| | |
| | | import PlayerMagicWeapon
|
| | | import GameLogic_SealDemon
|
| | | import GameLogic_ZhuXianBoss
|
| | | import GameLogic_CrossDemonKing
|
| | | import PlayerTJG
|
| | | import PlayerVip
|
| | | import PlayerRefineStove
|
| | |
| | | NPCCommon.ClearCollectNPC(curPlayer)
|
| | | #结束事件
|
| | | EventShell.DoExitEvent(curPlayer)
|
| | | |
| | | # 结束摆摊/查看摆摊
|
| | | EventShell.ExitShopItem(curPlayer)
|
| | | EventShell.ExitWatchShopItem(curPlayer)
|
| | |
|
| | | #设置玩家的地图位置, 如果是副本, 离开副本
|
| | | # 副本规则:
|
| | |
| | |
|
| | | curPlayer.SetChangeMapTakeTruck(takeTruck)
|
| | |
|
| | | # 如果在摆摊中,提示摆摊关闭
|
| | | playerShop = curPlayer.GetPlayerShop()
|
| | | if playerShop.GetIsStartShop():
|
| | | NotifyCode(curPlayer, "GeRen_admin_70569")
|
| | | |
| | | #离开地图服务器
|
| | | __PlayerLeaveServerLogic(curPlayer, tick, False)
|
| | |
|
| | |
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | def PlayerEnterCrossServer(curPlayer, mapID):
|
| | | def PlayerEnterCrossServer(curPlayer, mapID, lineID):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
|
| | | GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
|
| | | if mapID not in ChConfig.Def_CrossMapIDList:
|
| | | return
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | GameWorld.DebugLog("跨服服务器不允许该操作!")
|
| | | return
|
| | |
| | |
|
| | | if PlayerState.IsInPKState(curPlayer):
|
| | | NotifyCode(curPlayer, "SingleEnterPK", [mapID])
|
| | | return
|
| | | |
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | for mapIDList in ChConfig.Def_FB_MapID.values():
|
| | | if mapID not in mapIDList:
|
| | | continue
|
| | | if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
|
| | | NotifyCode(curPlayer, "SingleEnterDefaul")
|
| | | return
|
| | | break
|
| | | |
| | | # 需要动态分布线路的地图,发送到跨服服务器进行分配
|
| | | if mapID in ChConfig.Def_CrossDynamicLineMap:
|
| | | extendInfo = {}
|
| | | if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
|
| | | bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID)
|
| | | if not bossID:
|
| | | return
|
| | | extendInfo["BossID"] = bossID
|
| | | |
| | | msgDict = {"PlayerID":curPlayer.GetPlayerID(), "DataMapID":mapID, "FuncLineID":lineID}
|
| | | if extendInfo:
|
| | | msgDict.update(extendInfo)
|
| | | GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
|
| | | return
|
| | |
|
| | | GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
|
| | |
| | | if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
|
| | | extendParamList = [bossID, curPlayer.GetFamilyID()]
|
| | | elif mapID == ChConfig.Def_FBMapID_DemonKing:
|
| | | bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID)
|
| | | extendParamList = [bossID]
|
| | |
|
| | | SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
|
| | | return
|
| | |
| | | # 绝版降临
|
| | | PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
|
| | | PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
|
| | | # 消费VIP
|
| | | # if costVIPGold < 0:
|
| | | # costVIPGold = price
|
| | | #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
|
| | |
|
| | | # 事件汇报
|
| | | #===========================================================================
|
| | |
| | | curLV = curPlayer.GetLV()
|
| | | if curLV < openLV:
|
| | | return 0
|
| | | # 初始点+升级点+境界点
|
| | | setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | |
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | setFreePoint = initFreePoint
|
| | | for lv in xrange(openLV, curLV+1):
|
| | | setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
|
| | | for rangLVs, point in addPointDict.items():
|
| | | if curLV < rangLVs[0]:
|
| | | continue
|
| | | setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
|
| | | |
| | | #境界提升点数
|
| | | setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
|
| | | return setFreePoint
|
| | |
|
| | | 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'''
|
| | | '''加点功能开启'''
|
| | | beforeFreePoint = curPlayer.GetFreePoint()
|
| | |
|
| | | setFreePoint = GetAllPointByLV(curPlayer)
|
| | |
| | | # @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出
|
| | | def __DoLVUPAddPoint(self):
|
| | | curPlayer = self.__Player
|
| | | if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
|
| | | # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
|
| | | return
|
| | |
|
| | | curFreePoint = curPlayer.GetFreePoint()
|
| | | addPoint = GetLvUp_AddPoint(curPlayer)
|
| | |
| | | return True
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 获取下一次转生所需等级
|
| | | def GetNextReincarnationLV(self, curPlayer):
|
| | | Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
|
| | | curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
|
| | | nextReinCnt = curReinCnt + 1
|
| | | nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
|
| | | if nextReinCnt in Reincarnation_ConditionDict:
|
| | | nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
|
| | | return nextReinLV
|
| | |
|
| | | ## 加经验值
|
| | | # @param self 类实例
|
| | |
| | | if addExp == 0:
|
| | | # 不进入计算
|
| | | return addExp, expViewType
|
| | | #nextReinLV = self.GetNextReincarnationLV(curPlayer)
|
| | |
|
| | | #取得人物当前经验
|
| | | #curTotalExp = GetPlayerTotalExp(curPlayer)
|
| | |
| | | # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
|
| | | # #mapID = GameWorld.GetMap().GetMapID()
|
| | | # #if mapID in ChConfig.Def_FBMapID_BZZDAll:
|
| | | # # nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
|
| | | # # nobleVIPOuterRate = ...
|
| | | # # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
|
| | | # # nobleVIPAddExp += nobleVIPOuterRate
|
| | | #
|
| | |
| | | pointFuncInfo[1](curPlayer, curPQLV)
|
| | | if not curPQLV:
|
| | | continue
|
| | | pqAttrID = ipyData.GetPointQualityAttrID()
|
| | | pqAttrValueList = ipyData.GetPointQualityAttrValueList()
|
| | | pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
|
| | | pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
|
| | | pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
|
| | | pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
|
| | | pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
|
| | | CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
|
| | |
| | |
|
| | | def RefreshPlayerAttrStateEx(self):
|
| | | ''' 本项目刷属性规则
|
| | | 功能属性层级一(线性层级、非线性层级)
|
| | | 功能属性层级二(线性层级、非线性层级)
|
| | | ...
|
| | | 固定属性层级
|
| | | buff层级
|
| | | |
| | | 1. 初始化
|
| | | 属性:
|
| | | 1.固定属性:如攻击+100
|
| | | 2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成
|
| | |
|
| | | 功能属性层级一、
|
| | | 2.基础属性计算
|
| | | 3.战斗属性计算
|
| | | 线性层级属性: 基础层级属性 + 功能层级属性
|
| | | 基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性
|
| | | 功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等
|
| | | 层级:
|
| | | 1.属性层级:所有功能同一层级
|
| | | 2.buff层级:百分比可对功能百分比加成的属性进行二次加成
|
| | | |
| | | 功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点
|
| | | 功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性
|
| | | |
| | | 百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成
|
| | | 1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成
|
| | | 2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成
|
| | | 3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成
|
| | | 4.buff层级百分比:对所有属性进行二次加成
|
| | | |
| | | 技能属性:固定值不享受固定百分比加成
|
| | |
|
| | | 注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性
|
| | | 如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升
|
| | | 【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升
|
| | | 类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层
|
| | | |
| | | 非线性层级属性: 即整体层级百分比增加属性
|
| | | 直接以当前属性为基值进行属性百分比提升
|
| | | 功能属性层级二、
|
| | | ...
|
| | | |
| | | 4.固定属性:
|
| | | 附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值
|
| | | buff层级:
|
| | | 1.不算战力
|
| | | 2.先算百分比加成再加固定值
|
| | |
|
| | | 5.计算以上所有属性的战斗力
|
| | | |
| | | 6.buff层级:
|
| | | 固定值buff, 直接累加数值
|
| | | 百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值
|
| | | 注:该层提升的属性不算战斗力
|
| | | 属性算法:
|
| | | 模块固定属性 = 功能点A固定值 + 功能点B固定值 + ...
|
| | | 固定总属性 = 模块A固定值 + 模块B固定值 + ...
|
| | | 无buff总属性 = 固定总属性 + 内部百分比加成值 + 交叉百分比加成 + 固定总属性百分比加成 + 技能百分比对固定属性加成 + 技能固定值
|
| | | 含buff总属性 = 无buff总属性 * buff百分比加成 + buff固定值
|
| | | '''
|
| | | curPlayer = self.__Player
|
| | |
|
| | |
| | | notAttrList = [{} for _ in range(4)]
|
| | |
|
| | | # 1.初始化人物各项状态及属性
|
| | | self.InitPlayerState() |
| | | self.InitPlayerState()
|
| | | #self.PrintAttr(curPlayer, "初始化")
|
| | |
|
| | | # 功能属性层级一...
|
| | |
| | | # 2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
|
| | | baseAttrDict = {}
|
| | | baseAttrNolineDict = {}
|
| | | funcAttrInfoList = []
|
| | | funcAttrLen = len(ChConfig.CalcAttrFuncList)
|
| | | funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
|
| | | funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
|
| | | for funcIndex in ChConfig.CalcAttrFuncList:
|
| | | if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
|
| | | # 此类功能不算战斗力
|
| | | funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序
|
| | | continue
|
| | | |
| | | # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
|
| | | if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
|
| | | funcAttrInfoList.append([{} for _ in range(4)])
|
| | | continue
|
| | | attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
|
| | | if attrInfo != notAttrList:
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
|
| | | funcAttrInfoList.append(attrInfo)
|
| | | attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)
|
| | | if attrInfo == notAttrList and not insidePerAttrDict:
|
| | | continue
|
| | | GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict))
|
| | | funcAttrInfoList[funcIndex] = attrInfo
|
| | | funcInsidePerAttrList[funcIndex] = insidePerAttrDict
|
| | | # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
|
| | | AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
|
| | | AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
|
| | |
| | |
|
| | | # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
|
| | | self.CalcRoleBaseAttr(curPlayer)
|
| | | roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
|
| | | lingGenQualityAttrList = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
|
| | | roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
|
| | | lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
|
| | | funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityAttrList
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList))
|
| | | funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityInsidePerAttrDict
|
| | | GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict))
|
| | | GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict))
|
| | |
|
| | | #self.PrintAttr(curPlayer, "基础后")
|
| | |
|
| | |
| | | ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
|
| | | }
|
| | | # 3.2 统计各功能之间非线性属性交叉影响累加
|
| | | funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | | funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | | for i, funcAttrList in enumerate(funcAttrInfoList):
|
| | | battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
|
| | | if not battleNoLineAttrDict:
|
| | |
| | | if addAttrDict:
|
| | | # 增加的数值统计到百分比属性所属功能点
|
| | | # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击
|
| | | funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
|
| | | funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
|
| | |
|
| | | GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict)
|
| | | # 交叉提升的属性值累加到对应功能上
|
| | | for i, addAttrDict in funcAddAttrPerInfoDict.items():
|
| | | # 这里累加的是到相同的功能点,直接累加,不做衰减处理
|
| | | GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict)
|
| | | GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict)
|
| | | |
| | | # 3.3 统计所有功能固定属性影响累加
|
| | | allFixAttrDict = {} # 固定属性层级总属性基值
|
| | | for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
|
| | | # 技能模块不算计入功能固定属性、不计战力
|
| | | if funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | continue
|
| | | AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
|
| | |
|
| | | # 3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值)
|
| | | allFuncAttrIndexList = []
|
| | | allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表
|
| | | for funcIndex, attrInfo in enumerate(funcAttrInfoList):
|
| | | if funcIndex not in ChConfig.CalcAttrExFuncList:
|
| | | allFuncAttrIndexList.append(funcIndex)
|
| | | allFuncAttrInfoList.append(attrInfo)
|
| | | else:
|
| | | attrInfoExList.append(attrInfo)
|
| | | allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
|
| | | GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList)
|
| | | GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
|
| | | |
| | | # 第二层级属性
|
| | | allAttrExList = AddAttrListValue(attrInfoExList)
|
| | | GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList)
|
| | | GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList)
|
| | | |
| | | # 初始化各功能点战斗力计算模块
|
| | | mfpObjAttrDict = {}
|
| | | for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
|
| | | if len(attrFuncIndexList) == 1:
|
| | | mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]]
|
| | | else:
|
| | | mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList])
|
| | | fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | | for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
|
| | | fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | if not fixAddPerDict:
|
| | | continue
|
| | | addValueExDict = {}
|
| | | for fixAttrType, addPer in fixAddPerDict.items():
|
| | | if fixAttrType not in allFixAttrDict:
|
| | | continue
|
| | | curFixValue = allFixAttrDict[fixAttrType]
|
| | | addValueEx = int(curFixValue * addPer / 10000.0)
|
| | | addValueExDict[fixAttrType] = addValueEx
|
| | | fixAttrPerAddExDict[funcIndex] = addValueExDict
|
| | |
|
| | | #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList))
|
| | | mfpObj = self.GetModuleFightPowerObj(mfpType)
|
| | | mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
|
| | | mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | |
| | | # 不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置)
|
| | | skillNoFightPowerAttrList = [{} for _ in range(4)]
|
| | | SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList) # 属性类技能与buff同层
|
| | | for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
|
| | | skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)]) |
| | | GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList)
|
| | | GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict)
|
| | | GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict)
|
| | |
|
| | | # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值
|
| | | allNoLineAttrDict = {}
|
| | | AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline])
|
| | | AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline])
|
| | | AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline])
|
| | | GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict)
|
| | | |
| | | # 整体层级属性增加到玩家身上
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle])
|
| | | #self.PrintAttr(curPlayer, "整体线")
|
| | | CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict)
|
| | | #self.PrintAttr(curPlayer, "整非线")
|
| | | |
| | | |
| | | # 4.计算战力, 需在计算buff层之前计算
|
| | | # 4. 计算属性及战力, 需在计算buff层之前计算
|
| | | curLV = curPlayer.GetLV()
|
| | | fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
|
| | | mfpDict = {} # 模块战斗力
|
| | | for mfpObj in mfpObjAttrDict.keys():
|
| | | mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | mfpDict[mfpObj.mfpType] = mfp
|
| | | for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
|
| | | mfpAttrList = [{} for _ in range(4)]
|
| | | mfpAttrExDict = {}
|
| | | for funcIndex in attrFuncIndexList:
|
| | | funcAttrList = funcAttrInfoList[funcIndex]
|
| | | funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
|
| | | funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
|
| | | fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
|
| | | |
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
|
| | | # 不算战力的
|
| | | if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | continue
|
| | | mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
|
| | | AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
|
| | | AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
|
| | | AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
|
| | | |
| | | mfpObj = self.GetModuleFightPowerObj(mfpType)
|
| | | mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
|
| | | for attrIndex, value in mfpAttrExDict.items():
|
| | | mfpObj.AddCalcMFPAttr(attrIndex, value)
|
| | | |
| | | mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | mfpTotal = mfpValue + mfpSkill + mfpEx
|
| | | mfpDict[mfpObj.mfpType] = mfpTotal
|
| | |
|
| | | # 最后在附加上特殊附加层级线性属性、永久技能层级固定值
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
|
| | | #self.PrintAttr(curPlayer, "固定层级")
|
| | | #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
|
| | | |
| | | # 5.被动技能附加属性,不算战力
|
| | | passiveSkillAttrList = [{} for _ in range(4)]
|
| | | SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList) # 属性类技能与buff同层
|
| | | for funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]]) |
| | | GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList)
|
| | | |
| | | skillFixAttrExDict = {}
|
| | | skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
|
| | | for fixAttrType, addPer in skillFixAddPerDict.items():
|
| | | if fixAttrType not in allFixAttrDict:
|
| | | continue
|
| | | curFixValue = allFixAttrDict[fixAttrType]
|
| | | addValueEx = int(curFixValue * addPer / 10000.0)
|
| | | skillFixAttrExDict[fixAttrType] = addValueEx
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
|
| | |
|
| | | #护盾值刷新
|
| | | self.__RefreshMaxProDef(beforeMaxProDef)
|
| | |
| | | if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
|
| | |
|
| | | PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##清除生产采集BUF
|
| | | # @param curPlayer 玩家实例
|
| | | # @param tick 时间戳
|
| | | # @param isLeaveServer 玩家是否离开服务器
|
| | | # @return 返回值无意义
|
| | | # @remarks 清除生产采集BUF
|
| | | def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
|
| | | |
| | | if not isLeaveServer:
|
| | | if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
|
| | | #玩家当前状态不在生产采集,不处理
|
| | | return
|
| | | |
| | | #清除生产buff(ID20021)
|
| | | BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
|
| | | |
| | | #清除活动无敌Buff
|
| | | BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
|
| | | |
| | | if not isLeaveServer:
|
| | | #设置玩家空闲状态
|
| | | ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | | #通知客户端
|
| | | curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
|
| | | |
| | | #PlayerControl(curPlayer).RefreshAllState()
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##特殊状态处理
|
| | |
| | | GameWorld.AddDictValue(attrDict, {i:value})
|
| | | return
|
| | |
|
| | | def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
|
| | | ## 统计玩家属性,累加
|
| | | if value == 0:
|
| | | return
|
| | | |
| | | #[属性索引, 是否基础属性,(非)线性]
|
| | | attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
|
| | | if attrInfo == []:
|
| | | return
|
| | | for i in attrInfo[0]:
|
| | | GameWorld.AddDictValue(allAttrDict, {i:value})
|
| | | return
|
| | |
|
| | | #===============================================================================
|
| | | # CalcAttr_Base,
|
| | | # CalcAttr_BaseNoline,
|
| | |
| | | def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
|
| | | def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
|
| | |
|
| | | #普通攻击增伤:普通攻击附加的固定值伤害
|
| | | def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
|
| | | def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
|
| | | #普通攻击加成:普通攻击附加的伤害百分比
|
| | | def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
|
| | | def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
|
| | | #法宝技能增伤:法宝技能攻击附加的固定值伤害
|
| | | def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
|
| | | def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
|
| | | #法宝技能加成:法宝技能攻击附加的伤害百分比
|
| | | def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
|
| | | def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
|
| | |
|
| | | ## 计算功能背包物品属性
|
| | | # @param curPlayer 当前玩家
|
| | | # @param packType 背包类型
|
| | |
| | | #-------------------------------------------------------------------------------
|
| | |
|
| | | ## 设置保存功能事先计算好的属性值
|
| | | def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | | def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}):
|
| | | # 设置值之前先清空重置
|
| | | ClearCalcAttrListValue(curPlayer, funcIndex)
|
| | |
|
| | |
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | PyGameData.g_playerFuncAttrDict[playerID] = {}
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | funcAttrDict[funcIndex] = allAttrList
|
| | | #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
|
| | | funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict]
|
| | | #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
|
| | | return
|
| | |
|
| | | def GetCalcAttrListValue(curPlayer, funcIndex):
|
| | | ## 获取功能点预先计算的所加属性值
|
| | | attrList = [{} for _ in range(4)]
|
| | | insidePerAttrDict = {}
|
| | | if isinstance(funcIndex, int):
|
| | | funcIndexList = [funcIndex]
|
| | | elif isinstance(funcIndex, list):
|
| | | funcIndexList = funcIndex
|
| | | else:
|
| | | return attrList
|
| | | return attrList, insidePerAttrDict
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return attrList
|
| | | return attrList, insidePerAttrDict
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | for funcIndex in funcIndexList:
|
| | | if funcIndex not in funcAttrDict:
|
| | | continue
|
| | | funcAttrList = funcAttrDict[funcIndex]
|
| | | funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex]
|
| | | for i, attrDict in enumerate(attrList):
|
| | | curAttrDict = funcAttrList[i]
|
| | | AddAttrDictValue(attrDict, curAttrDict)
|
| | | return attrList
|
| | | AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
|
| | | return attrList, insidePerAttrDict
|
| | |
|
| | | ## 重置缓存
|
| | | def ClearCalcAttrListValue(curPlayer, funcIndex):
|