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
@@ -46,15 +52,58 @@
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
        return
    Sync_GodWeaponLVInfo(curPlayer)
    #老号相关神兵场景特效等级同步支持
    if curPlayer.GetExAttr15() == 0:
        playerID = curPlayer.GetPlayerID()
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
        for setWeaponType in xrange(1, maxType + 1):
            setLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % setWeaponType)
            if not setLV:
                continue
            SetGodWeaponLV(curPlayer, setWeaponType, setLV)
            giveSkillList = []
            for attrLV in xrange(1, setLV + 1):
                godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', setWeaponType, attrLV)
                if godWeaponData:
                    giveSkillID = GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
                    if giveSkillID:
                        giveSkillList.append(giveSkillID)
            GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s, giveSkillList=%s" % (setWeaponType, setLV, giveSkillList), playerID)
    return
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 = {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
#  @return: 是否激活成功
def DoGodWeaponOpen(curPlayer):
    # 默认激活1级的类型
    for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
        SetGodWeaponLV(curPlayer, i, 1)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
    Sync_GodWeaponLVInfo(curPlayer)
    return True
@@ -78,6 +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
@@ -92,12 +142,72 @@
        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)   
    return
#---------------------------------------------------------------------------------------------------
#// A5 56 神兵激活 #tagCMGodWeaponActivate
#
#struct    tagCMGodWeaponActivate
#{
#    tagHead        Head;
#    DWORD        WeaponType;    // 神兵类型
#};
def OnGodWeaponActivate(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    weaponType = clientData.WeaponType
    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
        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 False
    conditionList = godWeaponUnlockDict[str(weaponType)]
    for needType, needLV in conditionList:
        needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
        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 False
    return True
#===============================================================================
#// A5 55 神兵升级 #tagCMGodWeaponPlus
#
@@ -123,7 +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
      
@@ -149,11 +259,12 @@
    if not effect:
        GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
        return
    addExp = effect.GetEffectValue(0)
    if not addExp:
    itemExp = effect.GetEffectValue(0)
    if not itemExp:
        GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
        return
    
    goldExpTotal = 0
    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
    lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
    if lackCount > 0:
@@ -161,13 +272,19 @@
            GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s" 
                               % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
            return
        lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
        godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
        if str(weaponType) not in godMagicExpDict:
            return
        costGold, goldExp = godMagicExpDict[str(weaponType)]
        lackCost = costGold * lackCount
        goldExpTotal = goldExp * lackCount
        #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
        if lackCost <= 0:
            return
        
        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
        if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
                                      ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
                                      ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
            return
        
    delUseItemCount = useItemCount - lackCount
@@ -175,11 +292,11 @@
    if delUseItemCount:
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
        
    addTotalExp = addExp * useItemCount
    addTotalExp = itemExp * delUseItemCount + goldExpTotal
    befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
    curExp = befExp + addTotalExp
    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s"
                       % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp))
    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s"
                       % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
    
    isLVUP = False
    
@@ -204,10 +321,9 @@
            #满级
            break
        
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
    if isLVUP:
        SetGodWeaponLV(curPlayer, weaponType, attrLV)
        GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
        RefreshGodWeaponAttr(curPlayer)
        #x神器达到X级成就
@@ -218,32 +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])
        #升级判断是否可解锁其他神兵
        godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
        for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
            unlockGodWeaponType = int(unlockGodWeaponType)
            if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
                GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
                continue
            isUnlock = True
            for needType, needLV in unlockConditionList:
                needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
                if needTypeLV < needLV:
                    isUnlock = False
                    GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
                                       % (unlockGodWeaponType, needType, needLV, needTypeLV))
                    break
            if isUnlock:
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
                GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
                Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
        #=======================================================================
        # 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)
@@ -258,6 +364,9 @@
            sysMark = godWeaponData.GetSysMark()
            if sysMark:
                PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
            return skillID
    return