xdh
2019-05-08 fd11ce1c13096dce046ed4f740290eaea2749591
6681 【2.0】【后端】五行专精激活方式变更
4个文件已修改
258 ■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 80 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 80 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 96 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -16782,11 +16782,11 @@
#------------------------------------------------------
# A3 09 技能五行专精信息 #tagMCSkillElementInfo
class  tagMCSkillElementData(Structure):
class  tagMCSkillElementActiveData(Structure):
    _pack_ = 1
    _fields_ = [
                  ("MainSkillID", c_int),    # 主技能ID
                  ("ElementSkillID", c_int),    # 专精技能ID
                  ("SkillID", c_int),    # 技能ID
                  ("ActiveLV", c_ubyte),    # 激活等级
                  ]
    def __init__(self):
@@ -16799,24 +16799,88 @@
        return _pos + self.GetLength()
    def Clear(self):
        self.MainSkillID = 0
        self.ElementSkillID = 0
        self.SkillID = 0
        self.ActiveLV = 0
        return
    def GetLength(self):
        return sizeof(tagMCSkillElementData)
        return sizeof(tagMCSkillElementActiveData)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A3 09 技能五行专精信息 //tagMCSkillElementInfo:
                                SkillID:%d,
                                ActiveLV:%d
                                '''\
                                %(
                                self.SkillID,
                                self.ActiveLV
                                )
        return DumpString
class  tagMCSkillElementData(Structure):
    MainSkillID = 0    #(DWORD MainSkillID)// 主技能ID
    ElementSkillID = 0    #(DWORD ElementSkillID)// 选择的专精技能ID
    SkillCnt = 0    #(BYTE SkillCnt)// 数量
    ActiveSkill = list()    #(vector<tagMCSkillElementActiveData> ActiveSkill)// 激活的技能ID
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.MainSkillID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.ElementSkillID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.SkillCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.SkillCnt):
            temActiveSkill = tagMCSkillElementActiveData()
            _pos = temActiveSkill.ReadData(_lpData, _pos)
            self.ActiveSkill.append(temActiveSkill)
        return _pos
    def Clear(self):
        self.MainSkillID = 0
        self.ElementSkillID = 0
        self.SkillCnt = 0
        self.ActiveSkill = list()
        return
    def GetLength(self):
        length = 0
        length += 4
        length += 4
        length += 1
        for i in range(self.SkillCnt):
            length += self.ActiveSkill[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteDWORD(data, self.MainSkillID)
        data = CommFunc.WriteDWORD(data, self.ElementSkillID)
        data = CommFunc.WriteBYTE(data, self.SkillCnt)
        for i in range(self.SkillCnt):
            data = CommFunc.WriteString(data, self.ActiveSkill[i].GetLength(), self.ActiveSkill[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                MainSkillID:%d,
                                ElementSkillID:%d
                                ElementSkillID:%d,
                                SkillCnt:%d,
                                ActiveSkill:%s
                                '''\
                                %(
                                self.MainSkillID,
                                self.ElementSkillID
                                self.ElementSkillID,
                                self.SkillCnt,
                                "..."
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3921,7 +3921,9 @@
Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID
Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID  AAABBB BBB:小时段出现次数 AAA:今日出现次数
#五行专精
Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID
Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级  参数技能ID
#-------------------------------------------------------------------------------
#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -16782,11 +16782,11 @@
#------------------------------------------------------
# A3 09 技能五行专精信息 #tagMCSkillElementInfo
class  tagMCSkillElementData(Structure):
class  tagMCSkillElementActiveData(Structure):
    _pack_ = 1
    _fields_ = [
                  ("MainSkillID", c_int),    # 主技能ID
                  ("ElementSkillID", c_int),    # 专精技能ID
                  ("SkillID", c_int),    # 技能ID
                  ("ActiveLV", c_ubyte),    # 激活等级
                  ]
    def __init__(self):
@@ -16799,24 +16799,88 @@
        return _pos + self.GetLength()
    def Clear(self):
        self.MainSkillID = 0
        self.ElementSkillID = 0
        self.SkillID = 0
        self.ActiveLV = 0
        return
    def GetLength(self):
        return sizeof(tagMCSkillElementData)
        return sizeof(tagMCSkillElementActiveData)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A3 09 技能五行专精信息 //tagMCSkillElementInfo:
                                SkillID:%d,
                                ActiveLV:%d
                                '''\
                                %(
                                self.SkillID,
                                self.ActiveLV
                                )
        return DumpString
class  tagMCSkillElementData(Structure):
    MainSkillID = 0    #(DWORD MainSkillID)// 主技能ID
    ElementSkillID = 0    #(DWORD ElementSkillID)// 选择的专精技能ID
    SkillCnt = 0    #(BYTE SkillCnt)// 数量
    ActiveSkill = list()    #(vector<tagMCSkillElementActiveData> ActiveSkill)// 激活的技能ID
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.MainSkillID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.ElementSkillID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.SkillCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.SkillCnt):
            temActiveSkill = tagMCSkillElementActiveData()
            _pos = temActiveSkill.ReadData(_lpData, _pos)
            self.ActiveSkill.append(temActiveSkill)
        return _pos
    def Clear(self):
        self.MainSkillID = 0
        self.ElementSkillID = 0
        self.SkillCnt = 0
        self.ActiveSkill = list()
        return
    def GetLength(self):
        length = 0
        length += 4
        length += 4
        length += 1
        for i in range(self.SkillCnt):
            length += self.ActiveSkill[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteDWORD(data, self.MainSkillID)
        data = CommFunc.WriteDWORD(data, self.ElementSkillID)
        data = CommFunc.WriteBYTE(data, self.SkillCnt)
        for i in range(self.SkillCnt):
            data = CommFunc.WriteString(data, self.ActiveSkill[i].GetLength(), self.ActiveSkill[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                MainSkillID:%d,
                                ElementSkillID:%d
                                ElementSkillID:%d,
                                SkillCnt:%d,
                                ActiveSkill:%s
                                '''\
                                %(
                                self.MainSkillID,
                                self.ElementSkillID
                                self.ElementSkillID,
                                self.SkillCnt,
                                "..."
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -2013,6 +2013,14 @@
        return False
    
    #玩家属性点要求
    if not CheckLearnSkillNeedAttr(curPlayer, curSkill):
        return False
    return True
def CheckLearnSkillNeedAttr(curPlayer, curSkill):
    #玩家属性点要求
    curSkillTypeID = curSkill.GetSkillTypeID()
    stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
    needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
    if needBaseAttrID and needBaseAttrValue:
@@ -2024,14 +2032,14 @@
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
        if needBaseAttrID not in baseAttrDict:
            GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
            GameWorld.ErrLog('    技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
            return False
        curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
        if curBaseAttrValue < needBaseAttrValue:
            GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
            #GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
            return False
    return True
## 获取技能升级属性需求 rutrun attrID, attrvalue
def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
@@ -2053,29 +2061,49 @@
        GameWorld.DebugLog('选择技能五行专精等级不足!')
        return
        
    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
    if selectSkillID == curElementSkillID:
        GameWorld.DebugLog('已经是该专精技能!')
        return
    skillManager = curPlayer.GetSkillManager()
    mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
    if not mainSkill:
        GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
        return
    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
    activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID)
    #先判断是否可升级
    updSelectSkillLV = activeSkillLV
    nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
    if nextSkill:
        if CheckLearnSkillNeedAttr(curPlayer, nextSkill):
            updSelectSkillLV = activeSkillLV + 1
    isChangeSkill = False #是否变更生效的技能
    if updSelectSkillLV != activeSkillLV:
        #可升级则激活升一级
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
        if curElementSkillID == selectSkillID:
            #正在使用的专精技能,则立即生效
            isChangeSkill = True
    elif selectSkillID != curElementSkillID:
        isChangeSkill = True
    if isChangeSkill:
        #更换专精
        if not RefreshElementSkill(curPlayer, selectSkillID):
            GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
            return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
    if curElementSkillID:
            if curElementSkillID != selectSkillID:
        #原技能删除
        skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
    else:
        EventShell.EventRespons_ElementSkill(curPlayer)
    #更新新技能
    RefreshElementSkill(curPlayer, selectSkillID)
    # 重刷被动技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    # 重刷技能战力
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    
    NotifyElementSkillInfo(curPlayer, mainSkillID)
    NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
@@ -2090,7 +2118,7 @@
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
    activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID)
    limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
    maxSkillLV = len(limitInfoList)
    updSkillLV = 0
@@ -2100,16 +2128,23 @@
        if curAttrValue >= needAttrValue:
            updSkillLV = maxSkillLV - i
            break
    if activeSkillLV > updSkillLV:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV)
    updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级
    skillManager = curPlayer.GetSkillManager()
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
    #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
    if updSkillLV == curSkillLV:
        return
    elif updSkillLV < curSkillLV:
        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
        for _ in xrange(updSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
        if updSkillLV == 0:#重置为未选状态
            ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
            mainSkillID = ipyData.GetMainSkillID()
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
    else:
        for _ in xrange(updSkillLV-curSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
@@ -2124,19 +2159,18 @@
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
        hasSkillID = hasSkill.GetSkillTypeID()
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
        if not ipyData:
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
        if not ipyDataList:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
            continue
        for ipyData in ipyDataList:
            curElementSkillID = ipyData.GetElementSkillID()
        if curElementSkillID not in PyGameData.g_elemntSkillDict:
            continue
        attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
        if attrID not in attrIDList:
            continue
        needRefreshSkillIDList.append(curElementSkillID)
    #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
    isRefresh = False
    for skillID in needRefreshSkillIDList:
        if RefreshElementSkill(curPlayer, skillID):
@@ -2146,6 +2180,7 @@
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
        # 重刷技能战力
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    NotifyElementSkillInfo(curPlayer)
    return
def GetElementSkillCnt(curPlayer):
@@ -2184,30 +2219,37 @@
                PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
    return
def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0):
    ##通知五行专精信息
    if not mainSkillID:
        syncMainSkillList = []
        syncMainSkillDict = {}
        skillManager = curPlayer.GetSkillManager()
        for i in xrange(skillManager.GetSkillCount()):
            hasSkill = skillManager.GetSkillByIndex(i)
            hasSkillID = hasSkill.GetSkillTypeID()
            ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
            if not ipyData:
            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
            if not ipyDataList:
                continue
            syncMainSkillList.append(hasSkillID)
            syncMainSkillDict[hasSkillID] = []
            for ipyData in ipyDataList:
                syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID())
            
    else:
        syncMainSkillList = [mainSkillID]
        syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]}
    sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
    sendPack.InfoList = []
    for mSkillID in syncMainSkillList:
    for mSkillID, elementList in syncMainSkillDict.items():
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
        if not curElementSkillID:
            continue
        elementData = ChPyNetSendPack.tagMCSkillElementData()
        elementData.MainSkillID = mSkillID
        elementData.ElementSkillID = curElementSkillID
        elementData.ActiveSkill = []
        for elementSkillID in elementList:
            activeData = ChPyNetSendPack.tagMCSkillElementActiveData()
            activeData.SkillID = elementSkillID
            activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
            elementData.ActiveSkill.append(activeData)
        elementData.SkillCnt = len(elementData.ActiveSkill)
        sendPack.InfoList.append(elementData)
    sendPack.Cnt = len(sendPack.InfoList)
    NetPackCommon.SendFakePack(curPlayer, sendPack)