| | |
| | | # @date 2025-07-02
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: 在线玩家管理,用于管理在线玩家、准在线玩家的临时数据
|
| | | # 详细描述: 在线玩家管理,用于管理在线玩家、准在线玩家的临时数据,重读不会被重置
|
| | | # 准在线玩家 - 实际不在线,x分钟内离线的玩家,用于支持断线重连,短时间内临时数据可持续
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | |
| | |
|
| | | import TurnAttack
|
| | | import PyGameData
|
| | | import ShareDefine
|
| | | import PlayerControl
|
| | | import IpyGameDataPY
|
| | | import FormulaControl
|
| | | import PlayerHero
|
| | | import GameWorld
|
| | | import ChConfig
|
| | | import ChEquip
|
| | |
|
| | | import time
|
| | |
|
| | | class LineupHero():
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| | | ## 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
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| | | |
| | | def __init__(self):
|
| | | self.Clear()
|
| | | return
|
| | | |
| | | def Clear(self):
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| | | self.itemIndex = 0
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| | | self.heroID = 0
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| | | self.posNum = 0
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| | | 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, ...]
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| | | self.fightPower = 0 # 武将最终战力
|
| | | return
|
| | | |
| | | class Lineup():
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| | | ## 阵容
|
| | | |
| | | def __init__(self, playerID, lineupID):
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| | | self.playerID = playerID
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| | | self.lineupID = lineupID
|
| | | self.olPlayer = None
|
| | | self.shapeType = 0
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| | | self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
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| | | self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
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| | | |
| | | self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
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| | | self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
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| | | self.fightPower = 0 # 阵容总战力
|
| | | return
|
| | | |
| | | def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False):
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| | | '''变更阵容时更新
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| | | @param heroItemDict: 武将背包索引信息 {itemIndex:posNum, ...}
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| | | @param shapeType: 阵型
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| | | @param refreshForce: 是否强制刷属性
|
| | | '''
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| | | self.shapeType = shapeType
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| | | self.heroItemDict = heroItemDict
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| | | GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
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| | | self.RefreshLineupAttr(refreshForce)
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| | | return
|
| | | |
| | | def FreeLineupHero(self):
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| | | ## 释放阵容武将对象,重新计算
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| | | for freeObj in self.lineupHeroDict.values():
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| | | if freeObj not in self.__freeLineupHeroObjs:
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| | | self.__freeLineupHeroObjs.append(freeObj)
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| | | self.lineupHeroDict = {}
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| | | self.fightPower = 0
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| | | return
|
| | | |
| | | def GetLineupHero(self, posNum):
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| | | lineupHero = None
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| | | if posNum in self.lineupHeroDict:
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| | | lineupHero = self.lineupHeroDict[posNum]
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| | | elif self.__freeLineupHeroObjs:
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| | | lineupHero = self.__freeLineupHeroObjs.pop(0)
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| | | lineupHero.Clear()
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| | | self.lineupHeroDict[posNum] = lineupHero
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| | | else:
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| | | lineupHero = LineupHero()
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| | | self.lineupHeroDict[posNum] = lineupHero
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| | | return lineupHero
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| | | |
| | | def GetLineupHeroByID(self, heroID):
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| | | for posNum in self.lineupHeroDict.keys():
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| | | lineup = self.GetLineupHero(posNum)
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| | | if lineup.heroID == heroID:
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| | | return lineup
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| | | return
|
| | | |
| | | def GetLineupInfo(self):
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| | | ## 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
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| | | self.DoRefreshLineupAttr() # 取阵容时先检查
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| | | return
|
| | | |
| | | def SetNeedRefreshState(self):
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| | | ## 设置需要刷属性
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| | | self.__refreshState = 1
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| | | return
|
| | | |
| | | def RefreshLineupAttr(self, refreshForce=False):
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| | | self.__refreshState = 1 # 标记要刷新
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| | | if refreshForce:
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| | | self.DoRefreshLineupAttr()
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| | | return
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| | | |
| | | def DoRefreshLineupAttr(self):
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| | | if not self.__refreshState:
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| | | return False
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| | | doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
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| | | self.__refreshState = 0
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| | | return True
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| | | |
| | | def CheckHeroItemUpdate(self, itemIndex):
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| | | if itemIndex not in self.heroItemDict:
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| | | return
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| | | self.RefreshLineupAttr()
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| | | return True
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| | | |
| | | class OnlinePlayer():
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| | | ## 准在线玩家临时数据
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| | | ## 玩家在线临时数据,主要时数据的缓存,逻辑可不在类中处理,方便重读脚本时测试
|
| | |
|
| | | def __init__(self, playerID):
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| | | self.playerID = playerID
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| | | self.curPlayer = None
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| | | |
| | | # 属性、阵容
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| | | self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
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| | | self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
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| | | |
| | | # 主线战斗
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| | | self.mainFight = TurnAttack.MainFight(playerID)
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| | | return
|
| | | |
| | | def OnPlayerLogin(self, curPlayer):
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| | | self.mainFight.playerLogin(curPlayer)
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| | | return
|
| | | |
| | | def OnPlayerOffline(self, curPlayer):
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| | | self.mainFight.playerOffline(curPlayer)
|
| | | return
|
| | |
|
| | | def OnClear(self):
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| | | self.mainFight.clear()
|
| | | return
|
| | | |
| | | def SetPlayer(self, curPlayer):
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| | | self.curPlayer = curPlayer
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| | | self.mainFight.turnFight.curPlayer = curPlayer
|
| | | return
|
| | | |
| | | def IsRealOnline(self):
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| | | ## 是否真的在线
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| | | return self.curPlayer != None
|
| | | |
| | | def GetLineup(self, lineupID):
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| | | lineup = None
|
| | | if lineupID in self.lineupDict:
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| | | lineup = self.lineupDict[lineupID]
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| | | else:
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| | | lineup = Lineup(self.playerID, lineupID)
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| | | self.lineupDict[lineupID] = lineup
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| | | lineup.olPlayer = self
|
| | | return lineup
|
| | | |
| | | def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
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| | | def SetCalcAttr(self, calcIndex, attrDict):
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| | | ## 设置某个功能点计算的属性
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| | | self.calcAttrDict[calcIndex] = attrDict
|
| | | return
|
| | | |
| | | def ReCalcAllAttr(self):
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| | | ## 重置所有功能点计算的属性,一般登录的时候调用一次即可,其他单功能刷新的话一般使用 RefreshRoleAttr
|
| | | curPlayer = self.curPlayer
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| | | GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
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| | | |
| | | self.calcAttrDict = {}
|
| | | self.lineupDict = {}
|
| | | |
| | | doCalcAllAttr(curPlayer)
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| | | doReloadLineup(curPlayer, self)
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| | | |
| | | self.RefreshRoleAttr()
|
| | | return
|
| | | |
| | | def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
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| | | '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
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| | | @param refreshForce: 是否强制立马刷新
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| | | @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
|
| | | '''
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| | | GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
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| | | # 主公属性刷新时,所有阵容都要同步刷新
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| | | for lineup in self.lineupDict.values():
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| | | lineup.SetNeedRefreshState()
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| | | |
| | | if refreshForce:
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| | | self.DoRefreshRoleAttr(isAllLineup)
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| | | return
|
| | | |
| | | def DoRefreshRoleAttr(self, isAllLineup=False):
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| | | '''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
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| | | @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
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| | | @return: 是否有刷属性,0-无;1-有
|
| | | '''
|
| | | |
| | | isRefresh = False
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| | | # 同步执行阵容属性刷新
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| | | for lineupID, lineup in self.lineupDict.items():
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| | | if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
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| | | continue
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| | | if lineup.DoRefreshLineupAttr():
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| | | isRefresh = True
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| | | |
| | | return isRefresh
|
| | | |
| | | def OnHeroItemUpate(self, itemIndexList):
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| | | '''武将物品养成更新
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| | | @param itemIndexList: 变化武将物品所在武将背包格子索引列表
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| | | @param return: 影响的阵容ID列表
|
| | | '''
|
| | | effLineupIDList = []
|
| | | |
| | | for lineupID, lineup in self.lineupDict.items():
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| | | for itemIndex in itemIndexList:
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| | | if lineup.CheckHeroItemUpdate(itemIndex):
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| | | if lineupID not in effLineupIDList:
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| | | effLineupIDList.append(lineupID)
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| | | |
| | | GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
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| | | return effLineupIDList
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| | |
|
| | | class OnlineMgr():
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| | | ## 准在线玩家管理
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| | |
| | | else:
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| | | olPlayer = OnlinePlayer(playerID)
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| | | self.__onlinePlayerDict[playerID] = olPlayer
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| | | |
| | | olPlayer.SetPlayer(curPlayer)
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| | | return olPlayer
|
| | |
|
| | | def SetPlayerOnline(self, curPlayer):
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| | |
| | | self.__onlinePlayerDict[playerID] = olPlayer
|
| | | else:
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| | | olPlayer = self.__onlinePlayerDict[playerID]
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| | | olPlayer.OnPlayerLogin(curPlayer)
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| | | olPlayer.SetPlayer(curPlayer)
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| | | return
|
| | |
|
| | | def SetPlayerOffline(self, curPlayer):
|
| | |
| | | if playerID not in self.__onlinePlayerDict:
|
| | | return
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| | | olPlayer = self.__onlinePlayerDict[playerID]
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| | | olPlayer.OnPlayerOffline(curPlayer)
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| | | olPlayer.SetPlayer(None)
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| | | self.__offlinePlayerTimeDict[playerID] = int(time.time())
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| | | return
|
| | |
|
| | |
| | | mgr = OnlineMgr()
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| | | PyGameData.g_onlineMgr = mgr
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| | | return mgr
|
| | | |
| | |
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| | | def GetOnlinePlayer(curPlayer): return GetOnlineMgr().GetOnlinePlayer(curPlayer)
|
| | |
|
| | | def OnPlayerLogin(curPlayer):
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| | | ## 需登录逻辑最早调用
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| | | GetOnlineMgr().SetPlayerOnline(curPlayer)
|
| | | return
|
| | |
|
| | | def OnPlayerLogoff(curPlayer):
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| | | ## 需下线逻辑最后调用
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| | | GetOnlineMgr().SetPlayerOffline(curPlayer)
|
| | | return
|
| | |
|
| | | def OnMinute():
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| | | GetOnlineMgr().ProcessOffline()
|
| | | return
|
| | |
|
| | | def CalcRoleBase(curPlayer):
|
| | | playerID = curPlayer.GetID()
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| | | playerLV = curPlayer.GetLV()
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| | | lvIpyData = PlayerControl.GetPlayerLVIpyData(playerLV)
|
| | | |
| | | lvAttrDict = {}
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| | | if lvIpyData:
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| | | lvAttrDict = {ChConfig.AttrID_Atk:lvIpyData.GetAtk(),
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| | | ChConfig.AttrID_Def:lvIpyData.GetDef(),
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| | | ChConfig.AttrID_MaxHP:lvIpyData.GetMaxHP()
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| | | }
|
| | | |
| | | GameWorld.DebugLog("角色等级属性: %s" % lvAttrDict, playerID)
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| | | GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
|
| | | return
|
| | |
|
| | | def doReloadLineup(curPlayer, olPlayer):
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| | | ## 重新载入阵容 |
| | | loadLineupIDList = ShareDefine.LineupList
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| | | lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
|
| | | lineShapeTypeDict = {} # {阵容ID:阵型, ...}
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| | | syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for index in range(curPack.GetCount()):
|
| | | heroItem = curPack.GetAt(index)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
|
| | | if not lineupCount:
|
| | | continue
|
| | | delValueList = []
|
| | | for lpIndex in range(lineupCount)[::-1]:
|
| | | lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
|
| | | lineupID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
|
| | | if lineupID not in loadLineupIDList:
|
| | | continue
|
| | | # 任意取一个武将保存的阵型即可,同阵容的武将理论上保存的阵型是一样的
|
| | | if lineupID not in lineShapeTypeDict:
|
| | | lineShapeTypeDict[lineupID] = shapeType
|
| | | if lineupID not in lineupDict:
|
| | | lineupDict[lineupID] = {}
|
| | | heroItemDict = lineupDict[lineupID]
|
| | | |
| | | # 超出人数限制或位置异常
|
| | | if len(heroItemDict) >= ShareDefine.LineupObjMax or posNum in heroItemDict.values() or index in heroItemDict:
|
| | | delValueList.append(lineupValue)
|
| | | else:
|
| | | heroItemDict[index] = posNum
|
| | | |
| | | if delValueList:
|
| | | item = heroItem.GetItem()
|
| | | for lineupValue in delValueList:
|
| | | item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
|
| | | syncItemDict[index] = heroItem
|
| | | |
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | | |
| | | GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
|
| | | for lineupID, heroItemDict in lineupDict.items():
|
| | | lineup = olPlayer.GetLineup(lineupID)
|
| | | |
| | | # 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)
|
| | | |
| | | return
|
| | |
|
| | | def doCalcAllAttr(curPlayer):
|
| | | ## 计算所有属性
|
| | | GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
|
| | | CalcRoleBase(curPlayer)
|
| | | ChEquip.CalcRoleEquipAttr(curPlayer)
|
| | | PlayerHero.CalcHeroAddAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
|
| | | ''' 刷新某个阵容属性
|
| | | 基础属性-面板显示:
|
| | | 1.全体基础固定值=所有穿戴装备【装备基础固定值】+【法宝基础固定值】+【红颜基础固定值】+【其它模块的固定值】
|
| | | 2.全体百分比加成=图鉴加成+【灵兽模块】+【红颜模块】+【其它模块】+所有上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
|
| | | 3.卡牌继承比例=卡牌品质及职业继承比例不同
|
| | | 4.卡牌自身培养加成=【羁绊加成%+突破词条加成%+天赋加成%】
|
| | | 最终面板生命=【E全体基础固定值】*【1+E全体百分比加成】*【卡牌自身继承比例+ 卡牌自身培养%加成】+【卡牌自身固定值】
|
| | |
|
| | | 战斗属性/战斗抗性/特殊属性-面板显示:
|
| | | 1.全体战斗属性值=所有穿戴装备【装备战斗属性值】+【法宝战斗属性值】+【红颜战斗属性值】+【其它模块的战斗属性】
|
| | | 2.卡牌继承比例=默认100%
|
| | | 3.卡牌自身培养战斗属性=【卡牌初始战斗属性+突破词条战斗属性+天赋战斗属性+觉醒战斗属性】+【法则洗炼】+【秘能装备】+【其它模块】
|
| | | 最终面板战斗属性=【E全体战斗属性值】*【卡牌继承比例】+【卡牌自身培养战斗属性】
|
| | | '''
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | lineupID = lineup.lineupID
|
| | | |
| | | GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
|
| | | GameWorld.DebugLog(" itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
|
| | | |
| | | lineup.FreeLineupHero()
|
| | | |
| | | # 因为同阵容的武将ID不能重复,所以字典key可以用武将ID
|
| | | countryHeroInfo = {} # 国家武将统计 {country:[heroID, ...], ...}
|
| | | fetterHeroInfo = {} # 阵容羁绊武将统计信息 {fetterID:[heroID, ...], ...}
|
| | | heroSelfAttrInfo = {} # 武将自身属性 {heroID:{attrID:value, ...}, ...}
|
| | | heroStarTalentInfo = {} # 武将星级天赋属性 {heroID:{attrID:value, ...}, ...}
|
| | | heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
|
| | | heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
|
| | | |
| | | # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
|
| | | InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
|
| | | |
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for itemIndex, posNum in lineup.heroItemDict.items():
|
| | | if itemIndex < 0 or itemIndex >= curPack.GetCount():
|
| | | continue
|
| | | heroItem = curPack.GetAt(itemIndex)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | continue
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | continue
|
| | | |
| | | heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | |
| | | InitAddPer += qualityIpyData.GetInitAddPer()
|
| | | LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
|
| | | BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
|
| | | StarAddPer += qualityIpyData.GetStarAddPer() * star
|
| | | |
| | | lineupHero = lineup.GetLineupHero(posNum)
|
| | | #if False:
|
| | | # lineupHero = LineupHero()
|
| | | lineupHero.itemIndex = itemIndex
|
| | | lineupHero.posNum = posNum
|
| | | lineupHero.heroID = heroID
|
| | | lineupHero.heroBatAttrDict = {}
|
| | | lineupHero.heroSkillIDList = []
|
| | | lineupHero.fightPower = 0
|
| | | |
| | | normalSkillID = heroIpyData.GetNormalSkillID()
|
| | | angerSkillID = heroIpyData.GetAngerSkillID()
|
| | | lineupHero.heroSkillIDList.extend([normalSkillID, angerSkillID])
|
| | | |
| | | # 自身属性
|
| | | selfAttrDict = {}
|
| | | selfAttrDict.update({ChConfig.AttrID_AtkInheritPer:heroIpyData.GetAtkInheritPer(),
|
| | | ChConfig.AttrID_DefInheritPer:heroIpyData.GetDefInheritPer(),
|
| | | ChConfig.AttrID_HPInheritPer:heroIpyData.GetHPInheritPer(),
|
| | | })
|
| | | for k, v in heroIpyData.GetBatAttrDict().items():
|
| | | 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:
|
| | | if breakIpyData.GetBreakLV() > breakLV:
|
| | | break
|
| | | attrIDList = breakIpyData.GetAttrIDList()
|
| | | attrValueList = breakIpyData.GetAttrValueList()
|
| | | for aIndex in range(min(len(attrIDList), len(attrValueList))):
|
| | | attrID = attrIDList[aIndex]
|
| | | attrValue = attrValueList[aIndex]
|
| | | breakAttrDict[attrID] = breakAttrDict.get(attrID, 0) + attrValue
|
| | | skillID = breakIpyData.GetSkillID()
|
| | | if skillID:
|
| | | lineupHero.heroSkillIDList.append(skillID)
|
| | | heroBreakAttrInfo[heroID] = breakAttrDict
|
| | | |
| | | # 觉醒天赋
|
| | | awakeTalentAttrDict = {}
|
| | | awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
|
| | | if awakeIpyDataList:
|
| | | for awakeIpyData in awakeIpyDataList:
|
| | | if awakeIpyData.GetAwakeLV() > awakeLV:
|
| | | break
|
| | | attrIDList = awakeIpyData.GetAttrIDList()
|
| | | attrValueList = awakeIpyData.GetAttrValueList()
|
| | | for aIndex in range(min(len(attrIDList), len(attrValueList))):
|
| | | attrID = attrIDList[aIndex]
|
| | | attrValue = attrValueList[aIndex]
|
| | | awakeTalentAttrDict[attrID] = awakeTalentAttrDict.get(attrID, 0) + attrValue
|
| | | skillID = awakeIpyData.GetSkillID()
|
| | | if skillID:
|
| | | lineupHero.heroSkillIDList.append(skillID)
|
| | | heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
|
| | | |
| | | # 羁绊统计
|
| | | for fetterID in heroIpyData.GetFetterIDList():
|
| | | if fetterID not in fetterHeroInfo:
|
| | | fetterHeroInfo[fetterID] = []
|
| | | fetterHeroIDList = fetterHeroInfo[fetterID]
|
| | | if heroID not in fetterHeroIDList:
|
| | | fetterHeroIDList.append(heroID)
|
| | | |
| | | # 国家统计
|
| | | country = heroIpyData.GetCountry()
|
| | | if country not in countryHeroInfo:
|
| | | countryHeroInfo[country] = []
|
| | | countryHeroIDList = countryHeroInfo[country]
|
| | | if heroID not in countryHeroIDList:
|
| | | countryHeroIDList.append(heroID)
|
| | | |
| | | # 羁绊属性 - 仅羁绊相关武将有效
|
| | | heroFetterAttrInfo = {} # 武将羁绊属性 {heroID:{attrID:value, ...}, ...}
|
| | | for fetterID, fetterHeroIDList in fetterHeroInfo.items():
|
| | | fetterIpyData = IpyGameDataPY.GetIpyGameData("HeroFetter", fetterID)
|
| | | if not fetterIpyData:
|
| | | continue
|
| | | needHeroIDList = fetterIpyData.GetHeroIDList()
|
| | | canFetter = True
|
| | | for needHeroID in needHeroIDList:
|
| | | if needHeroID not in fetterHeroIDList:
|
| | | canFetter = False
|
| | | break
|
| | | if not canFetter:
|
| | | continue
|
| | | attrIDList = fetterIpyData.GetAttrIDList()
|
| | | attrValueList = fetterIpyData.GetAttrValueList()
|
| | | for aIndex in range(min(len(attrIDList), len(attrValueList))):
|
| | | attrID = attrIDList[aIndex]
|
| | | attrValue = attrValueList[aIndex]
|
| | | for heroID in needHeroIDList:
|
| | | if heroID not in heroFetterAttrInfo:
|
| | | heroFetterAttrInfo[heroID] = {}
|
| | | heroFetterAttrDict = heroFetterAttrInfo[heroID]
|
| | | heroFetterAttrDict[attrID] = heroFetterAttrDict.get(attrID, 0) + attrValue
|
| | | |
| | | # 阵容属性 - 阵容所有武将有效
|
| | | lineupHaloAttrInfo = {} # 阵容光环属性 {attrID:value, ...}
|
| | | for country, countryHeroIDList in countryHeroInfo.items():
|
| | | haloIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroLineupHalo", country)
|
| | | if not haloIpyDataList:
|
| | | continue
|
| | | |
| | | attrIDList, attrValueList = [], []
|
| | | countryHeroCnt = len(countryHeroIDList)
|
| | | for haloIpyData in haloIpyDataList:
|
| | | needHeroCount = haloIpyData.GetNeedHeroCount()
|
| | | if countryHeroCnt < needHeroCount:
|
| | | break
|
| | | attrIDList = haloIpyData.GetAttrIDList()
|
| | | attrValueList = haloIpyData.GetAttrValueList()
|
| | | # 每个国家最多仅生效一条属性,不同国家属性可叠加
|
| | | for aIndex in range(min(len(attrIDList), len(attrValueList))):
|
| | | attrID = attrIDList[aIndex]
|
| | | attrValue = attrValueList[aIndex]
|
| | | lineupHaloAttrInfo[attrID] = lineupHaloAttrInfo.get(attrID, 0) + attrValue
|
| | | |
| | | # --------------------------- 上面统计好了,下面计算武将最终属性 --------------------------------
|
| | | baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
|
| | | otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
|
| | | fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
|
| | | |
| | | lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
|
| | | equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
|
| | | bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
|
| | |
|
| | | 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)
|
| | | GameWorld.DebugLog(" 武将吞噬属性=%s" % heroStarTalentInfo, playerID)
|
| | | GameWorld.DebugLog(" 武将突破潜能=%s" % heroBreakAttrInfo, playerID)
|
| | | GameWorld.DebugLog(" 武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
|
| | | GameWorld.DebugLog(" 武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
|
| | | GameWorld.DebugLog(" 阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
|
| | | GameWorld.DebugLog(" 阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
|
| | | |
| | | 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)
|
| | | |
| | | lineupFightPower = 0 # 阵容总战力
|
| | | InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
|
| | | for heroID, selfAttrDict in heroSelfAttrInfo.items():
|
| | | lineupHero = lineup.GetLineupHeroByID(heroID)
|
| | | if not lineupHero:
|
| | | continue
|
| | | lineupHero.heroBatAttrDict = {}
|
| | | lineupHero.fightPower = 0
|
| | | |
| | | starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
|
| | | breakAttrDict = heroBreakAttrInfo.get(heroID, {})
|
| | | awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
|
| | | fetterAttrDict = heroFetterAttrInfo.get(heroID, {})
|
| | | |
| | | logAttrDict = {}
|
| | | fightPowerParamDict = {}
|
| | | for attrID in ChConfig.CalcBattleAttrIDList:
|
| | | attrPerID = ChConfig.AttrPerDict.get(attrID, 0) # 对应百分比提升的属性ID
|
| | | |
| | | lvValue = lvAttrDict.get(attrID, 0)
|
| | | equipValue = equipAttrDict.get(attrID, 0)
|
| | | bookValue = bookAttrDict.get(attrID, 0)
|
| | | bookPer = bookAttrDict.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
|
| | | |
| | | heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
|
| | | 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
|
| | | |
| | | lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
|
| | | fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
|
| | | starTalentValue, starTalentPer = starTalentAttrDict.get(attrID, 0), 0
|
| | | breakLVValue, breakLVPer = breakAttrDict.get(attrID, 0), 0
|
| | | awakeTalentValue, awakeTalentPer = awakeTalentAttrDict.get(attrID, 0), 0
|
| | | if attrPerID:
|
| | | heroSelfPer = selfAttrDict.get(attrPerID, 0) / 10000.0
|
| | | lineupHaloPer = lineupHaloAttrInfo.get(attrPerID, 0) / 10000.0
|
| | | fetterPer = fetterAttrDict.get(attrPerID, 0) / 10000.0
|
| | | starTalentPer = starTalentAttrDict.get(attrPerID, 0) / 10000.0
|
| | | breakLVPer = breakAttrDict.get(attrPerID, 0) / 10000.0
|
| | | awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
|
| | | |
| | | # 计算
|
| | | attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, |
| | | "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
|
| | | "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
|
| | | "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
|
| | | "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
|
| | | "awakeTalentValue":awakeTalentValue, "awakeTalentPer":awakeTalentPer,
|
| | | }
|
| | | |
| | | if attrID in ChConfig.BaseAttrIDList:
|
| | | attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
|
| | | 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:
|
| | | logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
|
| | | |
| | | # 计算战力
|
| | | fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
|
| | | skillFightPower = 0
|
| | | for skillID in lineupHero.heroSkillIDList:
|
| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not skillData:
|
| | | continue
|
| | | skillFightPower += skillData.GetFightPower()
|
| | | fightPowerTotal = fightPower + skillFightPower
|
| | | lineupHero.fightPower = fightPowerTotal
|
| | | lineupFightPower += fightPowerTotal
|
| | | |
| | | GameWorld.DebugLog(" 武将最终战力: heroID=%s,fightPower=%s(%s+%s),%s,skillIDList=%s" |
| | | % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
|
| | | |
| | | lineup.fightPower = lineupFightPower
|
| | | GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
|
| | | |
| | | # 更新排行榜
|
| | | if lineupID != ShareDefine.Lineup_Main:
|
| | | return
|
| | | |
| | | PlayerControl.SetFightPower(curPlayer, lineupFightPower)
|
| | | |
| | | return
|