| | |
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
|
| | | if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
|
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
|
| | | if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
|
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, 0)
|
| | |
|
| | | if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
|
| | |
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentWashID)
|
| | | if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDAwakeRand):
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
|
| | | if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup):
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroLineup)
|
| | |
|
| | | InitHeroTalent(singleItem)
|
| | | return
|
| | |
| | | return
|
| | | return heroItem
|
| | |
|
| | | def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
|
| | | ## 获取英雄所在阵型站位
|
| | | # @param lineupID: 阵型ID,默认主阵型
|
| | | # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
|
| | | lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
|
| | | if not lineupCount:
|
| | | return 0
|
| | | for lpIndex in range(lineupCount)[::-1]:
|
| | | lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
|
| | | #阵容类型*10000+阵型类型*100+位置编号
|
| | | if lineupValue / 10000 != lineupID:
|
| | | continue
|
| | | return lineupValue % 100
|
| | | return 0
|
| | |
|
| | | #// B2 30 武将升级 #tagCSHeroLVUP
|
| | | #
|
| | | #struct tagCSHeroLVUP
|
| | |
| | | GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
|
| | |
|
| | | # 刷属性,之后扩展
|
| | | |
| | | # 刷属性
|
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def GetHeroLVMax(heroItem):
|
| | |
| | | __DoHeroStarTalentUp(item, addStar)
|
| | | heroItem.Sync_Item()
|
| | |
|
| | | # 刷属性,之后扩展
|
| | | |
| | | # 刷属性
|
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def __DoHeroStarTalentUp(singleItem, addLV):
|
| | |
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
|
| | | SetHeroBreakLV(heroItem, nextBreakLV)
|
| | |
|
| | | # 刷属性,之后扩展
|
| | | |
| | | # 刷属性
|
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def SetHeroBreakLV(heroItem, breakLV):
|
| | |
| | | GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
|
| | | SetHeroAwakeLV(heroItem, nextAwakeLV)
|
| | |
|
| | | # 刷属性,之后扩展
|
| | | |
| | | # 刷属性
|
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def SetHeroAwakeLV(heroItem, awakeLV):
|
| | |
| | |
|
| | | heroItem.Sync_Item()
|
| | |
|
| | | # 刷属性,之后扩展
|
| | | |
| | | # 刷属性
|
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | #// B2 35 武将洗炼 #tagCSHeroWash
|
| | |
| | | heroItem.Sync_Item()
|
| | | GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
|
| | |
|
| | | # 刷属性,之后扩展
|
| | | |
| | | # 刷属性
|
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | #// B2 36 武将换肤 #tagCSHeroWearSkin
|
| | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | skinNPCIDList = heroIpyData.GetSkinNPCIDList()
|
| | | skinIDList = heroIpyData.GetSkinIDList()
|
| | | if skinIndex > 0: # 0的为默认皮肤,不做限制
|
| | | if skinIndex >= len(skinNPCIDList):
|
| | | if skinIndex >= len(skinIDList):
|
| | | GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
|
| | | return
|
| | | skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
|
| | |
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | |
|
| | | # 刷属性
|
| | | |
| | | if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
|
| | | RefreshLordAttr(curPlayer)
|
| | | |
| | | return
|
| | |
|
| | | def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
|
| | |
| | | % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
|
| | |
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
|
| | |
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
|
| | |
| | | SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | # 刷属性
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
|
| | |
| | | SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | # 刷属性
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | #// B2 38 武将锁定 #tagCSHeroLock
|
| | |
| | | heroItem.SetIsLocked(1 if isLock else 0)
|
| | | return
|
| | |
|
| | | #// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
|
| | | #// B4 12 战斗阵容保存 #tagCSHeroLineupSave
|
| | | #
|
| | | #struct tagCSHeroBattlePos
|
| | | #struct tagCSHeroLineupPos
|
| | | #{
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引
|
| | | # BYTE PosNum; //1~n上阵位置编号
|
| | | #};
|
| | | #
|
| | | #struct tagCSHeroBattlePosSave
|
| | | #struct tagCSHeroLineupSave
|
| | | #{
|
| | | # tagHead Head;
|
| | | # BYTE FuncType; //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型
|
| | | # BYTE LineupID; //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
|
| | | # BYTE ShapeType; //本阵容阵型,0为默认阵型,可扩展不同的阵型
|
| | | # BYTE PosCnt;
|
| | | # tagCSHeroBattlePos HeroPosList[PosCnt]; // 保存的阵型,只要发送最终的阵型武将位置即可
|
| | | # tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
|
| | | #};
|
| | | def OnHeroBattlePosSave(index, clientData, tick):
|
| | | def OnHeroLineupSave(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | funcType = clientData.FuncType
|
| | | lineupID = clientData.LineupID
|
| | | shapeType = clientData.ShapeType
|
| | | heroPosList = clientData.HeroPosList
|
| | |
|
| | | heroPosDict = {}
|
| | |
| | | indexList.append(itemIndex)
|
| | | heroPosDict[posNum] = itemIndex
|
| | |
|
| | | # 主阵型
|
| | | if funcType == 0:
|
| | | MainBattlePosSave(curPlayer, heroPosDict)
|
| | | |
| | | # 其他待扩展
|
| | | elif funcType == 1:
|
| | | pass
|
| | | if lineupID not in ShareDefine.LineupList:
|
| | | GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
|
| | | return
|
| | |
|
| | | return
|
| | |
|
| | | def MainBattlePosSave(curPlayer, heroPosDict):
|
| | | GameWorld.DebugLog("保留主战斗阵型: %s" % heroPosDict, curPlayer.GetPlayerID())
|
| | | GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | # 直接重置旧阵型
|
| | | delCount = 0
|
| | | syncItemDict = {}
|
| | | for index in range(curPack.GetCount()):
|
| | | heroItem = curPack.GetAt(index)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | if not heroItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
|
| | | lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
|
| | | if not lineupCount:
|
| | | continue
|
| | | item = heroItem.GetItem()
|
| | | item.ClearUserAttr(ShareDefine.Def_IudetHeroPosNum)
|
| | | |
| | | for lpIndex in range(lineupCount)[::-1]:
|
| | | lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
|
| | | #阵容类型*10000+阵型类型*100+位置编号
|
| | | if lineupValue / 10000 != lineupID:
|
| | | continue
|
| | | item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
|
| | | delCount += 1
|
| | | if delCount >= ShareDefine.LineupObjMax:
|
| | | break
|
| | | syncItemDict[index] = heroItem
|
| | | |
| | | # 更新新阵型
|
| | | heroIDList = []
|
| | | for posNum, itemIndex in heroPosDict.items():
|
| | | if itemIndex < 0 or itemIndex >= curPack.GetCount():
|
| | | continue
|
| | | heroItem = curPack.GetAt(itemIndex)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | itemID = heroItem.GetItemTypeID()
|
| | | if itemID in heroIDList:
|
| | | GameWorld.DebugLog("同个武将只能上阵一个! itemIndex=%s,itemID=%s" % (itemIndex, itemID))
|
| | | continue
|
| | | heroIDList.append(itemID)
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, posNum)
|
| | | lineupValue = lineupID * 10000 + shapeType * 100 + posNum
|
| | | item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
|
| | | if itemIndex not in syncItemDict:
|
| | | syncItemDict[itemIndex] = heroItem
|
| | |
|
| | | ResetHeroPack(curPlayer)
|
| | | # 主阵容修改时重整背包
|
| | | if lineupID == ShareDefine.Lineup_Main:
|
| | | ResetHeroPack(curPlayer)
|
| | | else:
|
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def ResetHeroPack(curPlayer):
|
| | |
| | | ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
|
| | | return
|
| | |
|
| | | def RefreshLordAttr(curPlayer):
|
| | | ## 刷新主公属性
|
| | | CalcHeroItemAddAttr(curPlayer)
|
| | | return
|
| | |
|
| | | def CalcHeroItemAddAttr(curPlayer):
|
| | | #allAttrListPet = [{} for _ in range(4)]
|
| | | return
|
| | |
|
| | | def RefreshLineupHeroAttr(curPlayer):
|
| | | ## 刷新阵容武将属性
|
| | | |
| | | # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力
|
| | | return
|
| | |
|
| | | def CaclHeroCardAttr():
|
| | | return
|
| | |
|
| | | def Sync_HeroInfo(curPlayer, heroIDList=None):
|
| | | if heroIDList != None:
|
| | | syncHeroIDList = heroIDList
|