8585 【BT3】【主干】竞技场(匹配优化前X后X开出配置;增加概率匹配机器人)
6个文件已修改
74 ■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldArena.py 24 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Arena.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldArena.py
@@ -568,13 +568,13 @@
        playerOrder = maxOrder + 1
        
    GameWorld.DebugLog("    maxOrder=%s,playerOrder=%s" % (maxOrder, playerOrder), playerID)
    highRandOrder, lowRandOrder = IpyGameDataPY.GetFuncEvalCfg("ArenaMatch", 5) # 前X名匹配比自己高名次时直接随机
    matchOrderList = [] # 匹配到的名次
    # 非第一名的匹配比自身名次高的
    if playerOrder > 1 and higherOrderPerList:
        higherOrderCount = playerOrder - 1 # 比玩家高的名次的个数
        # 小于10个的直接纯随机
        if 0 < higherOrderCount < 10:
        if 0 < higherOrderCount < highRandOrder:
            randOrderList = range(1, playerOrder)
            random.shuffle(randOrderList)
            matchOrderList.extend(randOrderList[:len(higherOrderPerList)])
@@ -582,7 +582,7 @@
                               % (higherOrderCount, randOrderList, matchOrderList), playerID)
            
        # 按比例划分
        elif higherOrderCount >= 10:
        elif higherOrderCount >= highRandOrder:
            randMaxOrder = playerOrder - 1
            for per in higherOrderPerList:
                per = min(per, 100) # 最多到100
@@ -605,7 +605,7 @@
    if 1 <= playerOrder < maxOrder and lowerOrderPerList:
        lowerOrderCount = maxOrder - playerOrder # 比玩家低的名次的个数
        # 小于10个的直接纯随机
        if 0 < lowerOrderCount < 10:
        if 0 < lowerOrderCount < lowRandOrder:
            randOrderList = range(playerOrder + 1, maxOrder + 1)
            random.shuffle(randOrderList)
            matchOrderList.extend(randOrderList[:len(lowerOrderPerList)])
@@ -613,7 +613,7 @@
                               % (lowerOrderCount, randOrderList, matchOrderList), playerID)
            
        # 按比例划分
        elif lowerOrderCount >= 10:
        elif lowerOrderCount >= lowRandOrder:
            randMinOrder = playerOrder + 1
            for per in lowerOrderPerList:
                per = min(per, 100) # 最多到100
@@ -657,24 +657,30 @@
            if gmMatchOrder in matchOrderList:
                continue
            gmMatchOrderList.append(gmMatchOrder)
            GameWorld.DebugAnswer(curPlayer, "指定匹配ID(%s),order(%s)" % (gmMatchID, gmMatchOrder))
            GameWorld.DebugAnswer(curPlayer, "指定匹配ID(%s),order(%s)" % (gmMatchID, gmMatchOrder), playerID)
            
        GameWorld.DebugLog("matchOrderList=%s,needMatchCount=%s" % (str(matchOrderList), needMatchCount))
        if matchOrderList:
            matchOrderList = matchOrderList[:needMatchCount - len(gmMatchOrderList)]
        matchOrderList += gmMatchOrderList
        matchOrderList.sort()
    matchRobotRate = IpyGameDataPY.GetFuncCfg("ArenaMatch", 4) # 每次可直接匹配一个机器人概率
    if matchRobotRate and matchOrderList and len(matchOrderList) >= needMatchCount and GameWorld.CanHappen(matchRobotRate, 100):
        popOrder = matchOrderList.pop(-1) # 去掉最后一个
        GameWorld.DebugLog("    概率匹配到一个机器人,去掉最后一个! matchRobotRate=%s,popOrder=%s" % (matchRobotRate, popOrder), playerID)
    GameWorld.DebugLog("    最终匹配到的名次列表: matchOrderList=%s" % matchOrderList, playerID)
    
    # 随机机器人备用信息
    openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1)
    openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1)
    
    randRobotLVPerRange = IpyGameDataPY.GetFuncEvalCfg("ArenaMatch", 3)
    randRobotLVScorePerInfo = IpyGameDataPY.GetFuncEvalCfg("ArenaMatch", 3)
    randRobotLVPerRange, randRobotScorePerRange = randRobotLVScorePerInfo
    minLV, maxLV = IpyGameDataPY.GetFuncEvalCfg("ArenaRobot", 2) # 机器人最小、最大等级
    randMinLV = min(minLV, int(playerLV * randRobotLVPerRange[0] / 100.0))
    randMaxLV = min(maxLV, int(playerLV * randRobotLVPerRange[1] / 100.0))
    
    randRobotScorePerRange = IpyGameDataPY.GetFuncEvalCfg("ArenaMatch", 4)
    randMinScore = int(playerScore * randRobotScorePerRange[0] / 100.0)
    randMaxScore = int(playerScore * randRobotScorePerRange[1] / 100.0)
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4152,6 +4152,7 @@
#竞技场
Def_PDict_ArenaOSSeasonState = "ArenaOSSeasonState" # 开服前定制X天赛季状态  0-未比赛过,1-进行中,>1结算时的开服天
Def_PDict_ArenaScore = "ArenaScore" # 当前积分
Def_PDict_ArenaHighestScore = "ArenaHighestScore" # 历史最高积分
Def_PDict_ArenaBattleCountDay = "ArenaBattleCountDay" # 今日已战斗次数
Def_PDict_ArenaMatchRefreshCount = "ArenaMatchRefreshCount" # 匹配刷新列表次数
Def_PDict_ArenaItemAddCount = "ArenaItemAddCount" # 今日已使用物品增加次数
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py
@@ -2018,6 +2018,16 @@
    RunQuestEvent(curPlayer, "activityplace", event, Def_RunQuestType_RunAll if runall else Def_RunQuestType_Normal)
    return
def EventRespons_ArenaBattleOver(curPlayer):
    # 挑战竞技场 - 结算才算
    RunQuestEvent(curPlayer, "arenabattleover", "arenabattleover", Def_RunQuestType_Normal)
    return
def EventRespons_ArenaHighestScore(curPlayer):
    # 刷新竞技场历史最高分
    RunQuestEvent(curPlayer, "arenahighestscore", "arenahighestscore", Def_RunQuestType_Normal)
    return
#---------------------------------------------------------------------
#================================================================================
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -7361,6 +7361,32 @@
    weapontype = GameWorld.ToIntDef(curActionNode.GetAttribute("weapontype"), 0)
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weapontype) >= lv
##竞技场历史最高分是否达到x分
# @param None
# @return None <Checkarenahighestscore  score="验证是否达到x分"/>
def ConditionType_Checkarenahighestscore(curPlayer, curMission, curActionNode):
    score = GameWorld.ToIntDef(curActionNode.GetAttribute("score"), 0)
    highestScore = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ArenaHighestScore)
    return highestScore >= score
##设置竞技场历史最高分进度
# @param None
# @return None <Setarenahighestscore key="当前历史最高分存储任务key" id="可选任务ID" />
def DoType_Setarenahighestscore(curPlayer, curMission, curActionNode):
    missionID = curMission.GetMissionID()
    highestScore = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ArenaHighestScore)
    key = curActionNode.GetAttribute("key") # 显示进度用
    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
    if questID != 0:
        curMission = curPlayer.FindMission(questID)
    missionScore = curMission.GetProperty(key)
    if missionScore < highestScore:
        curMission.SetProperty(key, highestScore)
        GameWorld.DebugLog("更新竞技场任务历史最高分: missionID=%s,questID=%s,missionScore=%s to %s" % (missionID, questID, missionScore, highestScore))
    return
##设置今日活跃度
# @param curPlayer 玩家实例
# @param curMission 任务实例
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Arena.py
@@ -44,6 +44,7 @@
    value1 = msgList[0]
    if value1 <= 0:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ArenaOSSeasonState, 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ArenaHighestScore, 0)
        PlayerArena.__DoArenaSeasonReset(curPlayer)
        GameWorld.DebugAnswer(curPlayer, "重置成功!")
        return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py
@@ -26,6 +26,7 @@
import FBCommon
import IPY_GameWorld
import ItemControler
import EventShell
def DoArenaOpen(curPlayer):
    ## 竞技场功能开启
@@ -279,7 +280,12 @@
        
    # 更新积分
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ArenaScore, updScore)
    highestScore = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ArenaHighestScore)
    if updScore > highestScore:
        highestScore = updScore
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ArenaHighestScore, highestScore)
        GameWorld.DebugLog("    更新竞技场历史最高分! %s" % highestScore)
    # 胜利给额外奖励
    itemList = retDict.get("awardItemList", [])
    ItemControler.GivePlayerItemOrMail(curPlayer, itemList)
@@ -288,6 +294,10 @@
    overDict = {FBCommon.Over_itemInfo:jsonItemList, "addScore":addScore, "updScore":updScore, "curOrder":curOrder, "updOrder":updOrder}
    FBCommon.NotifyFBOver(curPlayer, ChConfig.Def_FBMapID_ArenaBattle, 0, isWin, overDict)
    Sync_ArenaInfo(curPlayer)
    # 触发任务
    EventShell.EventRespons_ArenaBattleOver(curPlayer)
    EventShell.EventRespons_ArenaHighestScore(curPlayer)
    return
def __DoUpdateArenaScore(curPlayer, cmdDict={}):