hxp
2019-08-09 b8db02d69c95fa1f94e304ab6a7714c54517a9e0
8197 【主干】【后端】莲台合成分解功能
5个文件已修改
179 ■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py 139 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -1278,6 +1278,7 @@
Def_IudetWingMaterialItemCount = 29  # 翅膀精炼材料个数列表
Def_IudetDogzEquipPlus = 31  # 神兽装备强化信息列表 [强化等级, 累计总熟练度]
Def_IudetItemDecompound = 33  # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
Def_IudetAddSkillItemID = 35  # 可添加的技能物品ID列表  [itemID, itemID, ...], 这里记物品ID防止物品ID对应技能修改后导致需要处理已经生成的物品问题
Def_IudetItemColor = 16  # 物品颜色,如果该值没有就取物品
Def_IudetItemCount = 18  # 物品个数,支持20亿,目前仅特殊转化物品会用到
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -136,16 +136,17 @@
    itemExpireTime = 0
    wingItemExpInfo = None #材料翅膀精炼信息
    dogzEquipPlusExp = 0 #神兽装备强化熟练度
    liantaiInfo = None #莲台相关信息
    # 检查不固定消耗道具
    if unfixedItemIDList:
        unfixedItem = GameWorld.GetGameData().GetItemByTypeID(unfixedItemIDList[0])
        if not unfixedItem:
            return
        unfixedItemCostInfo = __CheckUnfixedItem(playerID, compoundID, makeItemData, itemPack, unfixedItemIndexList,
        unfixedItemCostInfo = __CheckUnfixedItem(curPlayer, compoundID, makeItemData, itemPack, unfixedItemIndexList,
                                                 unfixedItemIDList, needUnfixedItemCount)
        if not unfixedItemCostInfo:
            return
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime = unfixedItemCostInfo
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo = unfixedItemCostInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
        
@@ -184,6 +185,9 @@
                           {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
    
    drDict = {"CompoundID":compoundID, "MakeItemID":makeItemID, "CompoundCount":compoundCnt, "itemExpireTime":itemExpireTime, "PackType":packType}
    if liantaiInfo:
        drDict["LiantaiInfo"] = liantaiInfo
    makeItemBind = False
    
    # 扣不固定消耗物品
@@ -255,6 +259,8 @@
    canHappen = randValue <= totalSuccRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,totalSuccRate=%s,maxRateValue=%s" 
                       % (canHappen, randValue, totalSuccRate, maxRateValue), playerID)
    if drDict:
        DataRecordPack.SendEventPack("ItemCompound_Liantai", drDict, curPlayer)
    # 不是百分百成功的记录合成流向
    if successRate != maxRateValue:
        drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
@@ -265,7 +271,7 @@
        
    if canHappen:
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s,itemExpireTime=%s" % (makeItemID, compoundCnt, compoundBindCnt, itemExpireTime), playerID)
        userData = GiveNewCompoundItem(curPlayer, packType, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime)
        userData = GiveNewCompoundItem(curPlayer, packType, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        
        msgMark = ipyData.GetSysMark()
        paramType = ipyData.GetSysMarkParamType()
@@ -302,7 +308,7 @@
    return
def __CheckUnfixedItem(playerID, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
def __CheckUnfixedItem(curPlayer, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
    ## 检查不固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
    expireTime = 0
    wingItemExpInfo = None
@@ -310,6 +316,11 @@
    unfixedItemTotalCount = 0
    unfixedItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
    maxPackCount = itemPack.GetCount()
    playerID = curPlayer.GetPlayerID()
    makeItemID = makeItemData.GetItemTypeID()
    liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = 0, 0, [], [], []
    liantaiDecomposeID = IpyGameDataPY.GetFuncCfg("ComposeLiantai", 1) # 合成莲台碎片ID
    liantaiComposePreIDList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 2) # 合并莲台预览ID
    for index in unfixedItemIndexList:
        if index >= maxPackCount:
            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
@@ -346,13 +357,95 @@
            dogzEquipPlusExp += (baseExp + plusExp)
            GameWorld.DebugLog("    神兽合成材料: index=%s,itemID=%s,baseExp=%s,plusExp=%s" % (index, itemID, baseExp, plusExp))
            
        #合成莲台碎片
        if makeItemID == liantaiDecomposeID:
            liantaiDecomposeIDCount += __GetLiantaiDecomposeIDCount(curItem)
        #合并莲台
        elif makeItemID in liantaiComposePreIDList:
            itemSkillIDList = ItemCommon.GetItemSkillIDList(curItem)
            for skillID in itemSkillIDList:
                if skillID in liantaiComposeSkillIDList:
                    GameWorld.Log("合成莲台技能ID重复,无法合成! skillID=%s" % (skillID), playerID)
                    PlayerControl.NotifyCode(curPlayer, "CompoundLiantaiSkillRep", [skillID])
                    return
                liantaiComposeSkillIDList.append(skillID)
            liantaiComposeMakeID, liantaiLegendAttrList = __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem)
    if unfixedItemTotalCount < needUnfixedItemCount:
        GameWorld.Log("不固定消耗道具不足,无法合成!ID=%s,unfixedItemIDList=%s,needUnfixedItemCount=%s > unfixedItemTotalCount=%s" 
                      % (compoundID, unfixedItemIDList, needUnfixedItemCount, unfixedItemTotalCount), playerID)
        return
    
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime
    liantaiInfo = [liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList]
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo
def __GetLiantaiDecomposeIDCount(curItem):
    ## 获取合成莲台碎片个数
    decCountTotal = 0
    decItemIDList = [curItem.GetItemTypeID()]
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetAddSkillItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetAddSkillItemID, i)
        if itemID not in decItemIDList:
            decItemIDList.append(itemID)
    liantaiDecomposeIDCountDict = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 3, {})
    for itemID in decItemIDList:
        for itemIDTuple, decCount in liantaiDecomposeIDCountDict.items():
            if itemID in itemIDTuple:
                decCountTotal += decCount
    return decCountTotal
def __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem):
    ## 获取合成莲台的目标物品ID
    curItemID = curItem.GetItemTypeID()
    gameData = GameWorld.GetGameData()
    # 所有合成的莲台ID
    if curItemID not in liantaiComposeAllItemIDList:
        liantaiComposeAllItemIDList.append(curItemID)
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetAddSkillItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetAddSkillItemID, i)
        if itemID not in liantaiComposeAllItemIDList:
            liantaiComposeAllItemIDList.append(itemID)
    # 获取合成目标莲台ID
    if not liantaiComposeMakeID:
        liantaiComposeMakeID = curItemID
    else:
        makeLiantaiItemData = gameData.GetItemByTypeID(liantaiComposeMakeID)
        if makeLiantaiItemData:
            makeName = makeLiantaiItemData.GetName()
            curName = curItem.GetName()
            makeNameIndex, curNameIndex = 0, 0
            namePriorityList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 4)
            for i, nameP in enumerate(namePriorityList):
                if nameP in makeName:
                    makeNameIndex = i
                if nameP in curName:
                    curNameIndex = i
            if curNameIndex > makeNameIndex:
                liantaiComposeMakeID = curItemID
    # 额外莲台传奇属性
    liantaiLegendAttrList = []
    for itemID in liantaiComposeAllItemIDList:
        if itemID == liantaiComposeMakeID:
            # 目标莲台不加入额外传奇属性
            continue
        itemData = gameData.GetItemByTypeID(itemID)
        if not itemData:
            continue
        for effIndex in xrange(itemData.GetEffectCount()):
            curEff = itemData.GetEffectByIndex(effIndex)
            effID = curEff.GetEffectID()
            if effID == 0:
                break
            liantaiLegendAttrList.append([effID, curEff.GetEffectValue(0)])
    # 支持多属性,按属性ID、数值排序
    if liantaiLegendAttrList:
        liantaiLegendAttrList.sort(reverse=True)
    return liantaiComposeMakeID, liantaiLegendAttrList
def __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt):
    ## 检查固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
@@ -606,20 +699,29 @@
#  @param newItem: 新物品
#  @param itemCount: 合成数量
#  @return None
def GiveNewCompoundItem(curPlayer, packType, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime):
def GiveNewCompoundItem(curPlayer, packType, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo):
    compoundUnBindCnt = itemCount - compoundBindCnt
    
    if compoundBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime)
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
    if compoundUnBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime)
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        
    if not userData:
        return ""
    return userData
def __GivePlayerCompoundItem(curPlayer, packType, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, expireTime):
def __GivePlayerCompoundItem(curPlayer, packType, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, expireTime, liantaiInfo):
    playerID = curPlayer.GetPlayerID()
    if liantaiInfo:
        liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = liantaiInfo
        if liantaiDecomposeIDCount:
            itemCount = liantaiDecomposeIDCount
            GameWorld.DebugLog("分解莲台碎片总个数: %s" % liantaiDecomposeIDCount, playerID)
        if liantaiComposeMakeID:
            newItemID = liantaiComposeMakeID
            GameWorld.DebugLog("莲台合成目标莲台物品ID: %s, 所有莲台ID: %s, 额外传奇属性: %s, 所有技能ID: %s" \
                               % (liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList), playerID)
    curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, False, expireTime, curPlayer=curPlayer)
    if not curSingleItem:
        GameWorld.ErrLog("创造物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
@@ -657,12 +759,31 @@
            curSingleItem.AddUserAttr(ShareDefine.Def_IudetItemDecompound, decompoundValue)
        GameWorld.Log("保存可拆解装备拆解物品信息: %s" % decompoundItemInfo, playerID)
        
    # 莲台属性
    if liantaiInfo:
        if liantaiComposeAllItemIDList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetAddSkillItemID)
            for liantaiItemID in liantaiComposeAllItemIDList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetAddSkillItemID, liantaiItemID)
        if liantaiLegendAttrList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
            for liantaiLegAttrID, liantaiLegAttrValue in liantaiLegendAttrList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, liantaiLegAttrID)
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, liantaiLegAttrValue)
        ItemCommon.MakeEquipGS(curSingleItem)
    userData = curSingleItem.GetUserData()
    if not ItemControler.PlayerItemControler(curPlayer).PutInItem(packType, curSingleItem, event=[ChConfig.ItemGive_ItemCompound, False, {}]):
        GameWorld.ErrLog("给合成物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
        curSingleItem.Clear()
        return
    
    if liantaiInfo and liantaiDecomposeIDCount:
        PlayerControl.NotifyCode(curPlayer, "DecompoundLiantai", [liantaiDecomposeIDCount, newItemID])
    return userData
def __SendDogzEquipRemainExpMail(playerID, remainExp, isSucc):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -138,6 +138,28 @@
        
    return addSkillList
def GetItemSkillIDList(curItem):
    ## 获取物品可添加的技能ID列表
    addSkillIDList = []
    gameData = GameWorld.GetGameData()
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetAddSkillItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetAddSkillItemID, i)
        itemData = gameData.GetItemByTypeID(itemID)
        if not itemData:
            continue
        for i in xrange(itemData.GetAddSkillCount()):
            skillID = itemData.GetAddSkill(i)
            if skillID == 0:
                break
            addSkillIDList.append(skillID)
    if not addSkillIDList:
        for i in xrange(curItem.GetAddSkillCount()):
            skillID = curItem.GetAddSkill(i)
            if skillID == 0:
                break
            addSkillIDList.append(skillID)
    return addSkillIDList
#---------------------------------------------------------------------
## 物品xml参数
#  @param curItem 物品
@@ -394,10 +416,8 @@
        
    gsValueEx = 0
    skillGSDict = IpyGameDataPY.GetFuncCfg("EquipGSFormula", 4)
    for i in xrange(curItem.GetAddSkillCount()):
        addSkillID = curItem.GetAddSkill(i)
        if not addSkillID:
            break
    itemSkillIDList = GetItemSkillIDList(curItem)
    for addSkillID in itemSkillIDList:
        gsValueEx += skillGSDict.get(str(addSkillID), 0)
        
    itemID = curItem.GetItemTypeID()
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1278,6 +1278,7 @@
Def_IudetWingMaterialItemCount = 29  # 翅膀精炼材料个数列表
Def_IudetDogzEquipPlus = 31  # 神兽装备强化信息列表 [强化等级, 累计总熟练度]
Def_IudetItemDecompound = 33  # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
Def_IudetAddSkillItemID = 35  # 可添加的技能物品ID列表  [itemID, itemID, ...], 这里记物品ID防止物品ID对应技能修改后导致需要处理已经生成的物品问题
Def_IudetItemColor = 16  # 物品颜色,如果该值没有就取物品
Def_IudetItemCount = 18  # 物品个数,支持20亿,目前仅特殊转化物品会用到
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -40,6 +40,7 @@
import NPCCommon
import PetControl
import QuestCommon
import ItemCommon
GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
@@ -1683,12 +1684,9 @@
            #无技能
            continue
        
        for j in xrange(curEquip.GetAddSkillCount()):
            skillID = curEquip.GetAddSkill(j)
            if skillID == 0:
                break
            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
        itemSkillIDList = ItemCommon.GetItemSkillIDList(curEquip)
        for skillID in itemSkillIDList:
            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
            
    return skillsDict