| | |
| | | import PlayerWing
|
| | | import PlayerExpandPackCfgMgr
|
| | | import PlayerWorldAverageLv
|
| | | import GameLogic_ManorWar
|
| | | import PlayerActivity
|
| | | import HighLadderTube
|
| | | import FBCommon
|
| | | import PlayerViewCacheTube
|
| | | import PassiveBuffEffMng
|
| | | import PlayerGameEvent
|
| | | import EventReport
|
| | | import PlayerTeHui
|
| | | import PlayerGatherSoul
|
| | | import PlayerSuccess
|
| | | import PlayerPet
|
| | |
| | | import PlayerMagicWeapon
|
| | | import GameLogic_SealDemon
|
| | | import GameLogic_ZhuXianBoss
|
| | | import GameLogic_CrossDemonKing
|
| | | import PlayerTJG
|
| | | import PlayerVip
|
| | | import PlayerRefineStove
|
| | |
| | | import CrossRealmPlayer
|
| | | import CrossPlayerData
|
| | | import ChNetSendPack
|
| | | import EquipZhuXian
|
| | | #import EquipZhuXian
|
| | | import PlayerCoat
|
| | | import PlayerState
|
| | | import QuestCommon
|
| | | import PlayerDogz
|
| | | import ChPlayer
|
| | | import GMShell
|
| | | import GameObj
|
| | |
|
| | | import random
|
| | | import types
|
| | |
| | | SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
|
| | | return
|
| | |
|
| | | def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
|
| | | ## 发送跨服邮件
|
| | | if not serverGroupID:
|
| | | return
|
| | | dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
|
| | | if addItemList:
|
| | | dataMsg["Item"] = CombineMailItem(addItemList)
|
| | | if paramList:
|
| | | dataMsg["Param"] = paramList
|
| | | GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
|
| | | return
|
| | |
|
| | | ## 功能发放物品补偿/奖励邮件
|
| | | # @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
|
| | | # @return
|
| | |
| | | if GameWorld.IsCrossServer():
|
| | | return
|
| | |
|
| | | combineItemList = CombineMailItem(addItemList)
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
|
| | | return True
|
| | |
|
| | | def CombineMailItem(addItemList):
|
| | | ## 合并邮件物品
|
| | | itemCountDict = {}
|
| | | combineItemList = [] # 合并后的物品列表
|
| | | for mailItem in addItemList:
|
| | |
| | | for key, itemCnt in itemCountDict.items():
|
| | | itemID, isAuctionItem = key
|
| | | combineItemList.append((itemID, itemCnt, isAuctionItem))
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
|
| | | return True
|
| | | return combineItemList
|
| | |
|
| | | ## 构建系统提示参数列表
|
| | | # @param msgParamList 信息参数列表
|
| | |
| | | return
|
| | |
|
| | | #副本中不打断
|
| | | if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
|
| | | return
|
| | | #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
|
| | | # return
|
| | |
|
| | | tagObj = curPlayer.GetActionObj()
|
| | |
|
| | |
| | | #GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
|
| | | npcID = curNPC.GetNPCID()
|
| | | collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
|
| | | if not collectNPCIpyData:
|
| | | return
|
| | |
|
| | | GameWorld.DebugLog(' 采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
|
| | | if not collectNPCIpyData.GetCanBreakCollect():
|
| | | return
|
| | | |
| | | #取消采集状态
|
| | | ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | |
|
| | |
| | | NPCCommon.ClearCollectNPC(curPlayer)
|
| | | #结束事件
|
| | | EventShell.DoExitEvent(curPlayer)
|
| | | |
| | | # 结束摆摊/查看摆摊
|
| | | EventShell.ExitShopItem(curPlayer)
|
| | | EventShell.ExitWatchShopItem(curPlayer)
|
| | |
|
| | | #设置玩家的地图位置, 如果是副本, 离开副本
|
| | | # 副本规则:
|
| | |
| | | PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
|
| | | #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
|
| | | FBLogic.DoExitFBLogic(curPlayer, tick)
|
| | | |
| | | GameLogic_ManorWar.DoExitFB(curPlayer, tick)
|
| | |
|
| | | #清空所有不属于自己的光环
|
| | | #__ClearNoMeAuraBuff(curPlayer)
|
| | |
| | | PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
|
| | |
|
| | | PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
|
| | | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not isDisconnect:
|
| | | CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
|
| | | |
| | | PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
|
| | | #清除地图玩家缓存
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
|
| | | PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
|
| | | PyGameData.g_playerFuncAttrDict.pop(playerID, None)
|
| | | PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
|
| | | PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
|
| | | return
|
| | |
|
| | | ##更新保存玩家在线时间
|
| | |
| | |
|
| | | curPlayer.SetChangeMapTakeTruck(takeTruck)
|
| | |
|
| | | # 如果在摆摊中,提示摆摊关闭
|
| | | playerShop = curPlayer.GetPlayerShop()
|
| | | if playerShop.GetIsStartShop():
|
| | | NotifyCode(curPlayer, "GeRen_admin_70569")
|
| | | |
| | | #离开地图服务器
|
| | | __PlayerLeaveServerLogic(curPlayer, tick, False)
|
| | |
|
| | |
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | def PlayerEnterCrossServer(curPlayer, mapID):
|
| | | def PlayerEnterCrossServer(curPlayer, mapID, lineID):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
|
| | | GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
|
| | | if mapID not in ChConfig.Def_CrossMapIDList:
|
| | | return
|
| | | |
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
|
| | | if lastRequestTick and tick - lastRequestTick < 5000:
|
| | | GameWorld.DebugLog(" 请求进入跨服CD中!", playerID)
|
| | | NotifyCode(curPlayer, "RequestEnterCrossServerCD")
|
| | | return
|
| | | |
| | | crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
|
| | | if crossRegisterMap:
|
| | | GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
|
| | | return
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | GameWorld.DebugLog("跨服服务器不允许该操作!")
|
| | | return
|
| | |
| | | NotifyCode(curPlayer, "SingleEnterPK", [mapID])
|
| | | return
|
| | |
|
| | | GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
|
| | | fbIpyData = FBCommon.GetFBIpyData(mapID)
|
| | | if fbIpyData:
|
| | | fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
|
| | | if not fbLineIpyData:
|
| | | GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
|
| | | return
|
| | | ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
|
| | | if ret != ShareDefine.EntFBAskRet_OK:
|
| | | return
|
| | | |
| | | if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
|
| | | GameWorld.DebugLog(" OnEnterFBEvent False!", curPlayer.GetPlayerID())
|
| | | NotifyCode(curPlayer, "SingleEnterDefaul")
|
| | | return
|
| | | |
| | | # 需要动态分布线路的地图,发送到跨服服务器进行分配
|
| | | if mapID in ChConfig.Def_CrossDynamicLineMap:
|
| | | extendInfo = {}
|
| | | if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
|
| | | bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
|
| | | if not bossID:
|
| | | return
|
| | | extendInfo["BossID"] = bossID
|
| | | |
| | | msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
|
| | | if extendInfo:
|
| | | msgDict.update(extendInfo)
|
| | | GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
|
| | | else:
|
| | | isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
|
| | | if not isSend:
|
| | | return
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
|
| | | return
|
| | |
|
| | | ##玩家进入副本
|
| | |
| | | if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
|
| | | extendParamList = [bossID, curPlayer.GetFamilyID()]
|
| | | elif mapID == ChConfig.Def_FBMapID_DemonKing:
|
| | | bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
|
| | | extendParamList = [bossID]
|
| | |
|
| | | SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
|
| | | return
|
| | |
| | | def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
|
| | | if Price < 0:
|
| | | return []
|
| | | |
| | | if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
|
| | | TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
|
| | | |
| | | if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
|
| | | IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
|
| | | if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
|
| | |
| | | # 绝版降临
|
| | | PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
|
| | | PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
|
| | | # 消费VIP
|
| | | # if costVIPGold < 0:
|
| | | # costVIPGold = price
|
| | | #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
|
| | |
|
| | | # 事件汇报
|
| | | #===========================================================================
|
| | |
| | | curLV = curPlayer.GetLV()
|
| | | if curLV < openLV:
|
| | | return 0
|
| | | # 初始点+升级点+境界点
|
| | | setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | |
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | setFreePoint = initFreePoint
|
| | | for lv in xrange(openLV, curLV+1):
|
| | | setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
|
| | | for rangLVs, point in addPointDict.items():
|
| | | if curLV < rangLVs[0]:
|
| | | continue
|
| | | setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
|
| | | |
| | | #境界提升点数
|
| | | setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
|
| | | return setFreePoint
|
| | |
|
| | | def DoAddPointOpen(curPlayer):
|
| | | '''加点功能开启 处理给自由属性点及老号处理 |
| | | 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
|
| | | '''加点功能开启'''
|
| | | beforeFreePoint = curPlayer.GetFreePoint()
|
| | |
|
| | | |
| | | setFreePoint = GetAllPointByLV(curPlayer)
|
| | | curLV = curPlayer.GetLV()
|
| | | addDataDict = {'beforeFreePoint':beforeFreePoint}
|
| | |
| | | GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
|
| | | return
|
| | |
|
| | | def FixOldAddPoint(curPlayer):
|
| | | ##老号加点处理 重置已加点数,
|
| | | if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
|
| | | return
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
|
| | | baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
|
| | | addPoint = curPlayer.GetFreePoint()
|
| | | attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
|
| | | for attrKey, basePoint in attrInfoDict.items():
|
| | | addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
|
| | | fixFreePoint = GetAllPointByLV(curPlayer)
|
| | | if addPoint != fixFreePoint:
|
| | | for attrKey, basePoint in attrInfoDict.items():
|
| | | getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
|
| | | curPlayer.SetFreePoint(fixFreePoint)
|
| | | #重置天赋
|
| | | PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
|
| | | #邮件补偿
|
| | | SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
|
| | | |
| | | addDataDict = {'beforeTotalPoint':addPoint}
|
| | | DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
|
| | | GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | |
| | | def ClearAttr(self):
|
| | | for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | | value = 0
|
| | | # if attrIndex == ChConfig.TYPE_Calc_SuperHit:
|
| | | # value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
|
| | | setattr(self, self.__AttrName % attrIndex, value)
|
| | | for attrIndex in self.__NolineAttrList:
|
| | | setattr(self, self.__AttrNameNoline % attrIndex, 0)
|
| | |
| | | Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
|
| | | AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
|
| | | SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
|
| | | SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
|
| | | SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
|
| | | SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
|
| | | SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
|
| | | SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
|
| | | LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
|
| | | LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
|
| | | LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
|
| | | LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
|
| | | LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
|
| | | SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
|
| | | SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
|
| | | DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
|
| | | DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
|
| | | DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
|
| | | DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
|
| | | DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
|
| | | HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
|
| | | DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
|
| | | SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
|
| | |
| | | FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
|
| | | FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
|
| | | FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
|
| | | FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
|
| | | FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
|
| | | DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
|
| | | DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
|
| | | JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
|
| | |
| | | JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
|
| | | JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
|
| | | JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
|
| | | |
| | | NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) |
| | | NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) |
| | | FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
|
| | | FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
|
| | | Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
|
| | |
|
| | | ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
|
| | | ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
|
| | |
| | | # @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出
|
| | | def __DoLVUPAddPoint(self):
|
| | | curPlayer = self.__Player
|
| | | if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
|
| | | # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
|
| | | return
|
| | |
|
| | | curFreePoint = curPlayer.GetFreePoint()
|
| | | addPoint = GetLvUp_AddPoint(curPlayer)
|
| | |
| | | return True
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 获取下一次转生所需等级
|
| | | def GetNextReincarnationLV(self, curPlayer):
|
| | | Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
|
| | | curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
|
| | | nextReinCnt = curReinCnt + 1
|
| | | nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
|
| | | if nextReinCnt in Reincarnation_ConditionDict:
|
| | | nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
|
| | | return nextReinLV
|
| | |
|
| | | ## 加经验值
|
| | | # @param self 类实例
|
| | |
| | | if addExp == 0:
|
| | | # 不进入计算
|
| | | return addExp, expViewType
|
| | | #nextReinLV = self.GetNextReincarnationLV(curPlayer)
|
| | |
|
| | | #取得人物当前经验
|
| | | #curTotalExp = GetPlayerTotalExp(curPlayer)
|
| | |
| | | # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
|
| | | # #mapID = GameWorld.GetMap().GetMapID()
|
| | | # #if mapID in ChConfig.Def_FBMapID_BZZDAll:
|
| | | # # nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
|
| | | # # nobleVIPOuterRate = ...
|
| | | # # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
|
| | | # # nobleVIPAddExp += nobleVIPOuterRate
|
| | | #
|
| | |
| | | maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
|
| | |
|
| | | curPlayer.BeginRefreshState()
|
| | | befXP = curPlayer.GetXP()
|
| | | #befXP = curPlayer.GetXP()
|
| | | befLV = curPlayer.GetLV()
|
| | | befFreePoint = curPlayer.GetFreePoint()
|
| | | befBaseSTR = curPlayer.GetBaseSTR()
|
| | |
| | | PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
|
| | | # 升级需要执行的游戏功能处理
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer)
|
| | | ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
|
| | | #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
|
| | | if aftLV%10 == 0:
|
| | | # 控制下刷新次数
|
| | | PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
|
| | |
| | | job = curPlayer.GetJob()
|
| | |
|
| | | lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
|
| | | pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
|
| | |
|
| | | if not lvAttrDict:
|
| | | GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
|
| | | return
|
| | |
|
| | | if not pointAttrDict:
|
| | | GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
|
| | | return
|
| | | |
| | | #参与计算的玩家基础属性
|
| | | LV = curPlayer.GetLV()
|
| | | STR = curPlayer.GetSTR()
|
| | | PNE = curPlayer.GetPNE()
|
| | | PHY = curPlayer.GetPHY()
|
| | | CON = curPlayer.GetCON()
|
| | | baseSTR = curPlayer.GetBaseSTR()
|
| | | basePNE = curPlayer.GetBasePNE()
|
| | | basePHY = curPlayer.GetBasePHY()
|
| | | baseCON = curPlayer.GetBaseCON()
|
| | | GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)" |
| | | % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
|
| | |
|
| | | allAttrList = [{} for _ in range(4)]
|
| | |
|
| | | # 职业初始属性
|
| | | roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
|
| | | if job in roleBaseAttrDict:
|
| | | for attrEffID, value in roleBaseAttrDict[job].items():
|
| | | CalcAttrDict_Type(attrEffID, value, allAttrList)
|
| | | for roleBaseAttrID, value in roleBaseAttrDict[job].items():
|
| | | CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
|
| | | #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
|
| | |
|
| | | for attrEffID, formula in lvAttrDict.items():
|
| | | calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
|
| | | CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
|
| | | #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
|
| | | |
| | | # 等级成长属性
|
| | | LV = curPlayer.GetLV()
|
| | | for lvAttrID, formula in lvAttrDict.items():
|
| | | calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
|
| | | CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
|
| | | #GameWorld.DebugLog(" lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
|
| | | #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
|
| | |
|
| | | for attrEffID, formula in pointAttrDict.items():
|
| | | calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
|
| | | CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
|
| | | #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
|
| | | # 属性点属性
|
| | | pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
|
| | | }
|
| | | lingGenQualityAttrList = [{} for _ in range(4)]
|
| | | for pointAttrID, pointFuncInfo in pointValueInfo.items():
|
| | | pointValue = pointFuncInfo[0](curPlayer)
|
| | | pointFuncInfo[1](curPlayer, 0)
|
| | | if not pointValue:
|
| | | continue
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
|
| | | if not ipyData:
|
| | | continue
|
| | | # 每点属性
|
| | | perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
|
| | | for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
|
| | | pointAddValue = perPointAttrValue * pointValue
|
| | | CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
|
| | | |
| | | # 点数品质属性
|
| | | curPQLV = 0
|
| | | pqIntervalList = ipyData.GetPointQualityIntervalList()
|
| | | for pqLV, pqValue in enumerate(pqIntervalList, 1):
|
| | | if pointValue >= pqValue:
|
| | | curPQLV = pqLV
|
| | | else:
|
| | | break
|
| | | pointFuncInfo[1](curPlayer, curPQLV)
|
| | | if not curPQLV:
|
| | | continue
|
| | | pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
|
| | | pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
|
| | | pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
|
| | | pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
|
| | | pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
|
| | | CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
|
| | | |
| | | #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
|
| | | |
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList) |
| | | #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList) |
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
|
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
|
| | | PlayerRune.RefreshRuneAttr(curPlayer)
|
| | | PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerSuccess.CalcSuccessAttr(curPlayer)
|
| | | PlayerVip.CalcVIPAttr(curPlayer)
|
| | | PlayerRefineStove.CalcStoveAttr(curPlayer)
|
| | | PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
|
| | | PlayerEquipDecompose.RefreshEDAttr(curPlayer)
|
| | | PlayerDogz.RefreshDogzAttr(curPlayer)
|
| | | EquipZhuXian.CalcZhuXianAttr(curPlayer)
|
| | | #EquipZhuXian.CalcZhuXianAttr(curPlayer)
|
| | | PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
|
| | | PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
|
| | | self.RefreshAllState(isForce=True)
|
| | |
| | |
|
| | | def RefreshPlayerAttrStateEx(self):
|
| | | ''' 本项目刷属性规则
|
| | | 功能属性层级一(线性层级、非线性层级)
|
| | | 功能属性层级二(线性层级、非线性层级)
|
| | | ...
|
| | | 固定属性层级
|
| | | buff层级
|
| | | |
| | | 1. 初始化
|
| | | 属性:
|
| | | 1.固定属性:如攻击+100
|
| | | 2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成
|
| | |
|
| | | 功能属性层级一、
|
| | | 2.基础属性计算
|
| | | 3.战斗属性计算
|
| | | 线性层级属性: 基础层级属性 + 功能层级属性
|
| | | 基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性
|
| | | 功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等
|
| | | 层级:
|
| | | 1.属性层级:所有功能同一层级
|
| | | 2.buff层级:百分比可对功能百分比加成的属性进行二次加成
|
| | | |
| | | 功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点
|
| | | 功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性
|
| | | |
| | | 百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成
|
| | | 1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成
|
| | | 2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成
|
| | | 3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成
|
| | | 4.buff层级百分比:对所有属性进行二次加成
|
| | | |
| | | 技能属性:固定值不享受固定百分比加成
|
| | |
|
| | | 注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性
|
| | | 如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升
|
| | | 【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升
|
| | | 类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层
|
| | | |
| | | 非线性层级属性: 即整体层级百分比增加属性
|
| | | 直接以当前属性为基值进行属性百分比提升
|
| | | 功能属性层级二、
|
| | | ...
|
| | | |
| | | 4.固定属性:
|
| | | 附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值
|
| | | buff层级:
|
| | | 1.不算战力
|
| | | 2.先算百分比加成再加固定值
|
| | |
|
| | | 5.计算以上所有属性的战斗力
|
| | | |
| | | 6.buff层级:
|
| | | 固定值buff, 直接累加数值
|
| | | 百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值
|
| | | 注:该层提升的属性不算战斗力
|
| | | 属性算法:
|
| | | 模块固定属性 = 功能点A固定值 + 功能点B固定值 + ...
|
| | | 固定总属性 = 模块A固定值 + 模块B固定值 + ...
|
| | | 无buff总属性 = 固定总属性 + 内部百分比加成值 + 交叉百分比加成 + 固定总属性百分比加成 + 技能百分比对固定属性加成 + 技能固定值
|
| | | 含buff总属性 = 无buff总属性 * buff百分比加成 + buff固定值
|
| | | '''
|
| | | curPlayer = self.__Player
|
| | |
|
| | |
| | | beforeMaxHP = curPlayer.GetMaxHP()
|
| | | beforeMoveSpeedValue = GetSpeedValue(curPlayer)
|
| | | beforeMaxProDef = GetMaxProDef(curPlayer)
|
| | | #[金木水火土]
|
| | | beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
|
| | | #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
|
| | | playerStateDict = {}
|
| | | for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | | curPlayer.BeginRefreshState()
|
| | | self.ResetFightPowerObj()
|
| | | #self.PrintAttr(curPlayer, "重置后")
|
| | | notAttrList = [{} for _ in range(4)]
|
| | |
|
| | | # 1.初始化人物各项状态及属性
|
| | | self.InitPlayerState() |
| | | self.InitPlayerState()
|
| | | #self.PrintAttr(curPlayer, "初始化")
|
| | |
|
| | | # 功能属性层级一...
|
| | |
| | | # 2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
|
| | | baseAttrDict = {}
|
| | | baseAttrNolineDict = {}
|
| | | roleBaseAttrInfo = [{} for _ in range(4)]
|
| | | funcAttrInfoList = []
|
| | | funcAttrLen = len(ChConfig.CalcAttrFuncList)
|
| | | funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
|
| | | funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
|
| | | for funcIndex in ChConfig.CalcAttrFuncList:
|
| | | if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
|
| | | # 此类功能不算战斗力
|
| | | funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序
|
| | | continue
|
| | | |
| | | # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
|
| | | if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
|
| | | funcAttrInfoList.append(roleBaseAttrInfo)
|
| | | if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
|
| | | continue
|
| | | attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
|
| | | funcAttrInfoList.append(attrInfo)
|
| | | attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)
|
| | | if attrInfo == notAttrList and not insidePerAttrDict:
|
| | | continue
|
| | | GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict))
|
| | | funcAttrInfoList[funcIndex] = attrInfo
|
| | | funcInsidePerAttrList[funcIndex] = insidePerAttrDict
|
| | | # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
|
| | | AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
|
| | | AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
|
| | |
| | |
|
| | | # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
|
| | | self.CalcRoleBaseAttr(curPlayer)
|
| | | roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
|
| | | roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
|
| | | lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
|
| | | funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityAttrList
|
| | | funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityInsidePerAttrDict
|
| | | GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict))
|
| | | GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict))
|
| | |
|
| | | #self.PrintAttr(curPlayer, "基础后")
|
| | |
|
| | | # 3.计算战斗属性
|
| | | # 3.1 战斗属性层级交叉影响基值数值汇总
|
| | | # 装备基础
|
| | | equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
|
| | | ])
|
| | | #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
|
| | | |
| | | # 基础层级(角色基础属性、装备基础属性、强化基础属性)
|
| | | # 基础层级(角色基础属性)
|
| | | baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
|
| | | equipBaseAttrList,
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
|
| | | ])
|
| | | #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
|
| | |
|
| | |
| | | ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
|
| | | ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
|
| | | ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
|
| | | ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
|
| | | ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
|
| | | ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
|
| | |
| | | ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
|
| | | ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
|
| | | ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
|
| | | ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
|
| | | ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
|
| | | ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
|
| | | ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
|
| | | }
|
| | | # 3.2 统计各功能之间非线性属性交叉影响累加
|
| | | funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | | funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | | for i, funcAttrList in enumerate(funcAttrInfoList):
|
| | | battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
|
| | | if not battleNoLineAttrDict:
|
| | |
| | | if addAttrDict:
|
| | | # 增加的数值统计到百分比属性所属功能点
|
| | | # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击
|
| | | funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
|
| | | funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
|
| | |
|
| | | GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict)
|
| | | # 交叉提升的属性值累加到对应功能上
|
| | | for i, addAttrDict in funcAddAttrPerInfoDict.items():
|
| | | # 这里累加的是到相同的功能点,直接累加,不做衰减处理
|
| | | GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict)
|
| | | GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict)
|
| | | |
| | | # 3.3 统计所有功能固定属性影响累加
|
| | | allFixAttrDict = {} # 固定属性层级总属性基值
|
| | | for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
|
| | | # 技能模块不算计入功能固定属性、不计战力
|
| | | if funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | continue
|
| | | AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
|
| | |
|
| | | # 3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值)
|
| | | allFuncAttrIndexList = []
|
| | | allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表
|
| | | for funcIndex, attrInfo in enumerate(funcAttrInfoList):
|
| | | if funcIndex not in ChConfig.CalcAttrExFuncList:
|
| | | allFuncAttrIndexList.append(funcIndex)
|
| | | allFuncAttrInfoList.append(attrInfo)
|
| | | else:
|
| | | attrInfoExList.append(attrInfo)
|
| | | allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
|
| | | GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList)
|
| | | GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
|
| | | |
| | | # 第二层级属性
|
| | | allAttrExList = AddAttrListValue(attrInfoExList)
|
| | | GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList)
|
| | | GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList)
|
| | | |
| | | # 初始化各功能点战斗力计算模块
|
| | | mfpObjAttrDict = {}
|
| | | for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
|
| | | if len(attrFuncIndexList) == 1:
|
| | | mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]]
|
| | | else:
|
| | | mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList])
|
| | | fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | | for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
|
| | | fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | if not fixAddPerDict:
|
| | | continue
|
| | | addValueExDict = {}
|
| | | for fixAttrType, addPer in fixAddPerDict.items():
|
| | | if fixAttrType not in allFixAttrDict:
|
| | | continue
|
| | | curFixValue = allFixAttrDict[fixAttrType]
|
| | | addValueEx = int(curFixValue * addPer / 10000.0)
|
| | | addValueExDict[fixAttrType] = addValueEx
|
| | | fixAttrPerAddExDict[funcIndex] = addValueExDict
|
| | |
|
| | | #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList))
|
| | | mfpObj = self.GetModuleFightPowerObj(mfpType)
|
| | | mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
|
| | | mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | |
| | | # 不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置)
|
| | | skillNoFightPowerAttrList = [{} for _ in range(4)]
|
| | | SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList) # 属性类技能与buff同层
|
| | | for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
|
| | | skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)]) |
| | | GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList)
|
| | | GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict)
|
| | | GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict)
|
| | |
|
| | | # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值
|
| | | allNoLineAttrDict = {}
|
| | | AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline])
|
| | | AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline])
|
| | | AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline])
|
| | | GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict)
|
| | | |
| | | # 整体层级属性增加到玩家身上
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle])
|
| | | #self.PrintAttr(curPlayer, "整体线")
|
| | | CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict)
|
| | | #self.PrintAttr(curPlayer, "整非线")
|
| | | |
| | | |
| | | # 4.计算战力, 需在计算buff层之前计算
|
| | | # 4. 计算属性及战力, 需在计算buff层之前计算
|
| | | curLV = curPlayer.GetLV()
|
| | | fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
|
| | | mfpDict = {} # 模块战斗力
|
| | | for mfpObj in mfpObjAttrDict.keys():
|
| | | mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
|
| | | mfpAttrList = [{} for _ in range(4)]
|
| | | mfpAttrExDict = {}
|
| | | for funcIndex in attrFuncIndexList:
|
| | | funcAttrList = funcAttrInfoList[funcIndex]
|
| | | funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
|
| | | funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
|
| | | fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
|
| | | |
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
|
| | | # 不算战力的
|
| | | if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | continue
|
| | | mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
|
| | | AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
|
| | | AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
|
| | | AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
|
| | | |
| | | mfpObj = self.GetModuleFightPowerObj(mfpType)
|
| | | mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
|
| | | for attrIndex, value in mfpAttrExDict.items():
|
| | | mfpObj.AddCalcMFPAttr(attrIndex, value)
|
| | | |
| | | mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | mfpTotal = mfpValue + mfpSkill + mfpEx
|
| | | mfpDict[mfpObj.mfpType] = mfpTotal
|
| | |
|
| | | # 最后在附加上特殊附加层级线性属性、永久技能层级固定值
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
|
| | | #self.PrintAttr(curPlayer, "固定层级")
|
| | | #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
|
| | | |
| | | # 5.被动技能附加属性,不算战力
|
| | | passiveSkillAttrList = [{} for _ in range(4)]
|
| | | SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList) # 属性类技能与buff同层
|
| | | for funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]]) |
| | | GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList)
|
| | | |
| | | skillFixAttrExDict = {}
|
| | | skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | for fixAttrType, addPer in skillFixAddPerDict.items():
|
| | | if fixAttrType not in allFixAttrDict:
|
| | | continue
|
| | | curFixValue = allFixAttrDict[fixAttrType]
|
| | | addValueEx = int(curFixValue * addPer / 10000.0)
|
| | | skillFixAttrExDict[fixAttrType] = addValueEx
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
|
| | |
|
| | | #护盾值刷新
|
| | | self.__RefreshMaxProDef(beforeMaxProDef)
|
| | |
| | |
|
| | | #通知基础属性
|
| | | self.__SyncBaseAttr(curPlayer, baseAttrList)
|
| | | |
| | | #五行灵根变更需要处理的逻辑
|
| | | afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
|
| | | if beforePointList !=afterPointList:
|
| | | diffPointAttrList = []
|
| | | for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
|
| | | ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
|
| | | if beforePointList[i] != afterPointList[i]:
|
| | | diffPointAttrList.append(attrID)
|
| | | SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
|
| | | |
| | | |
| | | # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
|
| | | self.SendModuleFightPowerPack(curPlayer, mfpDict)
|
| | | billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
|
| | |
| | | setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
|
| | | setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
|
| | | setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
|
| | | setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
|
| | | setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
|
| | | setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
|
| | | setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
|
| | | setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
|
| | | setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
|
| | | setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
|
| | |
| | |
|
| | | #再根据BUFF 加上状态
|
| | | SkillShell.CalcBuffer_ActionState(curPlayer)
|
| | | #---------------------------------------------------------------------
|
| | | |
| | | #---------------------------------------------------------------------
|
| | | ## 存入数据库玩家基本属性
|
| | | # @param self 类实例
|
| | | # @return 返回值无意义
|
| | | # @remarks 存入数据库玩家基本属性
|
| | | def __SetPlayerStateInDB(self):
|
| | | curPlayer = self.__Player
|
| | | #力量
|
| | | curPlayerSTR = curPlayer.GetSTR()
|
| | | if curPlayer.GetTotalSTR() != curPlayerSTR: |
| | | curPlayer.SetTotalSTR(curPlayerSTR)
|
| | | #真元
|
| | | curPlayerPNE = curPlayer.GetPNE()
|
| | | if curPlayer.GetTotalPNE() != curPlayerPNE:
|
| | | curPlayer.SetTotalPNE(curPlayerPNE)
|
| | | #筋骨
|
| | | curPlayerPHY = curPlayer.GetPHY()
|
| | | if curPlayer.GetTotalPHY() != curPlayerPHY:
|
| | | curPlayer.SetTotalPHY(curPlayerPHY)
|
| | | #体魄
|
| | | curPlayerCON = curPlayer.GetCON()
|
| | | if curPlayer.GetTotalCON() != curPlayerCON: |
| | | curPlayer.SetTotalCON(curPlayerCON)
|
| | | |
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 刷新血量和魔
|
| | |
| | | curPlayer.ClearBattleEffect()
|
| | |
|
| | | initAttrDict = {
|
| | | ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
|
| | | ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
|
| | | ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
|
| | | ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
|
| | | #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
|
| | | #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
|
| | | #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
|
| | | #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
|
| | | #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
|
| | | ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
|
| | | ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
|
| | |
| | | ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
|
| | | ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
|
| | | ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
|
| | | |
| | | #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
|
| | | #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
|
| | | #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
|
| | | ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1), # 每X秒自动消失一个印记
|
| | | }
|
| | |
|
| | | for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | | if not curPlayer.GetCanAttack():
|
| | | curPlayer.SetCanAttack(True)
|
| | |
|
| | | #初始化灵根
|
| | | SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
|
| | | SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
|
| | | SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
|
| | | SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
|
| | | SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
|
| | | return True
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | DoPlayerDead(curPlayer)
|
| | |
|
| | | PlayerTJG.PlayerTJGReborn(curPlayer, tick)
|
| | | GameObj.ClearPyPlayerState(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | |
| | | if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
|
| | |
|
| | | PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##清除生产采集BUF
|
| | | # @param curPlayer 玩家实例
|
| | | # @param tick 时间戳
|
| | | # @param isLeaveServer 玩家是否离开服务器
|
| | | # @return 返回值无意义
|
| | | # @remarks 清除生产采集BUF
|
| | | def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
|
| | | |
| | | if not isLeaveServer:
|
| | | if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
|
| | | #玩家当前状态不在生产采集,不处理
|
| | | return
|
| | | |
| | | #清除生产buff(ID20021)
|
| | | BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
|
| | | |
| | | #清除活动无敌Buff
|
| | | BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
|
| | | |
| | | if not isLeaveServer:
|
| | | #设置玩家空闲状态
|
| | | ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | | #通知客户端
|
| | | curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
|
| | | |
| | | #PlayerControl(curPlayer).RefreshAllState()
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##特殊状态处理
|
| | |
| | |
|
| | | return totalExpRate
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | ## 获取玩家基础属性点
|
| | | # @param job 职业类型
|
| | | # @return baseSTR, basePNE, basePHY, baseCON
|
| | | def GetPlayerBasePoint(job):
|
| | | baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
|
| | | |
| | | jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
|
| | | |
| | | if not jobDict:
|
| | | GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
|
| | | return baseSTR, basePNE, basePHY, baseCON
|
| | | |
| | | for key, value in jobDict.items():
|
| | | |
| | | if type(key) == str:
|
| | | key = key.upper()
|
| | | |
| | | if key in ['STR', ShareDefine.Def_Effect_STR]:
|
| | | baseSTR = value
|
| | | |
| | | elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
|
| | | basePNE = value
|
| | | |
| | | elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
|
| | | basePHY = value
|
| | | |
| | | elif key in ['CON', ShareDefine.Def_Effect_CON]:
|
| | | baseCON = value
|
| | | |
| | | else:
|
| | | GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
|
| | | |
| | | return baseSTR, basePNE, basePHY, baseCON
|
| | |
|
| | |
|
| | | ##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
|
| | | # @param curPlayer 玩家实例
|
| | | # @param moneyType 金钱类型
|
| | |
| | | curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
|
| | | return
|
| | |
|
| | |
|
| | | ## 职业阶数
|
| | | def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
|
| | | def SetJobRank(curPlayer, jobRank): |
| | | curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
|
| | | return curPlayer.SetExAttr1(jobRank)
|
| | |
|
| | | ## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
|
| | | def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
|
| | |
| | | GameWorld.AddDictValue(attrDict, {i:value})
|
| | | return
|
| | |
|
| | | def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
|
| | | ## 统计玩家属性,累加
|
| | | if value == 0:
|
| | | return
|
| | | |
| | | #[属性索引, 是否基础属性,(非)线性]
|
| | | attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
|
| | | if attrInfo == []:
|
| | | return
|
| | | for i in attrInfo[0]:
|
| | | GameWorld.AddDictValue(allAttrDict, {i:value})
|
| | | return
|
| | |
|
| | | #===============================================================================
|
| | | # CalcAttr_Base,
|
| | | # CalcAttr_BaseNoline,
|
| | |
| | | # return addAttrList
|
| | | #===============================================================================
|
| | |
|
| | |
|
| | | # 灵根 - 金木水火土
|
| | | def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
|
| | | def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
|
| | | def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
|
| | | def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
|
| | | def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
|
| | | def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
|
| | | def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
|
| | | def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
|
| | | def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
|
| | | def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
|
| | | # 灵根品级 - 金木水火土
|
| | | def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
|
| | | def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
|
| | | def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
|
| | | def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
|
| | | def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
|
| | | def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
|
| | | def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
|
| | | def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
|
| | | def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
|
| | | def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
|
| | |
|
| | | #---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
|
| | |
|
| | |
| | | def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
|
| | |
|
| | | #---特殊伤害减免---
|
| | | ## 会心一击伤害减免
|
| | | def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
|
| | | def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
|
| | | ## 会心一击伤害减免固定值
|
| | | def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
|
| | | def SetLuckyHitReduce(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
|
| | | |
| | | ## 卓越一击伤害减免
|
| | | def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
|
| | | def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
|
| | | ## 致命一击伤害减免
|
| | | def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
|
| | | def SetSuperHitReducePer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
|
| | | ## 暴击伤害减免
|
| | | def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
|
| | | def SetSuperHitReduce(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
|
| | | ## 无视防御伤害减免
|
| | | def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
|
| | |
| | | ## 抗卓越一击概率
|
| | | def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
|
| | | def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
|
| | | ## 抗致命一击概率
|
| | | ## 抗暴击概率
|
| | | def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
|
| | | def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
|
| | | def SetSuperHitRateReduce(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
|
| | | ## 抗无视防御概率
|
| | | def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
|
| | | def SetIgnoreDefRateReduce(curPlayer, value):
|
| | |
| | | def SetFinalHurtPer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
|
| | | |
| | | ## 最终伤害减免百分比
|
| | | def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
|
| | | def SetFinalHurtReducePer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
|
| | | |
| | | ## 最终固定伤害增加
|
| | | def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
|
| | | def SetFinalHurt(curPlayer, value):
|
| | |
| | | # 基础闪避百分比
|
| | | def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
|
| | | def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
|
| | | # 魂器基础百分比
|
| | | def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
|
| | | def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
|
| | | # 装备基础百分比
|
| | | def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
|
| | | def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
|
| | | # 武器基础攻击百分比
|
| | | def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
|
| | | def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
|
| | | # 圣器基础攻击百分比
|
| | | def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
|
| | | def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
|
| | | # 防具基础生命百分比
|
| | | def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
|
| | | def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
|
| | | # 防具基础防御百分比
|
| | | def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
|
| | | def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
|
| | | # 神兵生命百分比
|
| | | def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
|
| | | def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
|
| | |
| | | def SetSkillAtkRateReduce(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
|
| | | #---伤害输出计算百分比----
|
| | | def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
|
| | | def SetDamagePer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
|
| | | #---伤害输出计算百分比对NPC附加----
|
| | | def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
|
| | | def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, value)
|
| | |
|
| | | #---PVP固定伤害----
|
| | | def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
|
| | | def SetDamagePVP(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
|
| | | #---PVP固定伤害减少----
|
| | | def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
|
| | | def SetDamagePVPReduce(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
|
| | | #---伤害输出固定值计算对NPC附加----
|
| | | def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
|
| | | def SetDamagePVE(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
|
| | | |
| | | #---伤害输出计算百分比对玩家附加----
|
| | | def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
|
| | | def SetDamagePerPVP(curPlayer, value):
|
| | |
| | | def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
|
| | | def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
|
| | |
|
| | | #---诛仙一击概率---
|
| | | def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
|
| | | def SetZhuXianRate(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False) |
| | | #普通攻击增伤:普通攻击附加的固定值伤害
|
| | | def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
|
| | | def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
|
| | | #普通攻击加成:普通攻击附加的伤害百分比
|
| | | def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
|
| | | def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
|
| | | #法宝技能增伤:法宝技能攻击附加的固定值伤害
|
| | | def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
|
| | | def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
|
| | | #法宝技能加成:法宝技能攻击附加的伤害百分比
|
| | | def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
|
| | | def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
|
| | |
|
| | | #---诛仙一击伤害百分比---
|
| | | def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer)
|
| | | def SetZhuXianHurtPer(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False)
|
| | | # 每X秒自动消失一个印记, 毫秒记录
|
| | | def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
|
| | | def SetLostYinjiTime(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
|
| | |
|
| | | # 当前印记数
|
| | | def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
|
| | | def SetYinjiCnt(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
|
| | |
|
| | | ## 增加天梯竞技场积分
|
| | | # @param curPlayer 玩家实例
|
| | | # @return
|
| | | def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
|
| | | curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
|
| | | curCurrency += addCount
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
|
| | | |
| | | if isSysMsg:
|
| | | #通知客户端得到金钱
|
| | | NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
|
| | | if isRefresh:
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | HighLadderTube.SendHighLadderState(curPlayer, tick)
|
| | | return
|
| | |
|
| | |
|
| | | ## 用天梯竞技场积分付费
|
| | | # @param curPlayer 玩家实例
|
| | | # @return
|
| | | def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
|
| | | curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
|
| | | if (curCurrency < payCount) or (payCount < 0):
|
| | | return False, curCurrency, curCurrency
|
| | | updCurrency = max(0, curCurrency - payCount)
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
|
| | | if isSysMsg:
|
| | | #通知客户端失去点数
|
| | | NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount]) |
| | | if isRefresh:
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | HighLadderTube.SendHighLadderState(curPlayer, tick) |
| | | return True, curCurrency, updCurrency
|
| | | # 减少指定技能组CD XX%
|
| | | def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
|
| | | def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
|
| | | # 灼烧固定伤害
|
| | | def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
|
| | | def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
|
| | | # 延长灼烧时间百分比
|
| | | def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
|
| | | def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
|
| | | # 减移动速度百分比
|
| | | def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
|
| | | def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
|
| | |
|
| | | ## 计算功能背包物品属性
|
| | | # @param curPlayer 当前玩家
|
| | |
| | | return
|
| | |
|
| | | #-------------------------------------------------------------------------------
|
| | | # 每个功能最多加几个属性
|
| | | # 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
|
| | | Def_MaxAddAttrTypeCnt = 15
|
| | |
|
| | | # 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
|
| | | # 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
|
| | |
|
| | | ## 设置保存功能事先计算好的属性值
|
| | | def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | | def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}):
|
| | | # 设置值之前先清空重置
|
| | | ClearCalcAttrListValue(curPlayer, funcIndex)
|
| | |
|
| | |
| | | addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
|
| | | battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
|
| | |
|
| | | for attrIndex, addAttrDict in enumerate(allAttrList):
|
| | | findIndex = -1
|
| | | for attrType, attrValue in addAttrDict.items():
|
| | | if not isinstance(attrValue, int):
|
| | | GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" |
| | | % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
|
| | | continue
|
| | | for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
|
| | | addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
|
| | | addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
|
| | | if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
|
| | | findIndex = i
|
| | | curPlayer.SetDict(addAttrTypeKey, attrType)
|
| | | curPlayer.SetDict(addAttrValueKey, attrValue)
|
| | | break
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | PyGameData.g_playerFuncAttrDict[playerID] = {}
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict]
|
| | | #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
|
| | | return
|
| | |
|
| | | def GetCalcAttrListValue(curPlayer, funcIndex):
|
| | | ## 获取功能点预先计算的所加属性值
|
| | | attrList = [{} for _ in range(4)]
|
| | | insidePerAttrDict = {}
|
| | | if isinstance(funcIndex, int):
|
| | | funcIndexList = [funcIndex]
|
| | | elif isinstance(funcIndex, list):
|
| | | funcIndexList = funcIndex
|
| | | else:
|
| | | return attrList
|
| | | return attrList, insidePerAttrDict
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return attrList, insidePerAttrDict
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | for funcIndex in funcIndexList:
|
| | | for attrIndex, attrDict in enumerate(attrList):
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
|
| | | if attrType == 0:
|
| | | break
|
| | | attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
|
| | | if attrType in attrDict:
|
| | | attrDict[attrType] = attrValue + attrDict[attrType]
|
| | | else:
|
| | | attrDict[attrType] = attrValue |
| | | return attrList
|
| | |
|
| | | ## 刷属性时累加功能事先计算好的属性值
|
| | | def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | | for attrIndex in ChConfig.CalcAttrIndexList:
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
|
| | | if curAddAttrType == 0:
|
| | | break
|
| | | curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
|
| | | addAttrDict = allAttrList[attrIndex]
|
| | | AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
|
| | | |
| | | return allAttrList
|
| | | if funcIndex not in funcAttrDict:
|
| | | continue
|
| | | funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex]
|
| | | for i, attrDict in enumerate(attrList):
|
| | | curAttrDict = funcAttrList[i]
|
| | | AddAttrDictValue(attrDict, curAttrDict)
|
| | | AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
|
| | | return attrList, insidePerAttrDict
|
| | |
|
| | | ## 重置缓存
|
| | | def ClearCalcAttrListValue(curPlayer, funcIndex):
|
| | | for attrIndex in ChConfig.CalcAttrIndexList:
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
|
| | | attrType = curPlayer.GetDictByKey(addAttrTypeKey)
|
| | | if not attrType:
|
| | | break
|
| | | curPlayer.SetDict(addAttrTypeKey, 0)
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | funcAttrDict.pop(funcIndex, None)
|
| | | return
|
| | |
|
| | | def AddAttrListValue(attrList):
|