| | |
| | | import SkillShell
|
| | | import BuffSkill
|
| | | import BaseAttack
|
| | | import PlayerTruck
|
| | | import ChNetSendPack
|
| | | import SkillCommon
|
| | | import AttackCommon
|
| | | import ItemControler
|
| | |
| | | import BossHurtMng
|
| | | import PlayerSuperMarket
|
| | | import GameLogic_FamilyInvade
|
| | | #import GameLogic_MunekadoTrial
|
| | | import GameLogic_GatherSoul
|
| | | import FormulaControl
|
| | | import PlayerMagicWeapon
|
| | | import PlayerBossReborn
|
| | | import PlayerFairyCeremony
|
| | | import PlayerNewFairyCeremony
|
| | | import PlayerWeekParty
|
| | | import PlayerActLogin
|
| | | import FamilyRobBoss
|
| | | import IpyGameDataPY
|
| | | import PlayerState
|
| | | import PyGameData
|
| | | import PlayerTeam
|
| | | import PlayerVip
|
| | |
| | | # 根据平均等级
|
| | | elif lvStrengthenType == 1:
|
| | | strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV)
|
| | | # 根据按成长等级的上下限随机
|
| | | elif lvStrengthenType == 4:
|
| | | randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV)
|
| | | randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
|
| | | strengthenLV = random.randint(randMinLV, randMaxLV)
|
| | |
|
| | | if strengthenIpyData.GetCmpNPCBaseLV():
|
| | | strengthenLV = max(strengthenLV, curNPC.GetLV())
|
| | |
| | | curNPC.Notify_HPEx()
|
| | | curNPC.Notify_MaxHPEx()
|
| | | #GameWorld.DebugLog(" aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP))
|
| | | |
| | | # 机器人复活初始化给技能
|
| | | if isReborn and curNPC.GetType() == ChConfig.ntRobot:
|
| | | __OnFBRobotReborn(curNPC, strengthenLV)
|
| | | |
| | | return
|
| | |
|
| | | def __OnFBRobotReborn(curNPC, npcLV):
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | lineID = GameWorld.GetGameWorld().GetLineID()
|
| | | objID = curNPC.GetID()
|
| | | jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("FBRobotCfg", 1)
|
| | | robotJob = random.choice(jobSkillDict.keys())
|
| | | lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {})
|
| | | lineRobotJobDict[objID] = robotJob
|
| | | PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
|
| | | skillInfoDict = jobSkillDict[robotJob]
|
| | | skillIDList = []
|
| | | for skillInfo, needLV in skillInfoDict.items():
|
| | | if npcLV < needLV:
|
| | | continue
|
| | | if isinstance(skillInfo, int):
|
| | | skillIDList.append(skillInfo)
|
| | | else:
|
| | | skillIDList += list(skillInfo)
|
| | | GameWorld.DebugLog("给机器人NPC技能: objID=%s,robotJob=%s,npcLV=%s, %s" % (objID, robotJob, npcLV, skillIDList))
|
| | | skillManager = curNPC.GetSkillManager()
|
| | | for skillID in skillIDList:
|
| | | skillManager.LearnSkillByID(skillID)
|
| | | playerManager = GameWorld.GetMapCopyPlayerManager()
|
| | | for index in xrange(playerManager.GetPlayerCount()):
|
| | | curPlayer = playerManager.GetPlayerByIndex(index)
|
| | | if not curPlayer:
|
| | | continue
|
| | | FBLogic.DoFBHelp(curPlayer, tick)
|
| | | return
|
| | |
|
| | |
|
| | | def __DoGiveVSPlayerNPCSkill(curNPC, job, npcLV):
|
| | | skillManager = curNPC.GetSkillManager()
|
| | | jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("XMZZRobotSkill", 1)
|
| | | if job not in jobSkillDict:
|
| | | return
|
| | | skillInfoDict = jobSkillDict[job]
|
| | | #{1:{(100, 101, 102, 103):1, 50000:100, 50100:200, 50400:300}, 2:{(200, 201, 202, 203):1, 55000:100, 55100:200, 55200:300}}
|
| | | skillIDList = []
|
| | | for skillInfo, needLV in skillInfoDict.items():
|
| | | if npcLV < needLV:
|
| | | continue
|
| | | if isinstance(skillInfo, int):
|
| | | skillIDList.append(skillInfo)
|
| | | else:
|
| | | skillIDList += list(skillInfo)
|
| | | GameWorld.DebugLog("给NPC技能: job=%s,npcLV=%s, %s" % (job, npcLV, skillIDList))
|
| | | for skillID in skillIDList:
|
| | | skillManager.LearnSkillByID(skillID)
|
| | | return
|
| | |
|
| | | def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None):
|
| | |
| | |
|
| | | attrDict = {}
|
| | | paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典
|
| | | attrStrengthenList = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
|
| | | attrStrengthenDict = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
|
| | | playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数
|
| | | npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数
|
| | | baseMaxHP = npcData.GetHPEx() * ShareDefine.Def_PerPointValue + npcData.GetHP()
|
| | |
| | | paramDict["AtkReplyCoefficient"])) # 怪物攻击回复调整值
|
| | | MonterHurt = eval(FormulaControl.GetCompileFormula("NPCParam_MonterHurt", paramDict["MonterHurt"])) # 怪物固定伤害
|
| | | LostHPPerSecond = eval(FormulaControl.GetCompileFormula("NPCParam_LostHPPerSecond", paramDict["LostHPPerSecond"])) # 玩家每秒掉血量
|
| | | |
| | | LVStrengthenMark = strengthenIpyData.GetLVStrengthenMark()
|
| | | attrStrengthenList = attrStrengthenDict.get(LVStrengthenMark, [])
|
| | | for attrKey, strengthenFormat in attrStrengthenList:
|
| | | strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s" % attrKey, strengthenFormat)))
|
| | | strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s_%s" % (attrKey,LVStrengthenMark), strengthenFormat)))
|
| | | #GameWorld.DebugLog(" %s=%s" % (attrKey, strengthenValue))
|
| | | locals()[attrKey] = strengthenValue # 创建该属性局部变量作为参数提供给后面属性计算时用
|
| | | attrDict[attrKey] = strengthenValue
|
| | |
| | | return attrDict
|
| | |
|
| | | def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False,
|
| | | extraItemList=[], prizeMultiple=1, dropItemMapInfo=[]):
|
| | | extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0):
|
| | | '''给玩家击杀NPC掉落奖励
|
| | | @param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图
|
| | | @param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...}
|
| | | @param exp_rate: 击杀怪物享受的经验比例
|
| | | @param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key
|
| | | @param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件
|
| | | @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...]
|
| | | @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...]
|
| | | @param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品
|
| | | '''
|
| | | if not exp_rate:
|
| | |
| | | totalExp = 0
|
| | | totalMoney = 0
|
| | | itemCountDict = {}
|
| | | itemBindDict = {}
|
| | | auctionItemIDList = []
|
| | |
|
| | | if prizeMultiple > 1:
|
| | | hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
|
| | |
| | |
|
| | | # 掉落有概率因素,需多次执行
|
| | | for dCount in xrange(1, totalCount + 1):
|
| | | isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
|
| | | dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx)
|
| | | isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
|
| | | dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
|
| | | if not dropInfo:
|
| | | continue
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
|
| | | totalMoney += (dropMoneyCnt * moneyValue)
|
| | |
|
| | | for itemID in dropIDList:
|
| | |
| | | hadDropItemKeyList.append(itemKey)
|
| | |
|
| | | itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
|
| | | itemBindDict[itemID] = dropIDBindDict.get(itemID, 1)
|
| | | if itemID in auctionIDList and itemID not in auctionItemIDList:
|
| | | auctionItemIDList.append(itemID)
|
| | |
|
| | | # 固定附加物品
|
| | | for itemID, itemCount, isBind in extraItemList:
|
| | | for itemID, itemCount, isAuctionItem in extraItemList:
|
| | | itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
|
| | | itemBindDict[itemID] = isBind
|
| | | if isAuctionItem and itemID not in auctionItemIDList:
|
| | | auctionItemIDList.append(itemID)
|
| | |
|
| | | needSpace = 0
|
| | | prizeItemList = []
|
| | |
| | | if not itemData:
|
| | | continue
|
| | |
|
| | | isBind = itemBindDict.get(itemID, 1)
|
| | | isAuctionItem = itemID in auctionItemIDList
|
| | |
|
| | | if ItemCommon.GetIsEquip(itemData):
|
| | | for _ in xrange(itemCount):
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, isBind=isBind)
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID)
|
| | | if curItem:
|
| | | needSpace += 1
|
| | | prizeItemList.append(curItem)
|
| | | jsonItemList.append(ItemCommon.GetJsonItem(curItem))
|
| | | else:
|
| | | needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount())))
|
| | | prizeItemList.append([itemID, itemCount, isBind])
|
| | | jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind]))
|
| | | needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
|
| | | prizeItemList.append([itemID, itemCount, isAuctionItem])
|
| | | jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
|
| | | #成就
|
| | | if not dropItemMapInfo:
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
|
| | |
|
| | | ## 直接掉地板上
|
| | | if dropItemMapInfo:
|
| | | dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo
|
| | | dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo[:3]
|
| | | isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
|
| | | if isDropDisperse:
|
| | | dropItemList = []
|
| | | for itemInfo in prizeItemList:
|
| | | if isinstance(itemInfo, list):
|
| | | itemID, itemCount, isAuctionItem = itemInfo
|
| | | for _ in xrange(itemCount):
|
| | | dropItemList.append([itemID, 1, isAuctionItem])
|
| | | else:
|
| | | dropItemList.append(itemInfo)
|
| | | else:
|
| | | dropItemList = prizeItemList
|
| | | index = 0
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | gameMap = GameWorld.GetMap()
|
| | |
| | | #玩家不可移动这个点
|
| | | continue
|
| | |
|
| | | if index > len(prizeItemList) - 1:
|
| | | if index > len(dropItemList) - 1:
|
| | | break
|
| | |
|
| | | curItem = prizeItemList[index]
|
| | | curItem = dropItemList[index]
|
| | | index += 1
|
| | | if isinstance(curItem, list):
|
| | | itemID, itemCount, isBind = curItem
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind)
|
| | | itemID, itemCount, isAuctionItem = curItem
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem)
|
| | |
|
| | | if not curItem:
|
| | | continue
|
| | |
| | | event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
|
| | | for prizeItem in prizeItemList:
|
| | | if isinstance(prizeItem, list):
|
| | | itemID, itemCount, isBind = prizeItem
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem], |
| | | itemID, itemCount, isAuctionItem = prizeItem
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], |
| | | event=event)
|
| | | else:
|
| | | ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
|
| | |
| | | GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s"
|
| | | % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
|
| | |
|
| | | dropEquipInfoList = [] # [(阶,颜色,部位集合key, 件数), ...]
|
| | | dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
|
| | | # 1.装备只算饼图概率
|
| | | pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
|
| | | if pieRateDoCnt and ipyDrop.GetPieRateDrop():
|
| | | pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
|
| | | pieRateDoCnt *= killCount
|
| | | pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
|
| | | pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
|
| | | if equipDropRatePlus:
|
| | | dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
|
| | | GameWorld.DebugLog(" 装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
|
| | |
| | | preRate = rate
|
| | | if not equipInfo:
|
| | | continue
|
| | | classLV, color, placeKey = equipInfo
|
| | | classLV, color = equipInfo
|
| | | totalRate = curRate * pieRateDoCnt # 总概率
|
| | | dropCount = totalRate / maxRate # 可掉落件数
|
| | | rateEx = totalRate % maxRate # 剩余概率
|
| | | if GameWorld.CanHappen(rateEx, maxRate):
|
| | | dropCount += 1
|
| | | GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s,placeKey=%s" |
| | | % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID)
|
| | | GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s" |
| | | % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
|
| | | if not dropCount:
|
| | | continue
|
| | | dropEquipInfoList.append([classLV, color, placeKey, dropCount])
|
| | | GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID)
|
| | | dropEquipInfoList.append([classLV, color, dropCount])
|
| | | GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
|
| | |
|
| | | placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | |
| | | # 颜色对应星级概率
|
| | | placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
|
| | | colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
|
| | | dropEquipIDDict = {}
|
| | | colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
|
| | | for classLV, color, placeKey, dropCount in dropEquipInfoList:
|
| | | if placeKey not in placeDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | continue
|
| | | starCountDict = {} # {星级:件数, ...}
|
| | | placeList = placeDict[placeKey]
|
| | | if color in colorStarRateDict:
|
| | | colorStarRateList = colorStarRateDict[color]
|
| | | for classLV, color, dropCount in dropEquipInfoList:
|
| | | suitCountDict = {} # {套装:件数, ...}
|
| | | if color in colorSuitRateDict:
|
| | | suitRate = colorSuitRateDict[color]
|
| | | for _ in xrange(dropCount):
|
| | | star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
|
| | | starCountDict[star] = starCountDict.get(star, 0) + 1
|
| | | elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
|
| | | starCountDict[1] = dropCount
|
| | | isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
|
| | | suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
|
| | | else:
|
| | | starCountDict[0] = dropCount
|
| | | suitCountDict[0] = dropCount
|
| | |
|
| | | for star, curStarDropCount in starCountDict.items():
|
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
|
| | | for isSuit, curDropCount in suitCountDict.items():
|
| | | colorSuitKey = (color, isSuit)
|
| | | if colorSuitKey not in colorSuitPlaceKeyInfoDict:
|
| | | GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
|
| | | continue
|
| | | placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
|
| | | if placeKey not in placeKeyListDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | continue
|
| | | placeList = placeKeyListDict[placeKey]
|
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | for _ in xrange(curStarDropCount):
|
| | | for _ in xrange(curDropCount):
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | dropEquipIDDict[randItemID] = [color, placeKey]
|
| | | GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
|
| | | GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
|
| | |
|
| | | # 2. 指定物品ID库
|
| | | itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
|
| | |
| | | # 检查掉落互斥ID组
|
| | | dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
|
| | |
|
| | | # 获取掉落物品绑定信息
|
| | | isGameBoss = ChConfig.IsGameBoss(npcData)
|
| | | dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
|
| | | |
| | | # 掉落金币
|
| | | dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
|
| | | dropMoneyRate = ipyDrop.GetDropMoneyRate()
|
| | |
| | | for dropID in dropIDList:
|
| | | dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
|
| | |
|
| | | auctionIDList = []
|
| | | if ipyDrop.GetAucionItemCanSell():
|
| | | for dropID in dropIDCountDict.keys():
|
| | | if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
|
| | | auctionIDList.append(dropID)
|
| | | |
| | | if dropIDCountDict:
|
| | | GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,dropIDBindDict=%s,dropMoney=%s" |
| | | % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
|
| | | return dropIDCountDict, dropIDBindDict, dropMoney
|
| | | GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s" |
| | | % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
|
| | | return dropIDCountDict, auctionIDList, dropMoney
|
| | |
|
| | | def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True):
|
| | | def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
|
| | | '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
|
| | | @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
|
| | | 如队伍,取等级最大的玩家,该玩家并不一定是击杀者
|
| | |
| | | @param npcID: 掉落物品的NPCID
|
| | | @param ownerPlayerList: 有归属的玩家列表
|
| | | @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
|
| | | @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
|
| | | @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
|
| | | None-没有掉落
|
| | | ---------------
|
| | | dropIDList - 掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
|
| | | dropIDBindDict - 掉落的物品ID绑定信息 {itemID:是否绑定, ...}
|
| | | auctionIDList - 掉落的拍品物品ID列表, [itemID, itemID, ...]
|
| | | dropMoneyCnt - 掉落金币位置数
|
| | | moneyValue - 每个位置的金币数量
|
| | | '''
|
| | |
| | | return
|
| | |
|
| | | dropIDList = [] # 掉落的ID列表
|
| | | dropIDBindDict = {}
|
| | | auctionIDList = []
|
| | | dropMoneyCnt, moneyValue = 0, 0
|
| | | |
| | | # 1. 击杀次数掉落
|
| | | killCountDropIDList = []
|
| | | killCountDropInfo = ipyDrop.GetKillCountDrop()
|
| | | if isSingle and killCountDropInfo:
|
| | | needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
|
| | | killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
|
| | | for kDropItemID in killCountDropIDList:
|
| | | dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
|
| | | dropIDBindDict[kDropItemID] = isBind
|
| | | #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" |
| | | # % (kDropItemID, needKillCount, isDropInItemPack, isBind))
|
| | | |
| | | itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
|
| | |
|
| | | # 通用掉率相关
|
| | |
| | | doCountRate = ChConfig.Def_MaxRateValue
|
| | |
|
| | | # 归属者相关信息
|
| | | dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次
|
| | | tagJob = 0
|
| | | dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
|
| | | dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
|
| | | equipDropRatePlus = 0 # 装备掉落概率提升
|
| | | equipDropDoCountPlus = 0 # 装备掉落执行次数提升
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
|
| | | dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount)
|
| | | killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
|
| | | equipPubKillCount = killCountValue % 100 + 1
|
| | | itemIDPubKillCount = killCountValue % 10000 / 100 + 1
|
| | | |
| | | if dropEquipKillCountPub < equipPubKillCount:
|
| | | dropEquipKillCountPub = equipPubKillCount
|
| | | tagJob = ownerPlayer.GetJob()
|
| | | |
| | | if dropItemIDKillCountPub < itemIDPubKillCount:
|
| | | dropItemIDKillCountPub = itemIDPubKillCount
|
| | | |
| | | equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
|
| | | equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
|
| | |
|
| | |
| | | #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s"
|
| | | # % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
|
| | |
|
| | | dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...]
|
| | | # 2. 装备库 - 饼图概率
|
| | | dropEquipInfoList = [] # [(阶,颜色), ...]
|
| | | # 1. 装备库 - 饼图概率
|
| | | pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
|
| | | if pieRateDoCnt:
|
| | | pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
|
| | | dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
|
| | |
|
| | | # 3. 装备库 - 独立概率
|
| | | # 2. 装备库 - 独立概率
|
| | | indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
|
| | | if indepRateDoCnt:
|
| | | indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
|
| | | dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus)
|
| | | |
| | | #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
|
| | | placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数; |
| | | # [次数,阶,颜色,[(概率,星级),...],部位集合key]
|
| | | killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2()
|
| | | isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2)
|
| | | if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀
|
| | | tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx
|
| | | elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀
|
| | | tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2
|
| | | else:
|
| | | tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0
|
| | | maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
|
| | | if tagStarRateList:
|
| | | tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0)
|
| | | tagStarMin = tagStarRateList[0][1]
|
| | | else:
|
| | | tagStar = None # 有0星的情况,所以这里默认使用None
|
| | | tagStarMin = None
|
| | | tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey]
|
| | | tagPlace = 0
|
| | | tagJob = 0
|
| | | tagItemReplaceState = False
|
| | | dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade) |
| | | #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
|
| | |
|
| | | # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表
|
| | | # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管
|
| | | #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足
|
| | | #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序
|
| | | #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序
|
| | | #4)品质、阶数、星级都满足时,排除优先部位
|
| | | tagPlaceSortList, tagPlaceSortList2 = [], []
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位
|
| | | playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | if tagClassLV and tagColor and tagPlaceList:
|
| | | for equipIndex in xrange(playerEquip.GetCount()):
|
| | | if equipIndex not in tagPlaceList:
|
| | | continue
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | curEquipClassLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | curEquipColor = curEquip.GetItemColor()
|
| | | curEquipStar = curEquip.GetItemQuality()
|
| | | equipGS = ItemCommon.GetEquipGearScore(curEquip)
|
| | | # 品质阶级都不满足
|
| | | if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin:
|
| | | tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
|
| | | # 品质阶级部分不满足
|
| | | elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin:
|
| | | tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
|
| | | |
| | | # 增加击杀次数
|
| | | killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
|
| | | if killCount <= maxRecordKillCount:
|
| | | PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
|
| | | GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s" |
| | | % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID())
|
| | | |
| | | tagPlaceSortList.sort() # 升序排序
|
| | | tagPlaceSortList2.sort() # 升序排序
|
| | | if isKillCountDropEquipEx:
|
| | | GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
|
| | | GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
|
| | | if tagPlaceSortList or tagPlaceSortList2:
|
| | | isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
|
| | | if isOptimalPlace:
|
| | | tagPlaceSortList += tagPlaceSortList2
|
| | | if tagPlaceSortList:
|
| | | tagPlace = tagPlaceSortList[0][-2]
|
| | | tagJob = tagPlaceSortList[0][-1]
|
| | | GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
|
| | | # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; |
| | | tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
|
| | | killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
|
| | | killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
|
| | | maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
|
| | | maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
|
| | | #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
|
| | | #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
|
| | | if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
|
| | | tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
|
| | | if (tagClassLV, tagColor) not in dropEquipInfoList:
|
| | | dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
|
| | | else:
|
| | | randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
|
| | | if len(tagPlaceSortList) < randPlaceCountLimit:
|
| | | tagPlaceSortList += tagPlaceSortList2
|
| | | else:
|
| | | GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
|
| | | randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
|
| | | GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
|
| | | tagPlace = tagPlaceSortList[randPlaceIndex][-2]
|
| | | tagJob = tagPlaceSortList[randPlaceIndex][-1]
|
| | | GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
|
| | | tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
|
| | | dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
|
| | | GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" |
| | | % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
|
| | | elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
|
| | | killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
|
| | | if killCountItemIDList:
|
| | | dropIDList += killCountItemIDList
|
| | | if killCountRandItemIDList:
|
| | | klllCountRandItemID = random.choice(killCountRandItemIDList)
|
| | | dropIDList.append(klllCountRandItemID)
|
| | | GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" |
| | | % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
|
| | |
|
| | | if isKillCountDropEquipEx:
|
| | | GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" |
| | | % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
|
| | | # 颜色对应星级概率
|
| | | dropEquipIDDict = {}
|
| | | colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
|
| | | gradeColorStarRateDict = {}
|
| | | fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
|
| | | if npcID in fbGradeColorStarRateDict:
|
| | | gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
|
| | | curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | # 增加击杀次数
|
| | | killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
|
| | | equipPubKillCount = killCountValue % 100
|
| | | itemIDPubKillCount = killCountValue % 10000 / 100
|
| | | isUpd = False
|
| | | if equipPubKillCount < maxRecordDropEquipKillCountPub:
|
| | | equipPubKillCount += 1
|
| | | isUpd = True
|
| | | if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
|
| | | itemIDPubKillCount += 1
|
| | | isUpd = True
|
| | | |
| | | if isUpd:
|
| | | itemIDPriKillCount = killCountValue / 10000
|
| | | updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
|
| | | PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
|
| | | GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
|
| | | |
| | | gradeColorSuitRateDict = {}
|
| | | fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
|
| | | if npcID in fbGradeColorSuitRateDict:
|
| | | gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
|
| | | curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | |
|
| | | placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
|
| | | colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
|
| | | for classLV, color, placeKey in dropEquipInfoList:
|
| | | |
| | | # 装备颜色对应最大掉落件数改为公共限制条件
|
| | | colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
|
| | | colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
|
| | | colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
|
| | | for dropEquipInfo in dropEquipInfoList:
|
| | | classLV, color = dropEquipInfo[:2]
|
| | | if color in colorMaxDropCntDict:
|
| | | maxCount = colorMaxDropCntDict[color]
|
| | | dropCount = colorDropCntDict.get(color, 0)
|
| | | if dropCount >= maxCount:
|
| | | GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
|
| | | continue
|
| | | colorDropCntDict[color] = dropCount + 1
|
| | |
|
| | | # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备
|
| | | if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState:
|
| | | tagItemReplaceState = True
|
| | | randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
|
| | | GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID)
|
| | | if len(dropEquipInfo) == 5:
|
| | | isSuit, placeKey, tagJob = dropEquipInfo[2:]
|
| | | jobList = [tagJob]
|
| | | else:
|
| | | if placeKey not in placeDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | isSuit = 0
|
| | | if color in colorSuitRateDict:
|
| | | suitRate = colorSuitRateDict[color]
|
| | | # 评级对套装率的影响
|
| | | if color in gradeColorSuitRateDict:
|
| | | suitRateEffList = gradeColorSuitRateDict[color]
|
| | | suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
|
| | | suitRate = int(suitRate * suitRateEff / 10000.0)
|
| | | isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
|
| | | colorSuitKey = (color, isSuit)
|
| | | if colorSuitKey not in colorSuitPlaceKeyInfoDict:
|
| | | GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
|
| | | continue
|
| | | placeList = placeDict[placeKey]
|
| | | if color in colorStarRateDict:
|
| | | colorStarRateList = colorStarRateDict[color]
|
| | | if gradeColorStarRateDict:
|
| | | colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade)
|
| | | star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
|
| | | elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
|
| | | star = 1
|
| | | else:
|
| | | star = 0
|
| | | |
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | dropEquipIDDict[randItemID] = [color, placeKey]
|
| | | GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
|
| | | |
| | | # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给
|
| | | if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace:
|
| | | randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
|
| | | if randEquipIDList:
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
|
| | | GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID)
|
| | | placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
|
| | | jobList = itemJobList
|
| | | if placeKey not in placeKeyListDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | continue
|
| | | placeList = placeKeyListDict[placeKey]
|
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | if color in colorMaxDropCntDict:
|
| | | colorDropCntDict[color] = dropCount + 1
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
|
| | |
|
| | | # 4. 指定物品ID库
|
| | | dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd)
|
| | |
|
| | | # 检查掉落互斥ID组
|
| | | dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
|
| | | |
| | | # 获取掉落物品绑定信息
|
| | | isGameBoss = ChConfig.IsGameBoss(npcData)
|
| | | dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
|
| | | |
| | | # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
|
| | | # 5. 私有掉落
|
| | | if isSingle:
|
| | | # 击杀次数掉落
|
| | | killCountDropInfo = ipyDrop.GetKillCountDropPri()
|
| | | if killCountDropInfo:
|
| | | needKillCount, killDropItemList = killCountDropInfo[:2]
|
| | | killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
|
| | | for kDropItemID in killCountDropIDList:
|
| | | dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
|
| | | #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
|
| | | |
| | | # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
|
| | | fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
|
| | | if npcID in fbGradePriItemIDDropDict:
|
| | | gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
|
| | | curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | | curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | | priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
|
| | | priDropIDList = []
|
| | | for priItemID, priItemCount in priDropInfoList:
|
| | |
| | | priDropIDList = ipyDrop.GetPriItemIDDrop()
|
| | | for priDropID in priDropIDList:
|
| | | dropIDList.append(priDropID)
|
| | | dropIDBindDict[priDropID] = 1
|
| | | #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
|
| | | |
| | | # 检查掉落互斥ID组
|
| | | dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
|
| | |
|
| | | if dropIDList:
|
| | | GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID)
|
| | | |
| | | # 掉落金币
|
| | | dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
|
| | | dropMoneyRate = ipyDrop.GetDropMoneyRate()
|
| | |
| | | moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop)
|
| | | #GameWorld.DebugLog(" 掉落金币value=%s" % (moneyValue))
|
| | |
|
| | | if not dropIDList and isGameBoss:
|
| | | if dropIDList:
|
| | | if ipyDrop.GetAucionItemCanSell():
|
| | | for dropID in dropIDList:
|
| | | if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
|
| | | auctionIDList.append(dropID)
|
| | | GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
|
| | | GameWorld.DebugLog(" auctionIDList=%s" % (auctionIDList), playerID)
|
| | | elif ChConfig.IsGameBoss(npcData):
|
| | | GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
|
| | | return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
|
| | |
|
| | | def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade):
|
| | | # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...}
|
| | | newRateList = []
|
| | | commKey = (color, 0) # 代表都影响
|
| | | for i, rateInfo in enumerate(colorStarRateList):
|
| | | rate, star = rateInfo
|
| | | |
| | | if i == 0:
|
| | | srcRate = rate
|
| | | else:
|
| | | srcRate = rate - colorStarRateList[i - 1][0]
|
| | | |
| | | key = (color, star)
|
| | | if not star:
|
| | | newRate = srcRate
|
| | | elif key in gradeColorStarRateDict:
|
| | | starRateList = gradeColorStarRateDict[key]
|
| | | starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
|
| | | newRate = int(srcRate * starRate / 10000.0)
|
| | | elif commKey in gradeColorStarRateDict:
|
| | | starRateList = gradeColorStarRateDict[commKey]
|
| | | starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
|
| | | newRate = int(srcRate * starRate / 10000.0)
|
| | | else:
|
| | | newRate = srcRate
|
| | | |
| | | if not newRateList:
|
| | | newRateList.append([newRate, star])
|
| | | else:
|
| | | newRateList.append([newRateList[-1][0] + newRate, star])
|
| | | |
| | | #GameWorld.DebugLog(" 副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList))
|
| | | #GameWorld.DebugLog(" curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict))
|
| | | #GameWorld.DebugLog(" newRateList=%s" % (newRateList))
|
| | | return newRateList
|
| | |
|
| | | def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict):
|
| | | ## 获取NPC掉落物品绑定信息字典
|
| | | mapID = FBCommon.GetRecordMapID(mapID)
|
| | | |
| | | unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...]
|
| | | defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色
|
| | | |
| | | bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...]
|
| | | monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...]
|
| | | |
| | | mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...}
|
| | | mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...}
|
| | | mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...}
|
| | | |
| | | mapDropItemIsBind = mapDropBindDict.get(mapID, None)
|
| | | mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, [])
|
| | | mapDropItemBindList = mapDropItemBindDict.get(mapID, [])
|
| | | |
| | | dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...}
|
| | | for dropItemID in dropIDList:
|
| | | if dropItemID in dropIDBindDict:
|
| | | continue
|
| | | |
| | | # 装备绑定规则判断
|
| | | if dropItemID in dropEquipIDDict:
|
| | | color, placeKey = dropEquipIDDict[dropItemID]
|
| | | isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor
|
| | | |
| | | # 非装备
|
| | | else:
|
| | | if dropItemID in mapDropItemBindList:
|
| | | isBind = True
|
| | | elif dropItemID in mapDropItemNoBindList:
|
| | | isBind = False
|
| | | elif mapDropItemIsBind != None:
|
| | | isBind = mapDropItemIsBind
|
| | | elif isGameBoss:
|
| | | isBind = dropItemID in bossDropBindIDList
|
| | | else:
|
| | | isBind = dropItemID not in monsterDropNoBindIDList
|
| | | |
| | | dropIDBindDict[dropItemID] = int(isBind)
|
| | | |
| | | return dropIDBindDict
|
| | | return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
|
| | |
|
| | | def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
|
| | | ## 获取掉落执行次数变更结果,可能增加 或 减少
|
| | |
| | | # 1. 职业物品ID集合
|
| | | job = curPlayer.GetJob()
|
| | | JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
|
| | | itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
|
| | | itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
|
| | | ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
|
| | |
|
| | | # 1.1 只掉本职业的
|
| | |
| | | # 1.2 随机掉落一个
|
| | | ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
|
| | | if ItemKeyDropRateDict:
|
| | | for jobItemKey, dropRate in ItemKeyDropRateDict.items():
|
| | | if jobItemKey not in JobItemDropSets:
|
| | | continue
|
| | | jobItemList = JobItemDropSets[jobItemKey]
|
| | | if len(jobItemList) < job:
|
| | | GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
|
| | | continue
|
| | | for itemKey, dropRate in ItemKeyDropRateDict.items():
|
| | | # 在只掉本职业里的不处理
|
| | | if jobItemKey in ItemKeyDropRateJobDict:
|
| | | if itemKey in ItemKeyDropRateJobDict:
|
| | | continue
|
| | | mustDropCount = dropRate / Def_NPCMaxDropRate
|
| | | dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
|
| | | canDropCount = mustDropCount
|
| | | doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
|
| | | doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
|
| | | doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
|
| | | for _ in xrange(doCnt):
|
| | | if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
|
| | |
| | | canDropCount += 1
|
| | |
|
| | | for _ in xrange(canDropCount):
|
| | | randJobItemID = random.choice(jobItemList)
|
| | | dropItemIDList.append(randJobItemID)
|
| | | #GameWorld.DebugLog("掉落随机职业指定物品ID: jobItemKey=%s,randJobItemID=%s" % (jobItemKey, randJobItemID))
|
| | | if itemKey in itemDropRateSets:
|
| | | randItemRateList = itemDropRateSets[itemKey]
|
| | | randItemID = GameWorld.GetResultByRandomList(randItemRateList)
|
| | | #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
|
| | | elif itemKey in itemDropSets:
|
| | | randItemList = itemDropSets[itemKey]
|
| | | randItemID = random.choice(randItemList)
|
| | | #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
|
| | | else:
|
| | | continue
|
| | | if not randItemID:
|
| | | continue
|
| | | dropItemIDList.append(randItemID)
|
| | | #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
|
| | |
|
| | | # 2. 指定掉落ID处理, 受全局设定影响
|
| | | itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
|
| | |
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
|
| | |
|
| | | # 4. 指定全服击杀次数必掉,算额外掉落
|
| | | globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, [物品ID, ...], [随机物品ID, ...]]}, ...}
|
| | | globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
|
| | | if npcID in globalKillDropDict:
|
| | | killCountDropDict = globalKillDropDict[npcID]
|
| | | updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
|
| | | GameWorld.DebugLog("更新全服击杀次数: %s" % updNPCKilledCount)
|
| | | GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
|
| | | # 通知GameServer记录
|
| | | msgInfo = str([npcID, updNPCKilledCount])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
|
| | | if updNPCKilledCount in killCountDropDict:
|
| | | isJobLimit, itemIDList, randItemIDList = killCountDropDict[updNPCKilledCount]
|
| | | for itemID in itemIDList:
|
| | | isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
|
| | | for itemID, itemCount in itemIDCountDict.items():
|
| | | if isJobLimit:
|
| | | itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
|
| | | if not itemData:
|
| | |
| | | # 非本职业可用,不掉落
|
| | | GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
|
| | | continue
|
| | | dropItemIDList.append(itemID)
|
| | | GameWorld.DebugLog("全服击杀次数必掉物品: itemID=%s" % itemID)
|
| | | if randItemIDList:
|
| | | dropItemIDList += [itemID] * itemCount
|
| | | GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
|
| | | if randItemIDCountList:
|
| | | if isJobLimit:
|
| | | randJobItemList = []
|
| | | for rItemID in randItemIDList:
|
| | | for rItemID, rItemCount in randItemIDCountList:
|
| | | itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
|
| | | if not itemData:
|
| | | continue
|
| | |
| | | # 非本职业可用,不掉落
|
| | | GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
|
| | | continue
|
| | | randJobItemList.append(rItemID)
|
| | | randItemID = random.choice(randJobItemList)
|
| | | randJobItemList.append([rItemID, rItemCount])
|
| | | randItemID, randItemCount = random.choice(randJobItemList)
|
| | | else:
|
| | | randItemID = random.choice(randItemIDList)
|
| | | dropItemIDList.append(randItemID)
|
| | | GameWorld.DebugLog("全服击杀次数必掉随机物品: randItemID=%s" % randItemID)
|
| | | randItemID, randItemCount = random.choice(randItemIDCountList)
|
| | | dropItemIDList += [randItemID] * randItemCount
|
| | | GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
|
| | |
|
| | | return dropItemIDList
|
| | |
|
| | | def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
|
| | | def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
|
| | | #存一个满足要求的所有的物品的列表 然后从当中随机选一个
|
| | | #注: 阶、颜色、星、职业、部位,这5个条件可确认唯一一件装备
|
| | | key = "%s_%s_%s" % (classLV, color, star)
|
| | | #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
|
| | | key = "%s_%s" % (classLV, color)
|
| | |
|
| | | if key in PyGameData.g_filterEquipDict:
|
| | | filterItemIDDict = PyGameData.g_filterEquipDict[key]
|
| | |
| | | continue
|
| | | if itemData.GetItemColor() != color:
|
| | | continue
|
| | | #if itemData.GetEquipPlace() not in placeList:
|
| | | # continue
|
| | | if itemData.GetItemQuality() != star:
|
| | | continue
|
| | | suiteID = itemData.GetSuiteID()
|
| | | itemJob = itemData.GetJobLimit() / 100
|
| | | itemPlace = itemData.GetEquipPlace()
|
| | | filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID()
|
| | | itemID = itemData.GetItemTypeID()
|
| | | if itemPlace not in filterItemIDDict:
|
| | | filterItemIDDict[itemPlace] = []
|
| | | placeItemList = filterItemIDDict[itemPlace]
|
| | | placeItemList.append([itemJob, suiteID, itemID])
|
| | | PyGameData.g_filterEquipDict[key] = filterItemIDDict
|
| | | GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
|
| | | GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
|
| | |
|
| | | itemIDList = []
|
| | | for itemJobPlace, itemID in filterItemIDDict.items():
|
| | | itemJob, itemPlace = itemJobPlace
|
| | | # 有职业限制的物品才需判断是否在可掉落的职业里
|
| | | if itemJob and itemJob not in itemJobList:
|
| | | for itemPlace, placeItemList in filterItemIDDict.items():
|
| | | if placeList and itemPlace not in placeList:
|
| | | continue
|
| | | if itemPlace not in placeList:
|
| | | continue
|
| | | if tagPlace != None and itemPlace != tagPlace:
|
| | | continue
|
| | | itemIDList.append(itemID)
|
| | | |
| | | for itemInfo in placeItemList:
|
| | | itemJob, suiteID, itemID = itemInfo
|
| | | if itemJob and itemJobList and itemJob not in itemJobList:
|
| | | continue
|
| | | curIsSuit = suiteID > 0
|
| | | if curIsSuit != isSuit:
|
| | | continue
|
| | | itemIDList.append(itemID)
|
| | | |
| | | if not itemIDList:
|
| | | GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s" |
| | | % (npcID, classLV, color, star, placeList, tagPlace, itemJobList))
|
| | | GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s" |
| | | % (npcID, classLV, color, isSuit, placeList, itemJobList))
|
| | | return itemIDList
|
| | |
|
| | | def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
|
| | | ## 获取NPC饼图掉率装备掉落信息
|
| | | dropEquipInfoList = []
|
| | | pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
|
| | | pieRateDropList = ipyDrop.GetPieRateDrop() # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
|
| | | dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
|
| | | #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
|
| | | #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
|
| | |
| | | #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
|
| | | return dropEquipInfoList
|
| | |
|
| | | def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
|
| | | def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
|
| | | ## 获取NPC独立掉率装备掉落信息
|
| | | npcID = ipyDrop.GetNPCID()
|
| | | indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
|
| | | #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount()
|
| | | #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s" |
| | | # % (indepRateDict, colorMaxDropCntDict, equipDropPlus))
|
| | | indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
|
| | | #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
|
| | | gradeColorRateDict = {}
|
| | | fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
|
| | | if npcID in fbGradeColorRateDict:
|
| | | gradeColorRateDict = fbGradeColorRateDict[npcID]
|
| | | curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | | curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | |
|
| | | #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
|
| | | dropEquipInfoList = []
|
| | |
| | | curDropCount += 1
|
| | | if not curDropCount:
|
| | | continue
|
| | | #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件
|
| | | #=======================================================================================
|
| | | # if color in colorMaxDropCntDict:
|
| | | # maxCount = colorMaxDropCntDict[color]
|
| | | # dropCount = colorDropCntDict.get(color, 0)
|
| | | # if dropCount >= maxCount:
|
| | | # #GameWorld.DebugLog(" 已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount))
|
| | | # continue
|
| | | # maxCanDropCount = maxCount - dropCount
|
| | | # curDropCount = min(curDropCount, maxCanDropCount)
|
| | | # colorDropCntDict[color] = dropCount + curDropCount
|
| | | # #GameWorld.DebugLog(" maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount))
|
| | | #=======================================================================================
|
| | | |
| | | for _ in xrange(curDropCount):
|
| | | dropEquipInfoList.append(dropInfo)
|
| | | #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
|
| | |
| | |
|
| | | def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
|
| | | ## 获取击杀次数额外掉落
|
| | | dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID)
|
| | | killCount = dropRecord / 10
|
| | | if dropRecord % 10:
|
| | | #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID())
|
| | | killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
|
| | | killCountPri = killCountValue / 10000
|
| | | if killCountPri >= needKillCount:
|
| | | #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
|
| | | return []
|
| | |
|
| | | killCount += 1
|
| | | killCountPri += 1
|
| | | updRecordValue = killCountPri * 10000 + killCountValue % 10000
|
| | | |
| | | jobDropInfo = []
|
| | | if killCount >= needKillCount:
|
| | | if killCountPri >= needKillCount:
|
| | | isJobLimit = 1
|
| | | #[itemID,...]
|
| | | for dropItemID in killDropItemList:
|
| | |
| | | #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
|
| | | continue
|
| | | jobDropInfo.append(dropItemID)
|
| | | recordValue = killCount * 10 + 1
|
| | | #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s" |
| | | # % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID())
|
| | | else:
|
| | | recordValue = killCount * 10
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue)
|
| | | GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" |
| | | % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
|
| | | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
|
| | | GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
|
| | | return jobDropInfo
|
| | | ######################################################################
|
| | | #---------------------------------------------------------------------
|
| | |
| | | # 设置npc死亡及自身处理
|
| | | SetDeadEx(summonNPC)
|
| | |
|
| | | if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC and \
|
| | | curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
|
| | | FBLogic.DoFB_SummonNPCDead(curNPC)
|
| | | if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC:
|
| | | FBLogic.DoFB_NPCDead(curNPC)
|
| | |
|
| | | summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SummonMapNPCPlayerID)
|
| | | if summonPlayerID > 0:
|
| | |
| | | if ChConfig.IsGameBoss(curNPC):
|
| | | # 通知GameServer boss状态 封魔坛在副本里单独处理
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', npcid)
|
| | | if ipyData and ipyData.GetMapID() != ChConfig.Def_FBMapID_SealDemon:
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | lineID = GameWorld.GetGameWorld().GetLineID()
|
| | | msgList = [npcid, 0, mapID, lineID]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState',
|
| | | '%s' % (msgList), len(str(msgList)))
|
| | | bosskey = ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % npcid
|
| | | GameWorld.GetGameWorld().SetGameWorldDict(bosskey, 0)
|
| | | if ipyData and ipyData.GetMapID() not in [ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss]:
|
| | | GameServe_GameWorldBossState(npcid, 0)
|
| | | #GameWorld.GetGameWorld().SetGameWorldDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
|
| | | #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典
|
| | | GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
|
| | |
| | | AttackCommon.ClearTeamPlayerHurtValue(curNPC)
|
| | | # 清除自定义伤血列表
|
| | | #BossHurtMng.ClearHurtValueList(curNPC)
|
| | |
|
| | | if curNPC.GetType() == ChConfig.ntRobot:
|
| | | lineID = GameWorld.GetGameWorld().GetLineID()
|
| | | lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {})
|
| | | lineRobotJobDict.pop(curNPC.GetID(), 0)
|
| | | PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
|
| | | |
| | | # C++设置npc死亡
|
| | | curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
|
| | | curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
|
| | | curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID))
|
| | | return
|
| | |
|
| | | def GameServer_KillGameWorldBoss(bossID, killerName, hurtValue, isNotify=True):
|
| | | isAddKillCnt = 0 # 页游逻辑,手游暂写死不增
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | killMsg = str([bossID, killerName, hurtValue, isAddKillCnt, isNotify, mapID])
|
| | | def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
|
| | | dataMapID = GameWorld.GetGameWorld().GetMapID()
|
| | | realMapID = GameWorld.GetGameWorld().GetRealMapID()
|
| | | copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
|
| | | killMsg = str([bossID, killPlayerName, hurtValue, isNotify, realMapID, dataMapID, copyMapID, killerIDList])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'KillGameWorldBoss', killMsg, len(killMsg))
|
| | | GameWorld.DebugLog("Boss被击杀: bossID=%s,dataMapID=%s,realMapID=%s,copyMapID=%s,killerIDList=%s" % (bossID, dataMapID, realMapID, copyMapID, killerIDList))
|
| | | return
|
| | |
|
| | | def GameServe_GameWorldBossState(bossID, isAlive):
|
| | | dataMapID = GameWorld.GetGameWorld().GetMapID()
|
| | | realMapID = GameWorld.GetGameWorld().GetRealMapID()
|
| | | copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
|
| | | stateMsg = str([bossID, isAlive, dataMapID, realMapID, copyMapID])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', '%s' % stateMsg, len(stateMsg))
|
| | | GameWorld.DebugLog("Boss状态变更: bossID=%s,isAlive=%s,dataMapID=%s,realMapID=%s,copyMapID=%s" |
| | | % (bossID, isAlive, dataMapID, realMapID, copyMapID))
|
| | | if not isAlive:
|
| | | if dataMapID in ChConfig.Def_CrossZoneMapTableName:
|
| | | tableName = ChConfig.Def_CrossZoneMapTableName[dataMapID]
|
| | | realMapID = GameWorld.GetGameWorld().GetRealMapID()
|
| | | copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
|
| | | zoneIpyData = IpyGameDataPY.GetIpyGameData(tableName, realMapID, dataMapID, copyMapID)
|
| | | if not zoneIpyData:
|
| | | return
|
| | | zoneID = zoneIpyData.GetZoneID()
|
| | | GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossRebornCross % (zoneID, bossID), 0)
|
| | | else:
|
| | | GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % bossID, 0)
|
| | | return
|
| | |
|
| | | def OnPlayerKillBoss(curPlayer, npcID, mapID, isCrossServer): |
| | | killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
|
| | | limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
|
| | | if limitIndex != None:
|
| | | #今日杀怪次数+1
|
| | | key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex
|
| | | newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt)
|
| | | BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex)
|
| | | GameWorld.DebugLog("今日杀怪次数 playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt))
|
| | | |
| | | dataDict = {"objID":npcID, "bossID":npcID, "touchCnt":newCnt,
|
| | | "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
|
| | | DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillBoss, 1, [limitIndex])
|
| | | |
| | | if isCrossServer:
|
| | | return
|
| | | |
| | | if limitIndex == ShareDefine.Def_Boss_Func_World:
|
| | | # 世界BOSS击杀成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
|
| | | # 每日活动
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
|
| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
|
| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
|
| | | PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
|
| | | PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_WorldBOSS, 1)
|
| | | PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_WorldBOSS, 1)
|
| | | |
| | | if mapID == ChConfig.Def_FBMapID_BossHome:
|
| | | #BOSS之家
|
| | | # BOSS之家BOSS击杀成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
|
| | | # 每日活动
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
|
| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
|
| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
|
| | | PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
|
| | | PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_BOSSHome, 1)
|
| | | return
|
| | | |
| | | #################################################
|
| | | ## NPC控制定义
|
| | | #
|
| | |
| | | self.__Killer = None # 击杀者, 由各种规则得出, 一般也是物品归属的代表, 用于广播、记录等确保与归属一致
|
| | | self.__AllKillerDict = {} # 所有击杀的玩家ID对应字典, 非队伍, 一般也是归属的拥有者
|
| | | self.__FeelPlayerList = [] # 所有摸怪玩家列表,处理任务及某些逻辑用
|
| | | self.__ownerPlayerList = [] # 归属者列表
|
| | |
|
| | | self.__OwnerHurtType = 0
|
| | | self.__OwnerHurtID = 0
|
| | |
| | | def GetIsBossView(self):
|
| | | # 主动视野情况,GetIsBoss 0 1 4 为普通NPC视野(有视野范围配置,但去除视野刷新),其他为BOSS类视野有刷新
|
| | | curNPC = self.__Instance
|
| | | if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC):
|
| | | if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC) and curNPC.GetType() != ChConfig.ntRobot:
|
| | | return False
|
| | |
|
| | | return True
|
| | |
| | | # GameWorld.DebugLog("伤血玩家血量为0,清除该伤血!playerID=%s" % hurtID)
|
| | | # return True
|
| | |
|
| | | if hurtPlayer.GetInitOK() and not hurtPlayer.GetVisible():
|
| | | GameWorld.DebugLog("伤血玩家不可见,清除该伤血!playerID=%s" % hurtID)
|
| | | return True
|
| | | |
| | | if not self.GetIsInRefreshPoint(hurtPlayer.GetPosX(), hurtPlayer.GetPosY(), refreshPoint):
|
| | | GameWorld.DebugLog("伤血玩家不在boss范围里,清除该伤血!playerID=%s" % hurtID)
|
| | | return True
|
| | |
| | | #GameWorld.DebugLog("队员不在本线路,不计!playerID=%s" % playerID)
|
| | | continue
|
| | |
|
| | | if curTeamPlayer.GetInitOK() and not curTeamPlayer.GetVisible():
|
| | | #GameWorld.DebugLog("队员不可见,不计!playerID=%s" % playerID)
|
| | | continue
|
| | | |
| | | if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
|
| | | deadTime = curTeamPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
|
| | | if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1):
|
| | |
| | | teamHurtPlayerIDList.append(playerID)
|
| | |
|
| | | if not teamHurtPlayerIDList:
|
| | | GameWorld.DebugLog("伤血队伍没有活着的队员在boss区域内,清除该伤血!teamID=%s,mapTeamPlayerIDList=%s" % (teamID, mapTeamPlayerIDList))
|
| | | GameWorld.DebugLog("伤血队伍没有符合条件的队员在boss区域内,清除该伤血!teamID=%s,mapTeamPlayerIDList=%s" % (teamID, mapTeamPlayerIDList))
|
| | | return teamHurtPlayerIDList
|
| | |
|
| | | def RefreshHurtList(self, tick, refreshInterval=3000):
|
| | |
| | | #范围校验
|
| | | posMapX = posMap.GetPosX()
|
| | | posMapY = posMap.GetPosY()
|
| | | posMapArea = posMap.GetArea()
|
| | | |
| | | if curNPC.GetType() == IPY_GameWorld.ntFunctionNPC: #功能NPC
|
| | | posMapArea = 0
|
| | | else:
|
| | | posMapArea = posMap.GetArea()
|
| | | |
| | | #获取范围内一点可以移动的点
|
| | | posX, poxY = GameMap.GetNearbyPosByDis(posMapX, posMapY, posMapArea)
|
| | |
|
| | |
| | | # 通知GameServer boss刷新成功
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', curNPCID)
|
| | | if ipyData:
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | lineID = GameWorld.GetGameWorld().GetLineID()
|
| | | msgList = [curNPCID, 1, mapID, lineID]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState',
|
| | | '%s' % (msgList), len(str(msgList)))
|
| | | |
| | | GameServe_GameWorldBossState(curNPCID, 1)
|
| | | if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
|
| | | FamilyRobBoss.FamilyOwnerBossOnReborn(curNPC)
|
| | |
|
| | |
| | | # @remarks 刷新NPC属性
|
| | | def RefreshNPCAttrState(self, canSyncClient=True, isReborn=False):
|
| | | curNPC = self.__Instance
|
| | | curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
|
| | | #curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
|
| | | #清空NPC战斗属性
|
| | | curNPC.ClearBattleEffect()
|
| | | #--------------------------------------------
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SetHelpBattleRobotRebornAttr(self, fightPower):
|
| | | '''助战机器人只设置血量属性
|
| | | 血量算法,(助战玩家=助战机器人):每个副本配置伤害*(助战玩家战力/副本规定战力)*系数值 系数值暂定为50
|
| | | '''
|
| | | curNPC = self.__Instance
|
| | | mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
|
| | | funcLineID = FBCommon.GetFBPropertyMark()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID)
|
| | | if not ipyData:
|
| | | return
|
| | | |
| | | SetSuppressFightPower(curNPC, fightPower)
|
| | | fbFightPower = ipyData.GetFightPowerMin()
|
| | | baseHurt = ipyData.GetRobotBaseHurt()
|
| | | hpCoefficient = ipyData.GetRobotHPCoefficient()
|
| | | maxHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("HelpBattleRobot", 2)))
|
| | | GameWorld.DebugLog("设置助战机器人属性: objID=%s,fightPower=%s,maxHP=%s" % (curNPC.GetID(), fightPower, maxHP))
|
| | | GameObj.SetMaxHP(curNPC, maxHP)
|
| | | GameObj.SetHP(curNPC, maxHP)
|
| | | curNPC.Notify_HPEx()
|
| | | curNPC.Notify_MaxHPEx()
|
| | | return
|
| | |
|
| | | # NPC移动速度特殊处理,只处理百分比不能处理固定值
|
| | | # 因为 ChConfig.TYPE_Calc_AttrSpeed 非服务端移动速度,偷懒处理法
|
| | |
| | | if not speedPer:
|
| | | if curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SpeedPer):
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, 0)
|
| | | return
|
| | | speed = int(curNPC.GetSpeed() * (ShareDefine.Def_MaxRateValue) / max(100.0, float(ShareDefine.Def_MaxRateValue + speedPer)))
|
| | | |
| | | curNPC.SetSpeed(speed)
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer)
|
| | | else:
|
| | | speed = int(curNPC.GetSpeed() * (ShareDefine.Def_MaxRateValue) / max(100.0, float(ShareDefine.Def_MaxRateValue + speedPer)))
|
| | | curNPC.SetSpeed(speed)
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer)
|
| | | if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul:
|
| | | #目前只在聚魂副本里通知
|
| | | NPCSpeedChangeNotify(curNPC, curNPC.GetSpeed())
|
| | | return
|
| | |
|
| | |
|
| | |
| | | # @remarks 刷新NPC行为属性
|
| | | def RefreshNPCActionState(self):
|
| | | curNPC = self.__Instance
|
| | | |
| | | OperControlManager.ClearObjActionState(curNPC)
|
| | |
|
| | | #根据BUFF 加上状态
|
| | |
| | | if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
|
| | | killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID)
|
| | | #KillerJob = 0 if not self.__Killer else self.__Killer.GetJob()
|
| | | GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0)
|
| | | killerIDList = [player.GetPlayerID() for player in self.__ownerPlayerList]
|
| | | GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0, True, killerIDList)
|
| | | #===========================================================================================
|
| | | # # 暗金boss
|
| | | # if curNPC.GetIsBoss() == ChConfig.Def_NPCType_Boss_Dark:
|
| | |
| | | return moneyID
|
| | | return moneyItemList[-1][1]
|
| | |
|
| | | def __NPCSpecialDropItem(self, ownerPlayerList, ipyDrop):
|
| | | def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
|
| | | '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
|
| | | @return: None
|
| | | @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
|
| | | @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
|
| | | '''
|
| | | curNPC = self.__Instance
|
| | | npcID = curNPC.GetNPCID()
|
| | | specDropItemList = []
|
| | |
|
| | | playerLV = dropPlayer.GetLV()
|
| | | maxDropLV = ipyDrop.GetMaxDropLV()
|
| | | if maxDropLV and playerLV > maxDropLV:
|
| | | GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
|
| | | return specDropItemList
|
| | | |
| | | auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
|
| | | # 击杀次数掉落算摸怪
|
| | | killCountDropInfo = ipyDrop.GetKillCountDropPri()
|
| | | if killCountDropInfo:
|
| | | for feelPlayer in self.__FeelPlayerList:
|
| | | needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
|
| | | killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
|
| | | for dropItemID in killCountDropItemList:
|
| | | isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
|
| | | specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
|
| | | GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" |
| | | % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
|
| | | |
| | | # 私有掉落
|
| | | isDropInItemPack = False
|
| | | fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
|
| | | if npcID in fbGradePriItemIDDropDict:
|
| | | gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
|
| | |
| | | priDropIDList += [priItemID] * priItemCount
|
| | | else:
|
| | | priDropIDList = ipyDrop.GetPriItemIDDrop()
|
| | | |
| | | # 击杀次数掉落算摸怪
|
| | | killCountDropInfo = ipyDrop.GetKillCountDrop()
|
| | | if killCountDropInfo:
|
| | | for feelPlayer in self.__FeelPlayerList:
|
| | | needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
|
| | | killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
|
| | | for dropItemID in killCountDropItemList:
|
| | | specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack])
|
| | | GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" |
| | | % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID())
|
| | | |
| | | # 私有掉落算归属
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | |
| | | for dropItemID in priDropIDList:
|
| | | specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定
|
| | | for dropItemID in priDropIDList:
|
| | | isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
|
| | | #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
|
| | | |
| | | |
| | | return specDropItemList
|
| | |
|
| | | def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop):
|
| | |
| | | return
|
| | |
|
| | | #GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList))
|
| | | dropItemBindDict = {}
|
| | | auctionItemIDList = []
|
| | | dropItemList = []
|
| | | for dropPlayer in dropPlayerList:
|
| | | dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop)
|
| | | if not dropInfo:
|
| | | continue
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
|
| | | moneyID = self.__GetDropMoneyModelID(moneyValue)
|
| | | if dropMoneyCnt:
|
| | | dropIDList += [moneyID] * dropMoneyCnt
|
| | |
| | | #GameWorld.DebugLog(" dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList))
|
| | | for dropID in dropIDList:
|
| | | dropItemList.append([dropID, dropPlayerID])
|
| | | dropItemBindDict.update(dropIDBindDict)
|
| | | auctionItemIDList += auctionIDList
|
| | |
|
| | | #打乱物品顺序
|
| | | random.shuffle(dropItemList)
|
| | |
| | | itemID, ownerID = dropItemList[index]
|
| | | index += 1
|
| | | itemCnt = moneyValue if itemID == moneyID else 1
|
| | | isBind = dropItemBindDict.get(itemID, 1)
|
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
|
| | | iaAuctionItem = itemID in auctionItemIDList
|
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer)
|
| | | if not curItem:
|
| | | continue
|
| | | self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID)
|
| | |
| | | mapID = FBCommon.GetRecordMapID(mapID)
|
| | | isGameBoss = ChConfig.IsGameBoss(curNPC)
|
| | | if isGameBoss:
|
| | | GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()))
|
| | | GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
|
| | | if mapID == ChConfig.Def_FBMapID_MunekadoTrial:
|
| | | return
|
| | | ipyDrop = GetNPCDropIpyData(npcID)
|
| | |
| | | # dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList()
|
| | | # return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop)
|
| | |
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
|
| | | dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
|
| | | if dropInfo:
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
|
| | |
|
| | | moneyID = self.__GetDropMoneyModelID(moneyValue)
|
| | | if moneyID and dropMoneyCnt:
|
| | | dropIDList += [moneyID] * dropMoneyCnt
|
| | |
|
| | | specItemSign = "SpecItem"
|
| | | playerSpecDropList = self.__NPCSpecialDropItem(ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
|
| | | playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
|
| | | dropIDList += [specItemSign] * len(playerSpecDropList)
|
| | |
|
| | | if len(dropIDList) > 5:
|
| | | #打乱物品顺序
|
| | | random.shuffle(playerSpecDropList)
|
| | | random.shuffle(dropIDList)
|
| | | |
| | | if not dropIDList and isGameBoss:
|
| | | GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s" |
| | | % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
|
| | |
|
| | | gameMap = GameWorld.GetMap()
|
| | | dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
|
| | |
| | | if not playerSpecDropList:
|
| | | continue
|
| | | itemCnt = 1
|
| | | ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0]
|
| | | ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
|
| | | ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
|
| | | playerSpecDropList = playerSpecDropList[1:]
|
| | | else:
|
| | | ownerPlayer = dropPlayer
|
| | | ownerType, ownerID = hurtType, hurtID
|
| | | itemCnt = moneyValue if itemID == moneyID else 1
|
| | | isBind = dropIDBindDict.get(itemID, 1)
|
| | | isAuctionItem = itemID in auctionIDList
|
| | |
|
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
|
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
|
| | | if not curItem:
|
| | | continue
|
| | | |
| | | if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
|
| | | GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
|
| | | dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
|
| | | self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
|
| | | curItem.Clear()
|
| | | continue
|
| | |
|
| | | if isDropInItemPack:
|
| | | curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
|
| | | dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
|
| | | #可以放入背包
|
| | | if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True,
|
| | | event=["NPCDrop", False, {"npcID":npcID}]):
|
| | | if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
|
| | | #通知客户端
|
| | | vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
|
| | | vItemDrop.ItemTypeID = itemID
|
| | | vItemDrop.PosX = resultX
|
| | | vItemDrop.PosY = resultY
|
| | | vItemDrop.UserData = dropItemDataStr
|
| | | vItemDrop.UserDataLen = len(vItemDrop.UserData)
|
| | | NetPackCommon.SendFakePack(ownerPlayer, vItemDrop)
|
| | | self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
|
| | | |
| | | else:
|
| | | self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID)
|
| | | return
|
| | |
|
| | | def SendVirtualItemDrop(self, player, itemID, posX, posY, userDataStr):
|
| | | #通知客户端
|
| | | vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
|
| | | vItemDrop.ItemTypeID = itemID
|
| | | vItemDrop.PosX = posX
|
| | | vItemDrop.PosY = posY
|
| | | vItemDrop.UserData = userDataStr
|
| | | vItemDrop.UserDataLen = len(vItemDrop.UserData)
|
| | | NetPackCommon.SendFakePack(player, vItemDrop)
|
| | | return
|
| | | #---------------------------------------------------------------------
|
| | | ## NPC被杀死逻辑处理
|
| | | # @param self 类实例
|
| | |
| | | dropPlayer = curPlayer
|
| | | self.__KilledByPlayerSetPrize(curPlayer)
|
| | | ownerPlayerList.append(curPlayer)
|
| | | |
| | | self.__ownerPlayerList = ownerPlayerList
|
| | | |
| | | #调用物品掉落
|
| | | self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
|
| | |
|
| | |
| | | hurtID = killerDict.keys()[0]
|
| | | if isGameBoss:
|
| | | GameWorld.Log(" 归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID))
|
| | | elif GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul:
|
| | | player = FBCommon.GetCurSingleFBPlayer()
|
| | | if player:
|
| | | hurtID = player.GetPlayerID()
|
| | | killerDict[hurtID] = player
|
| | | hurtType = ChConfig.Def_NPCHurtTypePlayer
|
| | | #GameWorld.Log(" 聚魂副本归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID))
|
| | |
|
| | | return killerDict, killTeam, hurtType, hurtID
|
| | |
|
| | |
| | |
|
| | | self.__DoNormalTeamExp(curPlayer)
|
| | | self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, True)
|
| | | self.__ownerPlayerList = ownerPlayerList
|
| | |
|
| | | #调用物品掉落
|
| | | self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
|
| | |
| | | maxLV = curPlayerLV
|
| | | dropPlayer = player
|
| | | ownerPlayerList.append(player)
|
| | | self.__ownerPlayerList = ownerPlayerList
|
| | |
|
| | | if not ownerPlayerList:
|
| | | GameWorld.Log("奖励归属仙盟,但是不存在可获得该奖励的成员!npcID=%s,hurtType=%s,hurtID=%s"
|
| | |
| | | npcID = curNPC.GetNPCID()
|
| | | defObjType = curNPC.GetGameObjType()
|
| | | mapFBType = GameWorld.GetMap().GetMapFBType()
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
|
| | | #playerID = curPlayer.GetPlayerID()
|
| | |
|
| | | # 如果是NPC
|
| | | if defObjType == IPY_GameWorld.gotNPC:
|
| | | if defObjType != IPY_GameWorld.gotNPC:
|
| | | return
|
| | | |
| | | # 跨服服务器处理
|
| | | if GameWorld.IsCrossServer():
|
| | | #掉落归属
|
| | | if mapFBType != IPY_GameWorld.fbtNull:
|
| | | FBLogic.DoFB_DropOwner(curPlayer , curNPC)
|
| | | else:
|
| | | if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC)
|
| | |
|
| | | killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
|
| | | limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
|
| | | if limitIndex != None:
|
| | | #今日杀怪次数+1
|
| | | key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex
|
| | | newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt)
|
| | | BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex)
|
| | | GameWorld.DebugLog("今日杀怪次数 playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt))
|
| | | |
| | | dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "touchCnt":newCnt,
|
| | | "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
|
| | | DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
|
| | | if limitIndex == 0:
|
| | | # 世界BOSS击杀成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
|
| | | # 每日活动
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
|
| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
|
| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
|
| | | elif limitIndex == 1: #BOSS之家
|
| | | # BOSS之家BOSS击杀成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
|
| | | # 每日活动
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
|
| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
|
| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
|
| | | if ChConfig.IsGameBoss(curNPC):
|
| | | OnPlayerKillBoss(curPlayer, npcID, mapID, True)
|
| | | return
|
| | | |
| | | #掉落归属
|
| | | if mapFBType != IPY_GameWorld.fbtNull:
|
| | | FBLogic.DoFB_DropOwner(curPlayer , curNPC)
|
| | | else:
|
| | | if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC)
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillSpecificNPC, 1, [npcID])
|
| | |
|
| | | |
| | | if ChConfig.IsGameBoss(curNPC):
|
| | | OnPlayerKillBoss(curPlayer, npcID, mapID, False)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | #GameWorld.DebugLog("__MissionOnKillNPC isFeel=%s" % (isFeel), curPlayer.GetPlayerID())
|
| | | killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
|
| | | limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
|
| | | isWorldBoos = limitIndex == 0
|
| | | isWorldBoos = limitIndex == ShareDefine.Def_Boss_Func_World
|
| | | if isFeel:
|
| | | #击杀NPC触发摸怪任务事件
|
| | | EventShell.EventRespons_OnKillByFeel(curPlayer, curNPC)
|
| | |
| | | #===========================================================================================
|
| | |
|
| | | # 在地上添加物品(统一接口)
|
| | | dropNPCID = 0 if not curNPC.GetIsBoss() else curNPCID
|
| | | dropNPCID = 0 if not ChConfig.IsGameBoss(curNPC) else curNPCID
|
| | | specOwnerIDList = self.__AllKillerDict.keys() if (len(self.__AllKillerDict) > 1 or dropType == ChConfig.Def_NPCHurtTypeSpecial) else []
|
| | | curMapItem = ChItem.AddMapDropItem(posX, posY, curItem, ownerInfo=[dropType, ownerID, specOwnerIDList], dropNPCID=dropNPCID)
|
| | |
|
| | |
| | | #self.__SetItemProtect(curMapItem, dropType, ownerID)
|
| | | return
|
| | |
|
| | | def __CreateDropItem(self, curNPC, itemID, count, isBind):
|
| | | def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer):
|
| | | ## 创建掉落的物品
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID)
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer)
|
| | | if not curItem:
|
| | | return
|
| | | |
| | | curMapID = GameWorld.GetMap().GetMapID()
|
| | | curMapID = FBCommon.GetRecordMapID(curMapID)
|
| | | |
| | | # 掉落数量
|
| | | curItem.SetCount(count)
|
| | | curItem.SetIsBind(isBind)
|
| | | return curItem
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | ) = range(Def_CollNPCCfg_Len)
|
| | |
|
| | |
|
| | | ## 该NPC可否同时采集
|
| | | # @param curNPC:采集NPC实例
|
| | | # @return False-不可以,True-可以
|
| | | def CanNPCCollectTogether(curNPC):
|
| | | npcID = curNPC.GetNPCID()
|
| | | collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
|
| | | if npcID not in collectNPCCfg:
|
| | | def CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
|
| | | # 根据NPCID判断是否可以采集
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | return True
|
| | |
|
| | | collectNPCInfo = collectNPCCfg[npcID]
|
| | | if len(collectNPCInfo) != Def_CollNPCCfg_Len:
|
| | | return True
|
| | | |
| | | canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether]
|
| | | return canCollTogether
|
| | |
|
| | | ## 采集NPC开始采集
|
| | | # @param curPlayer:采集玩家实例
|
| | | # @param curNPC:采集NPC实例
|
| | | # @return False-非采集NPC,True-是采集NPC逻辑
|
| | | def DoCollectNPCBegin(curPlayer, curNPC):
|
| | | npcID = curNPC.GetNPCID()
|
| | | collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
|
| | | if npcID not in collectNPCCfg:
|
| | | GameWorld.DebugLog("DoCollectNPCBegin 非特定采集NPC...")
|
| | | limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
|
| | | if limitMaxTime > 0 and GetTodayCollectCount(curPlayer, npcID) >= limitMaxTime:
|
| | | PlayerControl.NotifyCode(curPlayer, collectNPCIpyData.GetCollectCountLimitNotify(), [limitMaxTime])
|
| | | return False
|
| | |
|
| | | collectNPCInfo = collectNPCCfg[npcID]
|
| | | if len(collectNPCInfo) != Def_CollNPCCfg_Len:
|
| | | GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID)
|
| | | return True
|
| | | #如果是打坐召唤的NPC
|
| | | isSitCollect = npcID == IpyGameDataPY.GetFuncCfg('RealmSitNPCID')
|
| | | if isSitCollect:
|
| | | summonOwner = GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
|
| | | #ownerDetail = GetNpcObjOwnerDetail(curNPC)
|
| | | if not summonOwner:
|
| | | return True
|
| | | if summonOwner.GetID() == curPlayer.GetID():
|
| | | GameWorld.DebugLog("不能采集自己的打坐召唤兽 summonOwner.GetID()=%s" % summonOwner.GetID())
|
| | | return True
|
| | | #背包空间判断
|
| | | if collectNPCIpyData.GetCollectAward() and not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
|
| | | return False
|
| | |
|
| | | canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether]
|
| | | #消耗物品采集,待扩展...
|
| | | |
| | | return True
|
| | |
|
| | | def GetTodayCollectCount(curPlayer, npcID):
|
| | | ## 获取采集NPC今日已采集次数
|
| | | todayCollTime = 0
|
| | | collectTimeShareIDList = IpyGameDataPY.GetFuncEvalCfg("CollectNPC", 1)
|
| | | for npcIDList in collectTimeShareIDList:
|
| | | if npcID not in npcIDList:
|
| | | continue
|
| | | for collNPCID in npcIDList:
|
| | | todayCollTime += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % collNPCID)
|
| | | return todayCollTime
|
| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
|
| | |
|
| | | def OnCollectNPCBegin(curPlayer, curNPC, tick):
|
| | | ## 采集NPC开始采集
|
| | | npcID = curNPC.GetNPCID()
|
| | | collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
|
| | | if not collectNPCIpyData:
|
| | | GameWorld.DebugLog("非特定采集NPC...")
|
| | | return False
|
| | | |
| | | if not CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
|
| | | return True
|
| | | |
| | | canCollTogether = 1
|
| | | collectPlayerID = GetCollectNPCPlayerID(curNPC)
|
| | | # 如果不允许同时采,且有人在采,则直接返回
|
| | | if not canCollTogether and collectPlayerID > 0 and collectPlayerID != curPlayer.GetPlayerID():
|
| | | GameWorld.DebugLog("DoCollectNPCBegin 不允许同时采集!")
|
| | | sysMark = collectNPCInfo[Def_CollNPCCfg_SysMsgMark]
|
| | | GameWorld.DebugLog("不允许同时采集!")
|
| | | sysMark = "GeRen_liubo_436832"
|
| | | if sysMark:
|
| | | PlayerControl.NotifyCode(curPlayer, sysMark)
|
| | | return True
|
| | |
|
| | | # 采集次数判断
|
| | | limitMaxTime, todayCollTime = 0, 0
|
| | | npcFuncType = curNPC.GetFunctionType()
|
| | | npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
|
| | | if npcFuncType in npcFuncCollectCntLimitDict:
|
| | | vipLV = curPlayer.GetVIPLv()
|
| | | limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType])
|
| | | todayBuyTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % npcFuncType)
|
| | | todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType)
|
| | | limitMaxTime += todayBuyTime
|
| | | GameWorld.DebugLog(" vipLV=%s,maxTime=%s,todayTime=%s,todayBuyTime=%s" % (vipLV, limitMaxTime, todayCollTime, todayBuyTime))
|
| | | |
| | | npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
|
| | | if npcID in npcIDCollectCntLimitDict:
|
| | | limitMaxTime = npcIDCollectCntLimitDict[npcID][0]
|
| | | todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
|
| | | GameWorld.DebugLog(" maxTime=%s,todayTime=%s" % (limitMaxTime, todayCollTime))
|
| | | |
| | | if limitMaxTime > 0 and todayCollTime >= limitMaxTime:
|
| | | |
| | | PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_LimitSysMsgMark], [limitMaxTime])
|
| | | return True
|
| | | DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick)
|
| | | return True
|
| | |
|
| | | def DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick):
|
| | | ## 开始采集
|
| | |
|
| | | # 采集消耗
|
| | | isAutoBuy = True #默认自动购买
|
| | | costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo]
|
| | | if costItemInfo:
|
| | | costItemID, costItemCnt = costItemInfo
|
| | | if costItemID > 0:
|
| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | enough, indexList, hasBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx(
|
| | | costItemID, itemPack, costItemCnt)
|
| | | if not enough and not isAutoBuy:
|
| | | GameWorld.DebugLog("DoCollectNPCLogic 采集消耗物品不足,npcID=%s,costItemID=%s,cnt=%s" \
|
| | | % (npcID, costItemID, costItemCnt))
|
| | | PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify],
|
| | | [npcID, costItemID, costItemCnt])
|
| | | return True
|
| | | |
| | | |
| | | # 改为在采集成功后扣除道具
|
| | | #ItemCommon.ReduceItem(curPlayer, itemPack, indexList, costItemCnt, False)
|
| | | |
| | | #背包空间判断
|
| | | if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
|
| | | return True
|
| | | |
| | | canCollTogether = 1
|
| | | if not canCollTogether and not SetCollectNPC(curPlayer, curNPC):
|
| | | GameWorld.ErrLog("DoCollectNPCBegin SetCollectNPC fail!")
|
| | | return True
|
| | | GameWorld.ErrLog("SetCollectNPC fail!")
|
| | | return
|
| | |
|
| | | # 采集耗时
|
| | | prepareTime = collectNPCInfo[Def_CollNPCCfg_PrepareTime]
|
| | | prepareTime = collectNPCIpyData.GetPrepareTime() * 1000
|
| | | collTimeReduceRate = PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_CollTimeReduceRate)
|
| | | if collTimeReduceRate:
|
| | | prepareTime = max(1000, int(prepareTime * (ShareDefine.Def_MaxRateValue - collTimeReduceRate) / float(ShareDefine.Def_MaxRateValue)))
|
| | |
|
| | | PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, \
|
| | | prepareID=curNPC.GetID())
|
| | | PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, prepareID=curNPC.GetID())
|
| | | |
| | | if collectNPCIpyData.GetLostHPPer():
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick)
|
| | | |
| | | FBLogic.OnBeginCollect(curPlayer, curNPC)
|
| | | ##添加这个NPC的伤血列表,用于判断可否同时采集,改为字典判断
|
| | | AttackCommon.AddHurtValue(curNPC, curPlayer.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, 1)
|
| | | return
|
| | |
|
| | |
|
| | | ## 设置玩家采集该NPC
|
| | | # @param curPlayer:玩家实例
|
| | | # @param curNPC:采集NPC实例
|
| | | # @return False-失败,True-成功
|
| | | def SetCollectNPC(curPlayer, curNPC):
|
| | | ## 设置玩家采集该NPC
|
| | | curPlayerID = curPlayer.GetPlayerID()
|
| | | curNPCObjID = curNPC.GetID()
|
| | | curCollectPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_CollectPlayerID)
|
| | |
| | | #GameWorld.DebugLog(" set collectNPCObjID 0")
|
| | | return
|
| | |
|
| | | ## 采集NPC采集结束
|
| | | # @param curPlayer:采集玩家实例
|
| | | # @param npcID:采集NPCID
|
| | | # @return False-非采集NPC,True-是采集NPC逻辑
|
| | | def DoCollectNPCOK(curPlayer, npcID):
|
| | | isOK = DoGetCollectionNPCAwardLogic(curPlayer, npcID, True, 1)
|
| | | ClearCollectNPC(curPlayer)
|
| | | return isOK
|
| | |
|
| | | #// A2 20 开启采集NPC奖励箱子 #tagCMOpenCollNPCBox
|
| | | #
|
| | | #struct tagCMOpenCollNPCBox
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD MapID; //MapID
|
| | | # DWORD NPCID; //NPCID
|
| | | # BYTE OpenCnt; //开启次数
|
| | | # BYTE IsAutoBuy; //消耗道具不足是否自动购买
|
| | | # BYTE IsOnlyGold; //是否只消耗钻石
|
| | | #};
|
| | | def OnOpenCollNPCBox(index, clientData, tick):
|
| | | mapID = clientData.MapID
|
| | | npcID = clientData.NPCID
|
| | | openCnt = clientData.OpenCnt
|
| | | isAutoBuy = clientData.IsAutoBuy
|
| | | isOnlyGold = clientData.IsOnlyGold
|
| | | npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
|
| | | if npcID not in npcIDCollectCntLimitDict:
|
| | | GameWorld.DebugLog("该NPC不是自定义采集NPC箱子, 不可开启! npcID=%s" % npcID)
|
| | | def DoCollectNPCOK(curPlayer, npcID, tick):
|
| | | ## 采集NPC采集结束
|
| | | collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
|
| | | if not collectNPCIpyData:
|
| | | GameWorld.DebugLog(" 非特定采集NPC...npcID=%s" % npcID)
|
| | | return
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | GameWorld.DebugLog("OnOpenCollNPCBox...npcID=%s,openCnt=%s,isAutoBuy=%s" % (npcID, openCnt, isAutoBuy))
|
| | | DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy, openCnt, mapID, isOnlyGold)
|
| | | |
| | | PlayerState.DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, True)
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | # 发送回本服采集完成
|
| | | serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
|
| | | msgInfo = {"Result":1, "PlayerID":curPlayer.GetPlayerID(), "NPCID":npcID}
|
| | | GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_CollectNPCOK, msgInfo, [serverGroupID])
|
| | | else:
|
| | | DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
|
| | | |
| | | FBLogic.OnCollectOK(curPlayer, npcID, tick)
|
| | | |
| | | ClearCollectNPC(curPlayer) |
| | | return True
|
| | |
|
| | | def CrossServerMsg_CollectNPCOK(curPlayer, msgData):
|
| | | ## 收到跨服同步的采集完成
|
| | | if not msgData["Result"]:
|
| | | return
|
| | | npcID = msgData["NPCID"]
|
| | | collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
|
| | | if collectNPCIpyData:
|
| | | DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
|
| | | return
|
| | |
|
| | | ## isOnlyGold:是否全消耗钻石,不扣道具
|
| | | def DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy=False, collectCnt=1, mapID=None, isOnlyGold=False):
|
| | | GameWorld.DebugLog("DoGetCollectionNPCAwardLogic...npcID=%s,collectCnt=%s" % (npcID, collectCnt))
|
| | | collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
|
| | | if npcID not in collectNPCCfg:
|
| | | GameWorld.DebugLog(" 非特定采集NPC...npcID=%s" % npcID)
|
| | | return False
|
| | | |
| | | def DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, collectCnt=1):
|
| | | GameWorld.DebugLog("给采集奖励: npcID=%s,collectCnt=%s" % (npcID, collectCnt))
|
| | | if collectCnt <= 0:
|
| | | return True
|
| | |
|
| | | collectNPCInfo = collectNPCCfg[npcID]
|
| | | if len(collectNPCInfo) != Def_CollNPCCfg_Len:
|
| | | GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID)
|
| | | return True
|
| | | return
|
| | |
|
| | | # 采集消耗
|
| | | costItemID, costItemCnt = 0, 0
|
| | | costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo]
|
| | | if costItemInfo and len(costItemInfo) == 2:
|
| | | costItemID, costItemCnt = costItemInfo
|
| | | |
| | | curNPC = GameWorld.GetGameData().FindNPCDataByID(npcID)
|
| | | if not curNPC:
|
| | | return True
|
| | |
|
| | | # 根据NPC功能号
|
| | | npcFuncType = curNPC.GetFunctionType()
|
| | | npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
|
| | | limitMaxTime = 0 # 0表示不限制次数
|
| | | todayCollTime = 0
|
| | | if npcFuncType in npcFuncCollectCntLimitDict:
|
| | | vipLV = curPlayer.GetVIPLv()
|
| | | todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType)
|
| | | limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType])
|
| | | |
| | | # 根据NPCID
|
| | | npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
|
| | | if npcID in npcIDCollectCntLimitDict:
|
| | | limitMaxTime = npcIDCollectCntLimitDict[npcID][0]
|
| | | todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
|
| | | |
| | | limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
|
| | | if limitMaxTime > 0:
|
| | | todayCollTime = GetTodayCollectCount(curPlayer, npcID)
|
| | | canCollectCnt = max(0, limitMaxTime - todayCollTime)
|
| | | collectCnt = min(collectCnt, canCollectCnt)
|
| | | if collectCnt <= 0:
|
| | | GameWorld.DebugLog(" 该NPC已达到最大采集次数: todayCollTime=%s,limitMaxTime=%s" % (todayCollTime, limitMaxTime))
|
| | | return True
|
| | | return
|
| | |
|
| | | costItemCntTotal = costItemCnt * collectCnt
|
| | | # 需要消耗道具的情况
|
| | | bindCnt = 0
|
| | | if costItemID > 0 and costItemCntTotal > 0:
|
| | | costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID)
|
| | | lackCnt = max(0, costItemCntTotal - bindCnt - unBindCnt) if not isOnlyGold else costItemCntTotal
|
| | | lackCost = 0 # 缺少道具个数
|
| | | itemGold = 0 # 自动购买单价
|
| | | if lackCnt > 0 and not isAutoBuy:
|
| | | GameWorld.DebugLog(" 采集消耗物品不足,npcID=%s,costItemID=%s,costItemCnt=%s,collectCnt=%s,hasCnt=(%s+%s)" \
|
| | | % (npcID, costItemID, costItemCnt, collectCnt, bindCnt, unBindCnt))
|
| | | PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify],
|
| | | [npcID, costItemID, costItemCnt])
|
| | | return True
|
| | | |
| | | if lackCnt > 0:
|
| | | itemGold = PlayerSuperMarket.GetStoreItemPrice(costItemID, IPY_GameWorld.TYPE_Price_Gold_Money)
|
| | | lackCost = lackCnt * itemGold
|
| | | if lackCost <= 0:
|
| | | return True
|
| | | if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, True):
|
| | | return True
|
| | | |
| | | giveItemInfoList = []
|
| | | # 饼图随机表, 独立概率随机表
|
| | | prizeInfo = __GetGiveCollectItemInfo(curPlayer, collectNPCInfo[Def_CollNPCCfg_GiveItemModeID])
|
| | | pieRandomList, randomAllInfoList = prizeInfo[:2]
|
| | | besureInfoList = prizeInfo[2] if len(prizeInfo) > 2 else [] # 按次数必出配置
|
| | | |
| | | if not mapID:
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | |
| | | successCnt = 0 # 成功次数
|
| | | if pieRandomList or randomAllInfoList:
|
| | | |
| | | for i in xrange(collectCnt):
|
| | | isBind = 1 if successCnt < bindCnt else 0
|
| | | getItemInfo = __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, isBind, pieRandomList, randomAllInfoList, besureInfoList)
|
| | | if not getItemInfo:
|
| | | break
|
| | | giveItemInfoList.extend(getItemInfo)
|
| | | successCnt += 1
|
| | | |
| | | if successCnt <= 0:
|
| | | return True
|
| | | else:
|
| | | successCnt = collectCnt
|
| | | |
| | | # 给额外奖励
|
| | | reLV = curPlayer.GetLV()
|
| | | reExp = PlayerControl.GetPlayerReExp(curPlayer)
|
| | | reMoney = PlayerControl.GetPlayerReMoney(curPlayer)
|
| | |
|
| | | addExp = eval(collectNPCInfo[Def_CollNPCCfg_ExpFormat]) * successCnt
|
| | | addMoney = eval(collectNPCInfo[Def_CollNPCCfg_MoneyFormat]) * successCnt
|
| | | addZhenQi = collectNPCInfo[Def_CollNPCCfg_ZhenQi] * successCnt
|
| | | |
| | | playerControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playerControl.AddExp(addExp)
|
| | | addDataDict = {ChConfig.Def_Give_Reason_SonKey:npcID}
|
| | | PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, addMoney,
|
| | | ChConfig.Def_GiveMoney_CollectNPC, addDataDict)
|
| | | PlayerControl.PlayerAddZhenQi(curPlayer, addZhenQi, True, True, "Collection")
|
| | | GameWorld.DebugLog(" successCnt=%s,addExp=%s,addMoney=%s,addZhenQi=%s" |
| | | % (successCnt, addExp, addMoney, addZhenQi))
|
| | | |
| | | # 需要消耗道具的情况, 扣除消耗
|
| | | if costItemID > 0 and costItemCntTotal > 0:
|
| | | unCostCnt = successCnt # 未扣除的消耗个数
|
| | | if not isOnlyGold:
|
| | | bindIndexList, unBindIndexList = costItemIndexList
|
| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | if bindCnt > 0:
|
| | | bindCostCnt = bindCnt if unCostCnt >= bindCnt else unCostCnt # 绑定道具消耗个数
|
| | | unCostCnt -= bindCostCnt
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, bindIndexList, bindCostCnt, True, "CollectNPC")
|
| | | GameWorld.DebugLog(" 扣除绑定道具: %s" % (bindCostCnt), curPlayer.GetPlayerID())
|
| | | |
| | | if unCostCnt > 0 and unBindCnt > 0:
|
| | | unBindCostCnt = unBindCnt if unCostCnt >= unBindCnt else unCostCnt # 绑定道具消耗个数
|
| | | unCostCnt -= unBindCostCnt
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, unBindIndexList, unBindCostCnt, True, "CollectNPC")
|
| | | GameWorld.DebugLog(" 扣除未绑道具: %s" % (unBindCostCnt), curPlayer.GetPlayerID())
|
| | | |
| | | if unCostCnt > 0:
|
| | | reduceGold = int(unCostCnt * itemGold)
|
| | | infoDict = {"PerGold":itemGold, "unCostCnt":unCostCnt, ChConfig.Def_Cost_Reason_SonKey:costItemID}
|
| | | PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, reduceGold,
|
| | | ChConfig.Def_Cost_BuyStoreItem, infoDict, unCostCnt)
|
| | | GameWorld.DebugLog(" 扣除消耗钻石: unCostCnt=%s,perGold=%s,reduceGold=%s" |
| | | % (unCostCnt, itemGold, reduceGold), curPlayer.GetPlayerID())
|
| | | |
| | | # 增加当日采集次数
|
| | | if limitMaxTime > 0:
|
| | | updCollTime = todayCollTime + successCnt
|
| | | npcFuncType = curNPC.GetFunctionType()
|
| | | npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
|
| | | if npcFuncType in npcFuncCollectCntLimitDict:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % npcFuncType, updCollTime)
|
| | | SyncCollNPCTime(curPlayer, [npcFuncType])
|
| | | |
| | | if npcID in npcIDCollectCntLimitDict:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
|
| | | SyncCollNPCTime(curPlayer, npcIDList=[npcID])
|
| | | updCollTime = todayCollTime + collectCnt
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
|
| | | SyncCollNPCTime(curPlayer, [npcID])
|
| | | GameWorld.DebugLog(" 增加当日采集次数: todayCollTime=%s,updCollTime=%s" % (todayCollTime, updCollTime))
|
| | | #采集成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, successCnt, [npcID])
|
| | | SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
|
| | | #DataRecordPack.DR_CollectNPCOK(curPlayer, npcID, addMoney, addExp, addZhenQi, giveItemInfoList)
|
| | | return True
|
| | |
|
| | | def __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, setBind, pieRandomList, randomAllInfoList, besureInfoList):
|
| | | # 单次采集NPC箱子奖励
|
| | | |
| | | giveItemInfoList = [] # 最终会给到玩家身上的物品列表
|
| | | #GameWorld.DebugLog(" 给物品几率列表giveItemRateList=%s" % giveItemInfoList)
|
| | | # 先随机饼图概率物品
|
| | | if pieRandomList:
|
| | | pieRandomItemInfo = GameWorld.GetResultByRandomList(pieRandomList)
|
| | | giveItemInfoList.append(pieRandomItemInfo)
|
| | | |
| | | #GameWorld.DebugLog(" 饼图物品giveItemInfoList=%s" % giveItemInfoList)
|
| | | # 再处理各自概率的物品
|
| | | if randomAllInfoList:
|
| | | maxRandomCnt, randomInfoList = randomAllInfoList
|
| | | randomInfoListEx = []
|
| | | for itemInfo in randomInfoList:
|
| | | giveRate = itemInfo[0]
|
| | | appendItemInfo = itemInfo[1:]
|
| | | # 最大概率必出,不受maxRandomCnt影响
|
| | | if giveRate == ShareDefine.Def_MaxRateValue:
|
| | | giveItemInfoList.append(appendItemInfo)
|
| | | maxRandomCnt -= 1
|
| | | continue
|
| | | |
| | | if not GameWorld.CanHappen(giveRate, ShareDefine.Def_MaxRateValue):
|
| | | continue
|
| | | |
| | | # 先加到待出列表里,再按需要出的个数随机
|
| | | randomInfoListEx.append(appendItemInfo)
|
| | | |
| | | #GameWorld.DebugLog(" maxRandomCnt=%s,randomInfoListEx=%s" % (maxRandomCnt, randomInfoListEx))
|
| | | #GameWorld.DebugLog(" giveItemInfoList=%s" % giveItemInfoList)
|
| | | |
| | | giveItemList = collectNPCIpyData.GetCollectAward()
|
| | | if giveItemList:
|
| | | itemID, itemCount, isAuctionItem = giveItemList
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
|
| | |
|
| | | if maxRandomCnt > 0 and randomInfoListEx:
|
| | | getRandomCnt = min(maxRandomCnt, len(randomInfoListEx))
|
| | | giveItemInfoList.extend(random.sample(randomInfoListEx, getRandomCnt))
|
| | | |
| | | # 必出物品
|
| | | if besureInfoList:
|
| | | collTotalCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID)
|
| | | besureCnt, besureItemInfo = besureInfoList
|
| | | if collTotalCnt == besureCnt:
|
| | | giveItemInfoList = [besureItemInfo] # 必出时设定只给必出的物品
|
| | | GameWorld.DebugLog(" 此次必出物品, npcID=%s,besureCnt=%s,collTotalCnt=%s" % (npcID, besureCnt, collTotalCnt))
|
| | | |
| | | if collTotalCnt <= besureCnt:
|
| | | # 目前只在小于等于的时候才增加次数,为以后如果需要做多个必出配置时,老玩家不用再管key的值
|
| | | collTotalCnt += 1
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID, collTotalCnt)
|
| | | GameWorld.DebugLog(" 更新采集总次数: %s" % collTotalCnt)
|
| | | |
| | | GameWorld.DebugLog(" 最终可得到物品giveItemInfoList=%s" % giveItemInfoList)
|
| | | |
| | | syncItemInfoList = [] # 同步的采集到的物品信息列表
|
| | | for itemID, itemCnt, isBind in giveItemInfoList:
|
| | | if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
|
| | | break
|
| | | |
| | | isBind = setBind or isBind
|
| | | |
| | | getItemObj = ItemControler.GetOutPutItemObj(itemID)
|
| | | # elif itemType == 1:
|
| | | # itemDictData = ItemControler.GetAppointItemDictData(itemID, isBind)
|
| | | # getItemObj = ItemControler.GetItemByData(itemDictData)
|
| | | # elif itemType == 2:
|
| | | # quality = ItemCommon.GetRandEquipQualityByTable(itemID, "CollectEquipRandQuality")
|
| | | # if quality == 0:
|
| | | # isBroadcast = False
|
| | | # getItemObj = ItemCommon.RandNormalEquip(curPlayer, itemID, isBind, "CollectNormalEquip")
|
| | | # else:
|
| | | # getItemObj, isBroadcast = ItemCommon.RandGreateEquip(curPlayer, itemID, isBind, "CollectGreateEquip", quality)
|
| | | # if getItemObj == None:
|
| | | # continue
|
| | | # |
| | | # itemID = getItemObj.GetItemTypeID()
|
| | | userData = getItemObj.GetUserData()
|
| | | getItemObj.SetCount(itemCnt)
|
| | | getItemObj.SetIsBind(isBind)
|
| | | ItemCommon.NotifyItemDropByKill(curPlayer, getItemObj, npcID)
|
| | | |
| | | #SendGameServerGoodItemRecord(mapID, npcID, curPlayer.GetPlayerName(), curPlayer.GetPlayerID(), itemID)
|
| | | #可以放入背包
|
| | | if not ItemControler.DoLogic_PutItemInPack(curPlayer, getItemObj, True, True,
|
| | | event=["CollectNPC", False, {"npcID":npcID}]):
|
| | | break
|
| | | syncItemInfoList.append([itemID, itemCnt, isBind, userData])
|
| | | return syncItemInfoList
|
| | | #采集成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])
|
| | | #SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
|
| | | return
|
| | |
|
| | | ## 采集结果同步
|
| | | # @param None
|
| | | # @param None
|
| | | def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
|
| | | return #暂不同步
|
| | | if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList:
|
| | |
|
| | | def SyncCollNPCTime(curPlayer, npcIDList=[]):
|
| | | ## 同步采集NPC功能号采集次数
|
| | | |
| | | isSyncAll = False
|
| | | if not npcIDList:
|
| | | isSyncAll = True
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in xrange(ipyDataMgr.GetCollectNPCCount()):
|
| | | ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
|
| | | if ipyData.GetMaxCollectCount():
|
| | | npcIDList.append(ipyData.GetNPCID())
|
| | | |
| | | if not npcIDList:
|
| | | return
|
| | |
|
| | | collItemInfo = ChPyNetSendPack.tagMCCollectionItemInfo()
|
| | | collItemInfo.Clear()
|
| | | collItemInfo.NPCID = collectNPCID
|
| | | collItemInfo.Exp = addExp
|
| | | collItemInfo.SilverMoney = addMoney
|
| | | collItemInfo.ZhenQi = addZhenQi
|
| | | collItemInfo.CollItemList = []
|
| | | |
| | | for syncItemInfo in syncItemInfoList:
|
| | | itemType, itemID, itemCnt, isBind, itemInfo = 0, 0, 0, 0, ""
|
| | | if len(syncItemInfo) == 3:
|
| | | itemID, itemCnt, isBind = syncItemInfo
|
| | | elif len(syncItemInfo) == 4:
|
| | | itemType, itemID, itemCnt, isBind = syncItemInfo
|
| | | elif len(syncItemInfo) == 5:
|
| | | itemType, itemID, itemCnt, isBind, itemInfo = syncItemInfo
|
| | | |
| | | if itemID <= 0:
|
| | | syncList = []
|
| | | for npcID in npcIDList:
|
| | | collCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
|
| | | if isSyncAll and not collCount:
|
| | | continue
|
| | | collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt()
|
| | | collCntInfo.Clear()
|
| | | collCntInfo.NPCID = npcID
|
| | | collCntInfo.CollectionCnt = collCount
|
| | | syncList.append(collCntInfo)
|
| | |
|
| | | collItem = ChPyNetSendPack.tagMCCollectionItem()
|
| | | collItem.Clear()
|
| | | collItem.ItemType = itemType
|
| | | collItem.ItemID = itemID
|
| | | collItem.ItemCnt = itemCnt
|
| | | collItem.IsBind = isBind
|
| | | collItem.ItemInfoLen = len(itemInfo)
|
| | | collItem.ItemInfo = itemInfo
|
| | | collItemInfo.CollItemList.append(collItem)
|
| | | if not syncList:
|
| | | return
|
| | |
|
| | | collItemInfo.CollItemIDCnt = len(collItemInfo.CollItemList)
|
| | | NetPackCommon.SendFakePack(curPlayer, collItemInfo)
|
| | | npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
|
| | | npcIDCollInfo.Clear()
|
| | | npcIDCollInfo.NPCCollCntList = syncList
|
| | | npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList)
|
| | | NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo)
|
| | | return
|
| | |
|
| | | ## 给采集物品信息列表
|
| | | # @param curPlayer:玩家实例
|
| | | # @param awardItemInfoDict:奖励物品配置字典
|
| | | # @return None
|
| | | def __GetGiveCollectItemInfo(curPlayer, lvModeIDDict):
|
| | | if not lvModeIDDict:
|
| | | return [[], []]
|
| | | |
| | | modeID = ""
|
| | | playerLV = curPlayer.GetLV()
|
| | | for lvKey, mIDStr in lvModeIDDict.items():
|
| | | if lvKey[0] <= playerLV <= lvKey[1]:
|
| | | modeID = mIDStr
|
| | | break
|
| | | |
| | | if not modeID:
|
| | | return [[], []]
|
| | | |
| | | collectItemInfoDict = ReadChConfig.GetEvalChConfig('CollectItemInfo_%s' % modeID)
|
| | | if not collectItemInfoDict:
|
| | | return [[], []]
|
| | | |
| | | infoKey = () # 默认key
|
| | | job = curPlayer.GetJob()
|
| | | for key in collectItemInfoDict.keys():
|
| | | # 如果玩家职业在配置的key里,则取指定的key信息
|
| | | if job in key:
|
| | | infoKey = key
|
| | | break
|
| | | |
| | | if infoKey not in collectItemInfoDict:
|
| | | GameWorld.ErrLog('CollectItemInfo_%s.txt can not find key=%s!' % (modeID, infoKey))
|
| | | return [[], []]
|
| | | GameWorld.DebugLog(" __GetGiveCollectItemInfo job=%s,modeID=%s,key=%s,itemList=%s" |
| | | % (job, modeID, infoKey, collectItemInfoDict[infoKey]))
|
| | | return collectItemInfoDict[infoKey]
|
| | |
|
| | | ## 同步采集NPC功能号采集次数
|
| | | # @param curPlayer:采集玩家实例
|
| | | # @param funcType:功能号,默认为0,即同步配表中全部
|
| | | # @return None
|
| | | def SyncCollNPCTime(curPlayer, funcTypeList=[], npcIDList=[]):
|
| | | if not funcTypeList:
|
| | | npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
|
| | | funcTypeList = npcFuncCollectCntLimitDict.keys()
|
| | | |
| | | if not npcIDList:
|
| | | collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
|
| | | npcIDList = collectNPCIDTimeLimit.keys()
|
| | | |
| | | # if funcTypeList:
|
| | | # collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
|
| | | # for fType in funcTypeList:
|
| | | # todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
|
| | | # collection.Clear()
|
| | | # collection.FuncType = fType
|
| | | # collection.CollectionCnt = todayCollTime
|
| | | # collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
|
| | | # NetPackCommon.SendFakePack(curPlayer, collection)
|
| | | |
| | | if npcIDList:
|
| | | npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
|
| | | npcIDCollInfo.Clear()
|
| | | npcIDCollInfo.NPCCollCntList = []
|
| | | for npcID in npcIDList:
|
| | | collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt()
|
| | | collCntInfo.Clear()
|
| | | collCntInfo.NPCID = npcID
|
| | | collCntInfo.CollectionCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
|
| | | npcIDCollInfo.NPCCollCntList.append(collCntInfo)
|
| | | npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList)
|
| | | NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo)
|
| | | return
|
| | |
|
| | |
|
| | | ## 采集NPCOnDay处理
|
| | | # @param curPlayer:玩家实例
|
| | | # @return None
|
| | | def CollNPCTimeOnDay(curPlayer, funcTypeList=[]):
|
| | | npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
|
| | | funcTypeList = npcFuncCollectCntLimitDict.keys() if not funcTypeList else funcTypeList
|
| | | for funcType in funcTypeList:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % funcType, 0)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcBuyTime % funcType, 0)
|
| | | |
| | | collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
|
| | | for npcID, collCntInfo in collectNPCIDTimeLimit.items():
|
| | | isResetOnDay = collCntInfo[1]
|
| | | if not isResetOnDay:
|
| | | def CollNPCTimeOnDay(curPlayer):
|
| | | ## 采集NPCOnDay处理
|
| | | resetNPCIDList = []
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in xrange(ipyDataMgr.GetCollectNPCCount()):
|
| | | ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
|
| | | npcID = ipyData.GetNPCID()
|
| | | if not ipyData.GetMaxCollectCount():
|
| | | continue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0) |
| | | |
| | | SyncCollNPCTime(curPlayer)
|
| | | if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID):
|
| | | continue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0)
|
| | | resetNPCIDList.append(npcID)
|
| | | |
| | | if resetNPCIDList:
|
| | | SyncCollNPCTime(curPlayer, resetNPCIDList)
|
| | | return
|
| | |
|
| | |
|
| | |
| | | # @param queryNPCIDList:查询的NPCID列表
|
| | | # @param tick
|
| | | # @return {NPCID:cnt}
|
| | | def GetNPCCntInfo(queryNPCIDList, tick):
|
| | | def GetNPCCntInfo(queryNPCIDList, tick, copyMapID=None):
|
| | | npcCntDict = {}
|
| | |
|
| | | if not queryNPCIDList:
|
| | | return npcCntDict
|
| | | #if not queryNPCIDList:
|
| | | # return npcCntDict
|
| | |
|
| | | gameNPCManager = GameWorld.GetNPCManager()
|
| | | GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList)))
|
| | |
|
| | | for index in xrange(gameNPCManager.GetNPCCount()):
|
| | | curNPC = gameNPCManager.GetNPCByIndex(index)
|
| | | curID = curNPC.GetID()
|
| | | if curID == 0:
|
| | | continue
|
| | | |
| | | curNPCID = curNPC.GetNPCID()
|
| | | |
| | | if curNPCID not in queryNPCIDList:
|
| | | continue
|
| | | if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
|
| | | continue
|
| | | npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
|
| | | |
| | | if isinstance(copyMapID, int):
|
| | | for index in xrange(gameNPCManager.GetNPCCountByGWIndex(copyMapID)):
|
| | | curNPC = gameNPCManager.GetNPCByIndexByGWIndex(copyMapID, index)
|
| | | curID = curNPC.GetID()
|
| | | if curID == 0:
|
| | | continue
|
| | | |
| | | curNPCID = curNPC.GetNPCID()
|
| | | |
| | | if queryNPCIDList and curNPCID not in queryNPCIDList:
|
| | | continue
|
| | | if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
|
| | | continue
|
| | | npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
|
| | | else:
|
| | | for index in xrange(gameNPCManager.GetNPCCount()):
|
| | | curNPC = gameNPCManager.GetNPCByIndex(index)
|
| | | curID = curNPC.GetID()
|
| | | if curID == 0:
|
| | | continue
|
| | | |
| | | curNPCID = curNPC.GetNPCID()
|
| | | |
| | | if queryNPCIDList and curNPCID not in queryNPCIDList:
|
| | | continue
|
| | | if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
|
| | | continue
|
| | | npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
|
| | |
|
| | | GameWorld.DebugLog(" npcCntDict=%s" % (str(npcCntDict)))
|
| | | return npcCntDict
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
|
| | | return
|
| | |
|
| | | def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[]):
|
| | | def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[], serverGroupID=0):
|
| | | # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
|
| | | # GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"
|
| | | # % (mapID, npcID, playerName, itemID))
|
| | |
| | | if not needRecord:
|
| | | return
|
| | |
|
| | | dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue])
|
| | | dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue, serverGroupID])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
|
| | | GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
|
| | | |
| | | msgList = [playerName, playerID, mapID, npcID, itemID, itemUserData]
|
| | | |
| | | PlayerControl.WorldNotify(0, 'DropRecord' , msgList)
|
| | | return
|
| | |
|
| | | #// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt
|
| | |
| | | # @param None None
|
| | | # @return None
|
| | | def OnBuyCollectionCnt(index, clientData, tick):
|
| | | # curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | # |
| | | # if not curPlayer:
|
| | | # return
|
| | | # |
| | | # funcType = clientData.FuncType
|
| | | # #buyCnt = clientData.BuyCnt # 暂时默认购买一次
|
| | | # |
| | | # playerID = curPlayer.GetPlayerID()
|
| | | # CollectNPCFuncTimeBuyCostDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeBuyCost')
|
| | | # if funcType not in CollectNPCFuncTimeBuyCostDict:
|
| | | # GameWorld.Log("采集功能次数限制类型,不能购买!funcType=%s" % funcType, playerID)
|
| | | # return
|
| | | # |
| | | # buyTimeKey = ChConfig.Def_PDict_CollNpcBuyTime % funcType
|
| | | # alreadyBuyCnt = curPlayer.NomalDictGetProperty(buyTimeKey)
|
| | | # costFormat = CollectNPCFuncTimeBuyCostDict[funcType]
|
| | | # costGold = eval(costFormat)
|
| | | # |
| | | # if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold):
|
| | | # return
|
| | | # |
| | | # isOK = PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold, |
| | | # ShareDefine.Def_GoldCostType_BuyCollectionTime, alreadyBuyCnt)
|
| | | # |
| | | # if not isOK:
|
| | | # return
|
| | | # |
| | | # # 增加购买次数
|
| | | # PlayerControl.NomalDictSetProperty(curPlayer, buyTimeKey, alreadyBuyCnt + 1)
|
| | | # SyncCollNPCTime(curPlayer, [funcType])
|
| | | # GameWorld.Log("购买采集次数:funcType=%s,alreadyBuyCnt=%s,costGold=%s" % (funcType, alreadyBuyCnt, costGold), playerID)
|
| | | return
|
| | |
|
| | | #// A5 0A 购买可击杀boss次数 #tagCMBuyKillBossCnt
|
| | |
| | | GameWorld.DebugLog("通知GameServer地图Boss分流信息: mapID=%s,lineID=%s,shuntPlayerDict=%s" % (mapID, lineID, shuntPlayerDict), lineID)
|
| | | return
|
| | |
|
| | | def NPCSpeedChangeNotify(curNPC, speed):
|
| | | ##通知NPC速度
|
| | | sendPack = ChNetSendPack.tagObjInfoRefresh()
|
| | | sendPack.Clear()
|
| | | sendPack.ObjID = curNPC.GetID()
|
| | | sendPack.ObjType = curNPC.GetGameObjType()
|
| | | sendPack.RefreshType = IPY_GameWorld.CDBPlayerRefresh_Speed
|
| | | sendPack.Value = speed
|
| | | curNPC.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
|
| | | return
|