| | |
| | | import time
|
| | | import json
|
| | | import FormulaControl
|
| | | import PyGameData
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | |
|
| | |
| | |
|
| | | #--设置穿上物品星级--
|
| | | #===========================================================================
|
| | | # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
|
| | | # if changeItemEquipPlace in ShareDefine.RoleEquipType:
|
| | | # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
|
| | | # if equipPartStar != curItem.GetItemStarLV():
|
| | | # curItem.SetItemStarLV(equipPartStar)
|
| | |
| | | # @param self 类实例
|
| | | # @return 返回值无意义
|
| | | # @remarks 刷新装备对人物属性的改变
|
| | | def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
|
| | | GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
|
| | | classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
|
| | | def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
|
| | | GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
|
| | | classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
|
| | | for rclasslv in classlvList:
|
| | | __CalcEquips_Effect(curPlayer, rclasslv)
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| | |
|
| | |
| | | # for equipIndex in range(0, equipPack.GetCount()):
|
| | | #
|
| | | # #备用装备栏不处理
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| | | # if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
|
| | | # if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
|
| | | # continue
|
| | | #
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| | | # curEquip = equipPack.GetAt(equipIndex)
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| | |
| | |
|
| | | equipID = result[0]
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| | | equipPlace = result[1]
|
| | | itemClassLV = result[2]
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| | |
|
| | | ##特殊装备 , 不需要冲刷属性
|
| | | if equipPlace in ChConfig.EquipItemNoRefreshState:
|
| | |
| | | if equipPlace == ShareDefine.retWing:
|
| | | PlayerWing.CalcWingAttr(curPlayer)
|
| | | else:
|
| | | RefreshPlayerEquipAttribute(curPlayer)
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| | | RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
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| | |
|
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
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| | |
| | |
|
| | | return
|
| | |
|
| | |
|
| | | ## 计算装备对基本属性的改变 |
| | | # @param classlv
|
| | | # @return None
|
| | | def __CalcEquips_Effect(curPlayer, classlv):
|
| | | # baseEquipAttrDict = {}
|
| | | # baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
|
| | | # baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
|
| | | # baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
|
| | | def __CalcEquips_Effect(curPlayer, classLV):
|
| | | ''' 境界装备系统属性
|
| | | 1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
|
| | | 装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
|
| | | 1.1 装备本身属性: 不能有影响其他境界装备的属性
|
| | | 基础属性: 物品表中的配置
|
| | | 传奇属性: |
| | | 绝版属性: |
| | | |
| | | 1.2 装备位升星属性:不能有影响其他境界装备的属性
|
| | | 升星基础属性,属性属于装备基础
|
| | | 升星等级属性,会影响本阶装备基础
|
| | | 星级套装属性,详见套装属性
|
| | | |
| | | 1.3 装备位套装属性:不能有影响其他境界装备的属性
|
| | | 由装备位是否套装及星级数决定套装属性
|
| | | |
| | | 2.装备位强化模块:战力为所有境界装备位强化属性总和战力
|
| | | 强化等级属性 |
| | | 进化等级属性,影响本部位本境界装备基础
|
| | | |
| | | 3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
|
| | | 宝石等级属性
|
| | | 宝石觉醒属性,会影响本阶装备基础
|
| | | |
| | | 4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
|
| | | 洗练等级属性
|
| | | 洗练套装属性,会影响本阶装备基础
|
| | | '''
|
| | |
|
| | | equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
|
| | | if classLV < 1 or classLV > len(equipMFPTypeList):
|
| | | GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
|
| | | return
|
| | | Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
|
| | | if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
|
| | | GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
|
| | | return
|
| | | Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
|
| | | #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
|
| | |
|
| | | allAttrListStar = [{} for _ in range(4)] # 星数属性
|
| | | #allAttrListEquip = [{} for _ in range(4)] # 装备其他
|
| | | allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
|
| | | allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
|
| | | baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
|
| | | equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
|
| | | |
| | | allAttrListEquip = [{} for _ in range(4)] # 装备属性
|
| | | equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
|
| | | allAttrListPlus = [{} for _ in range(4)] # 强化属性
|
| | | plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
|
| | | allAttrListStone = [{} for _ in range(4)] # 宝石属性
|
| | | allAttrListSuit = [{} for _ in range(4)] # 套装属性
|
| | | #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
|
| | | allAttrListWash = [{} for _ in range(4)] # 洗练属性
|
| | | #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
|
| | | #allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
|
| | |
|
| | | packType = IPY_GameWorld.rptEquip
|
| | |
| | | #legendAttrDict = {} #所有传奇属性
|
| | | equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
|
| | |
|
| | | #玩家当前可装备的装备类型
|
| | | # 1. 循环遍历本阶装备
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| | | for equipPlace in equipPartStarIndexList:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | continue
|
| | | equipIndex = ipyData.GetGridIndex()
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if not curEquip or curEquip.IsEmpty():
|
| | | continue
|
| | | |
| | | if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
|
| | | # 过期
|
| | | continue
|
| | | |
| | | #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
|
| | | # # 过期,暂不判断,以后境界装备有时效装备再开启
|
| | | # continue
|
| | |
|
| | | #equipPlaceList.append(equipIndex)
|
| | | equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
|
| | | |
| | | baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
|
| | | isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
|
| | | |
| | | #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
|
| | |
|
| | | #基础属性效果
|
| | | for i in xrange(curEquip.GetEffectCount()):
|
| | |
| | | effectValue = curEffect.GetEffectValue(0)
|
| | | if not effectValue:
|
| | | continue
|
| | | # if equipIndex in ChConfig.BaseEquipPlace_Weapon:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
|
| | | # elif equipIndex in ChConfig.BaseEquipPlace_Armor:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
|
| | | # elif equipIndex in ChConfig.BaseEquipPlace_Relics:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
|
| | | # #其他非基础部位的
|
| | | # else:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
|
| | | # baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
|
| | | |
| | | |
| | | PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
|
| | | baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
|
| | | allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
|
| | | if isBaseEquip:
|
| | | baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
|
| | | #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue))
|
| | | |
| | | #星数属性
|
| | | equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
|
| | | CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
|
| | | #计算装备宝石加成
|
| | | CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
|
| | | equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
|
| | | if equipPartStar:
|
| | | #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
|
| | | starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
|
| | | for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
|
| | | baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | if isBaseEquip:
|
| | | baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
|
| | | |
| | | starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
|
| | | for starAttrID, starAttrValue in starAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
|
| | | #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
|
| | | |
| | | equipBaseAttrDict[equipPlace] = baseAttrDict
|
| | | |
| | | #套装计数
|
| | | suiteID = curEquip.GetSuiteID()
|
| | | if suiteID:
|
| | | if suiteID not in suitCntDict:
|
| | | suitCntDict[suiteID] = []
|
| | | suitCntDict[suiteID].append(equipPartStar)
|
| | | |
| | | #传奇属性
|
| | | legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
|
| | | legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
|
| | | if legendAttrCount and legendAttrCount == legendAttrValueCount:
|
| | | for legendIndex in xrange(legendAttrCount):
|
| | | legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
|
| | | legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
|
| | | PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
|
| | | #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
|
| | | |
| | | #绝世属性 - 暂不考虑
|
| | | #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
|
| | |
|
| | | #物品强化属性
|
| | | equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
|
| | | equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
|
| | | CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
|
| | | __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
|
| | |
|
| | | #传奇属性
|
| | | #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
|
| | | #绝世属性
|
| | | #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
|
| | | #计算装备宝石加成
|
| | | CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
|
| | | |
| | | #洗练属性
|
| | | Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
|
| | |
|
| | |
|
| | | # GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
|
| | | # GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
|
| | | # GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
|
| | | # GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | # 2. 计算遍历后的附加属性
|
| | | #套装属性
|
| | | CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
|
| | | #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
|
| | | #保存计算值
|
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
|
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
|
| | | CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
|
| | |
|
| | | #GameWorld.DebugLog(" 装备属性套装: %s" % (allAttrListEquip))
|
| | | |
| | | # 3. 计算对装备基础的附加加成
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | # GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
|
| | | #计算功能点对装备基础的加成
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
|
| | | #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
|
| | | #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
|
| | | |
| | | #GameWorld.DebugLog(" 本阶装备属性: %s" % (allAttrListEquip))
|
| | | |
| | | #保存计算值
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
|
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
|
| | | #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
|
| | | equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
|
| | | #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
|
| | | #GameWorld.DebugLog(" 装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
|
| | | |
| | | # 4. 累加所有阶装备位属性
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerEquipPartAttrDict:
|
| | | PyGameData.g_playerEquipPartAttrDict[playerID] = {}
|
| | | equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
|
| | | equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
|
| | | |
| | | allPartAttrListPlus = [{} for _ in range(4)]
|
| | | allPartAttrListStone = [{} for _ in range(4)]
|
| | | allPartAttrListWash = [{} for _ in range(4)]
|
| | | |
| | | # GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
|
| | | # GameWorld.DebugLog(" 本阶强化属性: %s" % (allAttrListPlus))
|
| | | # GameWorld.DebugLog(" 本阶宝石属性: %s" % (allAttrListStone))
|
| | | # GameWorld.DebugLog(" 本阶洗练属性: %s" % (allAttrListWash))
|
| | | |
| | | for classLV, attrList in equipPartAttrDict.items():
|
| | | allAttrListPlus, allAttrListStone, allAttrListWash = attrList
|
| | | #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
|
| | | for i in xrange(4):
|
| | | PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
|
| | | PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
|
| | | PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
|
| | | |
| | | # GameWorld.DebugLog(" 所有阶强化属性: %s" % (allPartAttrListPlus))
|
| | | # GameWorld.DebugLog(" 所有阶宝石属性: %s" % (allPartAttrListStone))
|
| | | # GameWorld.DebugLog(" 所有阶洗练属性: %s" % (allPartAttrListWash))
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
|
| | | return
|
| | |
|
| | | def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
|
| | | ## 计算其他功能属性对装备基础属性的加成
|
| | | |
| | | if attrID not in ChConfig.EquipBassAttrAddInfoSet:
|
| | | return
|
| | | effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
|
| | | #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
|
| | | # 所有部位
|
| | | if effPlace == -1:
|
| | | allPlaceAddPerDict = addPerInfoList[0]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | # 基础部位
|
| | | if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
|
| | | basePlaceAddPerDict = addPerInfoList[1]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | # 指定部位
|
| | | elif effPlace > 0 and equipPlace == effPlace:
|
| | | assignPlaceAddPerDict = addPerInfoList[2]
|
| | | if equipPlace not in assignPlaceAddPerDict:
|
| | | assignPlaceAddPerDict[equipPlace] = {}
|
| | | curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | return
|
| | |
|
| | | def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
|
| | | ## 计算其他功能属性对装备基础属性加成的属性具体值
|
| | | allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
|
| | | #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
|
| | | #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
|
| | | for attrID, addPer in allPlaceAddPerDict.items():
|
| | | if attrID not in allEquipBaseAttrDict:
|
| | | continue
|
| | | baseValue = allEquipBaseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | |
| | | #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
|
| | | for attrID, addPer in basePlaceAddPerDict.items():
|
| | | if attrID not in baseEquipBaseAttrDict:
|
| | | continue
|
| | | baseValue = baseEquipBaseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | |
| | | #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
|
| | | for equipPlace, addPerDict in assignPlaceAddPerDict.items():
|
| | | if equipPlace not in equipBaseAttrDict:
|
| | | continue
|
| | | baseAttrDict = equipBaseAttrDict[equipPlace]
|
| | | for attrID, addPer in addPerDict.items():
|
| | | if attrID not in baseAttrDict:
|
| | | continue
|
| | | baseValue = baseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | return
|
| | |
|
| | | def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
|
| | | ## 计算传奇属性
|
| | |
| | | ## 计算装备对基本属性的改变
|
| | | # @return None
|
| | | def CalcEquips_OutOfPrint(curPlayer):
|
| | | # 境界装备改版,先屏蔽,之后再处理
|
| | | return
|
| | | allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
|
| | |
|
| | | packType = IPY_GameWorld.rptEquip
|
| | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
|
| | | return
|
| | |
|
| | |
|
| | | ## 计算装备强化后的属性
|
| | | # @param curPlayer 当前玩家
|
| | | # @param curPlayer allAttrList 属性缓存
|
| | | # @return None
|
| | | def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
|
| | | if not equipPartStarLV:
|
| | | def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
|
| | | ## 计算装备强化后的属性
|
| | | equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
|
| | | equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
|
| | | |
| | | if not equipPartPlusLV:
|
| | | return
|
| | | plusType = GetEquipPlusType(curEquip)
|
| | | if plusType is None:
|
| | | return
|
| | |
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
|
| | | #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
|
| | | if not ipyData:
|
| | | return
|
| | | attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
|
| | | for i, attrID in enumerate(attrTypeList):
|
| | | #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
|
| | |
|
| | | if not equipPartPlusEvolveLV:
|
| | | return
|
| | | #进化属性
|
| | | equipPlace = curEquip.GetEquipPlace()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
|
| | | if not ipyData:
|
| | | return
|
| | | for attrID, attrValue in ipyData.GetAttr().items():
|
| | | #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue))
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
|
| | | return
|
| | |
|
| | |
|
| | | ## 添加全身装备品质对应BUFF
|
| | | # @param curPlayer 当前玩家
|
| | | # @return None
|
| | | def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
|
| | | suiteCntRecord = 0
|
| | | notifySuiteCnt = 0
|
| | | notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
|
| | | isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
|
| | | for confInfo in addAttrList:
|
| | | confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
|
| | | cnt = 0 |
| | | if confQuality == 1:
|
| | | cnt = qualityEquipCnt
|
| | | elif confQuality == 2:
|
| | | cnt = suiteEquipCnt
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
|
| | |
|
| | | confCnt = confInfo[0]
|
| | | if cnt >= confCnt: # 如果件数满足
|
| | | EquipAddBuff(curPlayer, confInfo[2])
|
| | | |
| | | if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
|
| | | ChConfig.Def_AttrActivatyNotify_Equip:
|
| | | notifySuiteCnt = confCnt
|
| | | |
| | | if confQuality == 2 and confCnt > suiteCntRecord:
|
| | | suiteCntRecord = confCnt
|
| | | |
| | | if not isAll:
|
| | | break
|
| | | |
| | | lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) |
| | | if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
|
| | | notifySuiteCnt])
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
|
| | | #GameWorld.DebugLog("套装件数 上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
|
| | | return
|
| | |
|
| | |
|
| | | ## 添加装备全身强化等级对应属性
|
| | | # @param curPlayer 当前玩家
|
| | | # @return None
|
| | | def CalcAllEquipAllPlusLVAttr(curPlayer):
|
| | | totalLV = GetTotalPlusLV(curPlayer, False)
|
| | | activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
|
| | | totalLV = min(totalLV, activeLV)
|
| | | ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
|
| | | if not ipyData:
|
| | | return {}
|
| | | |
| | | attrTypeList = ipyData.GetAttrType()
|
| | | attrValueList = ipyData.GetAttrValue()
|
| | | #allAttrList = [{} for i in range(4)]
|
| | | attrDict = {}
|
| | | for i, attrID in enumerate(attrTypeList):
|
| | | value = attrValueList[i]
|
| | | attrDict[attrID] = attrDict.get(attrID, 0) + value
|
| | | #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
|
| | | |
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
|
| | | |
| | | return attrDict
|
| | |
|
| | |
|
| | | ## 装备套装属性计算
|
| | | # @param curPlayer 当前玩家
|
| | |
| | | needStar = ipyData.GetStar()
|
| | | skillID = ipyData.GetSkillID()
|
| | | if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
|
| | | #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
|
| | | for attrID, attrValue in ipyData.GetAttrInfo().items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
|
| | | #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue))
|
| | | #技能
|
| | | if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
|
| | | learnSkillList.append(skillID)
|
| | |
| | | gemLV = gemEffect.GetEffectValue(1)
|
| | | gemLVList.append(gemLV)
|
| | | return gemLVList
|
| | |
|
| | | def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
|
| | | ## 计算装备星数属性
|
| | | if not equipPartStar:
|
| | | return
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
|
| | | if not ipyData:
|
| | | return
|
| | | starAttrDict = ipyData.GetStarAttrInfo()
|
| | | for attrID, attrValue in starAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
|
| | | baseAttrDict = ipyData.GetBaseAttrInfo()
|
| | | for attrID, attrValue in baseAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 装备添加Buff
|
| | |
| | | oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
|
| | | realSuit=1
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for place in ChConfig.Def_SuitEquipPlaceList:
|
| | | for place in ChConfig.EquipPlace_Base:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
|
| | | if not ipyData:
|
| | | realSuit = 0
|
| | |
| | | SyncAllEquipAttrActiveInfo(curPlayer, activeType)
|
| | | if activeType == 0:
|
| | | PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
|
| | | else:
|
| | | RefreshPlayerEquipAttribute(curPlayer)
|
| | | #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
|
| | | #else:
|
| | | # RefreshPlayerEquipAttribute(curPlayer)
|
| | |
|
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|