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|  |  |  | import random | 
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|  |  |  | Def_GodWeaponType_HP = 1  # 生命神兵类型 | 
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|  |  |  | Def_GodWeaponType_Atk = 2  # 攻击神兵类型 | 
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|  |  |  | Def_GodWeaponType_SuperHit = 3  # 暴击神兵类型 | 
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|  |  |  | Def_GodWeaponType_Def = 4  # 护盾神兵类型 | 
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|  |  |  | ## 神器功能登录处理 | 
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|  |  |  | #  @param curPlayer 玩家 | 
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|  |  |  | #  @return None | 
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|  |  |  | def SetGodWeaponLV(curPlayer, weaponType, lv): | 
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|  |  |  | ## 设置神兵等级,同步设置场景神兵等级 | 
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|  |  |  | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv) | 
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|  |  |  | sceneEffectsDict = {1:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1], | 
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|  |  |  | 2:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2], | 
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|  |  |  | 3:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3], | 
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|  |  |  | 4:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4], | 
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|  |  |  | sceneEffectsDict = {Def_GodWeaponType_HP:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1], | 
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|  |  |  | Def_GodWeaponType_Atk:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2], | 
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|  |  |  | Def_GodWeaponType_SuperHit:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3], | 
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|  |  |  | Def_GodWeaponType_Def:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4], | 
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|  |  |  | } | 
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|  |  |  | if weaponType in sceneEffectsDict: | 
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|  |  |  | setFunc, notifyType = sceneEffectsDict[weaponType] | 
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|  |  |  | ipyDataMgr = IpyGameDataPY.IPY_Data() | 
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|  |  |  | maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType() | 
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|  |  |  | fightPowerEx = 0  # 额外增加的战力 | 
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|  |  |  | allAttrList = [{} for i in range(4)] | 
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|  |  |  | for gwType in xrange(1, maxType + 1): | 
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|  |  |  | # 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 | 
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|  |  |  | for i, attrID in enumerate(attrTypeList): | 
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|  |  |  | PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList) | 
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|  |  |  | fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0) | 
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|  |  |  | # 附加战力 | 
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|  |  |  | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx) | 
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|  |  |  | GameWorld.DebugLog("神兵属性:%s" % allAttrList) | 
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|  |  |  | # 保存计算值 | 
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|  |  |  | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList) | 
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|  |  |  | GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType) | 
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|  |  |  | return | 
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|  |  |  |  | 
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|  |  |  | # 满足玩家等级或者前置神兵等级可解锁 | 
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|  |  |  | if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType): | 
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|  |  |  | SetGodWeaponLV(curPlayer, weaponType, 1) | 
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|  |  |  | RefreshGodWeaponAttr(curPlayer) | 
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|  |  |  | GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType) | 
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|  |  |  | Sync_GodWeaponLVInfo(curPlayer, weaponType) | 
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|  |  |  | return | 
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|  |  |  | # 神兵激活需2次判断等级 {2:100, 4:100} | 
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|  |  |  | def __GWCheckPlayerLV(curPlayer, weaponType): | 
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|  |  |  | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {}) | 
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|  |  |  | if str(weaponType) not in godWeaponUnlockDict: | 
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|  |  |  | GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType) | 
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|  |  |  | return False | 
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|  |  |  | return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)] | 
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|  |  |  | # 神兵激活需判断前置神兵等级 | 
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|  |  |  | def __GWCheckOtherGWLV(curPlayer, weaponType): | 
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|  |  |  | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {}) | 
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|  |  |  | if str(weaponType) not in godWeaponUnlockDict: | 
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|  |  |  | GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType) | 
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|  |  |  | return | 
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|  |  |  | return False | 
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|  |  |  | conditionList = godWeaponUnlockDict[str(weaponType)] | 
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|  |  |  | for needType, needLV in conditionList: | 
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|  |  |  | if needTypeLV < needLV: | 
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|  |  |  | GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" | 
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|  |  |  | % (weaponType, needType, needLV, needTypeLV)) | 
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|  |  |  | return | 
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|  |  |  | return False | 
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|  |  |  | SetGodWeaponLV(curPlayer, weaponType, 1) | 
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|  |  |  | GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType) | 
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|  |  |  | Sync_GodWeaponLVInfo(curPlayer, weaponType) | 
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|  |  |  | return | 
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|  |  |  | return True | 
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|  |  |  | #=============================================================================== | 
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|  |  |  | #// A5 55 神兵升级 #tagCMGodWeaponPlus | 
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|  |  |  |  | 
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|  |  |  | #1.判断表中有没此类型,2.是否满级,3.判断是否有物品 | 
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|  |  |  | attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType) | 
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|  |  |  | if not attrLV: | 
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|  |  |  | if not attrLV and Def_GodWeaponType_SuperHit != weaponType: | 
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|  |  |  | GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV)) | 
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|  |  |  | return | 
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|  |  |  | if beforeAttrLV < notifyLV and attrLV >= notifyLV: | 
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|  |  |  | PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV]) | 
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|  |  |  |  | 
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|  |  |  | # 神兵特效激活广播 | 
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|  |  |  | godWeaponEffectData = IpyGameDataPY.GetIpyGameDataByCondition('GodWeaponEffect', {'GWType':weaponType, "Level":attrLV}, False, False) | 
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|  |  |  | if godWeaponEffectData: | 
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|  |  |  | PlayerControl.WorldNotify(0, godWeaponEffectData.GetNotifyCode(), [curPlayer.GetName(), attrLV]) | 
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|  |  |  | totalExp = godWeaponData.GetExp() | 
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|  |  |  |  | 
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|  |  |  | Sync_GodWeaponLVInfo(curPlayer, weaponType) | 
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|  |  |  | #任务 | 
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|  |  |  | EventShell.EventRespons_PlusGodWeapon(curPlayer) | 
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