| | |
| | | # @date 2017-05-18
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: 法宝系统
|
| | | # 详细描述: 法宝系统 目前激活方式:1.任务接口激活 2.通关副本 3.获得某物品 4.仙宝寻主
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2017-05-18 12:00"""
|
| | |
| | | import PassiveBuffEffMng
|
| | | import ItemControler
|
| | | import PlayerActivity
|
| | | import ChEquip
|
| | | import FBCommon
|
| | | import PlayerVip
|
| | |
|
| | | import random
|
| | |
|
| | | g_succInfoDict = {}
|
| | | g_potentialsSkillDict = {}
|
| | | ##登录处理
|
| | | # @param curPlayer 玩家
|
| | | # @return None
|
| | | def PlayerMagicWeaponLogin(curPlayer):
|
| | | NotifyMagicWeapon(curPlayer, True)
|
| | | SyncXBXZAwardRecord(curPlayer)
|
| | | Sycn_MagicWeaponLV(curPlayer)
|
| | | Sycn_MWPrivilegeData(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | | def OnDay(curPlayer):
|
| | | #重置法宝之魂每日领取记录
|
| | | for privilege in ChConfig.MWPrivilegeList:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 0)
|
| | | Sycn_MWPrivilegeData(curPlayer, isForce=True)
|
| | |
|
| | | return
|
| | |
|
| | |
|
| | | def DoMagicWeaponOpen(curPlayer):
|
| | | ## 法宝功能开启 激活第一个法宝
|
| | |
| | | # mwID = ipyData.GetID()
|
| | | # GameWorld.DebugLog("法宝功能开启 激活第一个法宝 mwID=%s"%mwID)
|
| | | # DoActiveMW(curPlayer, mwID)
|
| | | # NotifyMagicWeapon(curPlayer)
|
| | |
|
| | | return True
|
| | |
|
| | | def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
|
| | | #获取法宝是否激活
|
| | | #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
|
| | | #if not GetWMIpyData(mwID):
|
| | | # return False
|
| | | if lv:
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
|
| | | return curMWLV >= lv
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, True, [mwID / 100])
|
| | |
|
| | | def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
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| | | #设置法宝激活状态
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| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, isActive, True, [mwID / 100])
|
| | | return
|
| | | def GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
|
| | | #获取法宝是否达到X级
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| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
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| | | return curMWLV >= lv
|
| | |
|
| | | def ActiveMagicWeapon(curPlayer, succID):
|
| | | ##激活法宝
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| | | mwID = GetMWIDBySuccID(succID)
|
| | | if mwID == None:
|
| | | return
|
| | | |
| | | isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
|
| | | if isActive:
|
| | | return
|
| | | succIDList = GetNeedSuccIDByMWID(mwID)
|
| | | needExp = len(succIDList)
|
| | | curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
|
| | | |
| | | if curExp >= needExp:
|
| | | return
|
| | | |
| | | newExp = min(needExp, curExp + 1)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponExp % mwID, newExp)
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| | | DataRecordPack.DR_MagicWeaponExp(curPlayer, mwID, succID, newExp, needExp)
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| | | ipyData = GetWMIpyData(mwID)
|
| | | needItemDict = ipyData.GetNeedItem()
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| | | #GameWorld.DebugLog(' 激活法宝 mwID=%s,curExp=%s,succIDList=%s' % (mwID, newExp,succIDList))
|
| | | if newExp >= needExp and not needItemDict:
|
| | | #成就条件达成 激活法宝
|
| | |
|
| | |
|
| | | def ActiveMagicWeaponByFB(curPlayer, mapID, lineID, passLV=0):
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| | | ##通关副本激活法宝(人族、魔族法宝)
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| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID, 'Level':passLV}, isLogNone=False)
|
| | | if ipyData:
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| | | mwID = ipyData.GetMWID()
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| | | GameWorld.Log('更新魔族副本关卡 mwID=%s,level=%s' % (mwID, passLV), curPlayer.GetID())
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
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| | | Sycn_MagicWeaponLV(curPlayer, mwID)
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| | | EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
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| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID}, True)
|
| | | maxLevel = ipyDataList[-1].GetLevel()
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| | | if passLV >= maxLevel:
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| | | DoActiveMW(curPlayer, mwID)
|
| | | else:
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | else:
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'FBMapID':mapID, 'FBLineID':lineID})
|
| | | if not ipyData:
|
| | | return
|
| | | mwID = ipyData.GetID()
|
| | | if curPlayer.GetLV() < ipyData.GetNeedLV():
|
| | | GameWorld.Log('通关副本激活法宝 ,等级不足!!!mwID=%s, needLV=%s' % (mwID, ipyData.GetNeedLV()))
|
| | | return
|
| | |
|
| | | DoActiveMW(curPlayer, mwID)
|
| | | |
| | | return
|
| | |
|
| | | def DoActiveMW(curPlayer, mwID, mwLV=0):
|
| | |
|
| | | def DoActiveMW(curPlayer, mwID, mwLV=1):
|
| | | if not GetWMIpyData(mwID):
|
| | | return
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, mwLV)
|
| | | if mwLV == 0:
|
| | | SetMagicWeaponActiveState(curPlayer, mwID)
|
| | | #֪ͨ
|
| | | NotifyMagicWeapon(curPlayer)
|
| | | |
| | | |
| | | if mwLV == 1:
|
| | |
|
| | | if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
|
| | | PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
|
| | | else:
|
| | | sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
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| | | PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
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| | | |
| | | #任务
|
| | | EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
|
| | | else:
|
| | | |
| | | #通知客户端等级
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
|
| | | if mwID == IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1):
|
| | | __DoFabaoAddPoint(curPlayer)
|
| | | |
| | |
|
| | | EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
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| | | #通知客户端等级
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | #成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetMagicWeapon, 1, [mwID, mwLV])
|
| | |
|
| | |
| | | skillIDList = upIpyData.GetUnLockSkill()
|
| | | for skillID in skillIDList:
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| | | GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
|
| | | #物品奖励
|
| | | itemAward = upIpyData.GetItemAward()
|
| | | if itemAward:
|
| | | itemID, itemCnt, isBind = itemAward
|
| | | packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
|
| | | if 1 > packSpace:
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| | | PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
|
| | | else:
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
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| | | [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
|
| | | activeMWID = upIpyData.GetActiveMWID()
|
| | | if activeMWID == mwID:
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| | | GameWorld.ErrLog(' TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
|
| | | elif activeMWID:
|
| | | DoActiveMW(curPlayer, activeMWID)
|
| | | |
| | | #激活魂
|
| | | activeSoulID = upIpyData.GetActiveSoulID()
|
| | | if activeSoulID:
|
| | | __DoActiveMWSoul(curPlayer, activeSoulID, False)
|
| | | |
| | |
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | | GameWorld.DebugLog(' 激活法宝 mwID=%s,mwLV=%s' % (mwID, mwLV))
|
| | |
|
| | | vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2) # VIP杀怪加属性所需激活法宝
|
| | | vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2) # VIP杀怪加属性所需激活法宝
|
| | | if mwID == vipAddAtkMWID:
|
| | | PlayerVip.RefreshVIPAttr(curPlayer)
|
| | |
|
| | |
| | | DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
|
| | | return True
|
| | |
|
| | | # 获得法宝加点
|
| | | def __DoFabaoAddPoint(curPlayer):
|
| | | if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
|
| | | # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
|
| | | return
|
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | fabaoAddPoint = PlayerControl.GetFabaoAddPoint(curPlayer)
|
| | |
|
| | | curLV = curPlayer.GetLV()
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| | | addFreePoint = 0
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| | | for rangLVs, point in addPointDict.items():
|
| | | if curLV < rangLVs[0]:
|
| | | continue
|
| | | addFreePoint += fabaoAddPoint * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
|
| | | freePoint = curPlayer.GetFreePoint()
|
| | | updFreePoint = freePoint + addFreePoint
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| | | curPlayer.SetFreePoint(updFreePoint)
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| | | GameWorld.DebugLog("获得法宝增加自由属性点: freePoint=%s,addFreePoint=%s,curLV=%s,updFreePoint=%s" |
| | | % (freePoint, addFreePoint, curLV, updFreePoint))
|
| | | |
| | | return
|
| | | def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
|
| | |
|
| | | def GetNeedSuccIDByMWID(mwID, ipyData=None):
|
| | | ##获取法宝ID开启需要完成的成就ID
|
| | | if not ipyData:
|
| | | ipyData = GetWMIpyData(mwID)
|
| | | if not ipyData:
|
| | | return []
|
| | | succIDList = list(ipyData.GetSuccID())
|
| | | return succIDList
|
| | |
|
| | | def GetMWIDBySuccID(succID):
|
| | | global g_succInfoDict
|
| | | |
| | | if not g_succInfoDict:
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | | ipyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | mwID = ipyData.GetID()
|
| | | succIDList = GetNeedSuccIDByMWID(mwID, ipyData)
|
| | | for succid in succIDList:
|
| | | if succid in g_succInfoDict:
|
| | | GameWorld.ErrLog(' 存在相同成就激活条件的法宝 %s 和 %s' % (mwID, g_succInfoDict[succid]))
|
| | | g_succInfoDict[succid] = mwID
|
| | | return g_succInfoDict.get(succID)
|
| | |
|
| | | def GetMWActiveCntTotal(curPlayer):
|
| | | ## 获取激活的法宝总个数
|
| | |
| | | activeCnt += 1
|
| | | return activeCnt
|
| | |
|
| | |
|
| | | def GetMWActiveCntByType(curPlayer, mwType):
|
| | | ## 根据法宝类型获取已激活数量
|
| | | dataList = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'TreasureType':mwType}, True, False)
|
| | |
| | | if isActive:
|
| | | activeCnt += 1
|
| | | return activeCnt
|
| | |
|
| | |
|
| | | ## 给技能
|
| | | # @param curPlayer
|
| | |
| | | return
|
| | |
|
| | |
|
| | | def NotifyMagicWeapon(curPlayer, isLogin=False):
|
| | | #通知法宝信息
|
| | | packData = ChPyNetSendPack.tagMCMagicWeaponData()
|
| | | packData.Clear()
|
| | | packData.MagicWeaponID = []
|
| | |
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | | ipyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | magicWeaponID = ipyData.GetID()
|
| | | isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
|
| | | if not isActive:
|
| | | continue
|
| | | packData.MagicWeaponID.append(magicWeaponID)
|
| | | |
| | | packData.Num = len(packData.MagicWeaponID)
|
| | | if packData.Num or isLogin:
|
| | | NetPackCommon.SendFakePack(curPlayer, packData)
|
| | | return
|
| | |
|
| | |
|
| | | ##--------------------------------------------------------------------------------------------------
|
| | | def GetMWRefineIpyData(treasureID, treasureLV):
|
| | | #获取法宝等级信息
|
| | | return IpyGameDataPY.GetIpyGameDataNotLog("TreasureRefine", treasureID, treasureLV)
|
| | |
|
| | |
|
| | | def CalcMagicWeaponAttr(curPlayer):
|
| | | ## 计算法宝属性
|
| | | allAttrList1 = [{} for _ in range(4)] #人族法宝
|
| | | allAttrList2 = [{} for _ in range(4)] #魔族法宝
|
| | | allAttrList3 = [{} for _ in range(4)] #仙族法宝
|
| | | allAttrList4 = [{} for _ in range(4)] #王者法宝
|
| | | allAttrList1 = [{} for _ in range(4)] #人族法宝
|
| | | allAttrList2 = [{} for _ in range(4)] #魔族法宝
|
| | | allAttrList3 = [{} for _ in range(4)] #仙族法宝
|
| | | allAttrList4 = [{} for _ in range(4)] #王者法宝
|
| | | mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
|
| | | 2:ShareDefine.Def_MFPType_MagicWeapon2,
|
| | | 3:ShareDefine.Def_MFPType_MagicWeapon3,
|
| | | 4:ShareDefine.Def_MFPType_MagicWeapon4}
|
| | | addPowerDict = {} #额外战力
|
| | | addPowerDict = {} #额外战力
|
| | | signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | |
| | | # if not isActive:
|
| | | # continue
|
| | | allAttrDict = {}
|
| | | #=======================================================================
|
| | | # #铸炼属性
|
| | | # mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % magicWeaponID)
|
| | | # refineipyData = GetMWRefineIpyData(magicWeaponID, mwRefineLv)
|
| | | # if refineipyData: |
| | | # attrDict = refineipyData.GetTreasureAttr()
|
| | | # GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | #=======================================================================
|
| | | |
| | | treasureType = treasureIpyData.GetTreasureType()
|
| | | if isActive:
|
| | | mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
|
| | | #等级属性
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
|
| | | for lv in xrange(curMWLV+1):
|
| | | for lv in xrange(curMWLV + 1):
|
| | | upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
|
| | | if upIpyData:
|
| | | attrDict = upIpyData.GetAddAttr()
|
| | |
| | |
|
| | | if magicWeaponID == signDayMWID:
|
| | | #签到属性
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | | addAttr = {}
|
| | | for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
|
| | | addAttr[int(attid)] = attnum * totalSignNum
|
| | |
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | |
|
| | | fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
|
| | | #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
|
| | | if isActive and not fbpasslv:
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
|
| | | if ipyDataList:
|
| | | maxLevel = ipyDataList[-1].GetLevel()
|
| | | fbpasslv = maxLevel
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
|
| | | GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
|
| | | if fbpasslv: #副本关卡属性
|
| | | if fbpasslv: #副本关卡属性
|
| | | fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
|
| | | if fbipyData:
|
| | | attrDict = fbipyData.GetAttrDict()
|
| | | for effID, value in attrDict.items():
|
| | | effID = int(effID)
|
| | | allAttrDict[effID] = allAttrDict.get(effID, 0) + value
|
| | | |
| | |
|
| | | for effID, value in allAttrDict.items():
|
| | | if treasureType == 1:
|
| | |
| | | if isActive:
|
| | | GameWorld.DebugLog(' 该法宝已开启! mwID=%s' % mwID)
|
| | | return
|
| | | succIDList = GetNeedSuccIDByMWID(mwID)
|
| | | curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
|
| | | if curExp < len(succIDList):
|
| | | GameWorld.DebugLog(' 该法宝所需成就未完成! mwID=%s, curExp=%s, succIDList=%s' % (mwID, curExp, succIDList))
|
| | | return
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
|
| | | |
| | | #消耗物品判断
|
| | | ipyData = GetWMIpyData(mwID)
|
| | | needItemDict = ipyData.GetNeedItem()
|
| | |
| | |
|
| | | #扣消耗
|
| | | ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
|
| | | else:
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
|
| | | if not ipyDataList:
|
| | | return
|
| | | elif ipyDataList:
|
| | | for ipyData in ipyDataList:
|
| | | if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
|
| | | return
|
| | | |
| | | |
| | | elif mwID == 101: #定海神针特殊 可直接获得
|
| | | FBCommon.Notify_FB_Over(curPlayer, {FBCommon.Over_dataMapID:ChConfig.Def_FBMapID_MagicWeapon,FBCommon.Over_isPass:1})
|
| | | PlayerControl.SetCustomMap(curPlayer, 0, 0)
|
| | | else:
|
| | | return
|
| | | DoActiveMW(curPlayer, mwID)
|
| | | return
|
| | |
|
| | | def GetXBXZAwardProgress(curPlayer, mwID):
|
| | | ##获取仙宝寻主当前达到条件的个数(包含已领取的)
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
|
| | | if not ipyDataList:
|
| | | return 0
|
| | | cnt = 0
|
| | | playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for ipyData in ipyDataList:
|
| | | if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
|
| | | cnt += 1
|
| | | continue
|
| | | curType = ipyData.GetType()
|
| | | conditionList = ipyData.GetCondition()
|
| | | |
| | | if curType == 1:
|
| | | #穿戴X阶X颜色是否套装X部位装备
|
| | | for classlv, color, suite, place in conditionList:
|
| | | equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
|
| | | if not equipIpyData:
|
| | | continue
|
| | | gridIndex = equipIpyData.GetGridIndex()
|
| | | curEquip = playerEquip.GetAt(gridIndex)
|
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | curItemColor = curEquip.GetItemColor()
|
| | | curIsSuite = curEquip.GetSuiteID()
|
| | | if curItemColor >= color and curIsSuite >= suite:
|
| | | cnt += 1
|
| | | break
|
| | | else:
|
| | | continue
|
| | | return cnt
|
| | |
|
| | | # ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
|
| | | # cnt = 0
|
| | | # if ipyDataList:
|
| | | # for ipyData in ipyDataList:
|
| | | # if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
|
| | | # cnt += 1
|
| | | # return cnt
|
| | | #-------------------------------------------------------------------------------
|
| | |
|
| | |
|
| | | def OnGetXBXZAward(curPlayer, index):
|
| | | ##仙宝寻主领奖
|
| | |
| | | conditionList = ipyData.GetCondition()
|
| | | cnt = 0
|
| | | if curType == 1:
|
| | | #角色防御到XX
|
| | | cnt = PlayerControl.GetFuncDef(curPlayer)
|
| | | |
| | | elif curType == 2:
|
| | | #穿戴三阶橙色1星或四阶紫色1星以上头盔
|
| | | #穿戴X阶X颜色是否套装X部位装备
|
| | | cnt = 0
|
| | | playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
|
| | | for equipIndex in xrange(playerEquip.GetCount()):
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | for classlv, color, suite, place in conditionList:
|
| | | equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
|
| | | if not equipIpyData:
|
| | | continue
|
| | | gridIndex = equipIpyData.GetGridIndex()
|
| | | curEquip = playerEquip.GetAt(gridIndex)
|
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | curClassLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | itemColor = curEquip.GetItemColor()
|
| | | itemQuality = curEquip.GetItemQuality()
|
| | | itemID = curEquip.GetItemTypeID()
|
| | | for classlv, color, star, place in conditionList:
|
| | | if equipIndex is place and itemID in SamboSpecialUnlock:
|
| | | cnt = 1
|
| | | break
|
| | | if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
|
| | | cnt = 1
|
| | | break
|
| | | if cnt:
|
| | | curItemColor = curEquip.GetItemColor()
|
| | | curIsSuite = curEquip.GetSuiteID()
|
| | | if curItemColor >= color and curIsSuite >= suite:
|
| | | cnt = 1
|
| | | break
|
| | | # elif curType == 3:
|
| | | # #全身装备X星
|
| | | # cnt = ChEquip.GetTotalEquipStars(curPlayer)
|
| | | |
| | | # elif curType == 4:
|
| | | # #X阶普通、强化套装
|
| | | # suiteCntDict = {}
|
| | | # playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | # for equipIndex in xrange(playerEquip.GetCount()):
|
| | | # curEquip = playerEquip.GetAt(equipIndex)
|
| | | # if curEquip.IsEmpty():
|
| | | # continue
|
| | | # suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, equipIndex, curEquip)
|
| | | # for suitelv, suiteType in conditionList:
|
| | | # if suiteInfo.get(suiteType, 0) >= suitelv:
|
| | | # suiteCntDict[suiteType] = suiteCntDict.get(suiteType, 0)+1
|
| | | # cnt = max(suiteCntDict.values()) if suiteCntDict else 0
|
| | |
|
| | | else:
|
| | | return
|
| | |
| | | # 给物品
|
| | | if awardItemList:
|
| | | for itemID, itemCnt in awardItemList:
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1, [IPY_GameWorld.rptItem], True)
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem])
|
| | |
|
| | | #给钱
|
| | | for moneyType, value in ipyData.GetMoney():
|
| | | PlayerControl.GiveMoney(curPlayer, moneyType, value)
|
| | | SyncXBXZAwardRecord(curPlayer,[index])
|
| | | SyncXBXZAwardRecord(curPlayer, [index])
|
| | | #成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
|
| | | EventShell.EventRespons_XBXZ(curPlayer, ipyData.GetMWID())
|
| | | GameWorld.DebugLog(' 仙宝寻主领奖OK, ID=%s, cnt=%s' % (index, cnt))
|
| | | return
|
| | |
|
| | |
|
| | | ## 通知仙宝寻主对应奖励领奖记录
|
| | | # @param None
|
| | |
| | | succCnt = ipyDataMgr.GetXBXZCount()
|
| | | if not succCnt:
|
| | | return
|
| | | maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
|
| | | recordIndexList = range(maxSuccid / 31+1)
|
| | | maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt - 1).GetID()
|
| | | recordIndexList = range(maxSuccid / 31 + 1)
|
| | |
|
| | | succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
|
| | | succFARPack.Clear()
|
| | | succFARPack.RecordList = []
|
| | | for i in recordIndexList:
|
| | | awardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord%i)
|
| | | awardRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord % i)
|
| | | if not awardRecord:
|
| | | continue
|
| | | recordInfo = ChPyNetSendPack.tagMCXBXZAwardRecord()
|
| | |
| | | succFARPack.RecordCnt = len(succFARPack.RecordList)
|
| | | NetPackCommon.SendFakePack(curPlayer, succFARPack)
|
| | | return
|
| | |
|
| | |
|
| | | #-------------------------------------------------------------------------------
|
| | | #// A5 15 提升法宝等级 #tagCMMagicWeaponUp
|
| | |
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | mwID = clientData.MWID
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
|
| | | nextMWLV = curMWLV+1
|
| | | nextMWLV = curMWLV + 1
|
| | | nextIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, nextMWLV)
|
| | | if not nextIpyData:
|
| | | return
|
| | | needExp = nextIpyData.GetNeedExp()
|
| | | curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
|
| | | if curUpExp < needExp:
|
| | | GameWorld.DebugLog('法宝升级经验不足%s'%needExp)
|
| | | GameWorld.DebugLog('法宝升级经验不足%s' % needExp)
|
| | | return
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp-needExp)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp - needExp)
|
| | |
|
| | | DoActiveMW(curPlayer, mwID, nextMWLV)
|
| | |
|
| | | return
|
| | |
|
| | |
|
| | | def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
|
| | | #增加法宝升级经验
|
| | | GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s'%(mwID, addExp))
|
| | | GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s' % (mwID, addExp))
|
| | | curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp + addExp)
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | # 每日活动
|
| | | ipyData = GetWMIpyData(mwID)
|
| | |
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
|
| | | return
|
| | |
|
| | | def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
|
| | |
|
| | | def Sycn_MagicWeaponLV(curPlayer, mwID=-1):
|
| | | #通知法宝等级信息
|
| | | if mwID == -1:
|
| | | isAll = True
|
| | |
| | | for mwID in needCalList:
|
| | | mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
|
| | | curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
|
| | | state = GetIsClickMagicWeapon(curPlayer, mwID)
|
| | | |
| | | FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
|
| | | isWear = GetIsWearMagicWeapon(curPlayer, mwID)
|
| | | if isAll and not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
|
| | | if isAll and not mwLv and not curUpExp and not FBPassLV and not isWear:
|
| | | continue
|
| | | pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
|
| | | pack.MWID = mwID
|
| | | pack.LV = mwLv
|
| | | pack.Exp = curUpExp
|
| | | pack.State = state
|
| | | pack.FBPassLV = FBPassLV
|
| | | pack.IsWear = isWear
|
| | | sendPack.InfoList.append(pack)
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | return
|
| | |
|
| | | def GetMagicWeaponPrivilege(curPlayer, privilege):
|
| | | #法宝等级权限
|
| | | if not GetIsActiveMWSoul(curPlayer, privilege):
|
| | | return 0
|
| | | privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
|
| | | if not privilegeIpyData:
|
| | | return 0
|
| | | return privilegeIpyData
|
| | |
|
| | | def GetMagicWeaponPrivilegeAttr(curPlayer, privilege):
|
| | | #获取法宝特权增加的属性
|
| | | addAttr = {}
|
| | | privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
|
| | | if not privilegeIpyData:
|
| | | return addAttr
|
| | | attrInfo = privilegeIpyData.GetAddAttr()
|
| | | if not attrInfo:
|
| | | attrInfo = {}
|
| | | singleValue = privilegeIpyData.GetSingleValue()
|
| | | |
| | | if privilege == ChConfig.MWPrivilege_EquipPlus:
|
| | | #强化加成
|
| | | addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
|
| | | else: |
| | | multiple = 1 #倍数
|
| | | if singleValue:
|
| | | gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
|
| | | maxValue = privilegeIpyData.GetMaxValue()
|
| | | if maxValue:
|
| | | gotValue = min(maxValue, gotValue)
|
| | | multiple = gotValue/singleValue
|
| | | for attid, attnum in attrInfo.items():
|
| | | addAttr[int(attid)] = attnum * multiple
|
| | | |
| | | GameWorld.DebugLog(' 获取法宝特权增加的属性 privilege=%s,addAttr=%s' % (privilege,addAttr), curPlayer.GetID())
|
| | | return addAttr
|
| | |
|
| | | def SetMWPrivilegeData(curPlayer, privilege, data, isAdd=False):
|
| | | ##设置法宝特权相关数据
|
| | | privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
|
| | | if not privilegeIpyData:
|
| | | return
|
| | | curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
|
| | | singleValue = privilegeIpyData.GetSingleValue()
|
| | | if singleValue and curGotValue % singleValue:
|
| | | fixGotValue = curGotValue/singleValue*singleValue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
|
| | | GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
|
| | | |
| | | curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
|
| | | newData = curValue + data if isAdd else data
|
| | | maxValue = privilegeIpyData.GetMaxValue()
|
| | | if maxValue:
|
| | | newData = min(maxValue, newData)
|
| | | if curValue != newData:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulCurValue % privilege, newData)
|
| | |
|
| | | Sycn_MWPrivilegeData(curPlayer, privilege)
|
| | | GameWorld.Log(' privilege=%s,data=%s,curValue=%s,newData=%s'%(privilege, data,curValue,newData))
|
| | | return
|
| | |
|
| | | def GetMWSoulAward(curPlayer, privilege):
|
| | | #领取法宝之魂奖励
|
| | | ipyData = GetMagicWeaponPrivilege(curPlayer, privilege)
|
| | | if not ipyData:
|
| | | GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
|
| | | return
|
| | | singleValue = ipyData.GetSingleValue()
|
| | | maxValue = ipyData.GetMaxValue()
|
| | | if singleValue:
|
| | | #达到进度则可领取属性
|
| | | curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
|
| | | gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
|
| | | if gotValue >= curValue:
|
| | | return
|
| | | canGetCnt = (curValue - gotValue) / singleValue
|
| | | if canGetCnt <= 0 and maxValue and curValue >= maxValue:
|
| | | canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
|
| | | if canGetCnt <= 0:
|
| | | return
|
| | | updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
|
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | |
| | | |
| | | itemList = ipyData.GetItemAward()
|
| | | if itemList:
|
| | | #每日物品奖励
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % privilege):
|
| | | GameWorld.Log(' 领取法宝之魂奖励 今日已领取 privilege=%s'%privilege)
|
| | | return
|
| | | needSpace = len(itemList)
|
| | | packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
|
| | | if needSpace > packSpace:
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
|
| | | return
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 1)
|
| | | for itemid, cnt, isBind in itemList:
|
| | | ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), isBind,
|
| | | [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWSoulAward", False, {"privilege":privilege}])
|
| | | |
| | | #֪ͨ
|
| | | Sycn_MWPrivilegeData(curPlayer, privilege)
|
| | | return
|
| | |
|
| | | def Sycn_MWPrivilegeData(curPlayer, privilegeID= -1, isForce=False):
|
| | | #通知法宝特权信息
|
| | | if privilegeID == -1:
|
| | | needCalList = ChConfig.MWPrivilegeList
|
| | | else:
|
| | | needCalList = [privilegeID]
|
| | | sendPack = ChPyNetSendPack.tagMCMWPrivilegeDataInfo()
|
| | | sendPack.InfoList = []
|
| | | for priID in needCalList:
|
| | | pack = ChPyNetSendPack.tagMCMWPrivilegeData()
|
| | | pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
|
| | | pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
|
| | | pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
|
| | | pack.State = GetIsActiveMWSoul(curPlayer, priID)
|
| | | if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
|
| | | continue
|
| | | pack.PriID = priID
|
| | | sendPack.InfoList.append(pack)
|
| | | sendPack.Count = len(sendPack.InfoList)
|
| | | if sendPack.Count:
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | return
|
| | |
|
| | | #// A5 16 法宝状态记录 #tagCMMagicWeaponState
|
| | | #
|
| | | #struct tagCMMagicWeaponState
|
| | | #
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD MWID; //法宝ID
|
| | | #};
|
| | | def SaveMagicWeaponState(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | mwID = clientData.MWID
|
| | | if GetIsClickMagicWeapon(curPlayer, mwID):
|
| | | return
|
| | | SetMagicWeaponClickState(curPlayer, mwID)
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | return
|
| | |
|
| | | def GetIsClickMagicWeapon(curPlayer, mwID):
|
| | | #获取法宝是否点击认主
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
|
| | |
|
| | | def SetMagicWeaponClickState(curPlayer, mwID, state=1):
|
| | | #设置法宝是否点击认主状态
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
|
| | | return
|
| | |
|
| | | #// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
|
| | | #
|
| | |
| | | if hasWearCnt >= maxCnt:
|
| | | return
|
| | | if GetIsWearMagicWeapon(curPlayer, mid):
|
| | | hasWearCnt +=1
|
| | | hasWearCnt += 1
|
| | |
|
| | | SetMagicWeaponWearState(curPlayer, mwID, isWear)
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | |
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | return
|
| | |
|
| | |
|
| | | def GetIsWearMagicWeapon(curPlayer, mwID):
|
| | | #获取法宝是否佩戴
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
|
| | |
|
| | |
|
| | | def SetMagicWeaponWearState(curPlayer, mwID, state):
|
| | | #设置法宝是否佩戴
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
|
| | | return
|
| | |
|
| | | #// A5 12 激活法宝之魂 #tagCMActiveMWSoul
|
| | | #// A5 12 感应法宝 #tagCMThinkMagicWeapon
|
| | | #
|
| | | #struct tagCMActiveMWSoul
|
| | | #
|
| | | #struct tagCMThinkMagicWeapon
|
| | | #{
|
| | | # tagHead Head;
|
| | | # BYTE ID; //编号
|
| | | # DWORD MWID;
|
| | | #};
|
| | | def OnActiveMWSoul(index, clientData, tick):
|
| | | def OnThinkMagicWeapon(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | soulID = clientData.ID
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
|
| | | if not ipyData:
|
| | | return
|
| | | if GetIsActiveMWSoul(curPlayer, soulID):
|
| | | GameWorld.Log(' 该法宝之魂已经激活!! soulID=%s'%soulID)
|
| | | return
|
| | | #检查成就
|
| | | succList = ipyData.GetSuccessList()
|
| | | for succID in succList:
|
| | | if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
|
| | | GameWorld.DebugLog(' 激活法宝之魂 成就未完成 soulID=%s,succID=%s'%(soulID, succID))
|
| | | return
|
| | | |
| | | __DoActiveMWSoul(curPlayer, soulID)
|
| | | return
|
| | |
|
| | | def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
|
| | | #任务
|
| | | EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
|
| | | |
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | if isRefreshAttr:
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | |
| | | #֪ͨ
|
| | | Sycn_MWPrivilegeData(curPlayer, soulID)
|
| | | return
|
| | |
|
| | |
|
| | | def GetIsActiveMWSoul(curPlayer, soulID):
|
| | | #获取法宝之魂是否已激活
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
|
| | |
|
| | | def CalcMagicWeaponSoulAttr(curPlayer):
|
| | | #法宝之魂属性刷新
|
| | | allAttrList = [{} for _ in range(4)]
|
| | | allAttrDict = {}
|
| | | ipyMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
|
| | | ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
|
| | | soulID = ipyData.GetPrivilegeID()
|
| | | if not GetIsActiveMWSoul(curPlayer, soulID):
|
| | | continue
|
| | | attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | |
| | | for attrID, attrValue in allAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
|
| | | return
|
| | |
|
| | | def UptateMWFBPasslv(curPlayer, mwID, passLV):
|
| | | GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | |
| | | EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
|
| | | mwID = clientData.MWID
|
| | | #只触发任务接口
|
| | | EventShell.EventRespons_ThinkMagicWeapon(curPlayer)
|
| | | return |