4911 【后端】【1.3】神兵功能相关修改——解封、仙玉自动锤炼
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| | | #------------------------------------------------------
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| | | # A5 56 神兵激活 #tagCMGodWeaponActivate
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| | |
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| | | class tagCMGodWeaponActivate(Structure):
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| | | _pack_ = 1
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| | | _fields_ = [
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| | | ("Cmd", c_ubyte),
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| | | ("SubCmd", c_ubyte),
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| | | ("WeaponType", c_int), # 神兵类型
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| | | ]
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| | |
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| | | def __init__(self):
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| | | self.Clear()
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| | | self.Cmd = 0xA5
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| | | self.SubCmd = 0x56
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| | | return
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| | |
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| | | def ReadData(self, stringData, _pos=0, _len=0):
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| | | self.Clear()
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| | | memmove(addressof(self), stringData[_pos:], self.GetLength())
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| | | return _pos + self.GetLength()
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| | |
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| | | def Clear(self):
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| | | self.Cmd = 0xA5
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| | | self.SubCmd = 0x56
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| | | self.WeaponType = 0
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| | | return
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| | |
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| | | def GetLength(self):
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| | | return sizeof(tagCMGodWeaponActivate)
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| | |
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| | | def GetBuffer(self):
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| | | return string_at(addressof(self), self.GetLength())
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| | |
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| | | def OutputString(self):
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| | | DumpString = '''// A5 56 神兵激活 //tagCMGodWeaponActivate:
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| | | Cmd:%s,
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| | | SubCmd:%s,
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| | | WeaponType:%d
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| | | '''\
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| | | %(
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| | | self.Cmd,
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| | | self.SubCmd,
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| | | self.WeaponType
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| | | )
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| | | return DumpString
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| | |
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| | |
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| | | m_NAtagCMGodWeaponActivate=tagCMGodWeaponActivate()
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| | | ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMGodWeaponActivate.Cmd,m_NAtagCMGodWeaponActivate.SubCmd))] = m_NAtagCMGodWeaponActivate
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| | |
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| | | #------------------------------------------------------
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| | | # A5 55 神兵升级 #tagCMGodWeaponPlus
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| | |
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| | | class tagCMGodWeaponPlus(Structure):
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| | |
| | | CDBPlayerRefresh_TreasureScore, # 寻宝积分
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| | | CDBPlayerRefresh_Danjing, # 丹精
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| | | CDBPlayerRefresh_NPCHurtAddPer, # 对怪物伤害加成
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| | | CDBPlayerRefresh_FinalHurtPer, # 最终输出伤害百分比
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| | | CDBPlayerRefresh_FinalHurtPer, # 最终输出伤害百分比
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| | | CDBPlayerRefresh_TalentPoint, # 天赋点数 190
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| | | CDBPlayerRefresh_DayFBHelpPoint, # 今日副本助战点数 191
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| | | ) = range(146, 192)
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| | | CDBPlayerRefresh_GodWeaponLV_1, # 神兵等级 - 类型1 192
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| | | CDBPlayerRefresh_GodWeaponLV_2, # 神兵等级 - 类型2 193
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| | | CDBPlayerRefresh_GodWeaponLV_3, # 神兵等级 - 类型3 194
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| | | CDBPlayerRefresh_GodWeaponLV_4, # 神兵等级 - 类型4 195
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| | | ) = range(146, 196)
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| | |
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| | | TYPE_Price_Gold_Paper_Money = 5 # 金钱类型,(先用礼券,再用金子)
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| | | TYPE_Price_Family_Contribution = 6 # 战盟贡献度(活跃度转换得来)
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| | |
| | | Writer = ljd
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| | | Releaser = ljd
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| | | RegType = 0
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| | | RegisterPackCount = 1
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| | | RegisterPackCount = 2
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| | |
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| | | PacketCMD_1=0xA5
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| | | PacketSubCMD_1=0x55
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| | | PacketCallFunc_1=OnPlusGodWeapon
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| | |
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| | | PacketCMD_2=0xA5
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| | | PacketSubCMD_2=0x56
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| | | PacketCallFunc_2=OnGodWeaponActivate
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| | |
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| | | ;聊天
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| | | [PlayerTalk]
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| | |
| | | Def_Cost_DogzEquipPlus, # 神兽装备强化
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| | | Def_Cost_RuneHole, # 符印孔解锁
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| | | Def_Cost_AlchemyPray, # 丹药祈福
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| | | Def_Cost_ResetGreatMasterSkill, # 重置天赋技能
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| | | Def_Cost_ResetGreatMasterSkill, # 重置天赋技能 35
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| | | Def_Cost_BindJadeWheel, # 绑玉转盘
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| | | Def_Cost_WishingWell, # 许愿池刷新
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| | | Def_Cost_GodWeapon, # 神兵
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| | | #-----------以下为暂时没用的,先不删除,如有新增消费点则放在这些之前------------
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| | | Def_Cost_RefreshArrestTask, # 刷新悬赏任务
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| | | Def_Cost_OffLineExp, # 兑换离线经验
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| | |
| | | Def_Cost_Trade, # 交易
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| | | Def_Cost_Rename, # 改名
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| | | Def_Cost_SkillLvUp, # 技能升级
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| | | ) = range(2000, 2000 + 57)
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| | | ) = range(2000, 2000 + 58)
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| | |
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| | | Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key
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| | |
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| | | Def_Cost_AlchemyPray:"AlchemyPray",
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| | | Def_Cost_BindJadeWheel:"BindJadeWheel",
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| | | Def_Cost_WishingWell:"WishingWell",
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| | | Def_Cost_GodWeapon:"GodWeapon",
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| | | }
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| | | ## -----------------------------------------------------
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| | |
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| | | #------------------------------------------------------
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| | | # A5 56 神兵激活 #tagCMGodWeaponActivate
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| | |
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| | | class tagCMGodWeaponActivate(Structure):
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| | | _pack_ = 1
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| | | _fields_ = [
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| | | ("Cmd", c_ubyte),
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| | | ("SubCmd", c_ubyte),
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| | | ("WeaponType", c_int), # 神兵类型
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| | | ]
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| | |
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| | | def __init__(self):
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| | | self.Clear()
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| | | self.Cmd = 0xA5
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| | | self.SubCmd = 0x56
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| | | return
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| | |
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| | | def ReadData(self, stringData, _pos=0, _len=0):
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| | | self.Clear()
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| | | memmove(addressof(self), stringData[_pos:], self.GetLength())
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| | | return _pos + self.GetLength()
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| | |
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| | | def Clear(self):
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| | | self.Cmd = 0xA5
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| | | self.SubCmd = 0x56
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| | | self.WeaponType = 0
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| | | return
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| | |
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| | | def GetLength(self):
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| | | return sizeof(tagCMGodWeaponActivate)
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| | |
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| | | def GetBuffer(self):
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| | | return string_at(addressof(self), self.GetLength())
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| | |
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| | | def OutputString(self):
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| | | DumpString = '''// A5 56 神兵激活 //tagCMGodWeaponActivate:
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| | | Cmd:%s,
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| | | SubCmd:%s,
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| | | WeaponType:%d
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| | | '''\
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| | | %(
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| | | self.Cmd,
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| | | self.SubCmd,
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| | | self.WeaponType
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| | | )
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| | | return DumpString
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| | |
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| | |
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| | | m_NAtagCMGodWeaponActivate=tagCMGodWeaponActivate()
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| | | ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMGodWeaponActivate.Cmd,m_NAtagCMGodWeaponActivate.SubCmd))] = m_NAtagCMGodWeaponActivate
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| | |
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| | |
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| | | #------------------------------------------------------
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| | | # A5 55 神兵升级 #tagCMGodWeaponPlus
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| | |
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| | | class tagCMGodWeaponPlus(Structure):
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| | |
| | | # SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false)
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| | | # @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己
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| | | # @param bNotifyGameServer: 是否同步GameServer,默认false
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| | | # SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15) |
| | | # 15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息;
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| | | # 同步前端及GameServer需要自己写通知,设置函数自身不带通知参数
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| | | #
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| | | # 发送0418包
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| | | # SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true)
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| | |
| | | # ֪ͨGsmeServer;
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| | | # SendGameServerRefreshState(int inputType, int inputValue)
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| | |
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| | | # SetExAttr15 ~ 18 对应神兵类型等级,场景特效用
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| | |
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| | | # 禁言 通知gameServer
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| | | def SetGMForbidenTalk(curPlayer, value):
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| | | curPlayer.SetGMForbidenTalk(value)
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| | |
| | | if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
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| | | return
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| | | Sync_GodWeaponLVInfo(curPlayer)
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| | | |
| | | #老号相关神兵场景特效等级同步支持
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| | | if curPlayer.GetExAttr15() == 0:
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| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
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| | | maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
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| | | for setWeaponType in xrange(1, maxType + 1):
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| | | setLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % setWeaponType)
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| | | if not setLV:
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| | | continue
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| | | SetGodWeaponLV(curPlayer, setWeaponType, setLV)
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| | | GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s" % (setWeaponType, setLV), curPlayer.GetPlayerID())
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| | | return
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| | | def SetGodWeaponLV(curPlayer, weaponType, lv):
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| | | ## 设置神兵等级,同步设置场景神兵等级
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
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| | | sceneEffectsDict = {1:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1],
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| | | 2:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2],
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| | | 3:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3],
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| | | 4:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4],
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| | | }
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| | | if weaponType in sceneEffectsDict:
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| | | setFunc, notifyType = sceneEffectsDict[weaponType]
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| | | setFunc(curPlayer, lv)
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| | | curPlayer.SendPropertyRefresh(notifyType, lv, False)
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| | | return
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| | |
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| | | ## 神器开启
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| | | # @return: 是否激活成功
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| | | def DoGodWeaponOpen(curPlayer):
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| | | # 默认激活1级的类型
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| | | for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
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| | | SetGodWeaponLV(curPlayer, i, 1)
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| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
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| | | Sync_GodWeaponLVInfo(curPlayer)
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| | | return True
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| | |
| | | return
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| | |
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| | | #---------------------------------------------------------------------------------------------------
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| | | #// A5 56 神兵激活 #tagCMGodWeaponActivate
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| | | #
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| | | #struct tagCMGodWeaponActivate
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| | | #{
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| | | # tagHead Head;
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| | | # DWORD WeaponType; // 神兵类型
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| | | #};
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| | | def OnGodWeaponActivate(index, clientData, tick):
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| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
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| | | weaponType = clientData.WeaponType
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| | |
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| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
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| | | GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
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| | | return
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| | | |
| | | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
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| | | if str(weaponType) not in godWeaponUnlockDict:
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| | | GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
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| | | return
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| | | conditionList = godWeaponUnlockDict[str(weaponType)]
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| | | |
| | | for needType, needLV in conditionList:
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| | | needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
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| | | if needTypeLV < needLV:
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| | | GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" |
| | | % (weaponType, needType, needLV, needTypeLV))
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| | | return
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| | | |
| | | SetGodWeaponLV(curPlayer, weaponType, 1)
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| | | GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
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| | | Sync_GodWeaponLVInfo(curPlayer, weaponType)
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| | | return
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| | |
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| | | #===============================================================================
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| | | #// A5 55 神兵升级 #tagCMGodWeaponPlus
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| | | #
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| | |
| | | if not effect:
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| | | GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
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| | | return
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| | | addExp = effect.GetEffectValue(0)
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| | | if not addExp:
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| | | itemExp = effect.GetEffectValue(0)
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| | | if not itemExp:
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| | | GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
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| | | return
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| | |
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| | | goldExpTotal = 0
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| | | costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
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| | | lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
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| | | if lackCount > 0:
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| | |
| | | GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s"
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| | | % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
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| | | return
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| | | lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
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| | | godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
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| | | if str(weaponType) not in godMagicExpDict:
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| | | return
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| | | costGold, goldExp = godMagicExpDict[str(weaponType)]
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| | | lackCost = costGold * lackCount
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| | | goldExpTotal = goldExp * lackCount
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| | | #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
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| | | if lackCost <= 0:
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| | | return
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| | |
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| | | infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
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| | | infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
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| | | if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
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| | | ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
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| | | ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
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| | | return
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| | |
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| | | delUseItemCount = useItemCount - lackCount
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| | |
| | | if delUseItemCount:
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| | | ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
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| | |
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| | | addTotalExp = addExp * useItemCount
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| | | addTotalExp = itemExp * delUseItemCount + goldExpTotal
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| | | befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
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| | | curExp = befExp + addTotalExp
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| | | GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s" |
| | | % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp))
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| | | GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s" |
| | | % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
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| | |
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| | | isLVUP = False
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| | |
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| | |
| | | #满级
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| | | break
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| | |
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
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| | | |
| | | if isLVUP:
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| | | SetGodWeaponLV(curPlayer, weaponType, attrLV)
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| | | GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
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| | | RefreshGodWeaponAttr(curPlayer)
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| | | #x神器达到X级成就
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| | |
| | | for notifyLV in notifyDict[weaponType]:
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| | | if beforeAttrLV < notifyLV and attrLV >= notifyLV:
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| | | PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
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| | | |
| | | #升级判断是否可解锁其他神兵
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| | | godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
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| | | for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
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| | | unlockGodWeaponType = int(unlockGodWeaponType)
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| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
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| | | GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
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| | | continue
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| | | isUnlock = True
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| | | for needType, needLV in unlockConditionList:
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| | | needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
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| | | if needTypeLV < needLV:
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| | | isUnlock = False
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| | | GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" |
| | | % (unlockGodWeaponType, needType, needLV, needTypeLV))
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| | | break
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| | | if isUnlock:
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
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| | | GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
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| | | Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
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| | |
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| | | Sync_GodWeaponLVInfo(curPlayer, weaponType)
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| | | #任务
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| | |
| | | CDBPlayerRefresh_TreasureScore, # 寻宝积分
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| | | CDBPlayerRefresh_Danjing, # 丹精
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| | | CDBPlayerRefresh_NPCHurtAddPer, # 对怪物伤害加成
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| | | CDBPlayerRefresh_FinalHurtPer, # 最终输出伤害百分比
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| | | CDBPlayerRefresh_FinalHurtPer, # 最终输出伤害百分比
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| | | CDBPlayerRefresh_TalentPoint, # 天赋点数 190
|
| | | CDBPlayerRefresh_DayFBHelpPoint, # 今日副本助战点数 191
|
| | | ) = range(146, 192)
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| | | CDBPlayerRefresh_GodWeaponLV_1, # 神兵等级 - 类型1 192
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| | | CDBPlayerRefresh_GodWeaponLV_2, # 神兵等级 - 类型2 193
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| | | CDBPlayerRefresh_GodWeaponLV_3, # 神兵等级 - 类型3 194
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| | | CDBPlayerRefresh_GodWeaponLV_4, # 神兵等级 - 类型4 195
|
| | | ) = range(146, 196)
|
| | |
|
| | | TYPE_Price_Gold_Paper_Money = 5 # 金钱类型,(先用礼券,再用金子)
|
| | | TYPE_Price_Family_Contribution = 6 # 战盟贡献度(活跃度转换得来)
|