| | |
| | | import PlayerWorldAverageLv
|
| | | import GameLogic_ManorWar
|
| | | import PlayerActivity
|
| | | import HighLadderTube
|
| | | import FBCommon
|
| | | import PlayerViewCacheTube
|
| | | import PassiveBuffEffMng
|
| | | import PlayerGameEvent
|
| | | import EventReport
|
| | | import PlayerTeHui
|
| | | import GameLogic_XMZZ
|
| | | import PlayerGatherSoul
|
| | | import PlayerSuccess
|
| | | import PlayerPet
|
| | | import PlayerGreatMaster
|
| | | import ItemControler
|
| | | import GameFuncComm
|
| | | import PlayerMergeEvent
|
| | | import IpyGameDataPY
|
| | | import PlayerRune
|
| | | import GameLogic_DuJie
|
| | | import PyGameData
|
| | | import PlayerMagicWeapon
|
| | | import GameLogic_SealDemon
|
| | | import GameLogic_ZhuXianBoss
|
| | | import PlayerTJG
|
| | | import PlayerVip
|
| | | import PlayerRefineStove
|
| | | import PlayerFamilyTech
|
| | | import PlayerCostRebate
|
| | | import GY_Query_CrossRealmReg
|
| | | import PlayerFairyCeremony
|
| | | import PlayerNewFairyCeremony
|
| | | import PlayerCrossRealmPK
|
| | | import FunctionNPCCommon
|
| | | import CrossRealmPlayer
|
| | | import CrossPlayerData
|
| | | import ChNetSendPack
|
| | | #import EquipZhuXian
|
| | | import PlayerCoat
|
| | | import PlayerState
|
| | | import QuestCommon
|
| | | import PlayerDogz
|
| | | import ChPlayer
|
| | | import GMShell
|
| | |
|
| | | import random
|
| | |
| | | Def_Max_Move_Tick = 5000
|
| | |
|
| | | if abs(gameWorldTick - clientWorldTick) >= Def_Max_Move_Tick:
|
| | | curPlayer.Sync_ClientTick()
|
| | | #时间相差过大,可能因网络引起,拉回
|
| | | GameWorld.DebugLog("PlayerMoveCheckClientWorldTick -- 服务器tick %s-客户端%s时间相差过大,可能因网络引起,拉回" % (
|
| | | gameWorldTick, clientWorldTick), curPlayer.GetID())
|
| | |
| | | # notifyCnt 代表广播周围玩家的数量,0为全部广播 -1为指定列表随机, 其他数字为指定指
|
| | | def PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0):
|
| | | if notifyCnt == -1:
|
| | | notifyCnt = random.choice((10, 10, 15, 15, 20, 25, 30, 50))
|
| | | notifyCnt = 8
|
| | | #GameWorld.DebugLog("PyNotifyAll %s"%notifyCnt)
|
| | |
|
| | | curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength(), notifySelf, notifyCnt)
|
| | |
| | | # @param mergeMapInfo 该提示所属的跨服活动地图信息, 主要用于不同子服对应所跨的活动地图ID
|
| | | # @return 无返回值
|
| | | def WorldNotify(country, msgMark, msgParamList=[], lineID=0, mergeMinOSD=-1, mergeMaxOSD=-1, mergeMapInfo=[]):
|
| | | # 如果是跨服服务器,则广播子服
|
| | | if GameWorld.IsMergeServer():
|
| | | sendMsg = str([country, msgMark, msgParamList, lineID, mergeMinOSD, mergeMaxOSD, mergeMapInfo])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'MergeWorldNotify',
|
| | | sendMsg, len(sendMsg))
|
| | | FBNotify(msgMark, msgParamList) # 跨服中的全服广播只在地图中做广播即可,防止不同跨服分区的地图会相互看到广播,体验不好
|
| | | else:
|
| | | GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(country, 0, msgMark,
|
| | | __GetNotifyCodeList(msgParamList), lineID)
|
| | | GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(country, 0, msgMark, __GetNotifyCodeList(msgParamList), lineID)
|
| | | return
|
| | |
|
| | | def GetCrossWorldNotifyInfo(country, msgMark, msgParamList=[]):
|
| | | return {"Type":ShareDefine.CrossNotify_World, "Params":[country, msgMark, msgParamList]}
|
| | |
|
| | | def GetCrossFamilyNotifyInfo(familyID, msgMark, msgParamList=[]):
|
| | | return {"Type":ShareDefine.CrossNotify_Family, "Params":[familyID, msgMark, msgParamList]}
|
| | |
|
| | | def CrossNotify(serverGroupIDList, crossNotifyList):
|
| | | ''' 跨服广播信息提示,支持同步多条,同时也建议多条一起同步
|
| | | @param serverGroupIDList: 需要同步到的目标服务器组ID列表
|
| | | @param crossNotifyList: 信息提示列表,通过 GetCrossWorldNotifyInfo GetCrossFamilyNotifyInfo 函数获得返回值添加到列表
|
| | | '''
|
| | | sendMsg = str([serverGroupIDList, crossNotifyList])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "CrossNotify", sendMsg, len(sendMsg))
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
|
| | | def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[], moneySource=ChConfig.Def_GiveMoney_Mail):
|
| | | '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
|
| | | @param mailTypeKey: 邮件模板key
|
| | | @param batchPlayerIDList: [playerIDList, playerIDList, ...]
|
| | |
| | | @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
|
| | | @param batchSilver: [batchSilver, batchSilver, ...]
|
| | | @param batchDetail: [记录邮件流向用, ...]
|
| | | @param moneySource: 货币来源
|
| | | '''
|
| | | msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
|
| | | msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail, moneySource])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
|
| | | GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s"
|
| | | % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
|
| | | return
|
| | |
|
| | | def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
|
| | | def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
|
| | | '''
|
| | | @param detail: 记录邮件流向用
|
| | | '''
|
| | |
| | | mailTypeKey = ShareDefine.DefaultLackSpaceMailType
|
| | |
|
| | | content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
|
| | | SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
|
| | | SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
|
| | | return
|
| | |
|
| | | ## 功能发放物品补偿/奖励邮件
|
| | | # @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
|
| | | # @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
|
| | | # @return
|
| | | def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
|
| | | def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
|
| | | if not playerIDList:
|
| | | return
|
| | |
|
| | |
| | | return
|
| | |
|
| | | # 跨服服务器不允许发送邮件
|
| | | if GameWorld.IsMergeServer():
|
| | | if GameWorld.IsCrossServer():
|
| | | return
|
| | |
|
| | | itemCountDict = {}
|
| | |
| | | if len(mailItem) != 3:
|
| | | continue
|
| | |
|
| | | itemID, itemCnt, isBind = mailItem
|
| | | itemID, itemCnt, isAuctionItem = mailItem
|
| | |
|
| | | if ItemControler.GetAppointItemRealID(itemID):
|
| | | # 定制物品转化为物品信息字典
|
| | | appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isBind))
|
| | | appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isAuctionItem))
|
| | | if not appointItemObj:
|
| | | GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isBind" % (itemID, itemCnt, isBind))
|
| | | GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isAuctionItem" % (itemID, itemCnt, isAuctionItem))
|
| | | continue
|
| | | combineItemList.append(ItemCommon.GetMailItemDict(appointItemObj))
|
| | | appointItemObj.Clear()
|
| | | elif isAuctionItem:
|
| | | combineItemList.append((itemID, itemCnt, isAuctionItem))
|
| | | else:
|
| | | key = (itemID, isBind)
|
| | | key = (itemID, isAuctionItem)
|
| | | itemCountDict[key] = itemCountDict.get(key, 0) + itemCnt
|
| | |
|
| | | for key, itemCnt in itemCountDict.items():
|
| | | itemID, isBind = key
|
| | | combineItemList.append((itemID, itemCnt, isBind))
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
|
| | | itemID, isAuctionItem = key
|
| | | combineItemList.append((itemID, itemCnt, isAuctionItem))
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
|
| | | return True
|
| | |
|
| | |
| | | if GameWorld.GetMap().GetMapID() not in IpyGameDataPY.GetFuncEvalCfg('DungeonDeliver', 1):
|
| | | NotifyCode(curPlayer, "Carry_lhs_844170")
|
| | | return False
|
| | | |
| | | if not GameWorld.IsCrossServer() and GetCrossMapID(curPlayer):
|
| | | NotifyCode(curPlayer, "CrossMap10") |
| | | return False
|
| | | |
| | | if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
|
| | | GameWorld.Log("客户端自定义场景下无法传送!", curPlayer.GetPlayerID())
|
| | | return False
|
| | |
|
| | | return True
|
| | |
|
| | |
| | | PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
|
| | |
|
| | | PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
|
| | | |
| | | if not isDisconnect:
|
| | | CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
|
| | | |
| | | #清除地图玩家缓存
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
|
| | | PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
|
| | | PyGameData.g_playerFuncAttrDict.pop(playerID, None)
|
| | | PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
|
| | | return
|
| | |
|
| | | ##更新保存玩家在线时间
|
| | |
| | |
|
| | | 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):
|
| | |
| | |
|
| | | FBLogic.DoPlayerChangeMapLogic(curPlayer, tick)
|
| | | #summonList = list()
|
| | | |
| | | #召回宠物
|
| | | PetControl.ReCallFightPet(curPlayer)
|
| | | #1. 删除自己不需要的召唤兽(火焰之灵等)
|
| | | #必须用while, 因为在循环中要删除
|
| | | # 召唤兽切地图不带过去
|
| | |
| | | # summonIndex += 1
|
| | |
|
| | |
|
| | | # 更新最后一次离开的非中立常规地图, 从中立地图退出时需要回到该地方,必须在 DoResetWorldPosAndClear 之前更新
|
| | | if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull and curPlayer.GetMapID() not in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
|
| | | mapID = curPlayer.GetMapID()
|
| | | posX = curPlayer.GetPosX()
|
| | | posY = curPlayer.GetPosY()
|
| | | lineID = curPlayer.GetClientLineID()
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromMapID, mapID)
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosX, posX)
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosY, posY)
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromLineID, lineID)
|
| | | GameWorld.DebugLog("最后一次离开的非中立常规地图更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
|
| | | else:
|
| | | mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
|
| | | posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
|
| | | posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
|
| | | lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
|
| | | GameWorld.DebugLog("最后一次离开的非中立常规地图不变!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
|
| | | |
| | | #2. 调用切换地图接口
|
| | | curPlayer.DoResetWorldPosAndClear()
|
| | |
|
| | |
| | | GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1)
|
| | | return
|
| | |
|
| | | GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID())
|
| | | if GameWorld.IsCrossServer():
|
| | | CrossRealmPlayer.PlayerExitCrossServer(curPlayer)
|
| | | return
|
| | |
|
| | | #中立地图回到上一次非中立常规地图 |
| | | if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
|
| | | mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
|
| | | posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
|
| | | posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
|
| | | lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
|
| | | # 老号支持,本来就在中立地图的,返回新手村
|
| | | if not mapID:
|
| | | # {ְҵ:[dataMapID,posX,posY], ...}
|
| | | createRoleMapDict = IpyGameDataPY.GetFuncEvalCfg("CreateRoleMap", 1, {})
|
| | | if not createRoleMapDict:
|
| | | return
|
| | | job = curPlayer.GetJob()
|
| | | lineID = 0
|
| | | if job in createRoleMapDict:
|
| | | mapID, posX, posY = createRoleMapDict[job]
|
| | | else:
|
| | | mapInfoList = createRoleMapDict.values()
|
| | | mapID, posX, posY = mapInfoList[0]
|
| | | #离开副本
|
| | | mapID = curPlayer.GetFromMapID()
|
| | | posX = curPlayer.GetFromPosX()
|
| | | posY = curPlayer.GetFromPosY()
|
| | | |
| | | else:
|
| | | mapID = curPlayer.GetFromMapID()
|
| | | posX = curPlayer.GetFromPosX()
|
| | | posY = curPlayer.GetFromPosY()
|
| | | lineID = curPlayer.GetFromLineID()
|
| | | |
| | | if mapID == curPlayer.GetMapID():
|
| | | # 如果在同一张地图, 取DB重生点, 普通地图下线重上时FromMapID会被设置为本地图
|
| | | gameMap = GameWorld.GetMap()
|
| | |
| | | #copyMapID = curPlayer.GetCopyMapID()
|
| | | GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID())
|
| | |
|
| | | if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
|
| | | if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
|
| | | #如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | gameFB.SetIsSafeClose(1)
|
| | |
| | | # ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | | #===============================================================================================
|
| | |
|
| | | PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, curPlayer.GetFromLineID())
|
| | | PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, lineID)
|
| | |
|
| | | #在空闲或者移动状态下,才能锁死玩家
|
| | | if curPlayer.GetPlayerAction() in [IPY_GameWorld.paNull] or curPlayer.IsMoving():
|
| | |
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | def ResetMergeFBPlayerCntInfo(resetMapID):
|
| | | # 重置跨服活动副本地图人数分配情况信息
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | if mapID != ChConfig.Def_MergeTransMapID:
|
| | | return
|
| | | GameWorld.Log("重置跨服活动副本地图人数分配情况信息: resetMapID=%s" % resetMapID)
|
| | | gameWorld = GameWorld.GetGameWorld()
|
| | | mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount")
|
| | | for reqMapID, mapInfo in mergeFBPlayerCntDict.items():
|
| | | if resetMapID and resetMapID != reqMapID:
|
| | | continue
|
| | | for playerMapID in mapInfo[1]:
|
| | | playerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID)
|
| | | for num in xrange(1, 1 + playerCnt):
|
| | | playerID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num))
|
| | | gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num), 0) # 重置对应的玩家ID
|
| | | gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), 0) # 重置玩家ID对应的地图
|
| | | gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, 0) # 重置地图人数
|
| | | return
|
| | |
|
| | | def __GetMergeFBPlayerMapID(curPlayer, reqMapID):
|
| | | # 获取玩家所分配的跨服活动地图ID
|
| | | # @param reqMapID: 可以是本服活动的地图ID标识; 也可以是指定的跨服活动地图ID, 如果是指定的地图ID也是直接返回
|
| | | |
| | | mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount")
|
| | | if reqMapID not in mergeFBPlayerCntDict:
|
| | | return reqMapID
|
| | | |
| | | def PlayerEnterCrossServer(curPlayer, mapID):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | gameWorld = GameWorld.GetGameWorld()
|
| | | GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
|
| | | if GameWorld.IsCrossServer():
|
| | | GameWorld.DebugLog("跨服服务器不允许该操作!")
|
| | | return
|
| | |
|
| | | playerMapID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID))
|
| | | if playerMapID:
|
| | | GameWorld.DebugLog("已经有分配跨服活动地图,直接返回!playerMapID=%s" % (playerMapID), playerID)
|
| | | return playerMapID
|
| | | if GetCrossMapID(curPlayer):
|
| | | GameWorld.ErrLog("玩家当前为跨服状态,不允许再次请求进入跨服!", curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | # 还没分配该玩家, 则开始选择分配的地图ID
|
| | | maxPlayerCnt, mapIDList = mergeFBPlayerCntDict[reqMapID]
|
| | | minPlayerCount = 0 # 最少的地图玩家人数
|
| | | minPlayerMapID = 0 # 最少人数的地图ID
|
| | | for mID in mapIDList:
|
| | | curMapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % mID)
|
| | | if curMapPlayerCnt < maxPlayerCnt:
|
| | | playerMapID = mID
|
| | | break
|
| | | |
| | | # 保存最少人数的地图ID信息
|
| | | if not minPlayerCount or (minPlayerCount and curMapPlayerCnt < minPlayerCount):
|
| | | minPlayerCount = curMapPlayerCnt
|
| | | minPlayerMapID = mID
|
| | | if not CrossRealmPlayer.IsCrossServerOpen():
|
| | | NotifyCode(curPlayer, "CrossMatching18")
|
| | | return
|
| | |
|
| | | # 如果没有人数未满的活动地图,则分配到人数较少的地图
|
| | | if not playerMapID:
|
| | | playerMapID = minPlayerMapID
|
| | | |
| | | # 更新分配信息
|
| | | if playerMapID:
|
| | | mapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) + 1
|
| | | gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, mapPlayerCnt)
|
| | | gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, mapPlayerCnt), playerID)
|
| | | gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), playerMapID)
|
| | | GameWorld.Log("分配跨服活动玩家所属地图: plaeyrID=%s,reqMapID=%s,分配MapID=%s,mapPlayerCnt=%s" |
| | | % (playerID, reqMapID, playerMapID, mapPlayerCnt))
|
| | | |
| | | return playerMapID
|
| | | if curPlayer.GetHP() <= 0:
|
| | | NotifyCode(curPlayer, "CrossMap4")
|
| | | return
|
| | | |
| | | if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer):
|
| | | NotifyCode(curPlayer, "CrossMap3")
|
| | | return
|
| | | |
| | | if PlayerState.IsInPKState(curPlayer):
|
| | | NotifyCode(curPlayer, "SingleEnterPK", [mapID])
|
| | | return
|
| | | |
| | | GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
|
| | | return
|
| | |
|
| | | ##玩家进入副本
|
| | | # @param curPlayer 玩家实例
|
| | |
| | | # NotifyCode(curPlayer, 'jiazu_xyj_671654')
|
| | | # return
|
| | |
|
| | | #跨服活动人数分流处理
|
| | | if GameWorld.IsMergeServer():
|
| | | reqMapID = mapID
|
| | | mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID)
|
| | | if not mapID:
|
| | | GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID)
|
| | | return
|
| | | # #跨服活动人数分流处理
|
| | | # if GameWorld.IsCrossServer():
|
| | | # reqMapID = mapID
|
| | | # mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID)
|
| | | # if not mapID:
|
| | | # GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID)
|
| | | # return
|
| | |
|
| | | #过滤封包地图ID
|
| | | if not GameWorld.GetMap().IsMapIDExist(mapID):
|
| | |
| | | else:
|
| | | bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID)
|
| | | extendParamList = [bossID]
|
| | | elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss:
|
| | | bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID)
|
| | | extendParamList = [bossID, -1]
|
| | | enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss)
|
| | | if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
|
| | | extendParamList = [bossID, curPlayer.GetFamilyID()]
|
| | | |
| | | SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
|
| | | return
|
| | |
|
| | |
| | | NotifyCode(curPlayer, "SingleEnterPK", [mapID])
|
| | | return ShareDefine.EntFBAskRet_PKState
|
| | |
|
| | | ## 跨服PK匹配中
|
| | | if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer):
|
| | | if isNotify:
|
| | | NotifyCode(curPlayer, "CrossMatching8", [mapID]) |
| | | return ShareDefine.EntFBAskRet_CrossPKMatching
|
| | | |
| | | ## 跨服地图中
|
| | | if GetCrossMapID(curPlayer) and mapID not in ChConfig.Def_CrossMapIDList:
|
| | | if isNotify:
|
| | | NotifyCode(curPlayer, "CrossMap5", [mapID])
|
| | | return ShareDefine.EntFBAskRet_InCrossMap
|
| | | |
| | | #===============================================================================================
|
| | | # # 这里不做状态限制,由前端处理,因为策划要根据界面来处理,同一传送功能有可能在不同界面
|
| | | # # PK状态检查
|
| | |
| | | if isNotify:
|
| | | NotifyCode(curPlayer, "Carry_lhs_697674")
|
| | | return ShareDefine.EntFBAskRet_Sit
|
| | | |
| | | if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
|
| | | if isNotify:
|
| | | NotifyCode(curPlayer, "Carry_lhs_697674")
|
| | | GameWorld.Log("客户端自定义场景下无法进入副本!", curPlayer.GetPlayerID())
|
| | | return ShareDefine.EntFBAskRet_Other
|
| | |
|
| | | if playerAction in ChConfig.Def_Player_Cannot_TransState:
|
| | | #Carry_lhs_697674:您当前所处的状态不能进行传送!
|
| | |
| | | sendPack.FuncLineID = funcLineID
|
| | |
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | GameWorld.Log("准备切换地图", curPlayer.GetID())
|
| | | return
|
| | |
|
| | | # 通知开始切换地图
|
| | | def NotifyStartChangeMap(curPlayer):
|
| | | GameWorld.DebugLog("通知开始切换地图, NotifyStartChangeMap")
|
| | | sendPack = ChPyNetSendPack.tagMCStartChangeMap()
|
| | | sendPack.Clear()
|
| | | sendPack.MapID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ChangeMapID)
|
| | | sendPack.FuncLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | |
| | | GameWorld.Log("通知开始切换地图", curPlayer.GetID())
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | #---同地图ID, 同分线, 仅切换坐标---
|
| | | #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
|
| | | if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
|
| | | #重置坐标
|
| | | GameWorld.ResetPlayerPos(curPlayer, posX, posY)
|
| | | if exData1:
|
| | | #boss的用move,通知前端,由前端发起move
|
| | | ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
|
| | | else:
|
| | | #重置坐标
|
| | | GameWorld.ResetPlayerPos(curPlayer, posX, posY)
|
| | | #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff
|
| | | SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
|
| | | return
|
| | |
| | | if PlayerTJG.GetIsTJG(curPlayer):
|
| | | GameWorld.DebugLog("脱机的玩家不处理分流!", curPlayer.GetPlayerID())
|
| | | return tagLineID
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | return tagLineID
|
| | | # 非常规地图之间的切换不处理
|
| | | if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
|
| | | return tagLineID
|
| | | tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
|
| | | tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
|
| | |
| | | GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID)
|
| | |
|
| | | if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
|
| | | bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
|
| | | bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
|
| | | if bossShuntLineID != -1:
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
|
| | |
| | | GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
|
| | | return shuntLineID
|
| | |
|
| | | def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
|
| | | def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
|
| | | '''获取目标地图boss分流线路
|
| | | 根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
|
| | | 队伍无视任何规则,默认分配到队伍队员多的那条线
|
| | | 根据人数分流玩家,优先分配到活着的线路
|
| | | 队伍无视任何规则,默认分配到队伍队员多的那条线
|
| | | |
| | | 前端:
|
| | | 1.在中立地图的时候,显示当前线路BOSS的状态
|
| | | 2.在常规地图的时候,显示玩家击杀BOSS的CD时间
|
| | | 3.本地图不换线,60秒规则保持不变
|
| | | 4.进入BOSS区域里,刷新BOSS状态
|
| | | |
| | | 玩家在非中立地图:
|
| | | 本地图不换线,60秒规则保持不变()
|
| | | |
| | | 玩家在中立地图
|
| | | 没有60秒规则
|
| | | 直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move)
|
| | | '''
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | playerTeamID = curPlayer.GetTeamID()
|
| | |
| | | hurtTeamLineID = -1
|
| | | hurtTeamMemCount = -1
|
| | |
|
| | | emptyLineID = -1
|
| | | bossLinePlayerCntList = []
|
| | | bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
|
| | |
|
| | | deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
|
| | | bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
|
| | | bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
|
| | |
|
| | | GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" |
| | | % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID)
|
| | | haveAliveLine = False # 是否有活着的线路
|
| | | activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
|
| | |
|
| | | GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" |
| | | % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID)
|
| | | if tagMapID in activityMapLineDict:
|
| | | activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
|
| | | # 非1线的活动线路不参与分流
|
| | | if activityLineID != 0 and activityLineID in lineIDList:
|
| | | lineIDList.remove(activityLineID)
|
| | | GameWorld.DebugLog(" 非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
|
| | | |
| | | for lineID in lineIDList:
|
| | | key = (mapID, lineID)
|
| | | key = (tagMapID, lineID)
|
| | | # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
|
| | | shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
|
| | | playerCount = 0
|
| | | teamPlayerCount = 0
|
| | | for shuntInfo in shuntPlayerDict.values():
|
| | | for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
|
| | | bossID = shuntInfo[0]
|
| | | if npcID != bossID:
|
| | | continue
|
| | | playerCount += 1
|
| | | shuntTeamID = shuntInfo[1]
|
| | | if playerTeamID and playerTeamID == shuntTeamID:
|
| | | if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
|
| | | teamPlayerCount += 1
|
| | |
|
| | | if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
|
| | | hurtTeamMemCount = teamPlayerCount
|
| | | hurtTeamLineID = lineID
|
| | |
|
| | | lineBossState = lineID not in deadLineList # 当前线路boss状态
|
| | | if bossState != lineBossState:
|
| | | GameWorld.DebugLog(" lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
|
| | | continue
|
| | | lineIsAlive = bossLineStateDict.get(lineID, 0)
|
| | | lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
|
| | | emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
|
| | | if not playerCount and emptyLineID == -1:
|
| | | emptyLineID = lineID
|
| | | linePlayerCountList.append([playerCount, lineID])
|
| | | bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
|
| | |
|
| | | GameWorld.DebugLog(" lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
|
| | | |
| | | if not playerCount:
|
| | | if emptyLineID < 0:
|
| | | emptyLineID = lineID
|
| | | else:
|
| | | bossLinePlayerCntList.append([playerCount, lineID])
|
| | | if not lineBossIsDead:
|
| | | haveAliveLine = True
|
| | |
|
| | | GameWorld.DebugLog(" lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
|
| | | |
| | | if hurtTeamLineID >= 0:
|
| | | GameWorld.DebugLog(" 分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
|
| | | return hurtTeamLineID
|
| | |
|
| | | if not bossLinePlayerCntList:
|
| | | GameWorld.DebugLog(" 没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
|
| | | return emptyLineID
|
| | | if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
|
| | | GameWorld.DebugLog(" 中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
|
| | | return curLineID
|
| | |
|
| | | bossLinePlayerCntList.sort() # 升序
|
| | | playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
|
| | | shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
|
| | | GameWorld.DebugLog(" boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
|
| | | emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
|
| | | linePlayerCountList.sort() # 升序
|
| | | playerCount, minPlayerCntLineID = linePlayerCountList[0]
|
| | | bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
|
| | | if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
|
| | | GameWorld.DebugLog(" 分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
|
| | | GameWorld.DebugLog(" 分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
|
| | | return emptyLineID
|
| | |
|
| | | GameWorld.DebugLog(" 分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" |
| | | % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
|
| | | GameWorld.DebugLog(" 分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" |
| | | % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
|
| | | return minPlayerCntLineID
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | SetPlayerCurrency(curPlayer, type_Price, curCurrency - price)
|
| | | else:
|
| | | GameWorld.Log("付费金钱异常 type_Price = %s" % (type_Price), curPlayer.GetPlayerID())
|
| | | return False |
| | | |
| | | #添加跨服操作事件
|
| | | if costType in ChConfig.MergeServerCanCostType:
|
| | | eventInfo = [type_Price, price, costType, infoDict, quantity, costVIPGold]
|
| | | PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_PayMoney, eventInfo)
|
| | | return False
|
| | |
|
| | | #付款以后后续操作
|
| | | __PayMoneyAfter(curPlayer, type_Price, price, costType, infoDict, quantity, costVIPGold)
|
| | |
| | | PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
|
| | | # 绝版降临
|
| | | PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
|
| | | PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
|
| | | # 消费VIP
|
| | | # if costVIPGold < 0:
|
| | | # costVIPGold = price
|
| | |
| | | if value < 0:
|
| | | GameWorld.Log('玩家获得金钱异常 , value = %s , priceType = %s ,' % (value, priceType))
|
| | | return
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | serverGroupID = GetPlayerServerGroupID(curPlayer)
|
| | | msgInfo = {"PlayerID":curPlayer.GetPlayerID(), "MoneyType":priceType, "Value":value, "GiveType":giveType, "AddDataDict":addDataDict}
|
| | | GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_GiveMoney, msgInfo, [serverGroupID])
|
| | | return True
|
| | |
|
| | | if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
|
| | | if curPlayer.GetGold() + value > ChConfig.Def_PlayerTotalMoney_Gold:
|
| | |
| | | # @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 GetAllPointByLV(curPlayer):
|
| | | ##获取当前等级可得到属性点数
|
| | | openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
|
| | | curLV = curPlayer.GetLV()
|
| | | if curLV < openLV:
|
| | | return 0
|
| | | 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)
|
| | | 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'''
|
| | | beforeFreePoint = curPlayer.GetFreePoint()
|
| | | |
| | | setFreePoint = GetAllPointByLV(curPlayer)
|
| | | curLV = curPlayer.GetLV()
|
| | | addDataDict = {'beforeFreePoint':beforeFreePoint}
|
| | | curPlayer.SetFreePoint(setFreePoint)
|
| | | DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
|
| | | 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
|
| | |
| | | FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
|
| | | DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
|
| | | DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
|
| | | JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
|
| | | JobBHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBHurtAddPer) * fpParam.GetCftJobBHurtAddPer() # 对目标法师伤害加成
|
| | | JobCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCHurtAddPer) * fpParam.GetCftJobCHurtAddPer() # 对目标弓箭伤害加成
|
| | | JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
|
| | | JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
|
| | | JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
|
| | | |
| | | ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
|
| | | ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
|
| | | MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
|
| | | ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
|
| | | #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
|
| | | #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
|
| | | ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比
|
| | |
|
| | | OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
|
| | | PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
|
| | |
| | | #其他需作为公式参数的系数
|
| | | AtkSpeedParameter = fpParam.GetCftAtkSpeed()
|
| | | LuckyHitParameter = fpParam.GetCftLuckyHit()
|
| | | |
| | | |
| | | #获取策划配置的表格
|
| | | FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
|
| | | totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
|
| | |
| | | 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
|
| | |
| | | #副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理
|
| | | if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
|
| | | FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
|
| | | |
| | | # 跨服中获得经验
|
| | | if finalAddExp and GameWorld.IsMergeServer():
|
| | | PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddExp, finalAddExp)
|
| | |
|
| | | return finalAddExp
|
| | |
|
| | |
| | | # 检查最大等级
|
| | | if curLV >= maxLV and curTotalExp >= maxLVExpStore:
|
| | | self.__NotifyExpFull(curPlayer, "GeRen_admin_825676")
|
| | | GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID())
|
| | | #GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID())
|
| | | return 0, expViewType
|
| | |
|
| | | # 杀怪
|
| | |
| | | #未达到升级经验
|
| | | if curTotalExp < lvUpNeedExp:
|
| | | return
|
| | | |
| | | needSyncTalentPoint = False
|
| | | playerNeedDoLVUp = False
|
| | | curLV = curPlayer.GetLV()
|
| | | maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
|
| | |
| | |
|
| | | # 记录玩家升级
|
| | | DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
|
| | | DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
|
| | |
|
| | | self.__DoLVUPAddPoint() # 升级加点
|
| | | #self.__DoLvUpAddSkill() # 升级加技能
|
| | |
| | | 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
|
| | | #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
|
| | | if aftLV%10 == 0:
|
| | | # 控制下刷新次数
|
| | | PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
|
| | | |
| | | self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
|
| | | #放在功能开启后面
|
| | | PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer)
|
| | |
| | | curPlayer.SetHP(curPlayer.GetMaxHP())
|
| | | if curPlayer.GetMaxMP() > 0:
|
| | | curPlayer.SetMP(curPlayer.GetMaxMP())
|
| | | |
| | | |
| | | FBLogic.OnPlayerLVUp(curPlayer)
|
| | | # 记录开服活动冲级数据
|
| | | OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
|
| | | |
| | | #神秘限购
|
| | | FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
|
| | | #不需要做升级任务, 设置玩家经验
|
| | | SetPlayerTotalExp(curPlayer, curTotalExp)
|
| | | return
|
| | |
| | | job = curPlayer.GetJob()
|
| | |
|
| | | lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
|
| | | pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
|
| | |
|
| | | if not lvAttrDict:
|
| | | GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
|
| | | return
|
| | |
|
| | | if not pointAttrDict:
|
| | | GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
|
| | | return
|
| | | |
| | | #参与计算的玩家基础属性
|
| | | LV = curPlayer.GetLV()
|
| | | STR = curPlayer.GetSTR()
|
| | | PNE = curPlayer.GetPNE()
|
| | | PHY = curPlayer.GetPHY()
|
| | | CON = curPlayer.GetCON()
|
| | | baseSTR = curPlayer.GetBaseSTR()
|
| | | basePNE = curPlayer.GetBasePNE()
|
| | | basePHY = curPlayer.GetBasePHY()
|
| | | baseCON = curPlayer.GetBaseCON()
|
| | | GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)" |
| | | % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
|
| | |
|
| | | allAttrList = [{} for _ in range(4)]
|
| | |
|
| | | # 职业初始属性
|
| | | roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
|
| | | if job in roleBaseAttrDict:
|
| | | for attrEffID, value in roleBaseAttrDict[job].items():
|
| | | CalcAttrDict_Type(attrEffID, value, allAttrList)
|
| | | for roleBaseAttrID, value in roleBaseAttrDict[job].items():
|
| | | CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
|
| | | #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
|
| | |
|
| | | for attrEffID, formula in lvAttrDict.items():
|
| | | calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
|
| | | CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
|
| | | #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
|
| | | |
| | | # 等级成长属性
|
| | | LV = curPlayer.GetLV()
|
| | | for lvAttrID, formula in lvAttrDict.items():
|
| | | calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
|
| | | CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
|
| | | #GameWorld.DebugLog(" lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
|
| | | #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
|
| | |
|
| | | for attrEffID, formula in pointAttrDict.items():
|
| | | calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
|
| | | CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
|
| | | #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
|
| | | # 属性点属性
|
| | | pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
|
| | | }
|
| | | lingGenQualityAttrList = [{} for _ in range(4)]
|
| | | for pointAttrID, pointFuncInfo in pointValueInfo.items():
|
| | | pointValue = pointFuncInfo[0](curPlayer)
|
| | | pointFuncInfo[1](curPlayer, 0)
|
| | | if not pointValue:
|
| | | continue
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
|
| | | if not ipyData:
|
| | | continue
|
| | | # 每点属性
|
| | | perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
|
| | | for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
|
| | | pointAddValue = perPointAttrValue * pointValue
|
| | | CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
|
| | | |
| | | # 点数品质属性
|
| | | curPQLV = 0
|
| | | pqIntervalList = ipyData.GetPointQualityIntervalList()
|
| | | for pqLV, pqValue in enumerate(pqIntervalList, 1):
|
| | | if pointValue >= pqValue:
|
| | | curPQLV = pqLV
|
| | | else:
|
| | | break
|
| | | pointFuncInfo[1](curPlayer, curPQLV)
|
| | | if not curPQLV:
|
| | | continue
|
| | | pqAttrID = ipyData.GetPointQualityAttrID()
|
| | | pqAttrValueList = ipyData.GetPointQualityAttrValueList()
|
| | | 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))
|
| | | |
| | | #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
|
| | | |
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList) |
| | | #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList) |
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
|
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
|
| | | PlayerRune.RefreshRuneAttr(curPlayer)
|
| | | PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerSuccess.CalcSuccessAttr(curPlayer)
|
| | | PlayerVip.CalcVIPAttr(curPlayer)
|
| | | PlayerRefineStove.CalcStoveAttr(curPlayer)
|
| | | PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
|
| | | PlayerEquipDecompose.RefreshEDAttr(curPlayer)
|
| | | PlayerDogz.RefreshDogzAttr(curPlayer)
|
| | | #EquipZhuXian.CalcZhuXianAttr(curPlayer)
|
| | | PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
|
| | | PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
|
| | | self.RefreshAllState(isForce=True)
|
| | | GameWorld.DebugLog("End ReCalcAllState!!!")
|
| | | return
|
| | |
| | | #beforeAtkInterval = curPlayer.GetAtkInterval()
|
| | | beforeMaxHP = curPlayer.GetMaxHP()
|
| | | beforeMoveSpeedValue = GetSpeedValue(curPlayer)
|
| | | beforeMaxProDef = GetMaxProDef(curPlayer)
|
| | | #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
|
| | | playerStateDict = {}
|
| | | for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | | curPlayer.BeginRefreshState()
|
| | | self.ResetFightPowerObj()
|
| | | #self.PrintAttr(curPlayer, "重置后")
|
| | | notAttrList = [{} for _ in range(4)]
|
| | |
|
| | | # 1.初始化人物各项状态及属性
|
| | | self.InitPlayerState()
|
| | |
| | | # 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 = {}
|
| | | roleBaseAttrInfo = [{} for _ in range(4)]
|
| | | funcAttrInfoList = []
|
| | | for funcIndex in ChConfig.CalcAttrFuncList:
|
| | | if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
|
| | |
| | | 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 == ChConfig.Def_CalcAttrFunc_RoleBase:
|
| | | funcAttrInfoList.append(roleBaseAttrInfo)
|
| | | if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
|
| | | funcAttrInfoList.append([{} for _ in range(4)])
|
| | | continue
|
| | | attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
|
| | | if attrInfo != notAttrList:
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
|
| | | funcAttrInfoList.append(attrInfo)
|
| | | # 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])
|
| | |
| | | # 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)
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
|
| | | 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))
|
| | |
|
| | | #self.PrintAttr(curPlayer, "基础后")
|
| | |
|
| | | # 3.计算战斗属性
|
| | | # 3.1 战斗属性层级交叉影响基值数值汇总
|
| | | # 装备基础
|
| | | equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
|
| | | ])
|
| | | #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
|
| | | |
| | | # 基础层级(角色基础属性、装备基础属性、强化基础属性)
|
| | | # 基础层级(角色基础属性)
|
| | | baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
|
| | | equipBaseAttrList,
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
|
| | | ])
|
| | | #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
|
| | |
|
| | |
| | | ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
|
| | | ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
|
| | | ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
|
| | | ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
|
| | | ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
|
| | | ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
|
| | |
| | | ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
|
| | | ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
|
| | | ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
|
| | | ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
|
| | | ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
|
| | | ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
|
| | | ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
|
| | | }
|
| | | # 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, ...}, ...}
|
| | |
| | | fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
|
| | | mfpDict = {} # 模块战斗力
|
| | | for mfpObj in mfpObjAttrDict.keys():
|
| | | mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | 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
|
| | |
|
| | | # 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")
|
| | | |
| | | #护盾值刷新
|
| | | self.__RefreshMaxProDef(beforeMaxProDef)
|
| | |
|
| | | # 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】
|
| | | EffGetSet.CopyPlayerFuncAttr(curPlayer)
|
| | |
| | | GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
|
| | | return True
|
| | |
|
| | | |
| | | # 生命转化为防护值
|
| | | def __RefreshMaxProDef(self, beforeMaxProDef):
|
| | | curPlayer = self.__Player
|
| | | if GetProDefHPPer(curPlayer) == 0:
|
| | | return
|
| | | maxHP = curPlayer.GetMaxHP()
|
| | | proDefPer = GetProDefHPPer(curPlayer)
|
| | | |
| | | #获取策划配置的表格
|
| | | GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2)
|
| | | maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4))
|
| | | |
| | | SetMaxProDef(curPlayer, int(maxProDef))
|
| | | |
| | | afterMaxProDef = GetMaxProDef(curPlayer)
|
| | | addValue = max(0, afterMaxProDef - beforeMaxProDef)
|
| | | curProDef = GetProDef(curPlayer)
|
| | | |
| | | if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
|
| | | # 同步增加 (死亡状态下不刷)
|
| | | SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef))
|
| | | elif curProDef > afterMaxProDef:
|
| | | # 做一次防范纠正
|
| | | SetProDef(curPlayer, min(curProDef, afterMaxProDef))
|
| | | |
| | | return
|
| | |
|
| | | def __RefreshBuffAttr(self):
|
| | | ## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等
|
| | |
| | | mfpInfo.MFPCnt = len(mfpDataList)
|
| | | mfpInfo.MFPList = mfpDataList
|
| | | NetPackCommon.SendFakePack(curPlayer, mfpInfo)
|
| | | |
| | | beforeFightPower = curPlayer.GetFightPower()
|
| | | curPlayer.SetFightPower(totalFightPower, False)
|
| | | if totalFightPower < beforeFightPower:
|
| | | DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
|
| | | highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0,
|
| | | ChConfig.Def_PDictType_FightPower)
|
| | | if totalFightPower > highestFightPower:
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, totalFightPower,
|
| | | ChConfig.Def_PDictType_FightPower)
|
| | | GameWorld.DebugLog("总战力: %s, 历史最高战力: %s" % (totalFightPower, highestFightPower))
|
| | | GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower))
|
| | | PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
|
| | | # 记录开服活动数据
|
| | | OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
|
| | | if beforeFightPower != totalFightPower:
|
| | | CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
|
| | | return
|
| | |
|
| | | def __RefreshMoveSpeed(self, allAttrListBuffs):
|
| | |
| | | speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed)
|
| | | GameWorld.DebugLog(" buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed))
|
| | |
|
| | | speed = max(speed, 0) #防小于0错误
|
| | | if GetSpeedValue(curPlayer) != speed:
|
| | | SetSpeedValue(curPlayer, speed)
|
| | | moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat))
|
| | |
| | |
|
| | | #再根据BUFF 加上状态
|
| | | SkillShell.CalcBuffer_ActionState(curPlayer)
|
| | | #---------------------------------------------------------------------
|
| | | |
| | | #---------------------------------------------------------------------
|
| | | ## 存入数据库玩家基本属性
|
| | | # @param self 类实例
|
| | | # @return 返回值无意义
|
| | | # @remarks 存入数据库玩家基本属性
|
| | | def __SetPlayerStateInDB(self):
|
| | | curPlayer = self.__Player
|
| | | #力量
|
| | | curPlayerSTR = curPlayer.GetSTR()
|
| | | if curPlayer.GetTotalSTR() != curPlayerSTR: |
| | | curPlayer.SetTotalSTR(curPlayerSTR)
|
| | | #真元
|
| | | curPlayerPNE = curPlayer.GetPNE()
|
| | | if curPlayer.GetTotalPNE() != curPlayerPNE:
|
| | | curPlayer.SetTotalPNE(curPlayerPNE)
|
| | | #筋骨
|
| | | curPlayerPHY = curPlayer.GetPHY()
|
| | | if curPlayer.GetTotalPHY() != curPlayerPHY:
|
| | | curPlayer.SetTotalPHY(curPlayerPHY)
|
| | | #体魄
|
| | | curPlayerCON = curPlayer.GetCON()
|
| | | if curPlayer.GetTotalCON() != curPlayerCON: |
| | | curPlayer.SetTotalCON(curPlayerCON)
|
| | | |
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 刷新血量和魔
|
| | |
| | | curPlayer.ClearBattleEffect()
|
| | |
|
| | | initAttrDict = {
|
| | | ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
|
| | | ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
|
| | | ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
|
| | | ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
|
| | | #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
|
| | | #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
|
| | | #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
|
| | | #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
|
| | | #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
|
| | | ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
|
| | | ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
|
| | |
| | | }
|
| | |
|
| | | for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | | if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]:
|
| | | if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
|
| | | continue
|
| | | value = 0 if i not in initAttrDict else initAttrDict[i]
|
| | | EffGetSet.SetValueByEffIndex(curPlayer, i, value)
|
| | |
| | | if not curPlayer.GetCanAttack():
|
| | | curPlayer.SetCanAttack(True)
|
| | |
|
| | | #初始化灵根
|
| | | SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
|
| | | SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
|
| | | SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
|
| | | SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
|
| | | SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
|
| | | return True
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | index = 0
|
| | | buffSkillIDList = []
|
| | |
|
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer)
|
| | | while index < buffState.GetBuffCount():
|
| | | curBuff = buffState.GetBuff(index)
|
| | | #异常
|
| | |
| | | continue
|
| | |
|
| | | #BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick)
|
| | | buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
|
| | | #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
|
| | | buffSkillIDList.append(curBuff.GetSkill().GetSkillID())
|
| | | #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID())
|
| | | if passiveEff:
|
| | | passiveEff.DelBuffInfo(curBuff.GetSkill())
|
| | | |
| | | #删除这个buff
|
| | | buffState.DeleteBuffByIndex(index)
|
| | | |
| | | |
| | | |
| | | SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList)
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return totalExpRate
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | ## 获取玩家基础属性点
|
| | | # @param job 职业类型
|
| | | # @return baseSTR, basePNE, basePHY, baseCON
|
| | | def GetPlayerBasePoint(job):
|
| | | baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
|
| | | |
| | | jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
|
| | | |
| | | if not jobDict:
|
| | | GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
|
| | | return baseSTR, basePNE, basePHY, baseCON
|
| | | |
| | | for key, value in jobDict.items():
|
| | | |
| | | if type(key) == str:
|
| | | key = key.upper()
|
| | | |
| | | if key in ['STR', ShareDefine.Def_Effect_STR]:
|
| | | baseSTR = value
|
| | | |
| | | elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
|
| | | basePNE = value
|
| | | |
| | | elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
|
| | | basePHY = value
|
| | | |
| | | elif key in ['CON', ShareDefine.Def_Effect_CON]:
|
| | | baseCON = value
|
| | | |
| | | else:
|
| | | GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
|
| | | |
| | | return baseSTR, basePNE, basePHY, baseCON
|
| | |
|
| | |
|
| | | ##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
|
| | | # @param curPlayer 玩家实例
|
| | | # @param moneyType 金钱类型
|
| | |
| | | # SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false)
|
| | | # @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己
|
| | | # @param bNotifyGameServer: 是否同步GameServer,默认false
|
| | | # SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15) |
| | | # 15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息;
|
| | | # 同步前端及GameServer需要自己写通知,设置函数自身不带通知参数
|
| | | #
|
| | | # 发送0418包
|
| | | # SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true)
|
| | |
| | | # ֪ͨGsmeServer;
|
| | | # SendGameServerRefreshState(int inputType, int inputValue)
|
| | |
|
| | |
|
| | | # 禁言 通知gameServer
|
| | | def SetGMForbidenTalk(curPlayer, value):
|
| | | curPlayer.SetGMForbidenTalk(value)
|
| | | curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
|
| | | return
|
| | |
|
| | |
|
| | | ## 职业阶数
|
| | | def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
|
| | | def SetJobRank(curPlayer, jobRank): |
| | | curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
|
| | | return curPlayer.SetExAttr1(jobRank)
|
| | |
|
| | | ## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
|
| | | def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
|
| | |
| | | ## 副本功能线路ID, 这里做db存储,防止在合并地图副本中掉线重上时前端无法加载正确的场景资源,登录加载场景时机为0102包
|
| | | def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False)
|
| | | def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3()
|
| | |
|
| | | ## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID
|
| | | def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5()
|
| | | def SetCrossMapID(curPlayer, value):
|
| | | curPlayer.SetExAttr5(value, False, True)
|
| | | if not value:
|
| | | CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
|
| | | return
|
| | |
|
| | | ## 铜钱点, 支持铜钱超20亿
|
| | | def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver()
|
| | |
| | | curPlayer.SetExAttr6(silverPoint)
|
| | | return
|
| | |
|
| | | ## 玩家今日已获得仙缘币
|
| | | def GetTodayXianyuanCoin(curPlayer): return curPlayer.GetExAttr11()
|
| | | def SetTodayXianyuanCoin(curPlayer, value): return curPlayer.SetExAttr11(value, False, True)
|
| | | def AddTodayXianyuanCoin(curPlayer, addValue): return curPlayer.SetExAttr11(curPlayer.GetExAttr11() + addValue, False, True)
|
| | |
|
| | | ##VIP到期时间, 需要同步GameServer
|
| | | def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
|
| | | def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True)
|
| | |
|
| | | ##聊天气泡框
|
| | | def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
|
| | | def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
|
| | |
|
| | | ## 玩家所属服务器组ID
|
| | | def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13()
|
| | | def UpdPlayerServerGroupID(curPlayer):
|
| | | # 更新自己的服务器组ID, 跨服服务器不处理
|
| | | if GameWorld.IsCrossServer():
|
| | | return
|
| | | serverGroupID = GameWorld.GetServerGroupID()
|
| | | if not serverGroupID:
|
| | | return
|
| | | playerServerGroupID = curPlayer.GetExAttr13()
|
| | | if playerServerGroupID != serverGroupID:
|
| | | curPlayer.SetExAttr13(serverGroupID, False, True)
|
| | | GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
|
| | | return
|
| | |
|
| | | ##影响外观的3部位索引记录 123456789 123:武器格子索引 456:副手 789:衣服
|
| | | def GetFaceEquipIndexList(curPlayer):
|
| | | attr15 = curPlayer.GetExAttr15()
|
| | | return [attr15%1000, attr15/1000%1000, attr15/1000000]
|
| | | def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value)
|
| | |
|
| | | ##获得玩家威望值
|
| | | def GetPrestige(curPlayer): return 0
|
| | |
| | |
|
| | | SetZhenQi(curPlayer, value)
|
| | | #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value)
|
| | |
|
| | | if GameWorld.IsMergeServer():
|
| | | eventInfo = [addValue, eventName, eventData]
|
| | | PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddZhenQi, eventInfo)
|
| | | return True
|
| | |
|
| | |
|
| | |
| | | def SetLongMaiLV(curPlayer, value):
|
| | | return
|
| | | #---------------------------------------------------------------------------
|
| | | ## 设置玩家跨服预赛排位
|
| | | # @param curPlayer: 玩家实例
|
| | | # @param value: 威望值
|
| | | # @return: |
| | | def SetMergeWarRank(curPlayer, value):
|
| | | curPlayer.SetExAttr10(value, True, True)
|
| | | return
|
| | |
|
| | | |
| | | ## 获取玩家跨服预赛排位
|
| | | # @param curPlayer: 玩家实例
|
| | | # @return: 威望值
|
| | | def GetMergeWarRank(curPlayer):
|
| | | return curPlayer.GetExAttr10()
|
| | |
|
| | |
|
| | | ## 设置玩家官爵星级
|
| | | # @param curPlayer: 玩家实例
|
| | | # @param value: 星级
|
| | | # @return: |
| | | def SetOfficeStar(curPlayer, value):
|
| | | curPlayer.SetExAttr11(value)
|
| | | return
|
| | |
|
| | | |
| | | ## 获取玩家玩家官爵星级
|
| | | # @param curPlayer: 玩家实例
|
| | | # @return: 星级
|
| | | def GetOfficeStar(curPlayer):
|
| | | return curPlayer.GetExAttr11()
|
| | |
|
| | |
|
| | | ##获取可免费开启的格子数
|
| | | # @param curPlayer 玩家对象
|
| | |
| | | #===============================================================================
|
| | |
|
| | |
|
| | | # 灵根 - 金木水火土
|
| | | def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
|
| | | def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
|
| | | def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
|
| | | def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
|
| | | def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
|
| | | def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
|
| | | def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
|
| | | def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
|
| | | def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
|
| | | def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
|
| | | # 灵根品级 - 金木水火土
|
| | | def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
|
| | | def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
|
| | | def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
|
| | | def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
|
| | | def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
|
| | | def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
|
| | | def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
|
| | | def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
|
| | | def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
|
| | | def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
|
| | |
|
| | | #---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
|
| | |
|
| | | ##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
|
| | |
| | | # 基础闪避百分比
|
| | | def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
|
| | | def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
|
| | | # 魂器基础百分比
|
| | | def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
|
| | | def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
|
| | | # 装备基础百分比
|
| | | def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
|
| | | def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
|
| | | # 武器基础攻击百分比
|
| | | def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
|
| | | def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
|
| | | # 圣器基础攻击百分比
|
| | | def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
|
| | | def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
|
| | | # 防具基础生命百分比
|
| | | def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
|
| | | def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
|
| | | # 防具基础防御百分比
|
| | | def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
|
| | | def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
|
| | | # 神兵生命百分比
|
| | | def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
|
| | | def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
|
| | |
| | |
|
| | | #---当前防护值,需存DB----
|
| | | def GetProDef(curPlayer): return curPlayer.GetExAttr4()
|
| | | def SetProDef(curPlayer, value): curPlayer.SetExAttr4(value)
|
| | | def SetProDef(curPlayer, value):
|
| | | if GameWorld.IsCrossServer():
|
| | | curPlayer.SetExAttr4(value, True) # 跨服服务器需要广播周围玩家
|
| | | else:
|
| | | curPlayer.SetExAttr4(value)
|
| | | |
| | | #---最大防护值----
|
| | | def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef)
|
| | | def SetMaxProDef(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrMaxProDef, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, True) # 周围玩家需要通知
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, False) # 周围玩家需要通知
|
| | | #---生命上限换算为防护值的百分比----
|
| | | def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer)
|
| | | def SetProDefHPPer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
|
| | | #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
|
| | | #---防护值吸收伤害比率----
|
| | | def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb)
|
| | | def SetProDefAbsorb(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
|
| | | #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
|
| | |
|
| | | #---宠物攻击提升值----
|
| | | def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk)
|
| | |
| | | def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk)
|
| | | def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value)
|
| | |
|
| | | #---宠物伤害百分比提升----
|
| | | def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
|
| | | def SetPetDamPer(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
|
| | | #---宠物伤害百分比提升----移到GameObj下
|
| | | #===============================================================================
|
| | | # def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
|
| | | # def SetPetDamPer(curPlayer, value): |
| | | # curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
|
| | | # curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
|
| | | #===============================================================================
|
| | | #---宠物技能伤害百分比提升----
|
| | | def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate)
|
| | | def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value)
|
| | |
| | | #---功能层防御值----
|
| | | 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)
|
| | |
|
| | |
|
| | | ## 增加天梯竞技场积分
|
| | | # @param curPlayer 玩家实例
|
| | | # @return
|
| | | def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
|
| | | curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
|
| | | curCurrency += addCount
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
|
| | | |
| | | if isSysMsg:
|
| | | #通知客户端得到金钱
|
| | | NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
|
| | | if isRefresh:
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | HighLadderTube.SendHighLadderState(curPlayer, tick)
|
| | | return
|
| | |
|
| | |
|
| | | ## 用天梯竞技场积分付费
|
| | | # @param curPlayer 玩家实例
|
| | | # @return
|
| | | def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
|
| | | curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
|
| | | if (curCurrency < payCount) or (payCount < 0):
|
| | | return False, curCurrency, curCurrency
|
| | | updCurrency = max(0, curCurrency - payCount)
|
| | | NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
|
| | | if isSysMsg:
|
| | | #通知客户端失去点数
|
| | | NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount]) |
| | | if isRefresh:
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | HighLadderTube.SendHighLadderState(curPlayer, tick) |
| | | return True, curCurrency, updCurrency
|
| | |
|
| | | ## 计算功能背包物品属性
|
| | | # @param curPlayer 当前玩家
|
| | |
| | | return
|
| | |
|
| | | #-------------------------------------------------------------------------------
|
| | | # 每个功能最多加几个属性
|
| | | # 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
|
| | | Def_MaxAddAttrTypeCnt = 15
|
| | |
|
| | | # 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
|
| | | # 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
|
| | |
|
| | | ## 设置保存功能事先计算好的属性值
|
| | | def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | |
| | | addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
|
| | | battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
|
| | |
|
| | | for attrIndex, addAttrDict in enumerate(allAttrList):
|
| | | findIndex = -1
|
| | | for attrType, attrValue in addAttrDict.items():
|
| | | if not isinstance(attrValue, int):
|
| | | GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" |
| | | % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
|
| | | continue
|
| | | for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
|
| | | addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
|
| | | addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
|
| | | if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
|
| | | findIndex = i
|
| | | curPlayer.SetDict(addAttrTypeKey, attrType)
|
| | | curPlayer.SetDict(addAttrValueKey, attrValue)
|
| | | break
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | 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))
|
| | | 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)]
|
| | | for attrIndex, attrDict in enumerate(attrList):
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
|
| | | if attrType == 0:
|
| | | break
|
| | | attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
|
| | | if isinstance(funcIndex, int):
|
| | | funcIndexList = [funcIndex]
|
| | | elif isinstance(funcIndex, list):
|
| | | funcIndexList = funcIndex
|
| | | else:
|
| | | return attrList
|
| | | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return attrList
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | for funcIndex in funcIndexList:
|
| | | if funcIndex not in funcAttrDict:
|
| | | continue
|
| | | funcAttrList = funcAttrDict[funcIndex]
|
| | | for i, attrDict in enumerate(attrList):
|
| | | curAttrDict = funcAttrList[i]
|
| | | AddAttrDictValue(attrDict, curAttrDict)
|
| | | return attrList
|
| | |
|
| | | ## 刷属性时累加功能事先计算好的属性值
|
| | | def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | | for attrIndex in ChConfig.CalcAttrIndexList:
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
|
| | | if curAddAttrType == 0:
|
| | | break
|
| | | curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
|
| | | addAttrDict = allAttrList[attrIndex]
|
| | | AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
|
| | | |
| | | return allAttrList
|
| | |
|
| | | ## 重置缓存
|
| | | def ClearCalcAttrListValue(curPlayer, funcIndex):
|
| | | for attrIndex in ChConfig.CalcAttrIndexList:
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
|
| | | attrType = curPlayer.GetDictByKey(addAttrTypeKey)
|
| | | if not attrType:
|
| | | break
|
| | | curPlayer.SetDict(addAttrTypeKey, 0)
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | funcAttrDict.pop(funcIndex, None)
|
| | | return
|
| | |
|
| | | def AddAttrListValue(attrList):
|
| | |
| | | #-------------------------------------------------------------------------------
|
| | | ## 设置玩家字典值, 存库
|
| | | def NomalDictSetProperty(curPlayer, key, value, dType=0):
|
| | | if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \
|
| | | [ChConfig.Def_PDict_FightPower_Total, ChConfig.Def_PlayerKey_CrossRegisterMap]:
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {})
|
| | | changeDict[(key, dType)] = value
|
| | | PyGameData.g_crossPlayerDictChangeInfo[playerID] = changeDict
|
| | | |
| | | if value == 0:
|
| | | curPlayer.NomalDictDelProperty(key, dType)
|
| | | return
|