| | |
| | | #import EventReport
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| | | import IpyGameDataPY
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| | | import PassiveBuffEffMng
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| | | import OpenServerCampaign
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| | |
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| | | import random
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| | |
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| | | Def_GodWeaponType_HP = 1 # 生命神兵类型
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| | | Def_GodWeaponType_Atk = 2 # 攻击神兵类型
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| | | Def_GodWeaponType_SuperHit = 3 # 暴击神兵类型
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| | | Def_GodWeaponType_Def = 4 # 护盾神兵类型
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| | |
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| | | ## 神器功能登录处理
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| | | # @param curPlayer 玩家
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| | |
| | | if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
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| | | return
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| | | Sync_GodWeaponLVInfo(curPlayer)
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| | | |
| | | #老号相关神兵场景特效等级同步支持
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| | | if curPlayer.GetExAttr15() == 0:
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| | | playerID = curPlayer.GetPlayerID()
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| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
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| | | maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
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| | | for setWeaponType in xrange(1, maxType + 1):
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| | | setLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % setWeaponType)
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| | | if not setLV:
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| | | continue
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| | | SetGodWeaponLV(curPlayer, setWeaponType, setLV)
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| | | |
| | | giveSkillList = []
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| | | for attrLV in xrange(1, setLV + 1):
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| | | godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', setWeaponType, attrLV)
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| | | if godWeaponData:
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| | | giveSkillID = GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
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| | | if giveSkillID:
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| | | giveSkillList.append(giveSkillID)
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| | | GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s, giveSkillList=%s" % (setWeaponType, setLV, giveSkillList), playerID)
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| | | |
| | | return
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| | |
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| | | def SetGodWeaponLV(curPlayer, weaponType, lv):
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| | | ## 设置神兵等级,同步设置场景神兵等级
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
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| | | sceneEffectsDict = {Def_GodWeaponType_HP:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1],
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| | | Def_GodWeaponType_Atk:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2],
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| | | Def_GodWeaponType_SuperHit:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3],
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| | | Def_GodWeaponType_Def:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4],
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| | | }
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| | | if weaponType in sceneEffectsDict:
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| | | setFunc, notifyType = sceneEffectsDict[weaponType]
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| | | setFunc(curPlayer, lv)
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| | | curPlayer.SendPropertyRefresh(notifyType, lv, False)
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| | | |
| | | totalLV = 0
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| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
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| | | maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
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| | | for gwType in xrange(1, maxType + 1):
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| | | totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
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| | | |
| | | # 开服活动数据
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| | | OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
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| | | return
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| | |
|
| | | ## 神器开启
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| | | # @return: 是否激活成功
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| | | def DoGodWeaponOpen(curPlayer):
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| | | # 默认激活1级的类型
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| | | for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
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| | | SetGodWeaponLV(curPlayer, i, 1)
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| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
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| | | Sync_GodWeaponLVInfo(curPlayer)
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| | | return True
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| | |
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
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| | | maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
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| | |
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| | | fightPowerEx = 0 # 额外增加的战力
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| | | allAttrList = [{} for i in range(4)]
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| | | for gwType in xrange(1, maxType + 1):
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| | | # 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
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| | |
| | | for i, attrID in enumerate(attrTypeList):
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| | | PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
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| | |
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| | | fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
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| | | #特效等级属性战力
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| | | godWeaponEffectData = IpyGameDataPY.InterpolationSearch("GodWeaponEffect", "Level", attrLV, {"GWType":gwType})
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| | | if godWeaponEffectData:
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| | | for attrID, attrValue in godWeaponEffectData.GetAttr().items():
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| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
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| | | fightPowerEx += godWeaponEffectData.GetFightPower()
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| | | |
| | | |
| | | # 附加战力
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
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| | | GameWorld.DebugLog("神兵属性:%s" % allAttrList)
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| | | # 保存计算值
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| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)
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| | | return
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| | |
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| | | #---------------------------------------------------------------------------------------------------
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| | | #// A5 56 神兵激活 #tagCMGodWeaponActivate
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| | | #
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| | | #struct tagCMGodWeaponActivate
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| | | #{
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| | | # tagHead Head;
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| | | # DWORD WeaponType; // 神兵类型
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| | | #};
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| | | def OnGodWeaponActivate(index, clientData, tick):
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| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
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| | | weaponType = clientData.WeaponType
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| | |
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| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
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| | | GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
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| | | return
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| | | |
| | | # 满足玩家等级或者前置神兵等级可解锁
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| | | if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
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| | | |
| | | SetGodWeaponLV(curPlayer, weaponType, 1)
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| | | RefreshGodWeaponAttr(curPlayer)
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| | | GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
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| | | Sync_GodWeaponLVInfo(curPlayer, weaponType)
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| | | return
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| | |
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| | | # 神兵激活需2次判断等级 {2:100, 4:100}
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| | | def __GWCheckPlayerLV(curPlayer, weaponType):
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| | | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
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| | | if str(weaponType) not in godWeaponUnlockDict:
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| | | GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
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| | | return False
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| | | return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
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| | |
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| | | # 神兵激活需判断前置神兵等级
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| | | def __GWCheckOtherGWLV(curPlayer, weaponType):
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| | | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
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| | | if str(weaponType) not in godWeaponUnlockDict:
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| | | GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
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| | | return False
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| | | conditionList = godWeaponUnlockDict[str(weaponType)]
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| | | |
| | | for needType, needLV in conditionList:
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| | | needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
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| | | if needTypeLV < needLV:
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| | | 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))
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| | | return False
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| | | |
| | | return True
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| | |
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| | | #===============================================================================
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| | | #// A5 55 神兵升级 #tagCMGodWeaponPlus
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| | | #
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| | |
| | |
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| | | #1.判断表中有没此类型,2.是否满级,3.判断是否有物品
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| | | attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
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| | | if not attrLV:
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| | | if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
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| | | GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
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| | | return
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| | |
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| | |
| | | if not effect:
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| | | GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
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| | | return
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| | | addExp = effect.GetEffectValue(0)
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| | | if not addExp:
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| | | itemExp = effect.GetEffectValue(0)
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| | | if not itemExp:
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| | | GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
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| | | return
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| | |
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| | | goldExpTotal = 0
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| | | costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
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| | | lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
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| | | if lackCount > 0:
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| | |
| | | GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s"
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| | | % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
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| | | return
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| | | lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
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| | | godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
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| | | if str(weaponType) not in godMagicExpDict:
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| | | return
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| | | costGold, goldExp = godMagicExpDict[str(weaponType)]
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| | | lackCost = costGold * lackCount
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| | | goldExpTotal = goldExp * lackCount
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| | | #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
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| | | if lackCost <= 0:
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| | | return
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| | |
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| | | infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
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| | | infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
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| | | if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
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| | | ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
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| | | ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
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| | | return
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| | |
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| | | delUseItemCount = useItemCount - lackCount
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| | |
| | | if delUseItemCount:
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| | | ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
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| | |
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| | | addTotalExp = addExp * useItemCount
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| | | addTotalExp = itemExp * delUseItemCount + goldExpTotal
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| | | befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
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| | | curExp = befExp + addTotalExp
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| | | 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))
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| | | 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))
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| | |
|
| | | isLVUP = False
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| | |
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| | |
| | | #满级
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| | | break
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| | |
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
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| | | |
| | | if isLVUP:
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| | | SetGodWeaponLV(curPlayer, weaponType, attrLV)
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| | | GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
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| | | RefreshGodWeaponAttr(curPlayer)
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| | | #x神器达到X级成就
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| | |
| | | PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
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| | |
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| | | #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
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| | | notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
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| | | if weaponType in notifyDict:
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| | | for notifyLV in notifyDict[weaponType]:
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| | | if beforeAttrLV < notifyLV and attrLV >= notifyLV:
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| | | PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
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| | | |
| | | #升级判断是否可解锁其他神兵
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| | | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
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| | | for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
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| | | unlockGodWeaponType = int(unlockGodWeaponType)
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| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
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| | | GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
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| | | continue
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| | | isUnlock = True
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| | | for needType, needLV in unlockConditionList:
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| | | needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
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| | | if needTypeLV < needLV:
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| | | isUnlock = False
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| | | 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
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| | | if isUnlock:
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
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| | | GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
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| | | Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
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| | | #=======================================================================
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| | | # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
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| | | # if weaponType in notifyDict:
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| | | # for notifyLV in notifyDict[weaponType]:
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| | | # if beforeAttrLV < notifyLV and attrLV >= notifyLV:
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| | | # PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
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| | | #=======================================================================
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| | |
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| | | # 神兵特效激活广播
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| | | godWeaponEffectData = IpyGameDataPY.GetIpyGameDataByCondition('GodWeaponEffect', {'GWType':weaponType, "Level":attrLV}, False, False)
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| | | if godWeaponEffectData:
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| | | PlayerControl.WorldNotify(0, godWeaponEffectData.GetNotifyCode(), [curPlayer.GetName(), attrLV])
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| | | |
| | | totalExp = godWeaponData.GetExp()
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| | | |
| | | |
| | | Sync_GodWeaponLVInfo(curPlayer, weaponType)
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| | | #任务
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| | | EventShell.EventRespons_PlusGodWeapon(curPlayer)
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| | |
| | | sysMark = godWeaponData.GetSysMark()
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| | | if sysMark:
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| | | PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
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| | | return skillID
|
| | | return
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| | | |
| | |
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| | |
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| | |
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