xdh
2018-11-12 297de92ab4234a2ec6c84a0b93861a41bc71d1b3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -36,6 +36,8 @@
import ChEquip
import PlayerVip
import random
g_succInfoDict = {}
g_potentialsSkillDict = {}
##登录处理
@@ -157,6 +159,11 @@
    elif activeMWID:
        DoActiveMW(curPlayer, activeMWID)
    
    #激活魂
    activeSoulID = upIpyData.GetActiveSoulID()
    if activeSoulID:
        __DoActiveMWSoul(curPlayer, activeSoulID, False)
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    
@@ -220,9 +227,10 @@
            activeCnt += 1
    return activeCnt
def GetPotentialsNextSkillID(skillID):
    #通过潜力技能ID获取对应的下一个技能ID
def GetPotentialsSkillInfo(curPlayer):
    #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
    global g_potentialsSkillDict
    if not g_potentialsSkillDict:
        g_potentialsSkillDict = {}
        ipyDataMgr = IpyGameDataPY.IPY_Data()
@@ -230,10 +238,31 @@
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            mwID = ipyData.GetID()
            skillIDList = ipyData.GetPotentials()
            for i, curSkillID in enumerate(skillIDList):
                nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
                g_potentialsSkillDict[curSkillID] = nextSkillID
    return g_potentialsSkillDict.get(skillID, 0)
            addPowerList = ipyData.GetSkillPower()
            lastSkillUseType = 0
            for curSkillID in skillIDList:
                skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
                if skillData == None:
                    GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
                    continue
                if lastSkillUseType != skillData.GetUseType():
                    index = 0
                else:
                    index +=1
                lastSkillUseType = skillData.GetUseType()
                addPower = addPowerList[index]
                preSkillID = skillData.GetLearnSkillReq()
                if not preSkillID:
                    continue
                skillUseType = skillData.GetUseType()
                preSkilllv = skillData.GetLearnSkillLV()
                if skillUseType not in g_potentialsSkillDict:
                    g_potentialsSkillDict[skillUseType] = {}
                g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
    curskillUseType = pow(2, curPlayer.GetJob())
    return g_potentialsSkillDict.get(curskillUseType, {})
## 给技能
#  @param curPlayer
@@ -360,8 +389,20 @@
    #infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()}
    if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP):
        return
    if not GameWorld.CanHappen(initRate):
    playerID = curPlayer.GetPlayerID()
    maxRateValue = ShareDefine.Def_MaxRateValue
    randValue = random.randint(0, maxRateValue-1)
    canHappen = randValue < initRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,initRate=%s,maxRateValue=%s"
                       % (canHappen, randValue, initRate, maxRateValue), playerID)
    # 不是百分百成功的记录合成流向
    if initRate != maxRateValue:
        drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "skillTypeID":skillTypeID, "IsSuccess":canHappen,
                  "initRate":initRate, "randValue":randValue, "maxRateValue":maxRateValue}
        DataRecordPack.SendEventPack("MagicWeaponSkillUp", drDict, curPlayer)
    if not canHappen:
        GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate))
        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0)
        return
@@ -385,22 +426,25 @@
                    PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
            
    
    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
    #通知技能已升级成功
    hasUnlockSkill = False
    nextSkillDict = GetPotentialsSkillInfo(curPlayer)
    if skillTypeID in nextSkillDict:
        needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
        if upSkillLv == needSkilllv:
            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
            CalcMagicWeaponAttr(curPlayer)
            hasUnlockSkill = True
    maxLV = upSkill.GetSkillMaxLV()
    if upSkillLv == maxLV:
        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
        curControl.RefreshPlayerAttrState()
        
    curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
    #通知技能已升级成功
    nextSkillID = GetPotentialsNextSkillID(skillTypeID)
    if nextSkillID:
        nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
        if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
    maxLV = upSkill.GetSkillMaxLV()
    if upSkillLv == maxLV:
        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
    
    #获得技能等级
    #curSkillLV = curSkill.GetSkillLV()
@@ -409,12 +453,21 @@
    
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
    
    SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, 1, True)
    SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, GetSPSkillTotalLV(curPlayer))
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
    EventShell.EventRespons_MWSkillUp(curPlayer)
    return
def GetSPSkillTotalLV(curPlayer):
    #潜力技能总等级
    totalLV = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(i)
        if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
            continue
        totalLV += curSkill.GetSkillLV()
    return totalLV
def NotifyMagicWeapon(curPlayer, isLogin=False):
    #通知法宝信息
@@ -447,7 +500,7 @@
    allAttrList1 = [{} for _ in range(4)] #人族法宝
    allAttrList2 = [{} for _ in range(4)] #魔族法宝
    allAttrList3 = [{} for _ in range(4)] #仙族法宝
    signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureCount()):
@@ -465,7 +518,7 @@
        #    attrDict = refineipyData.GetTreasureAttr()
        #    GameWorld.AddDictValue(allAttrDict, attrDict)
        #=======================================================================
        treasureType = treasureIpyData.GetTreasureType()
        #等级属性
        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
        for lv in xrange(curMWLV+1):
@@ -473,6 +526,7 @@
            if upIpyData:
                attrDict = upIpyData.GetAddAttr()
                GameWorld.AddDictValue(allAttrDict, attrDict)
        if magicWeaponID == signDayMWID:
            #签到属性
            totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
@@ -481,7 +535,7 @@
                addAttr[int(attid)] = attnum * totalSignNum
            GameWorld.AddDictValue(allAttrDict, addAttr)
        
        treasureType = treasureIpyData.GetTreasureType()
        for effID, value in allAttrDict.items():
            if treasureType == 1:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
@@ -492,9 +546,27 @@
            else:
                GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s" 
                                 % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
    #技能解锁战力
    nextSkillDict = GetPotentialsSkillInfo(curPlayer)
    addPowerDict = {}
    for skillID, info in nextSkillDict.items():
        needSkilllv, nextSkillID, addPower = info
        skillManager = curPlayer.GetSkillManager()
        curSkill = skillManager.FindSkillBySkillTypeID(skillID)
        if not curSkill:
            continue
        curSkillLV = curSkill.GetSkillLV()
        if curSkillLV < needSkilllv:
            continue
        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
        addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
    for mfpType, addPower in addPowerDict.items():
        curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
    return
#// A5 77 玩家精炼法宝 #tagCMMWRefine
@@ -668,6 +740,7 @@
    elif curType == 2:
        #穿戴三阶橙色1星或四阶紫色1星以上头盔
        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
        for equipIndex in xrange(playerEquip.GetCount()):
            curEquip = playerEquip.GetAt(equipIndex)
            if curEquip.IsEmpty():
@@ -675,7 +748,11 @@
            curClassLV = ItemCommon.GetItemClassLV(curEquip)
            itemColor = curEquip.GetItemColor()
            itemQuality = curEquip.GetItemQuality()
            itemID = curEquip.GetItemTypeID()
            for classlv, color, star, place in conditionList:
                if equipIndex is place and itemID in SamboSpecialUnlock:
                    cnt = 1
                    break
                if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
                    cnt = 1
                    break
@@ -745,7 +822,7 @@
        succCnt = ipyDataMgr.GetXBXZCount()
        if not succCnt:
            return
        maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
        recordIndexList = range(maxSuccid / 31+1)
            
    succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
@@ -862,6 +939,9 @@
        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
@@ -893,14 +973,19 @@
        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
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, min(maxValue, gotValue+canGetCnt*singleValue))
        CalcMagicWeaponSoulAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        
@@ -999,17 +1084,23 @@
            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)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    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)