From 14b330f7dd90ab09f2a7a00c2bcf3a8008e0abd3 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 八月 2025 16:13:06 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(删除4012效果)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 345 ++++----------------------------------------------------
1 files changed, 29 insertions(+), 316 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index e9bb496..f25fa11 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -14,14 +14,11 @@
#"""Version = 2017-07-17 15:00"""
#---------------------------------------------------------------------
import GameWorld
-import ChEquip
import SkillShell
import ChConfig
-import EffGetSet
import PlayerHorse
import PlayerTeam
import SkillCommon
-import MirrorAttack
import GameMap
import FBLogic
import GameWorldProcess
@@ -41,27 +38,15 @@
import ChPyNetSendPack
import NetPackCommon
import DataRecordPack
-import CalcNoLineEffect
-import CalcLineEffect
-import PlayerEquipDecompose
-import FormulaControl
-import PlayerDienstgrad
import PlayerPrestigeSys
-import OpenServerCampaign
-import PlayerGodWeapon
-import PlayerExpandPackCfgMgr
import PlayerActivity
import FBCommon
import PassiveBuffEffMng
import EventReport
-import PlayerGatherSoul
-import PlayerGatherTheSoul
import PlayerSuccess
-import PlayerPet
import ItemControler
import GameFuncComm
import IpyGameDataPY
-import PlayerRune
import PyGameData
import PlayerMagicWeapon
import PlayerFeastTravel
@@ -70,9 +55,6 @@
import GameLogic_ZhuXianBoss
import GameLogic_CrossDemonKing
import PlayerVip
-import PlayerRefineStove
-import PlayerFamilyTech
-import PlayerFamilyZhenfa
import PlayerCostRebate
import PlayerActLunhuidian
import PlayerActGarbageSorting
@@ -80,24 +62,14 @@
import PlayerTongTianLing
import FunctionNPCCommon
import PlayerGoldInvest
-import IPY_PlayerDefine
import CrossRealmPlayer
import CrossPlayerData
-import NPCHurtManager
import ChNetSendPack
-import PlayerLianTi
-import PlayerCoat
import PlayerAssist
import PlayerState
-import PlayerDogz
-import PlayerFaQi
-import PlayerLove
import PlayerGubao
-import PlayerShentong
import PlayerOnline
-import PlayerCharm
import PlayerTask
-import PlayerFace
import PlayerMail
import ChPlayer
import GameObj
@@ -605,7 +577,7 @@
# @return 返回值无意义
def ClearPyPlayerAction(curPlayer):
#清除py自定义状态
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0)
return
#---------------------------------------------------------------------
@@ -777,21 +749,6 @@
curPlayer.Stand()
- return
-#---------------------------------------------------------------------
-##玩家播放表情
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 玩家播放表情
-def DoPlayerShowPlayerFace(curPlayer, faceType):
- #清空玩家点击
- curPlayer.SetActionObj(None)
- #通知中断战斗对峙
- ExitPlayerConfronting(curPlayer)
- #通知停止移动
- curPlayer.StopMove()
- #通知客户端播放表情
- curPlayer.View_ShowPlayerFace(faceType)
return
#---------------------------------------------------------------------
@@ -1057,8 +1014,6 @@
CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
#清除地图玩家缓存
- PyGameData.g_playerFuncAttrDict.pop(playerID, None)
- PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
NPCCommon.ClearPriWoodPile(curPlayer)
#移除地图缓存的境界难度玩家ID信息
@@ -2881,10 +2836,25 @@
#轮回殿
PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
if type_Price == ShareDefine.TYPE_Price_Xiantao:
+ # 累加未结算战锤 - 经验
unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
+ # 累加未结算战锤 - 装备
unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
+ # 累加未结算战锤 - 战利品
+ chapterID = GetMainLevelNowInfo(curPlayer)[0]
+ chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
+ if chapterIpyData:
+ DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList()
+ for itemID, upperCnt in DailyBootyUpperList:
+ if upperCnt <= 0:
+ continue
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) >= upperCnt:
+ continue
+ unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price)
+
PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
#reason_name = "Unknown" if not costType else costType
@@ -3520,7 +3490,8 @@
# 杀怪
if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
- exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
+ #exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
+ exp_rate = 10000
elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
exp_rate = curPlayer.GetGameEventExpRate()
#exp_rate += GetFamilySitExpPer(curPlayer)
@@ -3649,10 +3620,6 @@
# 升级需要执行的游戏功能处理
GameFuncComm.DoFuncOpenLogic(curPlayer)
- #ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
- #if aftLV%10 == 0:
- # # 控制下刷新次数
- # PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
PlayerOnline.CalcRoleBase(curPlayer)
PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
@@ -3892,8 +3859,6 @@
DoPlayerDead(curPlayer)
GameObj.ClearPyPlayerState(curPlayer)
-
- MirrorAttack.OnPlayerDead(curPlayer)
return
@@ -4270,104 +4235,22 @@
# return False
return True
-#------------------------------------------------------------------------------------
-##初始化玩家背包.
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 初始化玩家背包
-def Init_ItemPack(curPlayer):
- packType = IPY_GameWorld.rptItem
-
- #初始化玩家背包
- if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
- return
-
- #获取玩家背包
- curPack = curPlayer.GetItemManager().GetPack(packType)
-
- #默认14格子 + 开启的
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName)
- curPack.SetCount(count)
-
- #通知客户端背包格子数目
-# curPlayer.Sync_ItemCount(curPack.GetCount())
- curPack.Sync_PackCanUseCount()
- return
#------------------------------------------------------------------------------------
-##初始化玩家仓库.
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 初始化玩家仓库
-def Init_Warehouse(curPlayer):
-
- packType = IPY_GameWorld.rptWarehouse
-
- #初始化玩家背包
- if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
- return
-
- #获取玩家背包
+
+def Init_PackCount(curPlayer, packType, defaultMax=False, isSync=True):
+ ## 初始化刷新玩家某个背包格子数
curPack = curPlayer.GetItemManager().GetPack(packType)
-
- #默认42格子 + 开启的
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName)
-
- curPack.SetCount(count)
-
- #通知客户端
- curPack.Sync_PackCanUseCount()
+ maxCount = curPack.GetMaxCount()
+ if defaultMax:
+ curPack.SetCount(maxCount)
+ else:
+ count = ItemCommon.GetPackInitCount(packType) + ItemCommon.GetPackOpenItemCnt(curPlayer, packType)
+ curPack.SetCount(min(count, maxCount))
+ if isSync:
+ curPack.Sync_PackCanUseCount()
return
-def Init_HeroPack(curPlayer):
- packType = ShareDefine.rptHero
- #获取玩家背包
- curPack = curPlayer.GetItemManager().GetPack(packType)
- initCount = ItemCommon.GetPackInitCount(packType)
- if packType in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- initCount += curPlayer.NomalDictGetProperty(keyName)
- curPack.SetCount(initCount)
- #通知客户端背包格子数目
-# curPlayer.Sync_ItemCount(curPack.GetCount())
- curPack.Sync_PackCanUseCount()
- return
-
-
-##初始化寻宝背包
-# @param curPlayer 玩家实例
-# @return None
-def Init_TreasurePack(curPlayer):
- curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptTreasure)
- curPack.SetCount(ItemCommon.GetPackInitCount(ShareDefine.rptTreasure))
-
- #通知客户端
- curPack.Sync_PackCanUseCount()
- return
-
-##初始化玩家收纳柜
-# @param curPlayer 玩家实例
-# @param packType 背包类型
-# @return 返回值无意义
-def Init_CabinetCountByType(curPlayer, packType):
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- if keyName == None:
- GameWorld.ErrLog("Init_Pack Error type=%s" % packType)
- return
-
- #初始化时装武器背包
- curPack = curPlayer.GetItemManager().GetPack(packType)
- #默认14格子 + 开启的
- count = ChConfig.Def_PackCnt_WeaponCoat + curPlayer.NomalDictGetProperty(keyName)
- curPack.SetCount(count)
-
- #通知客户端
- curPack.Sync_PackCanUseCount()
- return
-
-#---------------------------------------------------------------------
def IsInOperationAction(curPlayer, actName, actIDKey, crossActName="", crossActIDKey=""):
## 玩家是否有正在进行中运营活动,不含参与结束阶段
@@ -4874,68 +4757,6 @@
#===============================================================================
#---------------------------------------------------------------------------
-##获取可免费开启的格子数
-# @param curPlayer 玩家对象
-# @param packType 背包类型
-# @param openCnt 实际要开启的格子数
-# @return 获取可免费开启的格子数
-def GetCanAutoOpenPackCount(curPlayer, packType, openCnt, tick):
- if packType not in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]:
- return 0
- cfgObj = PlayerExpandPackCfgMgr.GetExpandPackCfg(curPlayer, packType)
- #找不到这种背包的配置信息对象
- if not cfgObj:
- return 0
- #已购买或自动开启的格子数
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict[packType][ChConfig.Def_PlayerPackDict_Index_Key]
- curCount = curPlayer.NomalDictGetProperty(keyName)
-
-# nextCountIndex = curCount + 1
-# infoObj = cfgObj.GetAttrInfoByInex(nextCountIndex)
-# if None == infoObj:
-# return 0
-# #更新下玩家的在线时间
-# UpdateOnLineTime(curPlayer, tick)
-# onlineTime = curPlayer.GetOnlineTime()
-# #需要的时间
-# needOnlineTime = infoObj["OnlineTime"]
-# #最后一次自动开启背包的在线时间tick
-# lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick)
-# if onlineTime - lastAutoOpenPackTick > needOnlineTime:
-# return 1
-# return 0
-
- #最大可增加的背包数
- maxCanAddCount = cfgObj.GetCanAddCount()
- forCount = min(openCnt, maxCanAddCount - curCount)
-
- #可以再增加的格子数
- count = 0
- #遍历可增加的背包格子数
- UpdateOnLineTime(curPlayer, tick)
- onlineTime = curPlayer.GetOnlineTime()
- lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick % packType)
- lastInfoObj = cfgObj.GetTotalAddAttrInfoByCount(curCount)
- notOnlineTime = 0
- if lastInfoObj:
- notOnlineTime = lastInfoObj["OnlineTime"]
-# GameWorld.Log("get online time = %s"%onlineTime)
- for i in range(forCount):
- nextCount = curCount + i + 1
- infoObj = cfgObj.GetTotalAddAttrInfoByCount(nextCount)
- if None == infoObj:
- break
- # (小于0的不具有免费开启功能)
- if infoObj["OnlineTime"] < 0:
- continue
- needOnlineTime = infoObj["OnlineTime"] - notOnlineTime
-# GameWorld.Log("get need online time = %s"%needOnlineTime)
- #要求的在线时间,大于当前的在线时间,没办法加背包格子
- if needOnlineTime > onlineTime - lastAutoOpenPackTick:
- break
- count += 1
- return count
-
## 获取玩家当前等级升级所需总经验
# @param playerLv 玩家等级
# @return 返回值, 升级需要的总经验
@@ -5045,32 +4866,6 @@
# @param allAttrList 属性列表
# @return None
def CalcAttrDict_Type(attrType, value, allAttrList):
- if value == 0:
- return
-
- #[属性索引, 是否基础属性,(非)线性]
- attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
- if attrInfo == []:
- return
-
- index = ChConfig.Def_CalcAttrIndexDict[(attrInfo[1], attrInfo[2])]
-
- attrDict = allAttrList[index]
- for i in attrInfo[0]:
- GameWorld.AddDictValue(attrDict, {i:value})
- return
-
-def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
- ## 统计玩家属性,累加
- if value == 0:
- return
-
- #[属性索引, 是否基础属性,(非)线性]
- attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
- if attrInfo == []:
- return
- for i in attrInfo[0]:
- GameWorld.AddDictValue(allAttrDict, {i:value})
return
## 培养境界等级
@@ -5175,32 +4970,6 @@
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict=None, customAttrDict=None):
- # 设置值之前先清空重置
- # @param customAttrDict: 自定义的属性信息,必须是格式 {"自定义属性描述名key":属性信息, ...} 自定义属性描述名key - 建议不同功能点之间不要重复
- ClearCalcAttrListValue(curPlayer, funcIndex)
- if insidePerAttrDict == None:
- insidePerAttrDict = {}
- if customAttrDict == None:
- customAttrDict = {}
-
- battleAttrDict = allAttrList[ChConfig.CalcAttr_Battle]
- if ChConfig.TYPE_Calc_PerLVAtk in battleAttrDict:
- # 每1级加的攻击力不一定满1点,所以这里按万分率来算,支持小数算法
- addAtk = int(curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVAtk] / float(ShareDefine.Def_MaxRateValue))
- battleAttrDict[ChConfig.TYPE_Calc_AttrATKMin] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMin, 0) + addAtk
- battleAttrDict[ChConfig.TYPE_Calc_AttrATKMax] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMax, 0) + addAtk
-
- if ChConfig.TYPE_Calc_PerLVMaxHP in battleAttrDict:
- # 每1级加的生命值不会少于1点,所以直接乘
- addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
- battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
-
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerFuncAttrDict:
- PyGameData.g_playerFuncAttrDict[playerID] = {}
- funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict, customAttrDict]
- #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -5208,63 +4977,7 @@
attrList = [{} for _ in range(4)]
insidePerAttrDict = {}
customAttrDict = {}
- if isinstance(funcIndex, int):
- funcIndexList = [funcIndex]
- elif isinstance(funcIndex, list):
- funcIndexList = funcIndex
- else:
- return attrList, insidePerAttrDict, customAttrDict
-
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerFuncAttrDict:
- return attrList, insidePerAttrDict, customAttrDict
- funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- for funcIndex in funcIndexList:
- if funcIndex not in funcAttrDict:
- continue
- funcAttrList, funcInsidePerAttrDict, funcCustomAttrDict = funcAttrDict[funcIndex]
- for i, attrDict in enumerate(attrList):
- curAttrDict = funcAttrList[i]
- AddAttrDictValue(attrDict, curAttrDict)
- customAttrDict.update(funcCustomAttrDict)
- AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
return attrList, insidePerAttrDict, customAttrDict
-
-## 重置缓存
-def ClearCalcAttrListValue(curPlayer, funcIndex):
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerFuncAttrDict:
- return
- funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- funcAttrDict.pop(funcIndex, None)
- return
-
-def AddAttrListValue(attrList):
- addAttrList = [{} for _ in range(4)]
- for aList in attrList:
- for i in ChConfig.CalcAttrIndexList:
- AddAttrDictValue(addAttrList[i], aList[i])
- return addAttrList
-
-## 属性值字典累加
-def AddAttrDictValue(dict1, dict2):
- for key, value in dict2.items():
- if key not in dict1:
- dict1[key] = value
- else:
- aValue = dict1[key]
- if key in ChConfig.TYPE_Calc_DeclineList:
- # 这种算法的属性一般是万分率的,最大不超过百分百,故暂默认万分率, 若有不是万分率的属性再做处理
- dict1[key] = 10000 - (10000 - aValue) * (10000 - value)
- else:
- dict1[key] = aValue + value
- return
-
-def GetLordAttr(curPlayer):
- ## 获取主公属性汇总
- lordAttrDict = {"Atk":curPlayer.GetMaxAtk(), "Def":curPlayer.GetDef(), "MaxHP":GameObj.GetMaxHP(curPlayer),
- "Hit":curPlayer.GetHit(), "Miss":curPlayer.GetMiss()}
- return lordAttrDict
#-------------------------------------------------------------------------------
## 设置玩家字典值, 存库
--
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