hxp
2019-03-19 06233c1cb36e7a1bdd10d7d88d94473878e96dba
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -90,7 +90,7 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
import EquipZhuXian
#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -1227,6 +1227,8 @@
    playerID = curPlayer.GetPlayerID()
    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    return
##更新保存玩家在线时间
@@ -3989,7 +3991,7 @@
                PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
            if aftLV%10 == 0:
                # 控制下刷新次数
                PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
@@ -4161,7 +4163,7 @@
        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
        PlayerDogz.RefreshDogzAttr(curPlayer)
        EquipZhuXian.CalcZhuXianAttr(curPlayer)
        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
        self.RefreshAllState(isForce=True)
@@ -4298,6 +4300,7 @@
        curPlayer.BeginRefreshState()
        self.ResetFightPowerObj()
        #self.PrintAttr(curPlayer, "重置后")
        notAttrList = [{} for _ in range(4)]
        
        # 1.初始化人物各项状态及属性
        self.InitPlayerState()        
@@ -4321,7 +4324,8 @@
                funcAttrInfoList.append(roleBaseAttrInfo)
                continue
            attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            if attrInfo != notAttrList:
                GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            funcAttrInfoList.append(attrInfo)
            # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
            AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
@@ -4344,17 +4348,8 @@
        
        # 3.计算战斗属性
        #    3.1 战斗属性层级交叉影响基值数值汇总
        #        装备基础
        equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
                                              ])
        #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
        #        基础层级(角色基础属性、装备基础属性、强化基础属性)
        #        基础层级(角色基础属性)
        baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
                                         equipBaseAttrList,
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                                         ])
        #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
        
@@ -4364,11 +4359,6 @@
                           ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
                           ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
                           ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
                           ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                           ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                           ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                           ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                           ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4376,10 +4366,7 @@
                           ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                           ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                           ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
                           ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
                           ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                           ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
                           ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                           }
        #    3.2 统计各功能之间非线性属性交叉影响累加
        funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
@@ -4473,9 +4460,10 @@
        fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
        mfpDict = {} # 模块战斗力
        for mfpObj in mfpObjAttrDict.keys():
            mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpDict[mfpObj.mfpType] = mfp
            
        #        最后在附加上特殊附加层级线性属性、永久技能层级固定值
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
@@ -5767,13 +5755,6 @@
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
    return
## 职业阶数
def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
def SetJobRank(curPlayer, jobRank):
    curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
    return curPlayer.SetExAttr1(jobRank)
## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
def SetTeamCheckState(curPlayer, checkState): return curPlayer.SetExAttr2(checkState, False, True)
@@ -6423,24 +6404,6 @@
# 基础闪避百分比
def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
# 魂器基础百分比
def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
# 装备基础百分比
def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
# 武器基础攻击百分比
def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
# 圣器基础攻击百分比
def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
# 防具基础生命百分比
def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
# 防具基础防御百分比
def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
# 神兵生命百分比
def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6748,12 +6711,6 @@
    return
#-------------------------------------------------------------------------------
# 每个功能最多加几个属性
# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
Def_MaxAddAttrTypeCnt = 15
# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
@@ -6772,21 +6729,12 @@
        addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
        battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
        
    for attrIndex, addAttrDict in enumerate(allAttrList):
        findIndex = -1
        for attrType, attrValue in addAttrDict.items():
            if not isinstance(attrValue, int):
                GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!"
                                 % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
                continue
            for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
                addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
                addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
                if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
                    findIndex = i
                    curPlayer.SetDict(addAttrTypeKey, attrType)
                    curPlayer.SetDict(addAttrValueKey, attrValue)
                    break
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        PyGameData.g_playerFuncAttrDict[playerID] = {}
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict[funcIndex] = allAttrList
    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
    return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6799,42 +6747,26 @@
    else:
        return attrList
    
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return attrList
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    for funcIndex in funcIndexList:
        for attrIndex, attrDict in enumerate(attrList):
            for i in xrange(Def_MaxAddAttrTypeCnt):
                attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
                if attrType == 0:
                    break
                attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
                if attrType in attrDict:
                    attrDict[attrType] = attrValue + attrDict[attrType]
                else:
                    attrDict[attrType] = attrValue
        if funcIndex not in funcAttrDict:
            continue
        funcAttrList = funcAttrDict[funcIndex]
        for i, attrDict in enumerate(attrList):
            curAttrDict = funcAttrList[i]
            AddAttrDictValue(attrDict, curAttrDict)
    return attrList
## 刷属性时累加功能事先计算好的属性值
def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
    for attrIndex in ChConfig.CalcAttrIndexList:
        for i in xrange(Def_MaxAddAttrTypeCnt):
            curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
            if curAddAttrType == 0:
                break
            curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
            addAttrDict = allAttrList[attrIndex]
            AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
    return allAttrList
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
    for attrIndex in ChConfig.CalcAttrIndexList:
        for i in xrange(Def_MaxAddAttrTypeCnt):
            addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
            attrType = curPlayer.GetDictByKey(addAttrTypeKey)
            if not attrType:
                break
            curPlayer.SetDict(addAttrTypeKey, 0)
            curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict.pop(funcIndex, None)
    return
def AddAttrListValue(attrList):