ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -36,8 +36,14 @@
#import EventReport
import IpyGameDataPY
import PassiveBuffEffMng
import OpenServerCampaign
import random
Def_GodWeaponType_HP = 1  # 生命神兵类型
Def_GodWeaponType_Atk = 2  # 攻击神兵类型
Def_GodWeaponType_SuperHit = 3  # 暴击神兵类型
Def_GodWeaponType_Def = 4  # 护盾神兵类型
## 神器功能登录处理
#  @param curPlayer 玩家
@@ -72,15 +78,24 @@
def SetGodWeaponLV(curPlayer, weaponType, lv):
    ## 设置神兵等级,同步设置场景神兵等级
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
    sceneEffectsDict = {1:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1],
                        2:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2],
                        3:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3],
                        4:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4],
    sceneEffectsDict = {Def_GodWeaponType_HP:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1],
                        Def_GodWeaponType_Atk:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2],
                        Def_GodWeaponType_SuperHit:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3],
                        Def_GodWeaponType_Def:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4],
                        }
    if weaponType in sceneEffectsDict:
        setFunc, notifyType = sceneEffectsDict[weaponType]
        setFunc(curPlayer, lv)
        curPlayer.SendPropertyRefresh(notifyType, lv, False)
    totalLV = 0
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
    for gwType in xrange(1, maxType + 1):
        totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
    # 开服活动数据
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
    return
## 神器开启
@@ -112,6 +127,7 @@
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
    fightPowerEx = 0  # 额外增加的战力
    allAttrList = [{} for i in range(4)]
    for gwType in xrange(1, maxType + 1):
        # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶
@@ -126,6 +142,17 @@
        for i, attrID in enumerate(attrTypeList):
            PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
        
        fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
        #特效等级属性战力
        godWeaponEffectData = IpyGameDataPY.InterpolationSearch("GodWeaponEffect", "Level", attrLV, {"GWType":gwType})
        if godWeaponEffectData:
            for attrID, attrValue in godWeaponEffectData.GetAttr().items():
                PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
            fightPowerEx += godWeaponEffectData.GetFightPower()
    # 附加战力
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
    GameWorld.DebugLog("神兵属性:%s" % allAttrList)
    # 保存计算值
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)   
@@ -147,10 +174,29 @@
        GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
        return
    
    # 满足玩家等级或者前置神兵等级可解锁
    if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
        SetGodWeaponLV(curPlayer, weaponType, 1)
        RefreshGodWeaponAttr(curPlayer)
        GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
        Sync_GodWeaponLVInfo(curPlayer, weaponType)
    return
# 神兵激活需2次判断等级 {2:100, 4:100}
def __GWCheckPlayerLV(curPlayer, weaponType):
    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
    if str(weaponType) not in godWeaponUnlockDict:
        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
        return False
    return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
# 神兵激活需判断前置神兵等级
def __GWCheckOtherGWLV(curPlayer, weaponType):
    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
    if str(weaponType) not in godWeaponUnlockDict:
        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
        return
        return False
    conditionList = godWeaponUnlockDict[str(weaponType)]
    
    for needType, needLV in conditionList:
@@ -158,12 +204,9 @@
        if needTypeLV < needLV:
            GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" 
                               % (weaponType, needType, needLV, needTypeLV))
            return
            return False
        
    SetGodWeaponLV(curPlayer, weaponType, 1)
    GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
    Sync_GodWeaponLVInfo(curPlayer, weaponType)
    return
    return True
#===============================================================================
#// A5 55 神兵升级 #tagCMGodWeaponPlus
@@ -190,7 +233,7 @@
    
    #1.判断表中有没此类型,2.是否满级,3.判断是否有物品
    attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
    if not attrLV:
    if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
        GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
        return
      
@@ -291,12 +334,22 @@
            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
            
        #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
        notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
        if weaponType in notifyDict:
            for notifyLV in notifyDict[weaponType]:
                if beforeAttrLV < notifyLV and attrLV >= notifyLV:
                    PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
        #=======================================================================
        # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
        # if weaponType in notifyDict:
        #    for notifyLV in notifyDict[weaponType]:
        #        if beforeAttrLV < notifyLV and attrLV >= notifyLV:
        #            PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
        #=======================================================================
                
        # 神兵特效激活广播
        godWeaponEffectData = IpyGameDataPY.GetIpyGameDataByCondition('GodWeaponEffect', {'GWType':weaponType, "Level":attrLV}, False, False)
        if godWeaponEffectData:
            PlayerControl.WorldNotify(0, godWeaponEffectData.GetNotifyCode(), [curPlayer.GetName(), attrLV])
        totalExp = godWeaponData.GetExp()
    Sync_GodWeaponLVInfo(curPlayer, weaponType)
    #任务
    EventShell.EventRespons_PlusGodWeapon(curPlayer)