hxp
2019-04-27 835c5fad7ad4e723c34be7f5fc073eeb7104e3f4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -32,12 +32,18 @@
import GameFuncComm
import SkillCommon
import BuffSkill
import ItemControler
import PlayerWeekParty
#import EventReport
import IpyGameDataPY
import PassiveBuffEffMng
import OpenServerCampaign
import random
Def_GodWeaponType_HP = 1  # 生命神兵类型
Def_GodWeaponType_Atk = 2  # 攻击神兵类型
Def_GodWeaponType_SuperHit = 3  # 暴击神兵类型
Def_GodWeaponType_Def = 4  # 护盾神兵类型
## 神器功能登录处理
#  @param curPlayer 玩家
@@ -46,15 +52,34 @@
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
        return
    Sync_GodWeaponLVInfo(curPlayer)
    return
def SetGodWeaponLV(curPlayer, weaponType, lv):
    ## 设置神兵等级,同步设置场景神兵等级
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
    totalLV = GetGodWeaponTotalLV(curPlayer)
    # 开服活动数据
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_GodWeapon, totalLV, False, True)
    return
def GetGodWeaponTotalLV(curPlayer):
    ##获取神兵总等级
    totalLV = 0
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
    for gwType in xrange(1, maxType + 1):
        totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
    return totalLV
## 神器开启
#  @return: 是否激活成功
def DoGodWeaponOpen(curPlayer):
    # 默认激活1级的类型
    for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
        SetGodWeaponLV(curPlayer, i, 1)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
    Sync_GodWeaponLVInfo(curPlayer)
    return True
@@ -78,6 +103,7 @@
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
    fightPowerEx = 0  # 额外增加的战力
    allAttrList = [{} for i in range(4)]
    for gwType in xrange(1, maxType + 1):
        # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶
@@ -92,12 +118,66 @@
        for i, attrID in enumerate(attrTypeList):
            PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
        
        fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
    # 附加战力
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
    GameWorld.DebugLog("神兵属性:%s" % allAttrList)
    # 保存计算值
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)   
    return
#---------------------------------------------------------------------------------------------------
#// A5 56 神兵激活 #tagCMGodWeaponActivate
#
#struct    tagCMGodWeaponActivate
#{
#    tagHead        Head;
#    DWORD        WeaponType;    // 神兵类型
#};
def OnGodWeaponActivate(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    weaponType = clientData.WeaponType
    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
        GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
        return
    # 满足玩家等级或者前置神兵等级可解锁
    if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
        SetGodWeaponLV(curPlayer, weaponType, 1)
        RefreshGodWeaponAttr(curPlayer)
        GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
        Sync_GodWeaponLVInfo(curPlayer, weaponType)
    return
# 神兵激活需2次判断等级 {2:100, 4:100}
def __GWCheckPlayerLV(curPlayer, weaponType):
    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
    if str(weaponType) not in godWeaponUnlockDict:
        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
        return False
    return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
# 神兵激活需判断前置神兵等级
def __GWCheckOtherGWLV(curPlayer, weaponType):
    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
    if str(weaponType) not in godWeaponUnlockDict:
        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
        return False
    conditionList = godWeaponUnlockDict[str(weaponType)]
    for needType, needLV in conditionList:
        needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
        if needTypeLV < needLV:
            GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
                               % (weaponType, needType, needLV, needTypeLV))
            return False
    return True
#===============================================================================
#// A5 55 神兵升级 #tagCMGodWeaponPlus
#
@@ -123,7 +203,7 @@
    
    #1.判断表中有没此类型,2.是否满级,3.判断是否有物品
    attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
    if not attrLV:
    if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
        GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
        return
      
@@ -149,11 +229,12 @@
    if not effect:
        GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
        return
    addExp = effect.GetEffectValue(0)
    if not addExp:
    itemExp = effect.GetEffectValue(0)
    if not itemExp:
        GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
        return
    
    goldExpTotal = 0
    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
    lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
    if lackCount > 0:
@@ -161,13 +242,19 @@
            GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s" 
                               % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
            return
        lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
        godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
        if str(weaponType) not in godMagicExpDict:
            return
        costGold, goldExp = godMagicExpDict[str(weaponType)]
        lackCost = costGold * lackCount
        goldExpTotal = goldExp * lackCount
        #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
        if lackCost <= 0:
            return
        
        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
        if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
                                      ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
                                      ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
            return
        
    delUseItemCount = useItemCount - lackCount
@@ -175,11 +262,11 @@
    if delUseItemCount:
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
        
    addTotalExp = addExp * useItemCount
    addTotalExp = itemExp * delUseItemCount + goldExpTotal
    befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
    curExp = befExp + addTotalExp
    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s"
                       % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp))
    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s"
                       % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
    
    isLVUP = False
    
@@ -204,10 +291,9 @@
            #满级
            break
        
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
    if isLVUP:
        SetGodWeaponLV(curPlayer, weaponType, attrLV)
        GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
        RefreshGodWeaponAttr(curPlayer)
        #x神器达到X级成就
@@ -218,32 +304,18 @@
            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
            
        #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
        notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
        if weaponType in notifyDict:
            for notifyLV in notifyDict[weaponType]:
                if beforeAttrLV < notifyLV and attrLV >= notifyLV:
                    PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
        #升级判断是否可解锁其他神兵
        godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
        for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
            unlockGodWeaponType = int(unlockGodWeaponType)
            if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
                GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
                continue
            isUnlock = True
            for needType, needLV in unlockConditionList:
                needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
                if needTypeLV < needLV:
                    isUnlock = False
                    GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
                                       % (unlockGodWeaponType, needType, needLV, needTypeLV))
                    break
            if isUnlock:
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
                GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
                Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
        #=======================================================================
        # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
        # if weaponType in notifyDict:
        #    for notifyLV in notifyDict[weaponType]:
        #        if beforeAttrLV < notifyLV and attrLV >= notifyLV:
        #            PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
        #=======================================================================
                
        totalExp = godWeaponData.GetExp()
    Sync_GodWeaponLVInfo(curPlayer, weaponType)
    #任务
    EventShell.EventRespons_PlusGodWeapon(curPlayer)
@@ -258,6 +330,9 @@
            sysMark = godWeaponData.GetSysMark()
            if sysMark:
                PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
            return skillID
    return