| | |
| | |
|
| | | def GetPlayerLeaveServerTick(playerID):
|
| | | # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制
|
| | | # 注: 返回值为None时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
|
| | | # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
|
| | | if playerID not in PyGameData.g_disconnectPlayer:
|
| | | return
|
| | | return 0
|
| | | return PyGameData.g_disconnectPlayer[playerID][0]
|
| | |
|
| | | def GetPlayerLeaveServerPos(playerID):
|
| | | # 获取玩家从本地图中离线时的坐标
|
| | | # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用
|
| | | # @return: posX, posY
|
| | | if playerID not in PyGameData.g_disconnectPlayer:
|
| | | return
|
| | | return 0, 0
|
| | | return PyGameData.g_disconnectPlayer[playerID][1:3]
|
| | |
|
| | | def RemoveTimeoutLeaveServerPlayerInfo(tick):
|
| | |
| | | # @remarks 获得玩家升级, 获得的属性点
|
| | | def GetLvUp_AddPoint(curPlayer):
|
| | | curPlayerID = curPlayer.GetID()
|
| | | curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
|
| | | curLV = curPlayer.GetLV() # 当前等级
|
| | |
|
| | | addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1)
|
| | | |
| | | addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt]
|
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
|
| | |
|
| | | if addPoint == None:
|
| | | raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID))
|
| | | raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
|
| | | return
|
| | |
|
| | | return int(addPoint)
|
| | |
|
| | | 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'''
|
| | | beforeFreePoint = curPlayer.GetFreePoint()
|
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
|
| | | setFreePoint = initFreePoint
|
| | | curLV = curPlayer.GetLV()
|
| | | for lv in xrange(openLV, curLV+1):
|
| | | setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
|
| | | addDataDict = {'beforeFreePoint':beforeFreePoint}
|
| | | DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
|
| | | curPlayer.SetFreePoint(setFreePoint)
|
| | | GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
|
| | | return
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | ## 功能模块战斗力类
|
| | |
| | | class ModuleFightPower():
|
| | |
|
| | | __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
|
| | | __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
|
| | | __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
|
| | |
|
| | | ## 初始化
|
| | | # @param self 类实例
|
| | |
| | | # 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) |
| | | return
|
| | |
|
| | | ## 根据战斗属性列表设置计算战斗力属性
|
| | |
| | | # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
|
| | | for attrIndex, value in battleAttrDict.items():
|
| | | self.AddCalcMFPAttr(attrIndex, value)
|
| | | |
| | | # 非线性战斗属性仅设置时记录即可
|
| | | battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | for attrIndex, value in battleNolineAttrDict.items():
|
| | | if attrIndex in self.__NolineAttrList:
|
| | | setattr(self, self.__AttrNameNoline % attrIndex, value)
|
| | | return
|
| | |
|
| | | ## 设置计算战斗力属性值
|
| | |
| | | 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
|
| | | SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
|
| | | PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
|
| | | PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
|
| | | PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
|
| | |
| | | attrStr = ""
|
| | | for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | | attrName = self.__AttrName % attrIndex
|
| | | attrValue = getattr(self, attrName)
|
| | | if attrValue <= 0:
|
| | | continue
|
| | | |
| | | attrStr += "%s=%s," % (attrName, attrValue)
|
| | | |
| | | for attrIndex in self.__NolineAttrList:
|
| | | attrName = self.__AttrNameNoline % attrIndex
|
| | | attrValue = getattr(self, attrName)
|
| | | if attrValue <= 0:
|
| | | continue
|
| | |
| | | #未达到升级经验
|
| | | if curTotalExp < lvUpNeedExp:
|
| | | return
|
| | | |
| | | needSyncTalentPoint = False
|
| | | playerNeedDoLVUp = False
|
| | | curLV = curPlayer.GetLV()
|
| | | maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
|
| | |
| | | lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
|
| | | # 大师天赋点
|
| | | if lvIpyData:
|
| | | PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint())
|
| | | addTalentPoint = lvIpyData.GetTalentPoint()
|
| | | if addTalentPoint:
|
| | | needSyncTalentPoint = True
|
| | | PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
|
| | |
|
| | | EventShell.EventResponse_LVUp(curPlayer) # 升级触发事件
|
| | |
|
| | |
| | | # NotifyCode(curPlayer, "GeRen_liubo_127574")
|
| | |
|
| | | #===================================================================
|
| | | |
| | | # 天赋点通知
|
| | | if needSyncTalentPoint:
|
| | | 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
|