrDict
        
        # 羁绊统计
        for fetterID in heroIpyData.GetFetterIDList():
@@ -610,11 +636,15 @@
    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)
    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
    realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
    gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
    GameWorld.DebugLog("    国家武将统计=%s" % countryHeroInfo, playerID)
    GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
    GameWorld.DebugLog("    武将自身属性=%s" % heroSelfAttrInfo, playerID)
@@ -628,6 +658,15 @@
    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)
    GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
    GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
    GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, 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
@@ -653,6 +692,15 @@
            bookValue = bookAttrDict.get(attrID, 0)
            bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            
            realmValue = realmAttrDict.get(attrID, 0)
            realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            gubaoValue = gubaoAttrDict.get(attrID, 0)
            gubaoPer = gubaoAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            hjgValue = hjgAttrDict.get(attrID, 0)
            hjgPer = hjgAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
            if attrID in ChConfig.BaseAttrIDList:
                lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
@@ -661,8 +709,8 @@
            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
@@ -678,7 +726,8 @@
                awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
                
            # 计算
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer,
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer,
                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
                             "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
@@ -687,22 +736,27 @@
                             }
            
            if attrID in ChConfig.BaseAttrIDList:
                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict, toInt=False, ndigits=3)
            else:
                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict, toInt=False, ndigits=3)
            #GameWorld.DebugLog("    attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
            
            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)
        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict, toInt=True)
        
        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
        GameWorld.DebugLog("    heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
        skillTypeIDDict = {}
        for skillID in lineupHero.heroSkillIDList:
            skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -723,8 +777,10 @@
        for skillData in skillTypeIDDict.values():
            skillID = skillData.GetSkillID()
            lineupHero.heroSkillIDList.append(skillID)
            skillFightPower += skillData.GetFightPower()
        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
            paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
            sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict, toInt=True)
            skillFightPower += sFightPower
        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
        
        # 最终战力
        fightPowerTotal = fightPower + skillFightPower
@@ -738,10 +794,41 @@
    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)
        # 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, lineupHero.heroSkillIDList)
    else:
        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
    PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
    # 更新排行榜
    return