hxp
2025-09-03 efaf363493930c5148271e5a50bbddd07909e110
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -65,18 +65,19 @@
        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
        '''
        self.lineupChange = True
        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
    
@@ -391,7 +392,7 @@
        # 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
@@ -514,9 +515,9 @@
        
        # 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()
@@ -614,6 +615,7 @@
    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)
@@ -632,6 +634,12 @@
    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)
    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
@@ -698,15 +706,20 @@
            
            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)
        
        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList), playerID)
        GameWorld.DebugLog("    heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
        skillTypeIDDict = {}
        for skillID in lineupHero.heroSkillIDList:
            skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -727,7 +740,9 @@
        for skillData in skillTypeIDDict.values():
            skillID = skillData.GetSkillID()
            lineupHero.heroSkillIDList.append(skillID)
            skillFightPower += skillData.GetFightPower()
            paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
            sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict)
            skillFightPower += sFightPower
        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
        
        # 最终战力
@@ -757,8 +772,6 @@
            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)
            elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
                TurnAttack.__doMainBossStart(curPlayer)
                
        # 否则只重新设置战斗属性
        else:
@@ -774,7 +787,7 @@
                    continue
                lineupHero = lineup.GetLineupHero(posNum)
                if lineupHero.heroBatAttrDict:
                    batObj.UpdInitBatAttr(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)