hxp
2019-06-22 d0f5f9922f17f5bff4288173f18a9ed827d95db8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -88,7 +88,6 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -1238,8 +1237,6 @@
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
    #清除地图玩家缓存
    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
@@ -2663,22 +2660,6 @@
    return playerlist
#---------------------------------------------------------------------
##转变付费货币类型
# @param curPlayer 玩家实例
# @param moneyType 货币类型 1表示金子,2表示金票,3表示银子,4表示银票, 5:金子/金票 6:银子/银票
# @return 返回值, 货币类型
# @remarks 转变付费货币类型
def ChangeMoneyType(curPlayer, moneyType):
#    if moneyType == 5:
#        return curPlayer.GetUseGoldType()
#
#    if moneyType == 6:
#        return curPlayer.GetUseSilverType()
    if moneyType not in ChConfig.Def_MoneyType_All:
        GameWorld.ErrLog("金钱类型填写错误 %s" % moneyType)
    return moneyType
#---------------------------------------------------------------------
##获取玩家货币数
# @param curPlayer 玩家实例
# @param TYPE_Price ,货币类型
@@ -2887,6 +2868,9 @@
        GameWorld.Log('###---扣钱异常 = %s' % (price), curPlayer.GetPlayerID())
        return False
    
    if type_Price == IPY_GameWorld.TYPE_Price_Gold_Paper:
        type_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/6/3
    #金子支付
    if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money:
        curPlayerGold = curPlayer.GetGold()
@@ -3155,13 +3139,13 @@
            GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, value)
            addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
            
    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
        if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold:
            #超过金钱上限
            NotifyCode(curPlayer, "MoneyIsFull", [priceType])
            return
        curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value)
#    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
#        if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold:
#            #超过金钱上限
#            NotifyCode(curPlayer, "MoneyIsFull", [priceType])
#            return
#
#        curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value)
        
    elif priceType == IPY_GameWorld.TYPE_Price_Silver_Money:
        # 金钱支持超过20亿, 暂不做上限控制
@@ -3191,7 +3175,8 @@
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value)
            EventShell.EventRespons_GetRealmPoint(curPlayer)
    else:
        GameWorld.Log("金钱类型错误, priceType = %s" % (priceType), curPlayer.GetPlayerID())
        GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID())
        DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict)
        return
    
    if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney:
@@ -3463,8 +3448,7 @@
    if addPoint == None:
        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
        return
    return int(addPoint) + GetFabaoAddPoint(curPlayer)
    return int(addPoint+ GetFabaoAddPoint(curPlayer) + GetTitleAddExtraPoint(curPlayer))
def GetAllPointByLV(curPlayer):
    ##获取当前等级可得到属性点数
@@ -3472,18 +3456,26 @@
    curLV = curPlayer.GetLV()
    if curLV < openLV:
        return 0
    # 初始点+升级点+境界点
    # 初始点+(升级点+法宝效果)*称号效果倍数+境界点
    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
    titleAddPoint = GetTitleAddExtraPoint(curPlayer)
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
        setFreePoint += (point + fabaoAddPoint + titleAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    
    #境界提升点数
    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
    return setFreePoint
def GetTitleAddExtraPoint(curPlayer):
    # 称号额外增加玩家每级获得的灵根点
    titleID = IpyGameDataPY.GetFuncCfg("TitleAddPoint")
    if titleID and curPlayer.GetDienstgradManager().GetDienstgrad(titleID):
        return IpyGameDataPY.GetFuncCfg("TitleAddPoint", 2)
    return 0
def GetFabaoAddPoint(curPlayer):
    #法宝额外增加玩家每级获得的灵根点
@@ -3793,9 +3785,9 @@
    #  @param expViewType 经验获得的渠道
    #  @param isSysHint 是否系统提示(默认是)
    #  @return 布尔值
    def AddExp(self, addExp, expViewType=ShareDefine.Def_ViewExpType_Mission, isSysHint=True):
    def AddExp(self, addExp, expViewType=ShareDefine.Def_ViewExpType_Mission, isSysHint=True, addSkillID=0):
        curPlayer = self.__Player
        finalAddExp, expNotifyType = self.__AddExp(curPlayer, addExp, expViewType, isSysHint)
        finalAddExp, expNotifyType = self.__AddExp(curPlayer, addExp, expViewType, isSysHint, addSkillID)
        
        # 通知客户端经验来源
        if finalAddExp:
@@ -3811,7 +3803,8 @@
            
        return finalAddExp
    
    def __AddExp(self, curPlayer, addExp, expViewType, isSysHint):
    # 参数 addSkillID 表示因什么技能杀死NPC获得经验
    def __AddExp(self, curPlayer, addExp, expViewType, isSysHint, addSkillID=0):
        if addExp == 0:
            # 不进入计算
            return addExp, expViewType
@@ -3840,9 +3833,17 @@
        if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
            exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
            superRate = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, None, ChConfig.TriggerType_AddExpRate)
            exp_rate += superRate
            if superRate:
                # 龙凤镯 经验
                expViewType = ShareDefine.Def_ViewExpType_KillNPCSuper
            if addSkillID == ChConfig.Def_SkillID_LXHY_AddExpRate:
                addSkill = GameWorld.GetGameData().GetSkillBySkillID(addSkillID)
                hasEffect = SkillCommon.GetSkillEffectByEffectID(addSkill, ChConfig.Def_Skill_Effect_AddExpRate)
                if hasEffect:
                    #烈焰战神 经验
                    superRate += hasEffect.GetEffectValue(0)
                    expViewType = ShareDefine.Def_ViewExpType_LYZS
            exp_rate += superRate
                
        elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
            exp_rate = curPlayer.GetGameEventExpRate()
@@ -4040,7 +4041,8 @@
            if aftLV > befLV:
                curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_LVUP, aftLV - befLV)
                PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
            if aftFreePoint > befFreePoint:
                curPlayer.SetFreePoint(aftFreePoint)
                #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
@@ -4069,7 +4071,7 @@
                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.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
            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
@@ -4259,7 +4261,6 @@
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
        #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
        #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
        PlayerHorse.CalcHorseAttrEx(curPlayer)
        PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
        PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4273,7 +4274,6 @@
        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
        PlayerDogz.RefreshDogzAttr(curPlayer)
        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
        self.RefreshAllState(isForce=True)
@@ -4458,6 +4458,8 @@
        #    3.1 战斗属性层级交叉影响基值数值汇总
        #        基础层级(角色基础属性)
        baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGen],
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty],
                                         ])
        #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
        
@@ -4474,7 +4476,6 @@
                           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_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                           }
        #    3.2 统计各功能之间非线性属性交叉影响累加
        funcCrossAttrPerInfoDict = {} # 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, ...}, ...}
@@ -4510,7 +4511,7 @@
        #    3.3 统计所有功能固定属性影响累加
        allFixAttrDict = {} # 固定属性层级总属性基值
        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
            # 技能模块不算计入功能固定属性、不计战力
            # 技能模块不计入功能固定属性、不计战力
            if funcIndex in ChConfig.CalcAttrFuncSkillList:
                continue
            AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
@@ -4541,6 +4542,9 @@
            mfpAttrList = [{} for _ in range(4)]
            mfpAttrExDict = {}
            for funcIndex in attrFuncIndexList:
                if funcIndex in ChConfig.CalcAttrFuncSkillList:
                    # 技能模块不计入功能固定属性、不计战力
                    continue
                funcAttrList = funcAttrInfoList[funcIndex]
                funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
                funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
@@ -4551,7 +4555,7 @@
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
                # 不算战力的
                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
                    continue
                mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
                AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
@@ -4615,7 +4619,9 @@
                if beforePointList[i] != afterPointList[i]:
                    diffPointAttrList.append(attrID)
            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
        # 更新开服活动灵根数据
        OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
        # 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
@@ -4680,12 +4686,12 @@
        #        速度特殊处理 计算一次
        self.__RefreshMoveSpeed(allAttrListBuffs)
        
        # GM测试属性特殊逻辑
        self.__DoRefreshGMAttr()
        #        刷新攻击速度
        self.__SetAtkInterval()
        GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs)
        # GM测试属性特殊逻辑
        self.__DoRefreshGMAttr()
        return
    
    def __DoRefreshGMAttr(self):
@@ -4738,8 +4744,8 @@
                setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御
                setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中
                setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
                setAttrDict[ChConfig.AttrName_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加
                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减
                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
@@ -4749,7 +4755,7 @@
                setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害
                setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御
                setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击
                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(lvIpyData.GetRePetSkillAtkRate() * attrPer) # 灵宠技能
                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减
                setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加
                setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加
                setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少