From 0b4e44a6764b14b51c4b72b9c47c5a162352850d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 22 十月 2025 11:48:31 +0800
Subject: [PATCH] 16 卡牌服务端(删除 PlayerBattle)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 122 ++++++++++++++++++++++++----------------
1 files changed, 73 insertions(+), 49 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
index 54714df..d1ca320 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -404,6 +404,11 @@
if useAwakeLV:
GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID)
return
+ useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ if useHeroLV > 1 or useBreakLV:
+ GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID)
+ return
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
@@ -419,22 +424,10 @@
useStar = useItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = useStar + 1
updStar = star + addStar
- useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
- useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
- GameWorld.DebugLog("武将升星: itemIndex=%s,heroID=%s,star=%s,useStar=%s,addStar=%s,updStar=%s,useHeroLV=%s,useBreakLV=%s"
- % (itemIndex, heroID, star, useStar, addStar, updStar, useHeroLV, useBreakLV), playerID)
+ GameWorld.DebugLog("武将升星: itemIndex=%s,heroID=%s,star=%s,useStar=%s,addStar=%s,updStar=%s"
+ % (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
DoHeroUpdStar(curPlayer, heroItem, updStar)
-
- returnItemDict = {}
- if useHeroLV > 1:
- __calcHeroLVReturnitem(quality, useHeroLV, returnItemDict)
- if useBreakLV:
- __calcHeroBreakReturnitem(quality, useBreakLV, returnItemDict)
- if returnItemDict:
- returnItemList = [[k, v] for k, v in returnItemDict.items()]
- ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUP", False, {}])
-
return
def GetHeroStarMax(heroItem):
@@ -449,10 +442,13 @@
return 0
InitStarUpper = qualityIpyData.GetInitStarUpper()
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if not awakeLV:
+ return InitStarUpper
+
addStarUpper = 0
- heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if heroAwakeIpyDataList:
- awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
for ipyData in heroAwakeIpyDataList:
if ipyData.GetAwakeLV() > awakeLV:
break
@@ -485,12 +481,25 @@
def __DoHeroStarTalentUp(singleItem, addLV):
## 执行武将星级天赋等级提升
+ heroID = singleItem.GetItemTypeID()
commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级
+
+ maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+ if awakeIpyDataList:
+ awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的
+ unlockTalentSlot = ipyData.GetUnlockTalentSlot()
+ if unlockTalentSlot and unlockTalentSlot :
+ maxUnlockSlot = unlockTalentSlot
+ break
+
idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
idList, lvList = [], [] # 记录在物品上的值,有顺序
unfullLVIDList = [] # 未满级的天赋ID
+ unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住
haveUp = False
for index in range(min(idCount, lvCount)):
talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index)
@@ -499,14 +508,16 @@
lvList.append(talentLV)
if talentLV < talentMaxLV:
unfullLVIDList.append(talentID)
-
+ if index < maxUnlockSlot:
+ unfullLVIDListUnlock.append(talentID)
+
if len(idList) < commTalentSlot:
idList += [0] * (commTalentSlot - len(idList))
lvList += [0] * (commTalentSlot - len(lvList))
GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV)
- GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList))
- GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList)
+ GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot))
+ GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock))
# 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可
if 0 in idList:
@@ -538,6 +549,7 @@
idList[zeroIndex] = randTalentID
lvList[zeroIndex] = 1
unfullLVIDList.append(randTalentID)
+ unfullLVIDListUnlock.append(randTalentID)
GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID))
addLV -= 1
haveUp = True
@@ -547,9 +559,9 @@
for _ in range(addLV):
if not unfullLVIDList:
break
- randID = random.choice(unfullLVIDList)
+ # 优先随机已解锁的
+ randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList)
if randID not in idList:
- unfullLVIDList.remove(randID)
continue
randIndex = idList.index(randID)
idLV = lvList[randIndex]
@@ -560,8 +572,11 @@
GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex))
if idLV >= talentMaxLV:
- unfullLVIDList.remove(randID)
- GameWorld.DebugLog(" 移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList))
+ if randID in unfullLVIDList:
+ unfullLVIDList.remove(randID)
+ if randID in unfullLVIDListUnlock:
+ unfullLVIDListUnlock.remove(randID)
+ GameWorld.DebugLog(" 移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock))
haveUp = True
@@ -708,7 +723,7 @@
## 觉醒解锁天赋槽
heroID = singleItem.GetItemTypeID()
awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if not awakeIpyDataList:
return
maxUnlockSlot = 0
@@ -1061,7 +1076,7 @@
if awardMoneyInfo and len(awardMoneyInfo) == 2:
moneyType, moneyValue = awardMoneyInfo
if moneyType and moneyValue:
- PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
+ PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True)
Sync_HeroInfo(curPlayer, [heroID])
@@ -1154,24 +1169,24 @@
if not heroIpyData:
return
quality = heroIpyData.GetQuality()
- ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
- if not ipyData:
- return
- costMoney = ipyData.GetRebirthCostMoney()
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+ awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
- if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+ lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
+ costMoneyTotal = lvCostMoney + awakeCostMoney
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+ if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
return
# 验证通过,可以重生
- GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s"
- % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
-
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
returnItemDict = {}
- __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
- __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
- __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+ __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
- if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"):
+ if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
return
# 执行重生
@@ -1190,9 +1205,10 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
Sync_PlayerHeroInfo(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
## 计算武将等级返还
returnDict = {}
for retLV in range(1, heroLV):
@@ -1203,12 +1219,13 @@
if not costItemInfo:
continue
costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
- GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
+ GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
return
-def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
# 计算武将突破返还
returnDict = {}
for retBreakLV in range(0, breakLV):
@@ -1219,12 +1236,13 @@
if not costItemInfo:
continue
costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
- GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
+ GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
return
-def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
# 计算武将觉醒返还
returnDict = {}
for retAwakeLV in range(0, awakeLV):
@@ -1235,9 +1253,10 @@
if not costItemInfo:
continue
costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
- GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
+ GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
return
#// B2 40 武将遣散 #tagCSHeroDismiss
@@ -1253,6 +1272,7 @@
itemIndexList = clientData.ItemIndexList
GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -1288,11 +1308,11 @@
GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
dismissReturnItems = qualityIpyData.GetDismissReturnItems()
for itemID, itemCount in dismissReturnItems:
- starRetCnt = (heroStar + 1) * itemCount
+ starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
- GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
- __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
- __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+ GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict))
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
dismissItemList.append([itemIndex, heroItem])
if not dismissItemList:
@@ -1395,7 +1415,7 @@
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+ lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
lineup.UpdLineup(heroItemDict, shapeType)
return
@@ -1428,6 +1448,8 @@
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
@@ -1456,6 +1478,8 @@
ipyDataMgr = IpyGameDataPY.IPY_Data()
for index in range(ipyDataMgr.GetHeroCount()):
ipyData = ipyDataMgr.GetHeroByIndex(index)
+ if not ipyData.GetPlayerCanUse():
+ continue
syncHeroIDList.append(ipyData.GetHeroID())
if not syncHeroIDList:
@@ -1498,7 +1522,7 @@
lineupList = []
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
for lineupID in syncIDList:
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, False)
if not lineup:
continue
--
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