| | |
| | | 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
|
| | |
|
| | |
| | | # 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
|
| | |
| | |
|
| | | # 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()
|
| | |
| | | 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)
|
| | |
| | | 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
|
| | |
| | |
|
| | | 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)
|
| | |
| | | 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
|
| | |
| | | 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:
|
| | |
| | | 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)
|
| | |
|