hxp
2019-09-12 5619e084f4f0e33e30d92cfe5c9ab78c13243171
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGatherSoul.py
@@ -27,6 +27,7 @@
import IpyGameDataPY
import FormulaControl
import DataRecordPack
import PlayerSuccess
g_GatherSoulLVExpDict = {}  #经验缓存
g_gatherSoulLVAttrDict = {}  #属性缓存
@@ -67,17 +68,17 @@
            exp = eval(IpyGameDataPY.GetFuncCompileCfg('GatherSoulLevelUp'))
            g_GatherSoulLVExpDict[lv] = exp
            
        qualityPerDict = IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 2, {})
        if itemColor in qualityPerDict:
            exp *= float(qualityPerDict[itemColor])
        soulGrade = ipyData.GetSoulGrade()
        exp *= float(IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 4, {}).get(soulGrade, 1))
        qualityPerDict = IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 2, {}).get(str(itemData.GetType()), {})
        if str(itemColor) in qualityPerDict:
            exp *= float(qualityPerDict[str(itemColor)])
            
        attrTypeCnt = len(ipyData.GetAttrType())
        specialPer = IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 3, {}).get(attrTypeCnt, 1)
        exp *= float(specialPer)
    return exp
    soulGrade = ipyData.GetSoulGrade()
    exp *= float(IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 5, {}).get(soulGrade, 1))
    return int(exp)
## 获取聚魂属性数值
@@ -221,6 +222,7 @@
    RefreshGatherSoulAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    Sync_GatherSoulHoleInfo(curPlayer)
    DoGatherSoulSuccessLogic(curPlayer)
    return True
@@ -280,7 +282,7 @@
        RefreshGatherSoulAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        Sync_GatherSoulHoleInfo(curPlayer)
        DoGatherSoulSuccessLogic(curPlayer)
    GameWorld.DebugLog("聚魂升级!placeType=%s,placeIndex=%s,GatherSoulData=%s,updGatherSoulData=%s" 
                       % (placeType, placeIndex, GatherSoulData, updGatherSoulData), playerID)
    return
@@ -323,9 +325,9 @@
            curEff = itemData.GetEffectByIndex(0)
            soulDust = curEff.GetEffectValue(0)
        else:
            #先计算升级消耗的材料
            soulDust = 0
            for lv in xrange(GatherSoulItemPlusLV + 1):
            for lv in xrange(1, GatherSoulItemPlusLV + 1):
                soulDust += GetGatherSoulNeedExp(GatherSoulItemID, lv)
                    
            #多属性的先拆解成单属性的聚魂
@@ -333,12 +335,18 @@
            for itemID in soulidList:
                giveMaterialDict[itemID] = giveMaterialDict.get(itemID, 0) + 1
                needPackSpace += 1
            if not soulidList and not soulSplinters and not soulCore:
                #不能拆解的则要算0级的分解
                soulDust += GetGatherSoulNeedExp(GatherSoulItemID, 0)
        totalSoulSplinters += soulSplinters
        totalSoulCore += soulCore
        totalSoulDust += soulDust
        delPlaceDict[place] = [GatherSoulData, soulidList, int(soulDust), soulSplinters, soulCore]
        
    if not delPlaceDict:
        return
    if delPlaceDict:
        ItemCommon.DelVPackItem(curPlayer, packIndex, delPlaceDict.keys(), ChConfig.ItemDel_GatherSoul)
    addDataDict = {"delPlaceDict":delPlaceDict, "isAuto":isAuto}
@@ -357,30 +365,33 @@
        PlayerControl.NotifyCode(curPlayer, 'hwj_20170807_1', [totalSoulCore, ShareDefine.TYPE_Price_SoulCore])
        
    if giveMaterialDict:
        emptySpace = ItemCommon.GetItemPackSpace(curPlayer, ShareDefine.rptGatherSoul, 1)
        emptySpace = ItemCommon.GetItemPackSpace(curPlayer, ShareDefine.rptGatherSoul, needPackSpace)
        if emptySpace < needPackSpace:
            giveMaterialList = [[itemID, itemCnt, 1] for itemID, itemCnt in giveMaterialDict.items()]
            giveMaterialList = [[itemID, itemCnt, 0] for itemID, itemCnt in giveMaterialDict.items()]
            PlayerControl.SendMailByKey('JHBagFull1', [curPlayer.GetID()], giveMaterialList)
        else:
            for itemID, itemCnt in giveMaterialDict.items:
                ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1, [ShareDefine.rptGatherSoul])
    GameWorld.DebugLog("聚魂分解: isAuto=%s,PlaceIndexList=%s, delPlaceDict=%s" % (isAuto, placeList, delPlaceDict))
            for itemID, itemCnt in giveMaterialDict.items():
                ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [ShareDefine.rptGatherSoul])
    GameWorld.DebugLog("聚魂分解: isAuto=%s,PlaceIndexList=%s, delPlaceDict=%s, giveMaterialDict=%s" % (isAuto, placeList, delPlaceDict, giveMaterialDict))
    if not isAuto:
        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitGatherSoulDecompose, 1)
    return
def __GetGatherSoulSplitMaterial(gathersoulID, soulidList=[], soulSplinters=0, soulCore=0):
def __GetGatherSoulSplitMaterial(gathersoulID):
    ##拆解多属性聚魂 返回单属性聚魂ID,材料
    soulidList, soulSplinters, soulCore= [], 0, 0
    compoundIpyData = IpyGameDataPY.GetIpyGameDataNotLog('GatherSoulCompound', gathersoulID)
    if compoundIpyData:
        materialList = compoundIpyData.GetNeedItem()
        soulSplinters += compoundIpyData.GetNeedSoulSplinters()
        soulCore += compoundIpyData.GetNeedSoulCore()
        for itemID in materialList:
            soulIpyData = GetGatherSoulIpyData(itemID)
            if soulIpyData and len(soulIpyData.GetAttrType()) > 1:
                __GetGatherSoulSplitMaterial(itemID, soulidList, soulSplinters, soulCore)
            else:
                soulidList.append(itemID)
#            soulIpyData = GetGatherSoulIpyData(itemID)
#            if soulIpyData and len(soulIpyData.GetAttrType()) > 1:
#                __GetGatherSoulSplitMaterial(itemID, soulidList, soulSplinters, soulCore)
#            else:
            soulidList.append(itemID)
    return soulidList, soulSplinters, soulCore
@@ -409,16 +420,18 @@
    
    materialsIDList = []
    materialsLVDict = {}
    indexList1 = []  #背包的聚魂索引
    indexList2 = []  #孔索引
    indexList1, dataList1 = [], []  #背包的聚魂索引
    indexList2, dataList2 = [], []  #孔索引
    for i, placeType in enumerate(packList):
        index = indexList[i]
        if placeType == 0:
            GatherSoulData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_VPackItem % (ShareDefine.rptGatherSoul, index))  # 聚魂背包中的值
            indexList1.append(index)
            dataList1.append(GatherSoulData)
        else:
            GatherSoulData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GatherSoulHoleData % (index), 0)
            indexList2.append(index)
            dataList2.append(GatherSoulData)
        if not GatherSoulData:
            continue
        GatherSoulItemID = ItemControler.GetGatherSoulItemID(GatherSoulData)
@@ -439,14 +452,15 @@
            GameWorld.DebugLog('    聚魂合成 背包格子数量不足1个')
            return 
        
    costMoneyDict = {ShareDefine.TYPE_Price_SoulSplinters:ipyData.GeNeedSoulSplinters(),
                     ShareDefine.TYPE_Price_SoulCore:ipyData.GeNeedSoulSplinters(), }
    for moneyType, costMoney in costMoneyDict:
    costMoneyDict = {ShareDefine.TYPE_Price_SoulSplinters:ipyData.GetNeedSoulSplinters(),
                     ShareDefine.TYPE_Price_SoulCore:ipyData.GetNeedSoulCore(), }
    for moneyType, costMoney in costMoneyDict.items():
        if not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
            GameWorld.DebugLog('聚魂合成钱不够 moneyType=%s, costMoney=%s'%(moneyType, costMoney))
            return
    
    infoDict = {"TagItemID":tagItemID}
    for moneyType, costMoney in costMoneyDict:
    for moneyType, costMoney in costMoneyDict.items():
        PlayerControl.PayMoney(curPlayer, moneyType, costMoney, ChConfig.Def_Cost_ItemProduce, infoDict)
     
    totalPoint = 0
@@ -481,18 +495,43 @@
        RefreshGatherSoulAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    #返还多余魂尘
    totalPoint = int(totalPoint)
    if totalPoint > 0:
        PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, totalPoint)
    #给新物品
    curItem = ItemControler.GetOutPutItemObj(tagItemID)
    curItem.SetUserAttr(ShareDefine.Def_IudetGatherSoulLV, tagItemLV)
    PlayerItemControler = ItemControler.PlayerItemControler(curPlayer)
    PlayerItemControler.PutInItem(ShareDefine.rptGatherSoul, curItem, event=[ChConfig.ItemGive_ItemCompound, False, {'indexList1':indexList1, 'indexList2':indexList2, 'soulDust':totalPoint}])
    PlayerItemControler.PutInItem(ShareDefine.rptGatherSoul, curItem, event=[ChConfig.ItemGive_ItemCompound, False, {'indexList1':dataList1, 'indexList2':dataList2, 'soulDust':totalPoint}])
    GameWorld.DebugLog('    聚魂合成 成功')
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitGatherSoulCompound, 1)
    return
def DoGatherSoulSuccessLogic(curPlayer):
    #聚魂成就处理
    #清掉#镶嵌X枚X品质聚魂的成就信息
    PlayerSuccess.ResetSuccessByType(curPlayer, ShareDefine.SuccType_InlayGatherSoul)
    totalLV = 0
    GatherSoulUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GatherSoulHole", 1, {})
    maxGatherSoulHole = len(GatherSoulUnlockDict)
    for holeNum in xrange(maxGatherSoulHole):
        GatherSoulData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GatherSoulHoleData % holeNum, 0)
        if not GatherSoulData:
            continue
        GatherSoulItemID = ItemControler.GetGatherSoulItemID(GatherSoulData)
        itemData = GameWorld.GetGameData().GetItemByTypeID(GatherSoulItemID)
        if not itemData:
            continue
#        if itemData.GetType() == ChConfig.Def_ItemType_GatherSoulCore:
#            continue
        itemColor = itemData.GetItemColor()
        GatherSoulItemPlusLV = ItemControler.GetGatherSoulItemPlusLV(GatherSoulData) + 1 #客户端1开始
        totalLV += GatherSoulItemPlusLV
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_InlayGatherSoul, 1, [itemColor])
    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GatherSoulLvUp, totalLV)
    return
def RefreshGatherSoulAttr(curPlayer):
    allAttrList = [{} for _ in range(4)]
    GatherSoulUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GatherSoulHole", 1, {})