121 【武将】武将系统-服务端(武将生效卡牌逻辑;去除图鉴加成;)
| | |
| | | DWORD _Quality; //品质
|
| | | list InitTalentWeight; // 初始天赋数权重
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| | | BYTE InitStarUpper; // 初始星级上限
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| | | DWORD InitAddPer; // 上阵初始加成万分率
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| | | DWORD LVAddPer; // 上阵每等级加成
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| | | DWORD BreakLVAddPer; // 上阵每突破等级加成
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| | | DWORD StarAddPer; // 上阵每星级加成
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| | | DWORD InitAddPer; // 卡牌初始加成万分率
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| | | DWORD LVAddPer; // 卡牌每等级加成
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| | | DWORD BreakLVAddPer; // 卡牌每突破等级加成
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| | | DWORD StarAddPer; // 卡牌每星级加成
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| | | list BookActAwardMoney; // 图鉴激活奖励货币 类型|值
|
| | | DWORD BookInitAddPer; // 图鉴初始加成
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| | | DWORD BookStarAddPer; // 图鉴每星级加成
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| | | DWORD BookBreakLVAddPer; // 图鉴每突破等级加成
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| | | list DismissReturnItems; // 遣散每星返还道具 [[物品ID,个数], ...]
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| | | list RecommendAwardMoney; // 阵容推荐激活奖励货币 类型|值
|
| | | };
|
| | |
| | | Def_CalcAttrList = (
|
| | | Def_CalcAttr_LV, # 主公等级 0
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| | | Def_CalcAttr_MainEquip, # 主装备 1
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| | | Def_CalcAttr_HeroBook, # 武将图鉴 2
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| | | Def_CalcAttr_2,
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| | | Def_CalcAttr_Realm, # 官职 3
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| | | Def_CalcAttr_Gubao, # 古宝 4
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| | | Def_CalcAttr_HJG, # 幻境阁 5
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| | |
| | | CalcAttrName = {
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| | | Def_CalcAttr_LV:"主公等级",
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| | | Def_CalcAttr_MainEquip:"主装备",
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| | | Def_CalcAttr_HeroBook:"武将图鉴",
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| | | Def_CalcAttr_Realm:"官职",
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| | | Def_CalcAttr_Gubao:"古宝",
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| | | Def_CalcAttr_HJG:"幻境阁",
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| | |
| | | GameWorld.DebugAnswer(curPlayer, "武将升星: Hero s 背包位置 升x星")
|
| | | GameWorld.DebugAnswer(curPlayer, "武将突破: Hero b 背包位置 设置等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "武将觉醒: Hero a 背包位置 设置等级")
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| | | GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
|
| | | #GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
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| | | GameWorld.DebugAnswer(curPlayer, "重置图鉴: Hero t 0 [重置阵容推荐]")
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| | | GameWorld.DebugAnswer(curPlayer, "重置重生: Hero r")
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| | | GameWorld.DebugAnswer(curPlayer, "武将皮肤: Hero sk 武将ID 皮肤索引 是否解锁")
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| | |
| | | PlayerHero.Sync_LineupRecommendInfo(curPlayer, syncIDList)
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| | | GameWorld.DebugAnswer(curPlayer, "重置推荐OK!")
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| | |
|
| | | else:
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| | | heroID = value2
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| | | syncHeroIDList = [heroID]
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| | | bookStarLV = msgList[2] if len(msgList) > 2 else 0
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| | | bookBreakLV = msgList[3] if len(msgList) > 3 else 0
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| | | if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
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| | | PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
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| | | PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
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| | | PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
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| | | GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
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| | | |
| | | #else:
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| | | # heroID = value2
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| | | # syncHeroIDList = [heroID]
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| | | # bookStarLV = msgList[2] if len(msgList) > 2 else 0
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| | | # bookBreakLV = msgList[3] if len(msgList) > 3 else 0
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| | | # if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
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| | | # PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
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| | | # PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
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| | | # PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
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| | | # GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
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| | | |
| | | PlayerHero.Sync_HeroInfo(curPlayer, syncHeroIDList)
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| | | return
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| | |
|
| | |
| | | PlayerHero.InitHeroItem(heroItem.GetItem())
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| | | heroItem.Sync_Item()
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| | | GameWorld.DebugAnswer(curPlayer, "重置武将: itemIndex=%s" % (itemIndex))
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| | | return
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| | | |
| | | |
| | | # 等级
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| | | if value == "l":
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| | | elif value == "l":
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| | | heroLV = msgList[2] if len(msgList) > 2 else 1
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| | | LVMax = PlayerHero.GetHeroLVMax(heroItem)
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| | | heroLV = min(LVMax, heroLV)
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| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, heroLV)
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| | | GameWorld.DebugAnswer(curPlayer, "设置武将等级: %s,itemIndex=%s" % (heroLV, itemIndex))
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| | | return
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| | | |
| | | |
| | | # 星级
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| | | if value == "s":
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| | | elif value == "s":
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| | | addStar = msgList[2] if len(msgList) > 2 else 1
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| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
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| | | starMax = PlayerHero.GetHeroStarMax(heroItem)
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| | |
| | | updStar = min(curStar + addStar, starMax)
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| | | PlayerHero.DoHeroUpdStar(curPlayer, heroItem, updStar)
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| | | GameWorld.DebugAnswer(curPlayer, "更新武将星级: %s,itemIndex=%s" % (updStar, itemIndex))
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| | | return
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| | | |
| | | |
| | | # 突破
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| | | if value == "b":
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| | | elif value == "b":
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| | | breakLV = msgList[2] if len(msgList) > 2 else 0
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| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
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| | | GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
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| | | return
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| | | PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
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| | | GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
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| | | return
|
| | | |
| | | |
| | | # 觉醒
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| | | if value == "a":
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| | | elif value == "a":
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| | | awakeLV = msgList[2] if len(msgList) > 2 else 0
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| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
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| | | GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
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| | | return
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| | | PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
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| | | GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
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| | | return
|
| | | |
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改
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| | | return
|
| | |
|
| | | def __oneKeyLineup(curPlayer, msgList):
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| | |
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
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| | |
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| | | heroItem.Sync_Item()
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| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
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| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改阵容
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| | |
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| | | GameWorld.DebugAnswer(curPlayer, "设置阵容武将OK")
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| | | return
|
| | |
| | | ("DWORD", "BreakLVAddPer", 0),
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| | | ("DWORD", "StarAddPer", 0),
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| | | ("list", "BookActAwardMoney", 0),
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| | | ("DWORD", "BookInitAddPer", 0),
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| | | ("DWORD", "BookStarAddPer", 0),
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| | | ("DWORD", "BookBreakLVAddPer", 0),
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| | | ("list", "DismissReturnItems", 0),
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| | | ("list", "RecommendAwardMoney", 0),
|
| | | ),
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| | |
| | | def GetQuality(self): return self.attrTuple[0] # 品质 DWORD
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| | | def GetInitTalentWeight(self): return self.attrTuple[1] # 初始天赋数权重 list
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| | | def GetInitStarUpper(self): return self.attrTuple[2] # 初始星级上限 BYTE
|
| | | def GetInitAddPer(self): return self.attrTuple[3] # 上阵初始加成万分率 DWORD
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| | | def GetLVAddPer(self): return self.attrTuple[4] # 上阵每等级加成 DWORD
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| | | def GetBreakLVAddPer(self): return self.attrTuple[5] # 上阵每突破等级加成 DWORD
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| | | def GetStarAddPer(self): return self.attrTuple[6] # 上阵每星级加成 DWORD
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| | | def GetInitAddPer(self): return self.attrTuple[3] # 卡牌初始加成万分率 DWORD
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| | | def GetLVAddPer(self): return self.attrTuple[4] # 卡牌每等级加成 DWORD
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| | | def GetBreakLVAddPer(self): return self.attrTuple[5] # 卡牌每突破等级加成 DWORD
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| | | def GetStarAddPer(self): return self.attrTuple[6] # 卡牌每星级加成 DWORD
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| | | def GetBookActAwardMoney(self): return self.attrTuple[7] # 图鉴激活奖励货币 类型|值 list
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| | | def GetBookInitAddPer(self): return self.attrTuple[8] # 图鉴初始加成 DWORD
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| | | def GetBookStarAddPer(self): return self.attrTuple[9] # 图鉴每星级加成 DWORD
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| | | def GetBookBreakLVAddPer(self): return self.attrTuple[10] # 图鉴每突破等级加成 DWORD
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| | | def GetDismissReturnItems(self): return self.attrTuple[11] # 遣散每星返还道具 [[物品ID,个数], ...] list
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| | | def GetRecommendAwardMoney(self): return self.attrTuple[12] # 阵容推荐激活奖励货币 类型|值 list |
| | | def GetDismissReturnItems(self): return self.attrTuple[8] # 遣散每星返还道具 [[物品ID,个数], ...] list
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| | | def GetRecommendAwardMoney(self): return self.attrTuple[9] # 阵容推荐激活奖励货币 类型|值 list |
| | | |
| | | # 武将品质突破表 |
| | | class IPY_HeroQualityBreak(): |
| | |
| | | GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
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| | | #首次获得图鉴额外逻辑 ...
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| | | Sync_HeroInfo(curPlayer, [heroID])
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| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
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| | |
|
| | | return
|
| | |
|
| | |
| | | GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
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| | | return
|
| | |
|
| | | def GetHeroBookStarLV(curPlayer, heroID):
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| | | ## 武将图鉴星级等级
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| | | bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | return GameWorld.GetValue(bookState, 4, 3)
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| | | def SetHeroBookStarLV(curPlayer, heroID, starLV):
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| | | ## 设置武将图鉴星级等级,支持三位数 0~999 级
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| | | bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
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| | | GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
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| | | return
|
| | | #def GetHeroBookStarLV(curPlayer, heroID):
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| | | # ## 武将图鉴星级等级
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| | | # bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | # return GameWorld.GetValue(bookState, 4, 3)
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| | | #def SetHeroBookStarLV(curPlayer, heroID, starLV):
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| | | # ## 设置武将图鉴星级等级,支持三位数 0~999 级
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| | | # bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | # updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
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| | | # PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
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| | | # GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
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| | | # return
|
| | |
|
| | | def GetHeroBookStarLVH(curPlayer, heroID):
|
| | | ## 武将图鉴星级历史最高等级
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| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
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| | | return GameWorld.GetValue(bookStateH, 4, 3)
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| | | def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
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| | | ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
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| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
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| | | updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
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| | | GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
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| | | Sync_HeroInfo(curPlayer, [heroID])
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| | | return
|
| | | #def GetHeroBookStarLVH(curPlayer, heroID):
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| | | # ## 武将图鉴星级历史最高等级
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| | | # bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
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| | | # return GameWorld.GetValue(bookStateH, 4, 3)
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| | | #def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
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| | | # ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
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| | | # bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
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| | | # updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
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| | | # PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
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| | | # GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
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| | | # Sync_HeroInfo(curPlayer, [heroID])
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| | | # return
|
| | |
|
| | | def GetHeroBookBreakLV(curPlayer, heroID):
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| | | ## 武将图鉴突破等级
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| | | bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | return GameWorld.GetValue(bookState, 7, 3)
|
| | | def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
|
| | | ## 设置武将图鉴突破等级,支持三位数 0~999 级
|
| | | bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
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| | | GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
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| | | return
|
| | | #def GetHeroBookBreakLV(curPlayer, heroID):
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| | | # ## 武将图鉴突破等级
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| | | # bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | # return GameWorld.GetValue(bookState, 7, 3)
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| | | #def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
|
| | | # ## 设置武将图鉴突破等级,支持三位数 0~999 级
|
| | | # bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
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| | | # updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
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| | | # PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
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| | | # GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
|
| | | # return
|
| | |
|
| | | def GetHeroBookBreakLVH(curPlayer, heroID):
|
| | | ## 武将图鉴突破历史最高等级
|
| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | return GameWorld.GetValue(bookStateH, 7, 3)
|
| | | def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
|
| | | ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
|
| | | bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
|
| | | GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
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| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | return
|
| | | #def GetHeroBookBreakLVH(curPlayer, heroID):
|
| | | # ## 武将图鉴突破历史最高等级
|
| | | # bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | # return GameWorld.GetValue(bookStateH, 7, 3)
|
| | | #def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
|
| | | # ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
|
| | | # bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
|
| | | # updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
|
| | | # PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
|
| | | # GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
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| | | # Sync_HeroInfo(curPlayer, [heroID])
|
| | | # return
|
| | |
|
| | | def GetHeroItem(curPlayer, itemIndex):
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | |
| | | GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
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| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
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| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
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| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升级
|
| | |
|
| | | PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
|
| | | PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
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| | |
| | | % (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
|
| | | ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
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| | | DoHeroUpdStar(curPlayer, heroItem, updStar)
|
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
|
| | | return
|
| | |
|
| | | def GetHeroStarMax(heroItem):
|
| | |
| | |
|
| | | def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
|
| | | ## 执行武将星级更新
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | #heroID = heroItem.GetItemTypeID()
|
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | addStar = updStar - curStar
|
| | | item = heroItem.GetItem()
|
| | |
| | |
|
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | | |
| | | itemIndex = heroItem.GetItemPlaceIndex()
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | |
| | | starLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | if updStar > starLVH:
|
| | | SetHeroBookStarLVH(curPlayer, heroID, updStar)
|
| | | |
| | | #starLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | #if updStar > starLVH:
|
| | | # SetHeroBookStarLVH(curPlayer, heroID, updStar)
|
| | | return
|
| | |
|
| | | def __DoHeroStarTalentUp(singleItem, addLV):
|
| | |
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
|
| | | SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
|
| | | return
|
| | |
|
| | | def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
|
| | | ## 设置武将突破等级
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | #heroID = heroItem.GetItemTypeID()
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
|
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | |
|
| | | breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | if breakLV > breakLVH:
|
| | | SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
|
| | | #breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | #if breakLV > breakLVH:
|
| | | # SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
|
| | | return
|
| | |
|
| | | #// B2 33 武将觉醒 #tagCSHeroAwake
|
| | |
| | | GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
|
| | | SetHeroAwakeLV(heroItem, nextAwakeLV)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
|
| | | return
|
| | |
|
| | | def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
|
| | |
| | | if isSync:
|
| | | heroItem.Sync_Item()
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 选择天赋
|
| | | return
|
| | |
|
| | | #// B2 35 武将洗炼 #tagCSHeroWash
|
| | |
| | | heroItem.Sync_Item()
|
| | | GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
|
| | | return
|
| | |
|
| | | #// B2 36 武将换肤 #tagCSHeroWearSkin
|
| | |
| | | return
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
|
| | | return
|
| | |
|
| | | def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
|
| | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | RefreshLordAttr(curPlayer)
|
| | | #RefreshLordAttr(curPlayer)
|
| | | return
|
| | |
|
| | | #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
|
| | |
| | | bookType = clientData.BookType
|
| | |
|
| | | if bookType == 1:
|
| | | __doHeroBookStarLVUP(curPlayer, heroID)
|
| | | pass #__doHeroBookStarLVUP(curPlayer, heroID)
|
| | | elif bookType == 2:
|
| | | __doHeroBookBreakLVUP(curPlayer, heroID)
|
| | | pass #__doHeroBookBreakLVUP(curPlayer, heroID)
|
| | | else:
|
| | | __doHeroBookAct(curPlayer, heroID)
|
| | | return
|
| | |
| | |
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | |
|
| | | RefreshLordAttr(curPlayer)
|
| | | #RefreshLordAttr(curPlayer) 图鉴属性去除了
|
| | |
|
| | | bookCnt = GetHeroBookActCnt(curPlayer)
|
| | | PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
|
| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
|
| | | return
|
| | |
|
| | | def __doHeroBookStarLVUP(curPlayer, heroID):
|
| | | ## 图鉴星级升级
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | return
|
| | | bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | if bookStar >= bookStarH:
|
| | | GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
|
| | | return
|
| | | GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
|
| | | SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | | #def __doHeroBookStarLVUP(curPlayer, heroID):
|
| | | # ## 图鉴星级升级,废弃
|
| | | # playerID = curPlayer.GetPlayerID()
|
| | | # if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | # return
|
| | | # bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | # bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | # if bookStar >= bookStarH:
|
| | | # GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
|
| | | # return
|
| | | # GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
|
| | | # SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
|
| | | # Sync_HeroInfo(curPlayer, [heroID])
|
| | | # |
| | | # RefreshLordAttr(curPlayer)
|
| | | # return
|
| | |
|
| | | def __doHeroBookBreakLVUP(curPlayer, heroID):
|
| | | ## 图鉴突破升级
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | return
|
| | | bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | if bookBreakLV >= bookBreakLVH:
|
| | | GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | return
|
| | | GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
|
| | | Sync_HeroInfo(curPlayer, [heroID])
|
| | | |
| | | RefreshLordAttr(curPlayer)
|
| | | return
|
| | | #def __doHeroBookBreakLVUP(curPlayer, heroID):
|
| | | # ## 图鉴突破升级,废弃
|
| | | # playerID = curPlayer.GetPlayerID()
|
| | | # if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
|
| | | # return
|
| | | # bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | # bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | # if bookBreakLV >= bookBreakLVH:
|
| | | # GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | # return
|
| | | # GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
|
| | | # SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
|
| | | # Sync_HeroInfo(curPlayer, [heroID])
|
| | | # |
| | | # RefreshLordAttr(curPlayer)
|
| | | # return
|
| | |
|
| | | #// B2 38 武将锁定 #tagCSHeroLock
|
| | | #
|
| | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
|
| | | Sync_PlayerHeroInfo(curPlayer)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
|
| | | return
|
| | |
|
| | | def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
|
| | |
| | | if not awardMoneyInfo or len(awardMoneyInfo) != 2:
|
| | | return
|
| | | moneyType, moneyValue = awardMoneyInfo
|
| | | if GetHeroActivite(curPlayer, heroID) != 1:
|
| | | if not GetHeroActivite(curPlayer, heroID):
|
| | | GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
|
| | | return
|
| | | awardState |= pow(2, index)
|
| | |
| | | Sync_LineupRecommendInfo(curPlayer, [recommendID])
|
| | | return
|
| | |
|
| | | def RefreshLordAttr(curPlayer):
|
| | | ## 刷新主公属性
|
| | | CalcHeroAddAttr(curPlayer)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
|
| | | return
|
| | | #def RefreshLordAttr(curPlayer):
|
| | | # ## 刷新主公属性
|
| | | # CalcHeroAddAttr(curPlayer)
|
| | | # PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
|
| | | # return
|
| | |
|
| | | def CalcHeroAddAttr(curPlayer):
|
| | | ## 计算武将对主公增加的属性
|
| | | |
| | | heroBookAttrDict = {}
|
| | | playerID = curPlayer.GetID()
|
| | | |
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetHeroCount()):
|
| | | ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | heroID = ipyData.GetHeroID()
|
| | | if not ipyData.GetPlayerCanUse():
|
| | | continue
|
| | | if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # 图鉴未激活
|
| | | continue
|
| | | quality = ipyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | continue
|
| | | bookInitAddPer = qualityIpyData.GetBookInitAddPer()
|
| | | bookStarAddPer = qualityIpyData.GetBookStarAddPer()
|
| | | bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
|
| | | bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | for attrPerID in ChConfig.BaseAttrPerIDList:
|
| | | addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
|
| | | heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
|
| | | |
| | | GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
|
| | | return
|
| | | #def CalcHeroAddAttr(curPlayer):
|
| | | # ## 计算武将对主公增加的属性
|
| | | # |
| | | # heroBookAttrDict = {}
|
| | | # playerID = curPlayer.GetID()
|
| | | # |
| | | # ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | # for index in range(ipyDataMgr.GetHeroCount()):
|
| | | # ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | # heroID = ipyData.GetHeroID()
|
| | | # if not ipyData.GetPlayerCanUse():
|
| | | # continue
|
| | | # if not GetHeroBookInitState(curPlayer, heroID):
|
| | | # # 图鉴未激活
|
| | | # continue
|
| | | # quality = ipyData.GetQuality()
|
| | | # qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | # if not qualityIpyData:
|
| | | # continue
|
| | | # #bookInitAddPer = qualityIpyData.GetBookInitAddPer()
|
| | | # #bookStarAddPer = qualityIpyData.GetBookStarAddPer()
|
| | | # #bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
|
| | | # bookStar = GetHeroBookStarLV(curPlayer, heroID)
|
| | | # bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | # for attrPerID in ChConfig.BaseAttrPerIDList:
|
| | | # addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
|
| | | # heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
|
| | | # |
| | | # GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
|
| | | # PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
|
| | | # return
|
| | |
|
| | | def Sync_HeroInfo(curPlayer, heroIDList=None):
|
| | | if heroIDList != None:
|
| | |
| | | hero.HeroID = heroID
|
| | | hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
|
| | | hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
|
| | | hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
|
| | | hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | #hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
|
| | | #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
|
| | | #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
|
| | | #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
|
| | | syncInfoList.append(hero)
|
| | |
|
| | | if not syncInfoList:
|
| | |
| | | self.curPlayer = None
|
| | |
|
| | | # 属性、阵容
|
| | | self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
|
| | | self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
|
| | | self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
|
| | | self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
|
| | | self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
|
| | |
|
| | | # 主线战斗
|
| | | self.mainFight = TurnAttack.MainFight(playerID)
|
| | |
| | | def GetLineup(self, lineupID, checkAttr=True):
|
| | | # @param checkAttr: 检查刷新到最新阵容属性
|
| | | lineup = None
|
| | | if lineupID in self.lineupDict:
|
| | | lineup = self.lineupDict[lineupID]
|
| | | if lineupID in self._lineupDict:
|
| | | lineup = self._lineupDict[lineupID]
|
| | | else:
|
| | | lineup = Lineup(self.playerID, lineupID)
|
| | | self.lineupDict[lineupID] = lineup
|
| | | self._lineupDict[lineupID] = lineup
|
| | | lineup.olPlayer = self
|
| | | if checkAttr:
|
| | | lineup.CheckRefreshLineupAttr()
|
| | | return lineup
|
| | |
|
| | | def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
|
| | | def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
|
| | | def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
|
| | | ## 更新某个武将生效的卡牌信息
|
| | | self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
|
| | | self.RefreshRoleAttr()
|
| | | |
| | | def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
|
| | | def GetEffectiveCardDict(self): return self._effectiveCardDict
|
| | | |
| | | def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
|
| | | def SetCalcAttr(self, calcIndex, attrDict):
|
| | | ## 设置某个功能点计算的属性
|
| | | self.calcAttrDict[calcIndex] = attrDict
|
| | | self._calcAttrDict[calcIndex] = attrDict
|
| | | return
|
| | |
|
| | | def ReCalcAllAttr(self):
|
| | |
| | | curPlayer = self.curPlayer
|
| | | GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
|
| | |
|
| | | self.calcAttrDict = {}
|
| | | self.lineupDict = {}
|
| | | self._calcAttrDict = {}
|
| | | self._lineupDict = {}
|
| | | self._effectiveCardDict = {}
|
| | |
|
| | | doCalcAllAttr(curPlayer)
|
| | | doReloadLineup(curPlayer, self)
|
| | |
| | | '''
|
| | | GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
|
| | | # 主公属性刷新时,所有阵容都要同步刷新
|
| | | for lineup in self.lineupDict.values():
|
| | | for lineup in self._lineupDict.values():
|
| | | lineup.SetNeedRefreshState()
|
| | |
|
| | | if refreshForce:
|
| | |
| | |
|
| | | isRefresh = False
|
| | | # 同步执行阵容属性刷新
|
| | | for lineupID, lineup in self.lineupDict.items():
|
| | | for lineupID, lineup in self._lineupDict.items():
|
| | | if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
|
| | | continue
|
| | | if lineup.CheckRefreshLineupAttr():
|
| | |
| | |
|
| | | return isRefresh
|
| | |
|
| | | def OnHeroItemUpate(self, itemIndexList):
|
| | | '''武将物品养成更新
|
| | | @param itemIndexList: 变化武将物品所在武将背包格子索引列表
|
| | | def OnHeroItemUpate(self, heroItem):
|
| | | '''武将物品变化时需要处理的逻辑
|
| | | @param heroItem: 变化武将物品
|
| | | @param return: 影响的阵容ID列表
|
| | | '''
|
| | | effLineupIDList = []
|
| | |
|
| | | for lineupID, lineup in self.lineupDict.items():
|
| | | for itemIndex in itemIndexList:
|
| | | if lineup.CheckHeroItemUpdate(itemIndex):
|
| | | if lineupID not in effLineupIDList:
|
| | | effLineupIDList.append(lineupID)
|
| | | |
| | | GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
|
| | | checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
|
| | | |
| | | itemIndex = heroItem.GetItemPlaceIndex()
|
| | | for lineupID, lineup in self._lineupDict.items():
|
| | | if lineup.CheckHeroItemUpdate(itemIndex):
|
| | | if lineupID not in effLineupIDList:
|
| | | effLineupIDList.append(lineupID)
|
| | | |
| | | GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
|
| | | return effLineupIDList
|
| | |
|
| | | def GetLastBatBuffer(self): return self._lastBatBufferInfo
|
| | |
| | | GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
|
| | | return
|
| | |
|
| | | def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
|
| | | ## 玩家武将背包卡牌变更时调用
|
| | | # @return: 加成是否变更 |
| | | if not hasattr(heroItem, "GetItemPlaceIndex"):
|
| | | return
|
| | | curPlayer = olPlayer.curPlayer
|
| | | if not curPlayer:
|
| | | return
|
| | | itemIndex = heroItem.GetItemPlaceIndex()
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | curAddPer = getHeroCardAddPer(heroItem)
|
| | | effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
|
| | | if itemIndex == effItemIndex:
|
| | | if curAddPer == effAddPer:
|
| | | GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
|
| | | return
|
| | | olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
|
| | | if curAddPer > effAddPer:
|
| | | GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
|
| | | return
|
| | | GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for index in range(curPack.GetCount()):
|
| | | if index == itemIndex:
|
| | | continue
|
| | | packItem = curPack.GetAt(index)
|
| | | if not packItem or packItem.IsEmpty():
|
| | | continue
|
| | | if heroID != packItem.GetItemTypeID():
|
| | | continue
|
| | | packCardPer = getHeroCardAddPer(packItem)
|
| | | if packCardPer <= curAddPer:
|
| | | continue
|
| | | GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
|
| | | checkUpdEffHeroCard(olPlayer, packItem, isNotify)
|
| | | return
|
| | | |
| | | GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
|
| | | return
|
| | | |
| | | if curAddPer <= effAddPer:
|
| | | GameWorld.DebugLog("不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s" |
| | | % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
|
| | | return
|
| | | GameWorld.DebugLog("高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s" |
| | | % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
|
| | | olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
|
| | | |
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
|
| | | isNotify and heroItem.Sync_Item()
|
| | | |
| | | if effItemIndex >= 0:
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
|
| | | if hisEffItem and not hisEffItem.IsEmpty():
|
| | | item = hisEffItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
|
| | | isNotify and hisEffItem.Sync_Item()
|
| | | |
| | | return
|
| | |
|
| | | def getHeroCardAddPer(heroItem):
|
| | | ## 获取该武将卡的卡牌加成
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return 0
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | return 0
|
| | | |
| | | heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | |
| | | starMax = PlayerHero.GetHeroStarMax(heroItem)
|
| | | addPer = qualityIpyData.GetInitAddPer()
|
| | | addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
|
| | | addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
|
| | | addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
|
| | | return addPer
|
| | |
|
| | | def doReloadLineup(curPlayer, olPlayer):
|
| | | ## 重新载入阵容
|
| | | loadLineupIDList = ShareDefine.LineupList
|
| | | lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
|
| | | lineShapeTypeDict = {} # {阵容ID:阵型, ...}
|
| | | syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
|
| | | effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
|
| | | effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for index in range(curPack.GetCount()):
|
| | | heroItem = curPack.GetAt(index)
|
| | | if not heroItem or heroItem.IsEmpty():
|
| | | continue
|
| | | |
| | | heroID = heroItem.GetItemTypeID()
|
| | | if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
|
| | | effCardIndexListHis.append(index)
|
| | | addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
|
| | | cardAddPer = getHeroCardAddPer(heroItem)
|
| | | if cardAddPer > addPer:
|
| | | effectiveCardDict[heroID] = [cardAddPer, index]
|
| | | |
| | | lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
|
| | | if not lineupCount:
|
| | | continue
|
| | |
| | | item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
|
| | | syncItemDict[index] = heroItem
|
| | |
|
| | | # 更新生效变更的卡牌
|
| | | GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
|
| | | GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
|
| | | cardPerTotal = 0
|
| | | olPlayer.SetEffectiveCardDict(effectiveCardDict)
|
| | | for heroID, effInfo in effectiveCardDict.items():
|
| | | cardAddPer, itemIndex = effInfo
|
| | | cardPerTotal += cardAddPer
|
| | | if itemIndex in effCardIndexListHis:
|
| | | effCardIndexListHis.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
|
| | | GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
|
| | | else:
|
| | | GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
|
| | | heroItem = curPack.GetAt(itemIndex)
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
|
| | | syncItemDict[index] = heroItem
|
| | | # 移除失效的卡牌
|
| | | GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
|
| | | for itemIndex in effCardIndexListHis:
|
| | | heroItem = curPack.GetAt(itemIndex)
|
| | | item = heroItem.GetItem()
|
| | | item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
|
| | | syncItemDict[index] = heroItem
|
| | | |
| | | # 同步变更的物品
|
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | |
|
| | |
| | | GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
|
| | | CalcRoleBase(curPlayer)
|
| | | ChEquip.CalcRoleEquipAttr(curPlayer)
|
| | | PlayerHero.CalcHeroAddAttr(curPlayer)
|
| | | #PlayerHero.CalcHeroAddAttr(curPlayer)
|
| | | PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
|
| | | PlayerGubao.CalcGubaoAttr(curPlayer)
|
| | | PlayerHJG.CalcHJGAttr(curPlayer)
|
| | |
| | | heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
|
| | | heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
|
| | |
|
| | | # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
|
| | | InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
|
| | | |
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for itemIndex, posNum in lineup.heroItemDict.items():
|
| | | if itemIndex < 0 or itemIndex >= curPack.GetCount():
|
| | |
| | | continue
|
| | |
|
| | | heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
|
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
|
| | |
| | | elif skinIDList:
|
| | | skinID = skinIDList[0]
|
| | |
|
| | | starMax = PlayerHero.GetHeroStarMax(heroItem)
|
| | | InitAddPer += qualityIpyData.GetInitAddPer()
|
| | | LVAddPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
|
| | | BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
|
| | | StarAddPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
|
| | | |
| | | lineupHero = lineup.GetLineupHero(posNum)
|
| | | #if False:
|
| | | # lineupHero = LineupHero()
|
| | |
| | |
|
| | | lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
|
| | | equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
|
| | | bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
|
| | | realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
|
| | | gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
|
| | | hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
|
| | |
| | | GameWorld.DebugLog(" 武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
|
| | | GameWorld.DebugLog(" 武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
|
| | | GameWorld.DebugLog(" 阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
|
| | | GameWorld.DebugLog(" 阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
|
| | |
|
| | | GameWorld.DebugLog(" 主公等级属性=%s" % lvAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主公图鉴属性=%s" % bookAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主公官职属性=%s" % realmAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主公古宝属性=%s" % gubaoAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主幻境阁属性=%s" % hjgAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主公坐骑属性=%s" % horseAttrDict, playerID)
|
| | | GameWorld.DebugLog(" 主公红颜属性=%s" % beautyAttrDict, playerID)
|
| | | |
| | | effCardAddPer = 0
|
| | | for effInfo in olPlayer.GetEffectiveCardDict().values():
|
| | | effCardAddPer += effInfo[0]
|
| | | effCardAddPer /= 10000.0
|
| | | GameWorld.DebugLog(" 主公卡牌加成=%s" % effCardAddPer, playerID)
|
| | |
|
| | | PlayerLV = curPlayer.GetLV()
|
| | | OfficialLV = curPlayer.GetOfficialRank()
|
| | |
| | | fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
|
| | |
|
| | | lineupFightPower = 0 # 阵容总战力
|
| | | InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
|
| | | for heroID, selfAttrDict in heroSelfAttrInfo.items():
|
| | | lineupHero = lineup.GetLineupHeroByID(heroID)
|
| | | if not lineupHero:
|
| | |
| | |
|
| | | lvValue = lvAttrDict.get(attrID, 0)
|
| | | equipValue = equipAttrDict.get(attrID, 0)
|
| | | bookValue = bookAttrDict.get(attrID, 0)
|
| | | bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
|
| | |
|
| | | cardPer = 0 # 卡牌加成,仅对基础三维有用
|
| | | if attrID in ChConfig.BaseAttrIDList:
|
| | | cardPer = effCardAddPer
|
| | | |
| | | realmValue = realmAttrDict.get(attrID, 0)
|
| | | realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
|
| | |
|
| | |
| | |
|
| | | beautyValue = beautyAttrDict.get(attrID, 0)
|
| | | beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
|
| | | |
| | | lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
|
| | | if attrID in ChConfig.BaseAttrIDList:
|
| | | lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
|
| | |
|
| | | heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
|
| | | inheritPer = 1 # 继承比例,默认100%
|
| | |
| | | awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
|
| | |
|
| | | # 计算
|
| | | attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer, |
| | | attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
|
| | | "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
|
| | | "beautyValue":beautyValue, "beautyPer":beautyPer,
|
| | | "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
|
| | | "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
|
| | | "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
|
| | | "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
|
| | |
| | | Def_IudetHeroBreakLV = 74 # 英雄突破等级
|
| | | Def_IudetHeroAwakeLV = 76 # 英雄觉醒等级
|
| | | Def_IudetHeroSkin = 78 # 英雄使用的皮肤索引
|
| | | Def_IudetHeroCardEffective = 80 # 卡牌加成是否生效的,每个武将仅有一张卡牌生效
|
| | |
|
| | | # 200~300 宠物数据用
|
| | | Def_IudetPet_NPCID = 200 # npcID
|