| | |
| | | import PlayerSuccess
|
| | | import EventShell
|
| | | import PassiveBuffEffMng
|
| | | import OpenServerCampaign
|
| | | import ItemControler
|
| | | import PlayerActivity
|
| | | import ChEquip
|
| | |
| | | if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
|
| | | PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
|
| | | else:
|
| | | PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
|
| | | sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
|
| | | PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
|
| | |
|
| | | #任务
|
| | | EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
|
| | |
| | |
|
| | | #解锁技能
|
| | | upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, mwLV)
|
| | | if upIpyData:
|
| | | skillIDList = upIpyData.GetUnLockSkill()
|
| | | for skillID in skillIDList:
|
| | | GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
|
| | | if upIpyData.GetPrivilegeID():
|
| | | PlayerControl.WorldNotify(0, 'TreasureSoulWakeUp', [curPlayer.GetName(), upIpyData.GetPrivilegeID()])
|
| | | if not upIpyData:
|
| | | return
|
| | | skillIDList = upIpyData.GetUnLockSkill()
|
| | | for skillID in skillIDList:
|
| | | GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
|
| | | #物品奖励
|
| | | itemAward = upIpyData.GetItemAward()
|
| | | if itemAward:
|
| | | itemID, itemCnt, isBind = itemAward
|
| | | packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
|
| | | if 1 > packSpace:
|
| | | PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
|
| | | else:
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
|
| | | [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
|
| | | activeMWID = upIpyData.GetActiveMWID()
|
| | | if activeMWID == mwID:
|
| | | GameWorld.ErrLog(' TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
|
| | | elif activeMWID:
|
| | | DoActiveMW(curPlayer, activeMWID)
|
| | |
|
| | | #激活魂
|
| | | activeSoulID = upIpyData.GetActiveSoulID()
|
| | | if activeSoulID:
|
| | | __DoActiveMWSoul(curPlayer, activeSoulID, False)
|
| | |
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
| | | activeCnt += 1
|
| | | return activeCnt
|
| | |
|
| | | def GetPotentialsNextSkillID(skillID):
|
| | | #通过潜力技能ID获取对应的下一个技能ID
|
| | | def GetPotentialsSkillInfo(curPlayer):
|
| | | #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
|
| | | global g_potentialsSkillDict
|
| | |
|
| | | if not g_potentialsSkillDict:
|
| | | g_potentialsSkillDict = {}
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | |
| | | ipyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | mwID = ipyData.GetID()
|
| | | skillIDList = ipyData.GetPotentials()
|
| | | for i, curSkillID in enumerate(skillIDList):
|
| | | nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
|
| | | g_potentialsSkillDict[curSkillID] = nextSkillID
|
| | | return g_potentialsSkillDict.get(skillID, 0)
|
| | | addPowerList = ipyData.GetSkillPower()
|
| | | lastSkillUseType = 0
|
| | | for curSkillID in skillIDList:
|
| | | skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
|
| | | if skillData == None:
|
| | | GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
|
| | | continue
|
| | | if lastSkillUseType != skillData.GetUseType():
|
| | | index = 0
|
| | | else:
|
| | | index +=1
|
| | | lastSkillUseType = skillData.GetUseType()
|
| | | addPower = addPowerList[index]
|
| | |
|
| | | preSkillID = skillData.GetLearnSkillReq()
|
| | | if not preSkillID:
|
| | | continue
|
| | | skillUseType = skillData.GetUseType()
|
| | | preSkilllv = skillData.GetLearnSkillLV()
|
| | | if skillUseType not in g_potentialsSkillDict:
|
| | | g_potentialsSkillDict[skillUseType] = {}
|
| | | g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
|
| | | curskillUseType = pow(2, curPlayer.GetJob())
|
| | | |
| | | return g_potentialsSkillDict.get(curskillUseType, {})
|
| | |
|
| | | ## 给技能
|
| | | # @param curPlayer
|
| | |
| | | PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
|
| | |
|
| | |
|
| | | if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
|
| | | #通知技能已升级成功
|
| | | hasUnlockSkill = False
|
| | | nextSkillDict = GetPotentialsSkillInfo(curPlayer)
|
| | | if skillTypeID in nextSkillDict:
|
| | | needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
|
| | | if upSkillLv == needSkilllv:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | hasUnlockSkill = True
|
| | | |
| | | maxLV = upSkill.GetSkillMaxLV()
|
| | | if upSkillLv == maxLV:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
|
| | | |
| | | if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
|
| | | curControl.RefreshPlayerAttrState()
|
| | |
|
| | | curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
|
| | | |
| | | #通知技能已升级成功
|
| | | nextSkillID = GetPotentialsNextSkillID(skillTypeID)
|
| | | if nextSkillID:
|
| | | nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
|
| | | if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
|
| | | |
| | | maxLV = upSkill.GetSkillMaxLV()
|
| | | if upSkillLv == maxLV:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
|
| | |
|
| | | #获得技能等级
|
| | | #curSkillLV = curSkill.GetSkillLV()
|
| | |
| | |
|
| | | curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
|
| | |
|
| | |
|
| | | SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, 1, True)
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
|
| | | EventShell.EventRespons_MWSkillUp(curPlayer)
|
| | | return
|
| | |
| | |
|
| | | def CalcMagicWeaponAttr(curPlayer):
|
| | | ## 计算法宝属性
|
| | | |
| | | allAttrList1 = [{} for _ in range(4)] #人族法宝
|
| | | allAttrList2 = [{} for _ in range(4)] #魔族法宝
|
| | | allAttrList3 = [{} for _ in range(4)] #仙族法宝
|
| | |
|
| | | signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | | treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | |
| | | # attrDict = refineipyData.GetTreasureAttr()
|
| | | # GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | #=======================================================================
|
| | | |
| | | treasureType = treasureIpyData.GetTreasureType()
|
| | | #等级属性
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
|
| | | for lv in xrange(curMWLV+1):
|
| | |
| | | if upIpyData:
|
| | | attrDict = upIpyData.GetAddAttr()
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | |
|
| | | privilegeID = upIpyData.GetPrivilegeID()
|
| | | if privilegeID:
|
| | | # 法宝之魂
|
| | | attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, privilegeID)
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | |
| | | if magicWeaponID == signDayMWID:
|
| | | #签到属性
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | | addAttr = {}
|
| | | for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
|
| | | addAttr[int(attid)] = attnum * totalSignNum
|
| | | GameWorld.AddDictValue(allAttrDict, addAttr)
|
| | |
|
| | | treasureType = treasureIpyData.GetTreasureType()
|
| | | |
| | | for effID, value in allAttrDict.items():
|
| | | if treasureType == 1:
|
| | | PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
|
| | |
| | | else:
|
| | | GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s"
|
| | | % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
|
| | | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
|
| | | #技能解锁战力
|
| | | nextSkillDict = GetPotentialsSkillInfo(curPlayer)
|
| | | addPowerDict = {}
|
| | | for skillID, info in nextSkillDict.items():
|
| | | needSkilllv, nextSkillID, addPower = info
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | if curSkillLV < needSkilllv:
|
| | | continue
|
| | | mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
|
| | | addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
|
| | | |
| | | for mfpType, addPower in addPowerDict.items():
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
|
| | | return
|
| | |
|
| | | #// A5 77 玩家精炼法宝 #tagCMMWRefine
|
| | |
| | | elif curType == 2:
|
| | | #穿戴三阶橙色1星或四阶紫色1星以上头盔
|
| | | playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
|
| | | for equipIndex in xrange(playerEquip.GetCount()):
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if curEquip.IsEmpty():
|
| | |
| | | curClassLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | itemColor = curEquip.GetItemColor()
|
| | | itemQuality = curEquip.GetItemQuality()
|
| | | itemID = curEquip.GetItemTypeID()
|
| | | for classlv, color, star, place in conditionList:
|
| | | if equipIndex is place and itemID in SamboSpecialUnlock:
|
| | | cnt = 1
|
| | | break
|
| | | if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
|
| | | cnt = 1
|
| | | break
|
| | |
| | | succCnt = ipyDataMgr.GetXBXZCount()
|
| | | if not succCnt:
|
| | | return
|
| | | maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
|
| | | maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
|
| | | recordIndexList = range(maxSuccid / 31+1)
|
| | |
|
| | | succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
|
| | |
| | |
|
| | | DoActiveMW(curPlayer, mwID, nextMWLV)
|
| | |
|
| | | # 每日活动
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
|
| | | return
|
| | |
|
| | | def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
|
| | |
| | | curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | # 每日活动
|
| | | ipyData = GetWMIpyData(mwID)
|
| | | mwType = ipyData.GetTreasureType() if ipyData else 0
|
| | | if mwType == 1:
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
|
| | | return
|
| | |
|
| | | def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
|
| | |
| | |
|
| | | def GetMagicWeaponPrivilege(curPlayer, privilege):
|
| | | #法宝等级权限
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('TreasureUp', {'PrivilegeID':privilege}, False, False)
|
| | | if not ipyData:
|
| | | return 0
|
| | |
|
| | | mwID = ipyData.GetMWID()
|
| | | mwLV = ipyData.GetLV()
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
|
| | | if curMWLV < mwLV:
|
| | | if not GetIsActiveMWSoul(curPlayer, privilege):
|
| | | return 0
|
| | | privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
|
| | | if not privilegeIpyData:
|
| | |
| | | attrInfo = {}
|
| | | singleValue = privilegeIpyData.GetSingleValue()
|
| | |
|
| | | if privilege == ChConfig.MWPrivilege_SignDayAddAttr:
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | | for attid, attnum in attrInfo.items():
|
| | | addAttr[int(attid)] = attnum * totalSignNum
|
| | | elif privilege == ChConfig.MWPrivilege_EquipPlus:
|
| | | if privilege == ChConfig.MWPrivilege_EquipPlus:
|
| | | #强化加成
|
| | | addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
|
| | | else:
|
| | |
| | | if canGetCnt <= 0:
|
| | | return
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | |
|
| | |
| | | pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
|
| | | pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
|
| | | pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
|
| | | if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState]) == 0:
|
| | | pack.State = GetIsActiveMWSoul(curPlayer, priID)
|
| | | if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
|
| | | continue
|
| | | pack.PriID = priID
|
| | | sendPack.InfoList.append(pack)
|
| | |
| | | def SetMagicWeaponClickState(curPlayer, mwID, state=1):
|
| | | #设置法宝是否点击认主状态
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
|
| | | return
|
| | |
|
| | |
|
| | | #// A5 12 激活法宝之魂 #tagCMActiveMWSoul
|
| | | #
|
| | | #struct tagCMActiveMWSoul
|
| | | #
|
| | | #{
|
| | | # tagHead Head;
|
| | | # BYTE ID; //编号
|
| | | #};
|
| | | def OnActiveMWSoul(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | soulID = clientData.ID
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
|
| | | if not ipyData:
|
| | | return
|
| | | if GetIsActiveMWSoul(curPlayer, soulID):
|
| | | GameWorld.Log(' 该法宝之魂已经激活!! soulID=%s'%soulID)
|
| | | return
|
| | | #检查成就
|
| | | succList = ipyData.GetSuccessList()
|
| | | for succID in succList:
|
| | | if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
|
| | | GameWorld.DebugLog(' 激活法宝之魂 成就未完成 soulID=%s,succID=%s'%(soulID, succID))
|
| | | return
|
| | | |
| | | __DoActiveMWSoul(curPlayer, soulID)
|
| | | return
|
| | |
|
| | | def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
|
| | | #任务
|
| | | EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
|
| | | |
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | if isRefreshAttr:
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | |
| | | #֪ͨ
|
| | | Sycn_MWPrivilegeData(curPlayer, soulID)
|
| | | return
|
| | |
|
| | |
|
| | | def GetIsActiveMWSoul(curPlayer, soulID):
|
| | | #获取法宝之魂是否已激活
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
|
| | |
|
| | | def CalcMagicWeaponSoulAttr(curPlayer):
|
| | | #法宝之魂属性刷新
|
| | | allAttrList = [{} for _ in range(4)]
|
| | | allAttrDict = {}
|
| | | ipyMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
|
| | | ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
|
| | | soulID = ipyData.GetPrivilegeID()
|
| | | if not GetIsActiveMWSoul(curPlayer, soulID):
|
| | | continue
|
| | | attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | |
| | | for attrID, attrValue in allAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
|
| | | return |