From 256fb6df5072850105da4b381f8ce1896c168ac1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 17 三月 2026 10:54:32 +0800
Subject: [PATCH] 16 卡牌服务端(自动开服清档增加清除榜单、通用记录;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 218 ++++++++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 195 insertions(+), 23 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 aa603eb..b46800b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -22,16 +22,20 @@
import ItemControler
import PlayerSuccess
import ChPyNetSendPack
+import OpenServerActivity
import PlayerActivity
import NetPackCommon
import PlayerControl
import PlayerOnline
import PlayerPreset
+import PlayerBeauty
import PlayerTask
+import PlayerHJG
import GameWorld
import ChConfig
import random
+import math
def PlayerOnDay(curPlayer):
if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
@@ -114,6 +118,8 @@
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
+ if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
+ singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -188,6 +194,7 @@
#首次获得图鉴额外逻辑 ...
Sync_HeroInfo(curPlayer, [heroID])
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 首次获得
return
@@ -319,6 +326,7 @@
PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升级
return
def GetHeroLVMax(heroItem):
@@ -384,7 +392,7 @@
quality = heroIpyData.GetQuality()
star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- starMax = GetHeroStarMax(heroItem)
+ starMax = GetHeroStarMax(heroID, heroItem)
GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
if star >= starMax:
GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
@@ -398,11 +406,31 @@
DoHeroUpdStar(curPlayer, heroItem, updStar)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
+
+ # 固定返还一个遣散本体材料
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if qualityIpyData:
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+ returnItemList = []
+ dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+ for itemID, itemCount in dismissReturnItems:
+ returnCnt = max(1, int(itemCount * ratio / 100.0))
+ returnItemList.append([itemID, returnCnt])
+ returnItemExDict = {}
+ __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
+ for key, itemCount in returnItemExDict.items():
+ itemID, isBind = key
+ returnItemList.append([itemID, itemCount, isBind])
+ GameWorld.DebugLog("吞噬额外总返还: %s" % returnItemList)
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
+
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升星
return
-def GetHeroStarMax(heroItem):
- ## 获取武将当前最大星级
- heroID = heroItem.GetItemTypeID()
+def GetHeroStarMax(heroID, heroItem=None):
+ ## 获取武将卡物品当前最大星级
+ # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
+
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return 0
@@ -412,8 +440,10 @@
return 0
InitStarUpper = qualityIpyData.GetInitStarUpper()
- awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- if not awakeLV:
+ awakeLV = 99999
+ if heroItem:
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if awakeLV <= 0:
return InitStarUpper
addStarUpper = 0
@@ -430,7 +460,11 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
- #heroID = heroItem.GetItemTypeID()
+ heroID = heroItem.GetItemTypeID()
+ versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
+ if updStar > versionStarMax:
+ updStar = versionStarMax
+ GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
item = heroItem.GetItem()
@@ -563,8 +597,8 @@
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
return
-def GetHeroItemStarMax(curPlayer, heroID):
- ## 获取某个武将ID当前最大星级
+def GetHeroIDStar(curPlayer, heroID):
+ ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
starMax = 0
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
@@ -646,6 +680,7 @@
SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 突破
return
def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
@@ -712,6 +747,7 @@
SetHeroAwakeLV(heroItem, nextAwakeLV)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 觉醒
return
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -823,21 +859,51 @@
idList.append(talentID)
lvList.append(talentLV)
- commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
- if idCount < commTalentSlot:
- idList += [0] * (commTalentSlot - idCount)
- lvList += [0] * (commTalentSlot - idCount)
-
if selectTalentID in idList:
GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s"
% (heroID, selectIndex, selectTalentID, idList), playerID)
return
+ 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
+ idCount = len(idList)
+ GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
+ if idCount < commTalentSlot:
+ idList += [0] * (commTalentSlot - idCount)
+ lvList += [0] * (commTalentSlot - idCount)
+
+ selectTalentLV = 1
+ GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
+
+ else:
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return
+ InitStarUpper = qualityIpyData.GetInitStarUpper()
+ heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+ if not heroAwakeIpyDataList:
+ return
+ preSlotStarMax = 0 # 上一档槽位最大星级
+ preSlotStarMax += InitStarUpper
+ for ipyData in heroAwakeIpyDataList:
+ if idCount < ipyData.GetUnlockTalentSlot():
+ break
+ preSlotStarMax += ipyData.GetAddStarUpper()
+
+ curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
+ overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
+ selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
+
idList.append(selectTalentID)
- lvList.append(1)
+ lvList.append(selectTalentLV)
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
- GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
+ GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
for index, talentID in enumerate(idList):
@@ -959,6 +1025,8 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼结果! itemIndex=%s,heroID=%s,washIDList=%s,lockTalentIndexs=%s"
% (itemIndex, heroID, washIDList, lockTalentIndexs))
+ OpenServerActivity.AddOSAValue(curPlayer, ShareDefine.Def_BT_OSA_HeroTrain, washCostItemCount)
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 洗炼
return
def HeroTalentWashReplace(curPlayer, itemIndex, heroItem):
@@ -993,7 +1061,7 @@
# tagHead Head;
# DWORD HeroID; //武将ID
# DWORD SkinID; //时装ID
-# BYTE OPType; //操作 1-激活;2-佩戴;3-升星
+# BYTE OPType; //操作 1-激活;2-选择形象;3-升星;4-选择属性
# WORD ItemIndex; //武将物品所在武将背包位置索引,仅佩戴时有效
#};
def OnHeroSkinOP(index, clientData, tick):
@@ -1015,12 +1083,15 @@
if opType == 1:
ActiveHeroSkin(curPlayer, heroID, skinID)
elif opType == 2:
- DoHeroWearSkin(curPlayer, itemIndex, skinIndex)
+ DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
elif opType == 3:
DoHeroSkinStarUP(curPlayer, heroID, skinID)
+ elif opType == 4:
+ DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
return
-def DoHeroWearSkin(curPlayer, itemIndex, skinIndex):
+def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
+ # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -1037,9 +1108,17 @@
if not GetHeroSkinState(curPlayer, skinID):
GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
return
- heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
-
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
+
+ GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
+ item = heroItem.GetItem()
+ if not isSkinAttr:
+ item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+ else:
+ # 选属性同步修改形象
+ item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
+ heroItem.Sync_Item()
return True
def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
@@ -1047,7 +1126,7 @@
if not heroIpyData:
return
skinIDList = heroIpyData.GetSkinIDList()
- if not skinIDList or len(skinIDList) >= skinIndex:
+ if not skinIDList or skinIndex >= len(skinIDList):
return
skinID = skinIDList[skinIndex]
__onHeroSkinActive(curPlayer, heroID, skinID, isActive)
@@ -1109,6 +1188,62 @@
Sync_HeroInfo(curPlayer, [heroID])
RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
return
+
+def AutoChangeToSkinPoint(curPlayer, curItem, eventName):
+ ## 获得皮肤时自动转化为皮肤碎片
+ # @return: 是否成功转化
+ itemID = curItem.GetItemTypeID()
+ itemIDSkinIDDict = GetItemHeroSkinIDDict()
+ if itemID not in itemIDSkinIDDict:
+ #GameWorld.DebugLog("非武将皮肤物品不处理! itemID=%s not in %s" % (itemID, itemIDSkinIDDict))
+ return
+ skinID = itemIDSkinIDDict[itemID]
+ if not GetHeroSkinState(curPlayer, skinID):
+ #GameWorld.DebugLog("该武将皮肤未激活不处理转化: itemID=%s,skinID=%s" % (itemID, skinID))
+ return
+ curStar = GetHeroSkinStar(curPlayer, skinID)
+ ipyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+ if not ipyData:
+ return
+ starMax = ipyData.GetStarMax()
+ if starMax and curStar < starMax:
+ #GameWorld.DebugLog("武将皮肤未满星暂不转化! itemID=%s,skinID=%s,curStar=%s < %s" % (itemID, skinID, curStar, starMax))
+ return
+ skinQuality = ipyData.GetSkinQuality()
+ skinQualityPointDict = IpyGameDataPY.GetFuncEvalCfg("HeroSkin", 1, {})
+ if str(skinQuality) not in skinQualityPointDict:
+ return
+ changePoint = skinQualityPointDict[str(skinQuality)]
+ itemCount = ItemControler.GetItemCount(curItem)
+ addDataDict = {"ItemID":itemID, "ItemCount":itemCount, "SkinID":skinID}
+ moneyType = ShareDefine.TYPE_Price_SkinPoint
+ moneyValue = changePoint * itemCount
+ GameWorld.DebugLog("武将皮肤不需要再升星了自动转化为皮肤碎片! itemID=%s,skinID=%s,skinQuality=%s,moneyValue=%s,itemCount=%s"
+ % (itemID, skinID, skinQuality, moneyValue, itemCount))
+ if not PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, eventName, addDataDict, notifyAward=False):
+ return
+ curItem.Clear()
+
+ if eventName:
+ isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_HeroSkinChange)
+ ItemControler.NotifyGiveAwardInfo(curPlayer, [], eventName, moneyInfo={moneyType:[moneyValue, isBind]}, dataEx=itemID)
+
+ return True
+
+def GetItemHeroSkinIDDict():
+ ## 获取物品ID对应皮肤ID信息
+ itemIDSkinIDDict = IpyGameDataPY.GetConfigEx("itemIDSkinIDDict")
+ if not itemIDSkinIDDict:
+ itemIDSkinIDDict = {}
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+ ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+ skinID = ipyData.GetSkinID()
+ skinItemID = ipyData.GetNeedItemID()
+ itemIDSkinIDDict[skinItemID] = skinID
+ IpyGameDataPY.SetConfigEx("itemIDSkinIDDict", itemIDSkinIDDict)
+ GameWorld.DebugLog("加载物品ID对应武将皮肤ID: %s" % itemIDSkinIDDict)
+ return itemIDSkinIDDict
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
@@ -1357,6 +1492,7 @@
ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
+ returnItemExDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex in itemIndexList:
if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1399,6 +1535,7 @@
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)
+ __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
dismissItemList.append([itemIndex, heroItem])
if not dismissItemList:
@@ -1409,10 +1546,45 @@
if returnItemDict:
returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ for key, itemCount in returnItemExDict.items():
+ itemID, isBind = key
+ returnItemList.append([itemID, itemCount, isBind])
+ GameWorld.DebugLog("遣散总返还: %s" % returnItemList)
ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
return
+def __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict):
+ ## 其他功能额外返还
+
+ # 红颜特殊效果: 遣散/吞噬额外返还百分比
+ beautyReturnItems = qualityIpyData.GetBeautyReturnItems()
+ if beautyReturnItems:
+ isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_BeautyEff)
+ retPer = PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_HeroItemExPer)[0]
+ for itemID, itemCount in beautyReturnItems:
+ if not retPer:
+ break
+ key = (itemID, isBind)
+ retCnt = max(1, int(math.ceil(itemCount * retPer / 100.0)))
+ returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
+ GameWorld.DebugLog(" 红颜返还: retPer=%s,%s,总%s" % (retPer, beautyReturnItems, returnItemExDict))
+
+ # 称号特殊效果: 遣散/吞噬额外返还百分比
+ titleReturnItems = qualityIpyData.GetTitleReturnItems()
+ if titleReturnItems:
+ isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_TitleEff)
+ retPer = PlayerHJG.GetTitleEffInfo(curPlayer, PlayerHJG.TitleEff_HeroItemExPer)[0]
+ for itemID, itemCount in titleReturnItems:
+ if not retPer:
+ break
+ key = (itemID, isBind)
+ retCnt = max(1, int(math.ceil(itemCount * retPer / 100.0)))
+ returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
+ GameWorld.DebugLog(" 称号返还: retPer=%s,%s,总%s" % (retPer, titleReturnItems, returnItemExDict))
+
+ return
+
#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
#
#struct tagCSHeroPresetPos
--
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