| | |
| | | cutCount = clientData.CutCount
|
| | | playerID = curPlayer.GetPlayerID()
|
| | |
|
| | | if not GameWorld.SetPlayerTickTime(curPlayer, ChConfig.TYPE_Player_Tick_CutTree, tick):
|
| | | GameWorld.DebugLog("砍树CD中...", playerID)
|
| | | return
|
| | | |
| | | identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
|
| | | packCount = identifyPack.GetCount()
|
| | | for i in range(0, packCount):
|
| | |
| | | maxRate = 10000
|
| | | totalRate = 0
|
| | | colorRateList = []
|
| | | for equipColor, colorRate in enumerate(equipColorRateList):
|
| | | for equipColor, colorRate in enumerate(equipColorRateList, 1):
|
| | | if not colorRate:
|
| | | continue
|
| | | totalRate += colorRate
|
| | | colorRateList.append([totalRate, equipColor])
|
| | |
|
| | | if totalRate != maxRate:
|
| | | GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s" % (totalRate, maxRate)) |
| | | GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV)) |
| | | if not colorRateList:
|
| | | return
|
| | | GameWorld.DebugLog(" colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
|
| | |
|
| | | playerLV = curPlayer.GetLV()
|
| | | classLV = int(playerLV / 50 + 1)
|
| | | classLVMax = min(15, classLV + 1)
|
| | | classLVMin = max(1, min(classLV - 1, classLVMax - 2)) |
| | | classLVList = range(classLVMin, classLVMax + 1)
|
| | | GameWorld.DebugLog(" classLVList=%s,playerLV=%s,classLVMin=%s,classLVMax=%s" |
| | | % (classLVList, playerLV, classLVMin, classLVMax), playerID)
|
| | | |
| | | classLV, isSuit = 0, None
|
| | | placeList = ChConfig.EquipPlace_Base + ChConfig.EquipPlace_Special
|
| | | jobList = [curPlayer.GetJob()]
|
| | | randEquipIDList = []
|
| | | for _ in range(cutCount):
|
| | | itemColor = GameWorld.GetResultByRandomList(colorRateList)
|
| | | if not itemColor:
|
| | | continue
|
| | | # 产出装备规则待扩展,先固定
|
| | | classLV = random.choice(classLVList)
|
| | | isSuit = 0
|
| | | placeList = ChConfig.EquipPlace_Base
|
| | | jobList = [curPlayer.GetJob()]
|
| | | equipIDList = NPCCommon.__GetEquipIDList(0, classLV, itemColor, isSuit, placeList, jobList, findType="CutTree")
|
| | | if not equipIDList:
|
| | | continue
|
| | | randEquipIDList.append(random.choice(equipIDList))
|
| | | randEquipID = random.choice(equipIDList)
|
| | | GameWorld.DebugLog(" 随机装备ID: %s, itemColor=%s,%s" % (randEquipID, itemColor, equipIDList), playerID)
|
| | | randEquipIDList.append(randEquipID)
|
| | |
|
| | | GameWorld.DebugLog(" 预产出装备: randEquipIDList=%s" % randEquipIDList, playerID)
|
| | | |
| | | |
| | | giveItemListEx = []
|
| | | giveEquipIDList = []
|
| | | for equipItemID in randEquipIDList:
|
| | |
| | | #struct tagCMCutTreeEquipOP
|
| | | #{
|
| | | # tagHead Head;
|
| | | # BYTE ItemIndex; // 物品在砍树背包的索引
|
| | | # BYTE IndexCount;
|
| | | # BYTE ItemIndexList[IndexCount]; // 物品在砍树背包的索引列表
|
| | | # BYTE OPType; // 操作类型:1-替换;2-分解
|
| | | # BYTE AutoDecompose; // 替换后是否自动分解原装备:0否1是,仅替换操作下有用
|
| | | #};
|
| | | def OnCutTreeEquipOP(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | opType = clientData.OPType
|
| | | itemIndex = clientData.ItemIndex
|
| | | itemIndexList = clientData.ItemIndexList
|
| | | autoDecompose = clientData.AutoDecompose
|
| | | playerID = curPlayer.GetPlayerID()
|
| | |
|
| | | identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
|
| | | if itemIndex >= identifyPack.GetCount():
|
| | | GameWorld.DebugLog("砍树背包索引不存在: itemIndex=%s" % itemIndex, playerID)
|
| | | return
|
| | | curEquip = identifyPack.GetAt(itemIndex)
|
| | | if not ItemCommon.CheckItemCanUse(curEquip):
|
| | | GameWorld.DebugLog("砍树背包物品不存在: itemIndex=%s" % itemIndex, playerID)
|
| | | return
|
| | | GameWorld.DebugLog("砍树装备操作: itemIndex=%s,opType=%s,autoDecompose=%s" % (itemIndex, opType, autoDecompose), playerID)
|
| | | |
| | | # 替换
|
| | | if opType == 1:
|
| | | equipIndex = ItemCommon.GetEquipPackIndex(curEquip)
|
| | | if not ChEquip.DoPlayerEquipItem(curPlayer, curEquip, equipIndex, tick):
|
| | | return
|
| | | GameWorld.DebugLog("砍树装备操作: itemIndexList=%s,opType=%s,autoDecompose=%s" % (itemIndexList, opType, autoDecompose), playerID)
|
| | | for itemIndex in itemIndexList:
|
| | | if itemIndex >= identifyPack.GetCount():
|
| | | GameWorld.DebugLog("砍树背包索引不存在: itemIndex=%s" % itemIndex, playerID)
|
| | | continue
|
| | | curEquip = identifyPack.GetAt(itemIndex)
|
| | | if not ItemCommon.CheckItemCanUse(curEquip):
|
| | | GameWorld.DebugLog("砍树背包物品不存在: itemIndex=%s" % itemIndex, playerID)
|
| | | continue
|
| | |
|
| | | if autoDecompose:
|
| | | __DoEquipDecompose(curPlayer, identifyPack.GetAt(itemIndex)) # 需重新获得装备对象
|
| | | # 替换
|
| | | if opType == 1:
|
| | | equipIndex = ItemCommon.GetEquipPackIndex(curEquip)
|
| | | if not ChEquip.DoPlayerEquipItem(curPlayer, curEquip, equipIndex, tick):
|
| | | continue
|
| | |
|
| | | # 分解
|
| | | elif opType == 2:
|
| | | __DoEquipDecompose(curPlayer, curEquip)
|
| | | if autoDecompose:
|
| | | __DoEquipDecompose(curPlayer, identifyPack.GetAt(itemIndex)) # 需重新获得装备对象
|
| | | |
| | | # 分解
|
| | | elif opType == 2:
|
| | | __DoEquipDecompose(curPlayer, curEquip)
|
| | | |
| | | # 放入备用仓库
|
| | | elif opType == 3:
|
| | | pass
|
| | |
|
| | | # 放入备用仓库
|
| | | elif opType == 3:
|
| | | pass
|
| | | |
| | | else:
|
| | | return
|
| | | |
| | | return
|
| | |
|
| | | def __DoEquipDecompose(curPlayer, curEquip):
|
| | | if not curEquip:
|
| | | return
|
| | | itemID = curEquip.GetItemTypeID()
|
| | | itemColor = curEquip.GetItemColor()
|
| | | itemLV = ItemControler.GetItemLV(curEquip)
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | GameWorld.DebugLog("装备分解: itemID=%s" % (itemID), playerID)
|
| | |
|
| | | # 这边执行分解逻辑,待扩展...
|
| | | colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
|
| | | moneyBase = colorIpyData.GetMoneyBase() if colorIpyData else 0
|
| | | GameWorld.DebugLog("装备分解: itemID=%s,itemColor=%s,itemLV=%s,moneyBase=%s" % (itemID, itemColor, itemLV, moneyBase), playerID)
|
| | |
|
| | | ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
|
| | |
|
| | | moneyType = IPY_GameWorld.TYPE_Price_Gold_Paper
|
| | | moneyValye = eval(IpyGameDataPY.GetFuncCompileCfg("CutTree", 3))
|
| | | if moneyValye:
|
| | | addDataDict = {ChConfig.Def_Give_Reason_SonKey:itemID, "itemColor":itemColor, "itemLV":itemLV}
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, moneyValye, "EquipDecompose", addDataDict)
|
| | | |
| | | PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, 1)
|
| | | return
|
| | |
|