From 3beded4a9ae2e126158d89a4e7048f595ea0bc1b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 八月 2025 12:01:24 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(技能触发来源触发逻辑优化;增加承伤盾支持,0428通知buff相关值;增加嘲讽支持,优化技能选择目标逻辑;增加连击、反击、格挡、暴击、通用击晕支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py |   21 +++++++++++++++------
 1 files changed, 15 insertions(+), 6 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
index a40cae8..65f15e2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -91,7 +91,8 @@
 
 def __doMainDrop(curPlayer):
     # 装备掉落
-    __doDropEquip(curPlayer)
+    if __doDropEquip(curPlayer) == -1:
+        return
     
     playerID = curPlayer.GetPlayerID()
     DailyBootyUpperList = []
@@ -102,10 +103,16 @@
            
     GameWorld.DebugLog("可掉落战利品上限: chapterID=%s, %s" % (chapterID, DailyBootyUpperList), playerID)
     
+    # 战利品掉落默认不堆叠,故最多只能掉落剩余空格子个数的物品
+    spaceCount = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify)
+    
     # 其他战利品掉落
     bootyDropNeedDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 1, {})
     bootyDropCntDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 2, {})
     for itemID, dropUpper in DailyBootyUpperList:
+        if spaceCount <= 0:
+            GameWorld.DebugLog("掉落背包已满!", playerID)
+            break
         if dropUpper <= 0:
             continue
         todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
@@ -137,7 +144,8 @@
         if dropCntTotal <= 0:
             continue
         
-        GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s" % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal), playerID)
+        GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s,spaceCount=%s" 
+                           % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal, spaceCount), playerID)
         curItem = ItemControler.GetOutPutItemObj(itemID, dropCntTotal, False, curPlayer=curPlayer)
         if curItem == None:
             continue
@@ -147,23 +155,24 @@
         unXiantaoCntBooty = unXiantaoCntBooty % dropOneNeed
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty)
         SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCntTotal)
+        spaceCount -= 1
         
     return
 
 def __doDropEquip(curPlayer):
     ## 主线掉落装备
+    playerID = curPlayer.GetPlayerID()
     unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
     dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
     dropEquipCnt = unXiantaoCntEquip / dropOneNeed
     if dropEquipCnt <= 0:
-        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt))
+        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID)
         return
     dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
     if not dropEquipCnt:
-        GameWorld.DebugLog("掉落鉴定背包没有空间!")
-        return
+        GameWorld.DebugLog("掉落背包已满!", playerID)
+        return -1
     
-    playerID = curPlayer.GetPlayerID()    
     treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
     ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
     if not ipyData:

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