xdh
2019-03-20 2553f010270f9dff6f1ee1403caab4ff826e00c2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -40,6 +40,8 @@
g_succInfoDict = {}
g_potentialsSkillDict = {}
##登录处理
# @param curPlayer 玩家
# @return None
@@ -47,15 +49,13 @@
    NotifyMagicWeapon(curPlayer, True)
    SyncXBXZAwardRecord(curPlayer)
    Sycn_MagicWeaponLV(curPlayer)
    Sycn_MWPrivilegeData(curPlayer)
    return
def OnDay(curPlayer):
    #重置法宝之魂每日领取记录
    for privilege in ChConfig.MWPrivilegeList:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 0)
    Sycn_MWPrivilegeData(curPlayer, isForce=True)
    return
def DoMagicWeaponOpen(curPlayer):
    ## 法宝功能开启 激活第一个法宝
@@ -66,6 +66,7 @@
#    NotifyMagicWeapon(curPlayer)
    return True
def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
    #获取法宝是否激活
    #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
@@ -74,12 +75,14 @@
    if lv:
        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
        return curMWLV >= lv
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, True, [mwID / 100])
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID, True)
def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
    #设置法宝激活状态
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, isActive, True, [mwID / 100])
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID, isActive, True)
    return
def ActiveMagicWeapon(curPlayer, succID):
    ##激活法宝
@@ -109,6 +112,7 @@
        
    return
def DoActiveMW(curPlayer, mwID, mwLV=0):
    if not GetWMIpyData(mwID):
        return
@@ -117,7 +121,6 @@
        SetMagicWeaponActiveState(curPlayer, mwID)
        #֪ͨ
        NotifyMagicWeapon(curPlayer)
        
        if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
            PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
@@ -158,9 +161,9 @@
        DoActiveMW(curPlayer, activeMWID)
    
    #激活魂
    activeSoulID = upIpyData.GetActiveSoulID()
    if activeSoulID:
        __DoActiveMWSoul(curPlayer, activeSoulID, False)
#    activeSoulID = upIpyData.GetActiveSoulID()
#    if activeSoulID:
#        __DoActiveMWSoul(curPlayer, activeSoulID, False)
    
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -176,7 +179,9 @@
    DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
    return True
def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
def GetNeedSuccIDByMWID(mwID, ipyData=None):
    ##获取法宝ID开启需要完成的成就ID
@@ -186,6 +191,7 @@
            return []
    succIDList = list(ipyData.GetSuccID())
    return succIDList
def GetMWIDBySuccID(succID):
    global g_succInfoDict
@@ -202,6 +208,7 @@
                g_succInfoDict[succid] = mwID
    return g_succInfoDict.get(succID)
def GetMWActiveCntTotal(curPlayer):
    ## 获取激活的法宝总个数
    activeCnt = 0
@@ -212,6 +219,7 @@
        if GetIsActiveMagicWeapon(curPlayer, magicWeaponID):
            activeCnt += 1
    return activeCnt
def GetMWActiveCntByType(curPlayer, mwType):
    ## 根据法宝类型获取已激活数量
@@ -224,6 +232,7 @@
        if isActive:
            activeCnt += 1
    return activeCnt
## 给技能
#  @param curPlayer
@@ -282,11 +291,8 @@
        NetPackCommon.SendFakePack(curPlayer, packData)
    return
##--------------------------------------------------------------------------------------------------
def GetMWRefineIpyData(treasureID, treasureLV):
    #获取法宝等级信息
    return IpyGameDataPY.GetIpyGameDataNotLog("TreasureRefine", treasureID, treasureLV)
def CalcMagicWeaponAttr(curPlayer):
    ## 计算法宝属性
@@ -308,14 +314,7 @@
#        if not isActive:
#            continue
        allAttrDict = {}
        #=======================================================================
        # #铸炼属性
        # mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % magicWeaponID)
        # refineipyData = GetMWRefineIpyData(magicWeaponID, mwRefineLv)
        # if refineipyData:
        #    attrDict = refineipyData.GetTreasureAttr()
        #    GameWorld.AddDictValue(allAttrDict, attrDict)
        #=======================================================================
        treasureType = treasureIpyData.GetTreasureType()
        if isActive:
            mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
@@ -344,14 +343,6 @@
                GameWorld.AddDictValue(allAttrDict, attrDict)
        
        fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
        #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
        if isActive and not fbpasslv:
            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
            if ipyDataList:
                maxLevel = ipyDataList[-1].GetLevel()
                fbpasslv = maxLevel
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
                GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
        if fbpasslv: #副本关卡属性
            fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
            if fbipyData:
@@ -359,7 +350,6 @@
                for effID, value in attrDict.items():
                    effID = int(effID)
                    allAttrDict[effID] = allAttrDict.get(effID, 0) + value
                
        for effID, value in allAttrDict.items():
            if treasureType == 1:
@@ -424,11 +414,11 @@
            if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                return
            
    DoActiveMW(curPlayer, mwID)
    return
#-------------------------------------------------------------------------------
def OnGetXBXZAward(curPlayer, index):
    ##仙宝寻主领奖
@@ -550,6 +540,7 @@
    NetPackCommon.SendFakePack(curPlayer, succFARPack)
    return
#-------------------------------------------------------------------------------
#// A5 15 提升法宝等级 #tagCMMagicWeaponUp
#
@@ -579,6 +570,7 @@
    
    return
def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
    #增加法宝升级经验
    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s'%(mwID, addExp))
@@ -591,6 +583,7 @@
    if mwType == 1:
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
    return
def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
    #通知法宝等级信息
@@ -627,134 +620,6 @@
        NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
def GetMagicWeaponPrivilege(curPlayer, privilege):
    #法宝等级权限
    if not GetIsActiveMWSoul(curPlayer, privilege):
        return 0
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return 0
    return privilegeIpyData
def GetMagicWeaponPrivilegeAttr(curPlayer, privilege):
    #获取法宝特权增加的属性
    addAttr = {}
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return addAttr
    attrInfo = privilegeIpyData.GetAddAttr()
    if not attrInfo:
        attrInfo = {}
    singleValue = privilegeIpyData.GetSingleValue()
    if privilege == ChConfig.MWPrivilege_EquipPlus:
        #强化加成
        #境界改版,废弃
        pass
    else:
        multiple = 1 #倍数
        if singleValue:
            gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
            maxValue = privilegeIpyData.GetMaxValue()
            if maxValue:
                gotValue = min(maxValue, gotValue)
            multiple = gotValue/singleValue
        for attid, attnum in attrInfo.items():
            addAttr[int(attid)] = attnum * multiple
    GameWorld.DebugLog('    获取法宝特权增加的属性 privilege=%s,addAttr=%s' % (privilege,addAttr), curPlayer.GetID())
    return addAttr
def SetMWPrivilegeData(curPlayer, privilege, data, isAdd=False):
    ##设置法宝特权相关数据
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return
    curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
    singleValue = privilegeIpyData.GetSingleValue()
    if singleValue and curGotValue % singleValue:
        fixGotValue = curGotValue/singleValue*singleValue
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
        GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
    curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
    newData = curValue + data if isAdd else data
    maxValue = privilegeIpyData.GetMaxValue()
    if maxValue:
        newData = min(maxValue, newData)
    if curValue != newData:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulCurValue % privilege, newData)
        Sycn_MWPrivilegeData(curPlayer, privilege)
    GameWorld.Log('    privilege=%s,data=%s,curValue=%s,newData=%s'%(privilege, data,curValue,newData))
    return
def GetMWSoulAward(curPlayer, privilege):
    #领取法宝之魂奖励
    ipyData = GetMagicWeaponPrivilege(curPlayer, privilege)
    if not ipyData:
        GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
        return
    singleValue = ipyData.GetSingleValue()
    maxValue = ipyData.GetMaxValue()
    if singleValue:
        #达到进度则可领取属性
        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
        gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
        if gotValue >= curValue:
            return
        canGetCnt = (curValue - gotValue) / singleValue
        if canGetCnt <= 0 and maxValue and curValue >= maxValue:
            canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
        if canGetCnt <= 0:
            return
        updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
        CalcMagicWeaponSoulAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    itemList = ipyData.GetItemAward()
    if itemList:
        #每日物品奖励
        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % privilege):
            GameWorld.Log('    领取法宝之魂奖励 今日已领取 privilege=%s'%privilege)
            return
        needSpace = len(itemList)
        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
        if needSpace > packSpace:
            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
            return
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 1)
        for itemid, cnt, isBind in itemList:
            ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), 0, [IPY_GameWorld.rptItem], event=["MWSoulAward", False, {"privilege":privilege}])
    #֪ͨ
    Sycn_MWPrivilegeData(curPlayer, privilege)
    return
def Sycn_MWPrivilegeData(curPlayer, privilegeID= -1, isForce=False):
    #通知法宝特权信息
    if privilegeID == -1:
        needCalList = ChConfig.MWPrivilegeList
    else:
        needCalList = [privilegeID]
    sendPack = ChPyNetSendPack.tagMCMWPrivilegeDataInfo()
    sendPack.InfoList = []
    for priID in needCalList:
        pack = ChPyNetSendPack.tagMCMWPrivilegeData()
        pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
        pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
        pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
        pack.State = GetIsActiveMWSoul(curPlayer, priID)
        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
            continue
        pack.PriID = priID
        sendPack.InfoList.append(pack)
    sendPack.Count = len(sendPack.InfoList)
    if sendPack.Count:
        NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#// A5 16 法宝状态记录 #tagCMMagicWeaponState
#
@@ -773,14 +638,17 @@
    Sycn_MagicWeaponLV(curPlayer, mwID)
    return
def GetIsClickMagicWeapon(curPlayer, mwID):
    #获取法宝是否点击认主
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID, True)
def SetMagicWeaponClickState(curPlayer, mwID, state=1):
    #设置法宝是否点击认主状态
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID, state, True)
    return
#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
#
@@ -812,77 +680,17 @@
    Sycn_MagicWeaponLV(curPlayer, mwID)
    return
def GetIsWearMagicWeapon(curPlayer, mwID):
    #获取法宝是否佩戴
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
def SetMagicWeaponWearState(curPlayer, mwID, state):
    #设置法宝是否佩戴
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
    return
#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
#
#struct    tagCMActiveMWSoul
#
#{
#    tagHead        Head;
#    BYTE        ID;    //编号
#};
def OnActiveMWSoul(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    soulID = clientData.ID
    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
    if not ipyData:
        return
    if GetIsActiveMWSoul(curPlayer, soulID):
        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
        return
    #检查成就
    succList = ipyData.GetSuccessList()
    for succID in succList:
        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
            return
    __DoActiveMWSoul(curPlayer, soulID)
    return
def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
    #任务
    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
    CalcMagicWeaponSoulAttr(curPlayer)
    if isRefreshAttr:
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    #֪ͨ
    Sycn_MWPrivilegeData(curPlayer, soulID)
    return
def GetIsActiveMWSoul(curPlayer, soulID):
    #获取法宝之魂是否已激活
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
def CalcMagicWeaponSoulAttr(curPlayer):
    #法宝之魂属性刷新
    allAttrList = [{} for _ in range(4)]
    allAttrDict = {}
    ipyMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
        soulID = ipyData.GetPrivilegeID()
        if not GetIsActiveMWSoul(curPlayer, soulID):
            continue
        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
        GameWorld.AddDictValue(allAttrDict, attrDict)
    for attrID, attrValue in allAttrDict.items():
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
    return
def UptateMWFBPasslv(curPlayer, mwID, passLV):
    GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())