From 18df4f587c3e6782da7c83ee27db78482b674c34 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 09 十二月 2025 10:13:54 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(生效卡牌逻辑修改: 主阵容中的优先生效;生效中的卡牌无法遣散;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 20 ++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 128 ++++++++++++++++++++++++++----------------
2 files changed, 99 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 8d22386..a5c64c1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -302,6 +302,14 @@
return posNum
return 0
+def InMainLineup(heroItem):
+ ## 是否在主阵容中
+ for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
+ lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+ if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
+ return True
+ return False
+
#// B2 30 武将升级 #tagCSHeroLVUP
#
#struct tagCSHeroLVUP
@@ -1305,6 +1313,7 @@
ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex in itemIndexList:
if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1325,6 +1334,10 @@
GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
continue
heroID = heroItem.GetItemTypeID()
+ _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
+ if itemIndex == effItemIndex:
+ GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+ continue
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
continue
@@ -1445,8 +1458,13 @@
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ lineup = olPlayer.GetLineup(lineupID, False)
lineup.UpdLineup(heroItemDict, shapeType)
+
+ # 主阵容调整,重载生效的卡牌
+ if lineupID == ShareDefine.Lineup_Main:
+ PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 1c14450..ab521b9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -159,7 +159,7 @@
# 属性、阵容
self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
- self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
+ self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
# 主线战斗
self.mainFight = TurnAttack.MainFight(playerID)
@@ -193,10 +193,10 @@
lineup.CheckRefreshLineupAttr()
return lineup
- def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
- def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
+ def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+ def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
## 更新某个武将生效的卡牌信息
- self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
+ self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
self.RefreshRoleAttr()
def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
@@ -219,6 +219,7 @@
doCalcAllAttr(curPlayer)
doReloadLineup(curPlayer, self)
+ reloadEffHeroCard(curPlayer, self)
self.RefreshRoleAttr()
return
@@ -383,16 +384,20 @@
itemIndex = heroItem.GetItemPlaceIndex()
heroID = heroItem.GetItemTypeID()
curAddPer = getHeroCardAddPer(heroItem)
- effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
+ effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
if itemIndex == effItemIndex:
if curAddPer == effAddPer:
- GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
return
- olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
if curAddPer > effAddPer:
- GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
return
- GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ if inMain:
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ return
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s"
+ % (heroID, itemIndex, inMain, effAddPer, curAddPer))
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
if index == itemIndex:
@@ -411,14 +416,18 @@
GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
return
-
+
+ if inMain:
+ GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
+ return
+
if curAddPer <= effAddPer:
- GameWorld.DebugLog("不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
+ GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
% (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
return
- GameWorld.DebugLog("高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
+ GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
% (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
- olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
@@ -432,6 +441,64 @@
item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
isNotify and hisEffItem.Sync_Item()
+ return
+
+def reloadEffHeroCard(curPlayer, olPlayer):
+ ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
+ hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
+ updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ heroItem = curPack.GetAt(index)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+
+ heroID = heroItem.GetItemTypeID()
+ inMain = PlayerHero.InMainLineup(heroItem)
+ cardAddPer = getHeroCardAddPer(heroItem)
+ # 历史生效的
+ if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+ hisEffCardIndexList.append(index)
+
+ # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
+ if inMain:
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+ else:
+ addPer = updEffectiveCardDict.get(heroID, [-1, -1, False])[0]
+ if cardAddPer > addPer:
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+
+ # 更新生效变更的卡牌
+ syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+ GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
+ GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
+ cardPerTotal = 0
+ olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+ for heroID, effInfo in updEffectiveCardDict.items():
+ cardAddPer, itemIndex, inMain = effInfo
+ cardPerTotal += cardAddPer
+ if itemIndex in hisEffCardIndexList:
+ hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
+ GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ else:
+ GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ syncItemDict[itemIndex] = heroItem
+
+ # 移除历史失效的卡牌
+ GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
+ for itemIndex in hisEffCardIndexList:
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ syncItemDict[itemIndex] = heroItem
+
+ # 同步变更的物品
+ for syncItem in syncItemDict.values():
+ syncItem.Sync_Item()
+
return
def getHeroCardAddPer(heroItem):
@@ -462,22 +529,12 @@
lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
lineShapeTypeDict = {} # {阵容ID:阵型, ...}
syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
- effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
- effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
heroItem = curPack.GetAt(index)
if not heroItem or heroItem.IsEmpty():
continue
- heroID = heroItem.GetItemTypeID()
- if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
- effCardIndexListHis.append(index)
- addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
- cardAddPer = getHeroCardAddPer(heroItem)
- if cardAddPer > addPer:
- effectiveCardDict[heroID] = [cardAddPer, index]
-
lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
if not lineupCount:
continue
@@ -506,31 +563,6 @@
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
syncItemDict[index] = heroItem
- # 更新生效变更的卡牌
- GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
- GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
- cardPerTotal = 0
- olPlayer.SetEffectiveCardDict(effectiveCardDict)
- for heroID, effInfo in effectiveCardDict.items():
- cardAddPer, itemIndex = effInfo
- cardPerTotal += cardAddPer
- if itemIndex in effCardIndexListHis:
- effCardIndexListHis.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
- GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
- else:
- GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
- heroItem = curPack.GetAt(itemIndex)
- item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
- syncItemDict[index] = heroItem
- # 移除失效的卡牌
- GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
- for itemIndex in effCardIndexListHis:
- heroItem = curPack.GetAt(itemIndex)
- item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
- syncItemDict[index] = heroItem
-
# 同步变更的物品
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
--
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