From 2ccb840f9db8c61f7e9a0a336205713b41790bf3 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 06 八月 2025 19:52:49 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(import问题) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 342 ++++---------------------------------------------------- 1 files changed, 29 insertions(+), 313 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..3ee73aa 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -14,10 +14,8 @@ #"""Version = 2017-07-17 15:00""" #--------------------------------------------------------------------- import GameWorld -import ChEquip import SkillShell import ChConfig -import EffGetSet import PlayerHorse import PlayerTeam import SkillCommon @@ -41,27 +39,15 @@ 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 +56,6 @@ import GameLogic_ZhuXianBoss import GameLogic_CrossDemonKing import PlayerVip -import PlayerRefineStove -import PlayerFamilyTech -import PlayerFamilyZhenfa import PlayerCostRebate import PlayerActLunhuidian import PlayerActGarbageSorting @@ -80,24 +63,14 @@ 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 +578,7 @@ # @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 +750,6 @@ 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 +1015,6 @@ 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 +2837,25 @@ #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 +3491,8 @@ # 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 +3621,6 @@ # 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() @@ -4270,104 +4238,22 @@ # 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 +4760,6 @@ #=============================================================================== #--------------------------------------------------------------------------- -##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 +4869,6 @@ # @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 +4973,6 @@ ## 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 +4980,7 @@ 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 -- Gitblit v1.8.0