hch
2019-05-20 80cec3121d7ea24123404d2b0dc95c603b780bcd
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3463,7 +3463,7 @@
        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
        return
    
    return int(addPoint)
    return int(addPoint) + GetFabaoAddPoint(curPlayer)
def GetAllPointByLV(curPlayer):
    ##获取当前等级可得到属性点数
@@ -3473,16 +3473,23 @@
        return 0
    # 初始点+升级点+境界点
    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    
    #境界提升点数
    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
    return setFreePoint
def GetFabaoAddPoint(curPlayer):
    #法宝额外增加玩家每级获得的灵根点
    mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
    if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
        return 0
    return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
def DoAddPointOpen(curPlayer):
    '''加点功能开启'''
@@ -3562,7 +3569,7 @@
            attrName = self.__AttrName % attrIndex
            setattr(self, attrName, getattr(self, attrName) + value)
    
    def GetModuleFightPower(self, fpParam):
    def GetModuleFightPower(self, fpParam, job):
        MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
        MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
        MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3580,9 +3587,9 @@
        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
        SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
        SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
        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
@@ -3631,6 +3638,10 @@
        #其他需作为公式参数的系数
        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
        LuckyHitParameter = fpParam.GetCftLuckyHit()
        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
        for paramName, diffValue in diffAttrDict.items():
            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
            
        #获取策划配置的表格
        FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
@@ -3642,6 +3653,26 @@
            totalFightPower = ShareDefine.Def_UpperLimit_DWord
        return totalFightPower
        
    def __GetAttrFightPowerParamDiff(self, job):
        ## 战力计算属性参数与实际属性差值
        #角色基础模块某些属性不计算战力
        if self.mfpType != ShareDefine.Def_MFPType_Role:
            return {}
        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
        if job not in roleBaseAttrDict:
            return {}
        diffAttrDict = {}
        jobBaseAttrDict = roleBaseAttrDict[job]
        for attrID, paramName in notFightPowerEffIDNameDict.items():
            if attrID not in jobBaseAttrDict:
                continue
            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
        return diffAttrDict
    def GetMFPAttrStr(self):
        attrStr = ""
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4085,16 +4116,18 @@
        #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
        
        # 属性点属性
        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
        pointFightPowerEx = 0
        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)],
        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                          }
        lingGenQualityAttrList = [{} for _ in range(4)]
        for pointAttrID, pointFuncInfo in pointValueInfo.items():
            pointValue = pointFuncInfo[0](curPlayer)
            befPQLV = pointFuncInfo[2](curPlayer)
            pointFuncInfo[1](curPlayer, 0)
            if not pointValue:
                continue
@@ -4114,7 +4147,7 @@
            # 点数品质属性
            curPQLV = 0
            pqIntervalList = ipyData.GetPointQualityIntervalList()
            for pqLV, pqValue in enumerate(pqIntervalList, 1):
            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
                if pointValue >= pqValue:
                    curPQLV = pqLV
                else:
@@ -4128,8 +4161,10 @@
            pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
            if hadRefreshAttr and befPQLV < curPQLV:
                EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
        #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
        #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
@@ -4521,7 +4556,7 @@
            for attrIndex, value in mfpAttrExDict.items():
                mfpObj.AddCalcMFPAttr(attrIndex, value)
                
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
            mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -4563,15 +4598,14 @@
        self.__SyncBaseAttr(curPlayer, baseAttrList)
        #五行灵根变更需要处理的逻辑
        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
        if beforePointList !=afterPointList:
        if beforePointList != afterPointList:
            diffPointAttrList = []
            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
                if beforePointList[i] != afterPointList[i]:
                    diffPointAttrList.append(attrID)
            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
        # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
        self.SendModuleFightPowerPack(curPlayer, mfpDict)
        billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4584,6 +4618,7 @@
        # 暂停刷新属性标志,必须被调用
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
        GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
        return True