ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -32,12 +32,18 @@
import GameFuncComm
import SkillCommon
import BuffSkill
import ItemControler
import PlayerWeekParty
#import EventReport
import IpyGameDataPY
import PassiveBuffEffMng
import OpenServerCampaign
import random
Def_GodWeaponType_HP = 1  # 生命神兵类型
Def_GodWeaponType_Atk = 2  # 攻击神兵类型
Def_GodWeaponType_SuperHit = 3  # 暴击神兵类型
Def_GodWeaponType_Def = 4  # 护盾神兵类型
## 神器功能登录处理
#  @param curPlayer 玩家
@@ -46,15 +52,34 @@
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
        return
    Sync_GodWeaponLVInfo(curPlayer)
    return
def SetGodWeaponLV(curPlayer, weaponType, lv):
    ## 设置神兵等级,同步设置场景神兵等级
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
    totalLV = GetGodWeaponTotalLV(curPlayer)
    # 开服活动数据
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_GodWeapon, totalLV, False, True)
    return
def GetGodWeaponTotalLV(curPlayer):
    ##获取神兵总等级
    totalLV = 0
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
    for gwType in xrange(1, maxType + 1):
        totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
    return totalLV
## 神器开启
#  @return: 是否激活成功
def DoGodWeaponOpen(curPlayer):
    # 默认激活1级的类型
    for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
        SetGodWeaponLV(curPlayer, i, 1)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
    Sync_GodWeaponLVInfo(curPlayer)
    return True
@@ -78,9 +103,14 @@
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
    fightPowerEx = 0  # 额外增加的战力
    allAttrList = [{} for i in range(4)]
    for gwType in xrange(1, maxType + 1):
        # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶
        # 为兼容老号,刷属性时只要判断等级是否大于0,不管是否解锁,新号解锁由神兵升级的时候进行解锁
        attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
        if not attrLV:
            continue
        godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', gwType, attrLV)
        if not godWeaponData:
            continue
@@ -88,25 +118,84 @@
        for i, attrID in enumerate(attrTypeList):
            PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
        
        fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
    # 附加战力
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
    GameWorld.DebugLog("神兵属性:%s" % allAttrList)
    # 保存计算值
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)   
    return
#---------------------------------------------------------------------------------------------------
#// A5 56 神兵激活 #tagCMGodWeaponActivate
#
#struct    tagCMGodWeaponActivate
#{
#    tagHead        Head;
#    DWORD        WeaponType;    // 神兵类型
#};
def OnGodWeaponActivate(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    weaponType = clientData.WeaponType
    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
        GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
        return
    # 满足玩家等级或者前置神兵等级可解锁
    if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
        SetGodWeaponLV(curPlayer, weaponType, 1)
        RefreshGodWeaponAttr(curPlayer)
        GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
        Sync_GodWeaponLVInfo(curPlayer, weaponType)
    return
# 神兵激活需2次判断等级 {2:100, 4:100}
def __GWCheckPlayerLV(curPlayer, weaponType):
    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
    if str(weaponType) not in godWeaponUnlockDict:
        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
        return False
    return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
# 神兵激活需判断前置神兵等级
def __GWCheckOtherGWLV(curPlayer, weaponType):
    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
    if str(weaponType) not in godWeaponUnlockDict:
        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
        return False
    conditionList = godWeaponUnlockDict[str(weaponType)]
    for needType, needLV in conditionList:
        needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
        if needTypeLV < needLV:
            GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
                               % (weaponType, needType, needLV, needTypeLV))
            return False
    return True
#===============================================================================
# // A5 55 神兵升级 #tagCMGodWeaponPlus
#
# struct    tagCMGodWeaponPlus
# {
#// A5 55 神兵升级 #tagCMGodWeaponPlus
#
#struct    tagCMGodWeaponPlus
#{
#    tagHead        Head;
#    DWORD        WeaponType;    // 神兵类型
#    DWORD        ItemID;        //消耗的物品ID
# };
#    BYTE        ItemCount;        //消耗个数,默认1
#    BYTE        IsAutoBuy;        //是否自动购买,默认0
#};
#===============================================================================
def OnPlusGodWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    weaponType = clientData.WeaponType
    useItemID = clientData.ItemID
    useItemCount = max(1, clientData.ItemCount)
    isAutoBuy = clientData.IsAutoBuy
    
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
        #等级不足
@@ -114,6 +203,10 @@
    
    #1.判断表中有没此类型,2.是否满级,3.判断是否有物品
    attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
    # if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
    #     GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
    #     return  由配置表决定等级0是否可升级
    beforeAttrLV = attrLV   # 用于提示
    godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV)
    if not godWeaponData:
@@ -129,30 +222,56 @@
    if useItemID not in IpyGameDataPY.GetFuncEvalCfg("GodWeapon%s"%weaponType):
        return
    
    curItem = ItemCommon.FindItemInPackByItemID(curPlayer, useItemID, IPY_GameWorld.rptItem)
    if not curItem:
        GameWorld.DebugLog('###神兵假包,没有物品ID=%s'%useItemID)
    itemData = GameWorld.GetGameData().GetItemByTypeID(useItemID)
    if not itemData:
        return
    effect = ItemCommon.GetItemEffectByEffectID(curItem, ChConfig.Def_Item_Eff_GodWeaponExp)
    effect = ItemCommon.GetItemEffectByEffectID(itemData, ChConfig.Def_Item_Eff_GodWeaponExp)
    if not effect:
        GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
        return
    addExp = effect.GetEffectValue(0)
    if not addExp:
    itemExp = effect.GetEffectValue(0)
    if not itemExp:
        GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
        return
    
    delCnt = 1
    ItemCommon.DelItem(curPlayer, curItem, delCnt, False, ChConfig.ItemDel_GodWeapon)
    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
    curExp = curExp + addExp
    goldExpTotal = 0
    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
    lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
    if lackCount > 0:
        if not isAutoBuy:
            GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s"
                               % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
            return
        godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
        if str(weaponType) not in godMagicExpDict:
            return
        costGold, goldExp = godMagicExpDict[str(weaponType)]
        lackCost = costGold * lackCount
        goldExpTotal = goldExp * lackCount
        #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
        if lackCost <= 0:
            return
        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
        if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
                                      ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
            return
    delUseItemCount = useItemCount - lackCount
    # 扣除消耗
    if delUseItemCount:
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
    addTotalExp = itemExp * delUseItemCount + goldExpTotal
    befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
    curExp = befExp + addTotalExp
    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s"
                       % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
    
    isLVUP = False
    
    # 安全为主不用while
    for i in xrange(100):
    for _ in xrange(100):
        if curExp < totalExp:
            break
        godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV+1)
@@ -160,10 +279,11 @@
            GameWorld.DebugLog('神兵升级找不到数据 %s-%s'%(weaponType, attrLV))
            break
        
        GameWorld.DebugLog("    神兵升级: attrLV=%s,needExp=%s" % (attrLV, totalExp))
        curExp = curExp - totalExp
        attrLV += 1
        isLVUP = True
        GodWeaponLVUP(curPlayer, godWeaponData)
        GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
        
        totalExp = godWeaponData.GetExp()
        if totalExp == 0:
@@ -171,34 +291,49 @@
            #满级
            break
        
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
    if isLVUP:
        SetGodWeaponLV(curPlayer, weaponType, attrLV)
        GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
        RefreshGodWeaponAttr(curPlayer)
        #x神器达到X级成就
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType])
        EventShell.EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV)
        if beforeAttrLV == 0:
            # 解封通知
            PlayerControl.WorldNotify(0, 'GetGodWeapon', [curPlayer.GetName(), weaponType])
            sysMark = IpyGameDataPY.GetFuncEvalCfg('GodWeaponSys', 1, {}).get(weaponType, 'GetGodWeapon')
            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
            
        #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
        notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
        if weaponType in notifyDict:
            for notifyLV in notifyDict[weaponType]:
                if beforeAttrLV < notifyLV and attrLV >= notifyLV:
                    PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
        #=======================================================================
        # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
        # if weaponType in notifyDict:
        #    for notifyLV in notifyDict[weaponType]:
        #        if beforeAttrLV < notifyLV and attrLV >= notifyLV:
        #            PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
        #=======================================================================
        totalExp = godWeaponData.GetExp()
        
    Sync_GodWeaponLVInfo(curPlayer, weaponType)
    #任务
    EventShell.EventRespons_PlusGodWeapon(curPlayer)
    EventShell.EventRespons_PlusGodWeapon(curPlayer, weaponType)
    return
#神兵升级触发其他功能:技能
def GodWeaponLVUP(curPlayer, godWeaponData):
def GodWeaponLVUP(curPlayer, godWeaponData, attrLV):
    skillID = godWeaponData.GetSkillID()
    if skillID:
        __GiveGodWeaponSkill(curPlayer, skillID)
        if __GiveGodWeaponSkill(curPlayer, skillID):
            sysMark = godWeaponData.GetSysMark()
            if sysMark:
                PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
            return skillID
    return
@@ -266,5 +401,5 @@
    #    BuffSkill.DoAddBuff(curPlayer, buffType, skillData, GameWorld.GetGameWorld().GetTick(), [], curPlayer)
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillResId)
    PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResId, 0)
    return
    return True