| | |
| | | # BYTE AddonsItemIndexCnt; // 附加物品在背包中索引个数
|
| | | # BYTE AddonsItemIndex[AddonsItemIndexCnt]; // 附加物品在背包的索引列表
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| | | # BYTE AddonsItemCount[AddonsItemIndexCnt]; // 附加物品在背包的索引对应扣除数量列表
|
| | | # BYTE RateIncreaseItemIndexCnt; // 提升概率物品在背包中索引个数
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| | | # BYTE RateIncreaseItemIndex[RateIncreaseItemIndexCnt]; // 提升概率物品在背包的索引列表
|
| | | #};
|
| | | def OnItemCompound(index, clientData, tick):
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| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
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| | |
| | | fixedItemIndexList = clientData.FixedItemIndex
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| | | addonsItemIndexList = clientData.AddonsItemIndex
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| | | addonsItemCountList = clientData.AddonsItemCount
|
| | | GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s" |
| | | % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID)
|
| | | incRateItemIndexList = clientData.RateIncreaseItemIndex
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| | | GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s" |
| | | % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID)
|
| | |
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID)
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| | | if not ipyData:
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| | | GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID)
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| | | return
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| | |
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| | | composeGroup = ipyData.GetComposeGroup()
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| | | makeIDList = ipyData.GetMakeID()
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| | | unfixedItemIDList = ipyData.GetUnfixedItemID()
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| | | fixedItemIDList = ipyData.GetFixedItemID()
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| | | fixedItemCountList = ipyData.GetFixedItemCount()
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| | |
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| | | makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
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| | | isFirstSuccMakeJobItem = False
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| | | if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID):
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| | | isFirstSuccMakeJobItem = True
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| | | makeItemID = 0
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| | | for jobItemID in makeIDList:
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| | | itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID)
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| | | if itemData and ItemCommon.CheckJob(curPlayer, itemData):
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| | | makeItemID = jobItemID
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| | | break
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| | | else:
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| | | makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
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| | | makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
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| | | if not makeItemData:
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| | | GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID)
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| | |
| | | needMoney = ipyData.GetNeedMoney()
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| | | successRate = ipyData.GetSuccessRate()
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| | | successRateMax = ipyData.GetSuccessRateMax()
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| | | successRateIncrease = ipyData.GetSuccessRateIncrease()
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| | | addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
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| | | # 可使用非固定道具 或 附加道具的 单次合成数默认为1
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| | | if unfixedItemIDList or addonsCountMax > 0:
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| | | if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList:
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| | | compoundCnt = 1
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| | |
|
| | | totalNeedMoney = needMoney * compoundCnt
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| | |
| | | return
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| | | addSuccRate, addSuccRateItemInfo = addSuccRateInfo
|
| | |
|
| | | # 检查提升概率道具
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| | | incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0
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| | | if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList:
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| | | incRateItemID, needIncRateItemCount, incRate = successRateIncrease
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| | | incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount)
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| | | if not incRateItemInfo:
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| | | return
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| | | incRateItemCostList = incRateItemInfo
|
| | | |
| | | # 扣铜钱
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| | | PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce,
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| | | {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
|
| | |
| | | False, ChConfig.ItemDel_ItemCompound, drDict)
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| | | #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定
|
| | |
|
| | | # 扣提升概率道具
|
| | | if incRateItemCostList:
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| | | bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList
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| | | hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount, |
| | | False, ChConfig.ItemDel_ItemCompound, drDict)
|
| | | |
| | | if compoundCnt == 1 and makeItemBind:
|
| | | compoundBindCnt = 1
|
| | |
|
| | | # 给合成物品
|
| | | totalSuccRate = successRate + addSuccRate
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| | | totalSuccRate = successRate + addSuccRate + incRate
|
| | | if successRateMax:
|
| | | totalSuccRate = min(successRateMax, totalSuccRate)
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| | | GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s" |
| | | % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID)
|
| | | # 首次合成一代翅膀成功率百分百
|
| | | if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1:
|
| | | if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing):
|
| | | GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s" |
| | | % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
|
| | | # 前X次合成成功率百分百
|
| | | composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {})
|
| | | if composeGroup in composeMustSuccessDict:
|
| | | mustSuccessCountTotal = composeMustSuccessDict[composeGroup]
|
| | | hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup)
|
| | | if hisComposeCount < mustSuccessCountTotal:
|
| | | totalSuccRate = ShareDefine.Def_MaxRateValue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1)
|
| | | GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1)
|
| | | GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s" |
| | | % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID)
|
| | |
|
| | | # 合成成功
|
| | | maxRateValue = ShareDefine.Def_MaxRateValue
|
| | |
| | | # 不是百分百成功的记录合成流向
|
| | | if successRate != maxRateValue:
|
| | | drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
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| | | "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue},
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| | | "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
|
| | | "AddSuccRateItemInfo":addSuccRateItemInfo
|
| | | }
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| | | DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
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| | |
| | | else:
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| | | PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
|
| | |
|
| | | if isFirstSuccMakeJobItem:
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1)
|
| | | GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID)
|
| | | |
| | | # 通知合成成功
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| | | ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
|
| | | #成功合成1个物品成就
|
| | |
| | |
|
| | | return int(addTotalSuccRate), addSuccRateItemInfo
|
| | |
|
| | | def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount):
|
| | | ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
|
| | | incRateItemTotalCount = 0
|
| | | incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
|
| | | maxPackCount = itemPack.GetCount()
|
| | | for index in incRateItemIndexList:
|
| | | if index >= maxPackCount:
|
| | | GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
|
| | | return
|
| | | curItem = itemPack.GetAt(index)
|
| | | if not __CheckItemCanUseCompound(playerID, index, curItem):
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| | | GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID)
|
| | | return
|
| | | itemID = curItem.GetItemTypeID()
|
| | | if itemID != incRateItemID:
|
| | | GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s" |
| | | % (compoundID, index, itemID, incRateItemID), playerID)
|
| | | return
|
| | | |
| | | isBind = curItem.GetIsBind()
|
| | | itemCount = curItem.GetCount()
|
| | | incRateItemTotalCount += itemCount
|
| | | incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index)
|
| | | |
| | | if incRateItemTotalCount < needIncRateItemCount:
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| | | GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s" |
| | | % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID)
|
| | | return
|
| | | |
| | | return incRateItemCostList
|
| | |
|
| | | def __CheckItemCanUseCompound(playerID, index, curItem):
|
| | | if not ItemCommon.CheckItemCanUse(curItem):
|