From 2e892e272f7aea0a7ffbae81e43731c6b20119e6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 04 八月 2025 10:46:12 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(竞技场支持进攻、防守阵容)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 224 ++++++++++++++++++++++++++++++++++++++++---------------
1 files changed, 162 insertions(+), 62 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 d842b7d..8165538 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -23,13 +23,71 @@
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
+import PlayerOnline
import GameWorld
import ChConfig
import random
-
+
+
def OnPlayerLogin(curPlayer):
Sync_HeroInfo(curPlayer)
+ return
+
+def OnPlayerFirstLogin(curPlayer):
+ OnFirstLoginInitPlayer(curPlayer)
+ OnFirstLoginInitHero(curPlayer)
+ return
+
+def OnFirstLoginInitPlayer(curPlayer):
+ ## 初始化主公
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ if not equipPack.GetCount():
+ identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+ if not identifyPack.GetCount():
+ return
+ defaultEquipInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 1, {})
+ if not defaultEquipInfo:
+ return
+ GameWorld.DebugLog("初始化新手定制装备: %s" % defaultEquipInfo, curPlayer.GetPlayerID())
+
+ for equipID, appointID in defaultEquipInfo.items():
+ itemData = GameWorld.GetGameData().GetItemByTypeID(equipID)
+ if not itemData:
+ continue
+ equipPlace = itemData.GetEquipPlace()
+ equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
+ if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
+ continue
+ destEquip = equipPack.GetAt(equipPlaceIndex)
+ if not destEquip.IsEmpty():
+ continue
+ setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
+ curItem = ItemControler.GetOutPutItemObj(equipID, 1, curPlayer=curPlayer, setAttrDict=setAttrDict)
+ if not curItem:
+ continue
+ destEquip.AssignItem(curItem)
+
+ return
+
+def OnFirstLoginInitHero(curPlayer):
+ ## 初始化默认武将阵型
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ GameWorld.DebugLog("OnFirstLoginInitHero: %s" % curPack.GetCount(), curPlayer.GetPlayerID())
+ if not curPack.GetCount():
+ return
+ defaultHeroInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 2, {})
+ if not defaultHeroInfo:
+ return
+ GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
+
+ lineupID = ShareDefine.Lineup_Main
+ shapeType = 0
+ for heroID, posNum in defaultHeroInfo.items():
+ lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
+ ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
+
return
def InitHeroItem(singleItem):
@@ -201,10 +259,10 @@
return 0
for lpIndex in range(lineupCount)[::-1]:
lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- #阵容类型*10000+阵型类型*100+位置编号
- if lineupValue / 10000 != lineupID:
+ lpID, _, posNum = GetLineupValue(lineupValue)
+ if lpID != lineupID:
continue
- return lineupValue % 100
+ return posNum
return 0
#// B2 30 武将升级 #tagCSHeroLVUP
@@ -234,10 +292,14 @@
if heroLV >= LVMax:
GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
return
- qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
- if not qualityIpyData:
+ qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+ if not qualityLVIpyData:
return
- costItemInfo = qualityIpyData.GetUPCostItem()
+ nextHeroLV = heroLV + 1
+ if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV):
+ GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID)
+ return
+ costItemInfo = qualityLVIpyData.GetUPCostItem()
if not costItemInfo:
return
costItemID, costItemCount = costItemInfo
@@ -250,13 +312,11 @@
return
ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP")
- updHeroLV = heroLV + 1
+ updHeroLV = nextHeroLV
GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def GetHeroLVMax(heroItem):
@@ -359,7 +419,7 @@
starMax = InitStarUpper + addStarUpper
return starMax
-def DoHeroUpdStar(curPlayer, heroItem, updStar):
+def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
@@ -367,11 +427,11 @@
item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
if addStar > 0:
__DoHeroStarTalentUp(item, addStar)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ itemIndex = heroItem.GetItemPlaceIndex()
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -513,14 +573,15 @@
GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
SetHeroBreakLV(heroItem, nextBreakLV)
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(heroItem, breakLV, isSync=True):
## 设置武将突破等级
- heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ if isSync:
+ heroItem.Sync_Item()
return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -570,20 +631,19 @@
GameWorld.DebugLog("材料不足,武将无法觉醒! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
return
ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroAwake")
- GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
+ GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
SetHeroAwakeLV(heroItem, nextAwakeLV)
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def SetHeroAwakeLV(heroItem, awakeLV):
+def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
## 设置武将觉醒等级
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, awakeLV)
unlockTalentSlotByAwake(item)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
return
def unlockTalentSlotByAwake(singleItem):
@@ -657,9 +717,13 @@
#};
def OnHeroAwakeSelectTalent(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- playerID = curPlayer.GetPlayerID()
itemIndex = clientData.ItemIndex
selectIndex = clientData.SelectIndex
+ doSelectAwakeTalent(curPlayer, itemIndex, selectIndex)
+ return
+
+def doSelectAwakeTalent(curPlayer, itemIndex, selectIndex, isSync=True):
+ playerID = curPlayer.GetPlayerID()
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -702,14 +766,13 @@
for index, talentID in enumerate(idList):
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
-
+
unlockTalentSlotByAwake(singleItem)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -845,9 +908,7 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -869,9 +930,9 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return
- skinNPCIDList = heroIpyData.GetSkinNPCIDList()
+ skinIDList = heroIpyData.GetSkinIDList()
if skinIndex > 0: # 0的为默认皮肤,不做限制
- if skinIndex >= len(skinNPCIDList):
+ if skinIndex >= len(skinIDList):
GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
return
skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
@@ -880,10 +941,7 @@
return
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -958,6 +1016,9 @@
def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
## 图鉴星级升级
playerID = curPlayer.GetPlayerID()
+ if not GetHeroBookInitState(curPlayer, heroID):
+ GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+ return
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -979,6 +1040,9 @@
def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
## 图鉴突破升级
playerID = curPlayer.GetPlayerID()
+ if not GetHeroBookInitState(curPlayer, heroID):
+ GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+ return
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -1067,8 +1131,7 @@
item = heroItem.GetItem()
for lpIndex in range(lineupCount)[::-1]:
lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- #阵容类型*10000+阵型类型*100+位置编号
- if lineupValue / 10000 != lineupID:
+ if GetLineupValue(lineupValue)[0] != lineupID:
continue
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
delCount += 1
@@ -1078,6 +1141,7 @@
# 更新新阵型
heroIDList = []
+ heroItemDict = {}
for posNum, itemIndex in heroPosDict.items():
if itemIndex < 0 or itemIndex >= curPack.GetCount():
continue
@@ -1090,34 +1154,70 @@
continue
heroIDList.append(itemID)
item = heroItem.GetItem()
- lineupValue = lineupID * 10000 + shapeType * 100 + posNum
+ lineupValue = ComLineupValue(lineupID, shapeType, posNum)
item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
if itemIndex not in syncItemDict:
syncItemDict[itemIndex] = heroItem
+ heroItemDict[itemIndex] = posNum
- # 主阵容修改时重整背包
- if lineupID == ShareDefine.Lineup_Main:
- ResetHeroPack(curPlayer)
- else:
- for syncItem in syncItemDict.values():
- syncItem.Sync_Item()
-
- RefreshLordAttr(curPlayer)
+ # 主阵容修改时重整背包,约定所有背包由前端自行排序
+ #if lineupID == ShareDefine.Lineup_Main:
+ # ResetHeroPack(curPlayer)
+ #else:
+ for syncItem in syncItemDict.values():
+ syncItem.Sync_Item()
+
+ lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+ lineup.UpdLineup(heroItemDict, shapeType)
return
-def ResetHeroPack(curPlayer):
- tick = GameWorld.GetGameWorld().GetTick()
- curPlayer.SetResetItemTick(0)
- ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
- return
-
+def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
+def GetLineupValue(lineupValue):
+ lineupID = lineupValue / 10000
+ shapeType = lineupValue % 10000 / 100
+ posNum = lineupValue % 100
+ return lineupID, shapeType, posNum
+
+#def ResetHeroPack(curPlayer):
+# tick = GameWorld.GetGameWorld().GetTick()
+# curPlayer.SetResetItemTick(0)
+# ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+# return
+
def RefreshLordAttr(curPlayer):
## 刷新主公属性
- CalcHeroItemAddAttr(curPlayer)
+ CalcHeroAddAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
return
-def CalcHeroItemAddAttr(curPlayer):
- #allAttrListPet = [{} for _ in range(4)]
+def CalcHeroAddAttr(curPlayer):
+ ## 计算武将对主公增加的属性
+
+ heroBookAttrDict = {}
+ playerID = curPlayer.GetID()
+
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetHeroCount()):
+ ipyData = ipyDataMgr.GetHeroByIndex(index)
+ heroID = ipyData.GetHeroID()
+ if not GetHeroBookInitState(curPlayer, heroID):
+ # 图鉴未激活
+ continue
+ quality = ipyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ continue
+ bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+ bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+ bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+ bookStar = GetHeroBookStarLV(curPlayer, heroID)
+ bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+ for attrPerID in ChConfig.BaseAttrPerIDList:
+ addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+ heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+
+ GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
return
def RefreshLineupHeroAttr(curPlayer):
--
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