From 4e3d1ff7e0b98fc18b0b6e63e449f3d7577c0ba6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 05 十一月 2025 11:16:31 +0800
Subject: [PATCH] 16 卡牌服务端(功能开启增加开服天条件支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 909 ++++++++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 805 insertions(+), 104 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 7540395..d429bc5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -21,15 +21,81 @@
import IPY_GameWorld
import ItemControler
import ChPyNetSendPack
+import PlayerActivity
import NetPackCommon
import PlayerControl
+import PlayerOnline
import GameWorld
import ChConfig
import random
-
+
+def PlayerOnDay(curPlayer):
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, 0)
+ Sync_PlayerHeroInfo(curPlayer)
+ return
+
def OnPlayerLogin(curPlayer):
Sync_HeroInfo(curPlayer)
+ Sync_PlayerHeroInfo(curPlayer)
+ Sync_LineupRecommendInfo(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):
@@ -43,8 +109,6 @@
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
- if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
- singleItem.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, 0)
if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -56,6 +120,8 @@
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentWashID)
if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDAwakeRand):
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
+ if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup):
+ singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroLineup)
InitHeroTalent(singleItem)
return
@@ -110,12 +176,101 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return
- heroIndex = heroIpyData.GetHeroIndex()
- heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
- if not heroActState:
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex, 1)
- GameWorld.DebugLog("首次激活武将: heroID=%s,heroIndex=%s" % (heroID, heroIndex), curPlayer.GetPlayerID())
+
+ if not GetHeroActivite(curPlayer, heroID):
+ SetHeroActivite(curPlayer, heroID, 1)
+ GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
+ #首次获得图鉴额外逻辑 ...
Sync_HeroInfo(curPlayer, [heroID])
+
+ return
+
+def GetHeroActivite(curPlayer, heroID):
+ ## 武将状态
+ # @return: 0-未激活;1-武将已获得,可激活;2-图鉴已激活
+ actState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+ return actState
+
+def SetHeroActivite(curPlayer, heroID, isAct=1):
+ ## 设置武将已获得,可激活状态
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ actState = bookState % 10
+ if isAct:
+ if actState:
+ return
+ actState = 1
+ else:
+ actState = 0
+ updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookInitState(curPlayer, heroID):
+ ## 武将图鉴激活状态
+ initState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+ return initState > 1
+def SetHeroBookInitState(curPlayer, heroID, isAct=1):
+ ## 设置武将图鉴激活状态
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ actState = bookState % 10
+ if isAct:
+ actState = 2
+ else:
+ actState = 1 if actState else 0
+ updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookStarLV(curPlayer, heroID):
+ ## 武将图鉴星级等级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ return GameWorld.GetValue(bookState, 4, 3)
+def SetHeroBookStarLV(curPlayer, heroID, starLV):
+ ## 设置武将图鉴星级等级,支持三位数 0~999 级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookStarLVH(curPlayer, heroID):
+ ## 武将图鉴星级历史最高等级
+ bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+ return GameWorld.GetValue(bookStateH, 4, 3)
+def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
+ ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
+ bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+ updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
+ GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
+ Sync_HeroInfo(curPlayer, [heroID])
+ return
+
+def GetHeroBookBreakLV(curPlayer, heroID):
+ ## 武将图鉴突破等级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ return GameWorld.GetValue(bookState, 7, 3)
+def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
+ ## 设置武将图鉴突破等级,支持三位数 0~999 级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookBreakLVH(curPlayer, heroID):
+ ## 武将图鉴突破历史最高等级
+ bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+ return GameWorld.GetValue(bookStateH, 7, 3)
+def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
+ ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
+ bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+ updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
+ GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
+ Sync_HeroInfo(curPlayer, [heroID])
return
def GetHeroItem(curPlayer, itemIndex):
@@ -128,6 +283,21 @@
if heroItem.GetType() != ChConfig.Def_ItemType_Hero:
return
return heroItem
+
+def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
+ ## 获取英雄所在阵型站位
+ # @param lineupID: 阵型ID,默认主阵型
+ # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if not lineupCount:
+ return 0
+ for lpIndex in range(lineupCount)[::-1]:
+ lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+ lpID, _, posNum = GetLineupValue(lineupValue)
+ if lpID != lineupID:
+ continue
+ return posNum
+ return 0
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -156,10 +326,14 @@
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
@@ -172,12 +346,13 @@
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,之后扩展
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
return
def GetHeroLVMax(heroItem):
@@ -218,6 +393,9 @@
if heroID != useHeroID:
GameWorld.DebugLog("武将材料非本体,无法升星!", playerID)
return
+ if useItem.GetIsLocked():
+ GameWorld.DebugLog("材料卡锁定中,无法升星! useItemIndex=%s,heroID=%s" % (useItemIndex, heroID), playerID)
+ return
washIDCnt = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
if washIDCnt:
GameWorld.ErrLog("武将洗炼结果未处理,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID)
@@ -226,10 +404,14 @@
if awakeRandCnt:
GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID)
return
- useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- if useBreakLV or useAwakeLV:
- GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID)
+ if useAwakeLV:
+ GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID)
+ return
+ useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ if useHeroLV > 1 or useBreakLV:
+ GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID)
return
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
@@ -264,10 +446,13 @@
return 0
InitStarUpper = qualityIpyData.GetInitStarUpper()
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if not awakeLV:
+ return InitStarUpper
+
addStarUpper = 0
- heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if heroAwakeIpyDataList:
- awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
for ipyData in heroAwakeIpyDataList:
if ipyData.GetAwakeLV() > awakeLV:
break
@@ -277,29 +462,49 @@
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
+ heroID = heroItem.GetItemTypeID()
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
if addStar > 0:
__DoHeroStarTalentUp(item, addStar)
- heroItem.Sync_Item()
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroStarUP, addStar)
+ if isSync:
+ heroItem.Sync_Item()
- # 刷属性,之后扩展
+ itemIndex = heroItem.GetItemPlaceIndex()
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ starLVH = GetHeroBookStarLVH(curPlayer, heroID)
+ if updStar > starLVH:
+ SetHeroBookStarLVH(curPlayer, heroID, updStar)
return
def __DoHeroStarTalentUp(singleItem, addLV):
## 执行武将星级天赋等级提升
+ heroID = singleItem.GetItemTypeID()
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
+
+ maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+ if awakeIpyDataList:
+ awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的
+ unlockTalentSlot = ipyData.GetUnlockTalentSlot()
+ if unlockTalentSlot and unlockTalentSlot :
+ maxUnlockSlot = unlockTalentSlot
+ break
+
idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
idList, lvList = [], [] # 记录在物品上的值,有顺序
unfullLVIDList = [] # 未满级的天赋ID
+ unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住
haveUp = False
for index in range(min(idCount, lvCount)):
talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index)
@@ -308,14 +513,16 @@
lvList.append(talentLV)
if talentLV < talentMaxLV:
unfullLVIDList.append(talentID)
-
+ if index < maxUnlockSlot:
+ unfullLVIDListUnlock.append(talentID)
+
if len(idList) < commTalentSlot:
idList += [0] * (commTalentSlot - len(idList))
lvList += [0] * (commTalentSlot - len(lvList))
GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV)
- GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList))
- GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList)
+ GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot))
+ GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock))
# 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可
if 0 in idList:
@@ -347,6 +554,7 @@
idList[zeroIndex] = randTalentID
lvList[zeroIndex] = 1
unfullLVIDList.append(randTalentID)
+ unfullLVIDListUnlock.append(randTalentID)
GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID))
addLV -= 1
haveUp = True
@@ -356,9 +564,9 @@
for _ in range(addLV):
if not unfullLVIDList:
break
- randID = random.choice(unfullLVIDList)
+ # 优先随机已解锁的
+ randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList)
if randID not in idList:
- unfullLVIDList.remove(randID)
continue
randIndex = idList.index(randID)
idLV = lvList[randIndex]
@@ -369,8 +577,11 @@
GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex))
if idLV >= talentMaxLV:
- unfullLVIDList.remove(randID)
- GameWorld.DebugLog(" 移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList))
+ if randID in unfullLVIDList:
+ unfullLVIDList.remove(randID)
+ if randID in unfullLVIDListUnlock:
+ unfullLVIDListUnlock.remove(randID)
+ GameWorld.DebugLog(" 移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock))
haveUp = True
@@ -405,11 +616,16 @@
if not heroIpyData:
return
quality = heroIpyData.GetQuality()
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
- GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,breakLV=%s"
- % (itemIndex, heroID, quality, breakLV), playerID)
+ GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s"
+ % (itemIndex, heroID, quality, heroLV, breakLV), playerID)
ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
if not ipyData:
+ return
+ LVMax = ipyData.GetLVMax()
+ if heroLV < LVMax:
+ GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
return
nextBreakLV = breakLV + 1
if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
@@ -428,15 +644,22 @@
return
ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
- SetHeroBreakLV(heroItem, nextBreakLV)
+ SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
## 设置武将突破等级
- heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ heroID = heroItem.GetItemTypeID()
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ if isSync:
+ heroItem.Sync_Item()
+
+ breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+ if breakLV > breakLVH:
+ SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -486,26 +709,26 @@
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,之后扩展
-
+ 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):
## 觉醒解锁天赋槽
heroID = singleItem.GetItemTypeID()
awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if not awakeIpyDataList:
return
maxUnlockSlot = 0
@@ -572,9 +795,13 @@
#};
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
@@ -617,13 +844,13 @@
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,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -665,33 +892,27 @@
GameWorld.ErrLog("武将洗炼结果未处理,无法洗炼! washIDCnt=%s" % washIDCnt)
return
- washCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 1)
- lockCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
- if not washCostItemInfo or not lockCostItemInfo:
+ washItemID = IpyGameDataPY.GetFuncCfg("HeroWash", 1)
+ lockCostItemList = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
+ if not lockCostItemList:
return
- washItemID, washCostItemCount = washCostItemInfo
- lockItemID, lockCostItemCount = lockCostItemInfo
-
+ singleItem = heroItem.GetItem()
+ idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
+ for lockIndex in lockTalentIndexs[::-1]:
+ if lockIndex >= idCount:
+ lockTalentIndexs.remove(lockIndex)
+ GameWorld.DebugLog("去除不存在的锁定索引: lockIndex=%s" % lockIndex)
+
+ lockCnt = len(lockTalentIndexs)
+ washCostItemCount = lockCostItemList[lockCnt] if len(lockCostItemList) > lockCnt else lockCostItemList[-1]
+ GameWorld.DebugLog("washItemID=%s,washCostItemCount=%s,lockTalentIndexs=%s" % (washItemID, washCostItemCount, lockTalentIndexs))
itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
hasEnough, washItemIndexList = ItemCommon.GetItem_FromPack_ByID(washItemID, itemPack, washCostItemCount)
if not hasEnough:
GameWorld.DebugLog("洗炼材料不足,武将无法洗炼! washItemID=%s,washCostItemCount=%s" % (washItemID, washCostItemCount))
return
- lockItemIndexList = []
- lockCostItemCountTotal = 0
- if lockTalentIndexs:
- lockCostItemCountTotal = len(lockTalentIndexs) * lockCostItemCount
- hasEnough, lockItemIndexList = ItemCommon.GetItem_FromPack_ByID(lockItemID, itemPack, lockCostItemCountTotal)
- if not hasEnough:
- GameWorld.DebugLog("锁定材料不足,武将无法洗炼! lockItemID=%s,lockCostItemCount=%s,lockCostItemCountTotal=%s"
- % (lockItemID, lockCostItemCount, lockCostItemCountTotal))
- return
-
ItemCommon.ReduceItem(curPlayer, itemPack, washItemIndexList, washCostItemCount, True, "HeroTalentWash")
- ItemCommon.ReduceItem(curPlayer, itemPack, lockItemIndexList, lockCostItemCountTotal, True, "HeroTalentWash")
- singleItem = heroItem.GetItem()
- idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
washIDList = []
for index in range(idCount):
if index in lockTalentIndexs:
@@ -746,8 +967,12 @@
heroID = heroItem.GetItemTypeID()
singleItem = heroItem.GetItem()
- washIDList = []
idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
+ if not idCount:
+ GameWorld.ErrLog("武将没有洗炼不需要替换! itemIndex=%s,heroID=%s" % (itemIndex, heroID))
+ return
+
+ washIDList = []
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
for index in range(idCount):
talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentWashID, index)
@@ -759,8 +984,7 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -782,9 +1006,9 @@
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)
@@ -793,8 +1017,7 @@
return
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
- # 刷属性
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -809,26 +1032,326 @@
% (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
return
-#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
+#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
-#struct tagCSHeroBattlePos
+#struct tagCSHeroBookUP
+#{
+# tagHead Head;
+# DWORD HeroID; //武将ID
+# WORD ItemIndex; //关联武将物品所在武将背包索引,激活时可不用发
+# BYTE BookType; //图鉴激活类型: 0-初始激活;1-星级升级;2-突破等级升级
+#};
+def OnHeroBookUP(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ heroID = clientData.HeroID
+ bookType = clientData.BookType
+
+ if bookType == 1:
+ __doHeroBookStarLVUP(curPlayer, heroID)
+ elif bookType == 2:
+ __doHeroBookBreakLVUP(curPlayer, heroID)
+ else:
+ __doHeroBookAct(curPlayer, heroID)
+ return
+
+def __doHeroBookAct(curPlayer, heroID):
+ ## 图鉴激活
+ playerID = curPlayer.GetPlayerID()
+ if GetHeroBookInitState(curPlayer, heroID):
+ GameWorld.DebugLog("该武将图鉴已激活! heroID=%s" % heroID, playerID)
+ return
+ GameWorld.DebugLog("武将图鉴激活! heroID=%s" % heroID, playerID)
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return
+ if GetHeroActivite(curPlayer, heroID) != 1:
+ GameWorld.DebugLog("武将未获得过,不可激活图鉴! heroID=%s" % (heroID), playerID)
+ return
+ SetHeroBookInitState(curPlayer, heroID, 1)
+
+ awardMoneyInfo = qualityIpyData.GetBookActAwardMoney()
+ if awardMoneyInfo and len(awardMoneyInfo) == 2:
+ moneyType, moneyValue = awardMoneyInfo
+ if moneyType and moneyValue:
+ PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True)
+
+ Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
+ return
+
+def __doHeroBookStarLVUP(curPlayer, heroID):
+ ## 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
+ bookStar = GetHeroBookStarLV(curPlayer, heroID)
+ bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
+ if bookStar >= bookStarH:
+ GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
+ return
+ GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
+ SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
+ Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
+ return
+
+def __doHeroBookBreakLVUP(curPlayer, heroID):
+ ## 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
+ bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+ bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+ if bookBreakLV >= bookBreakLVH:
+ GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
+ return
+ GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
+ SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
+ Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
+ return
+
+#// B2 38 武将锁定 #tagCSHeroLock
+#
+#struct tagCSHeroLock
+#{
+# tagHead Head;
+# WORD ItemIndex; //武将物品所在武将背包位置索引
+# BYTE IsLock; //0-解锁;1-锁定
+#};
+def OnHeroLock(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndex = clientData.ItemIndex
+ isLock = clientData.IsLock
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ heroItem.SetIsLocked(1 if isLock else 0)
+ return
+
+#// B2 39 武将重生 #tagCSHeroRebirth
+#
+#struct tagCSHeroRebirth
+#{
+# tagHead Head;
+# WORD ItemIndex; //武将物品所在武将背包位置索引
+#};
+def OnHeroRebirth(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndex = clientData.ItemIndex
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if heroLV <= 1 and not breakLV and not awakeLV:
+ GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
+ return
+
+ if awakeLV:
+ rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
+ if rebirthCntMax and rebirthCnt >= rebirthCntMax:
+ GameWorld.DebugLog("今日觉醒过的武将重生次数已达上限! rebirthCnt=%s >= %s" % (rebirthCnt, rebirthCntMax))
+ return
+
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+ awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+ moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+ lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
+ costMoneyTotal = lvCostMoney + awakeCostMoney
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+ if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
+ return
+
+ # 验证通过,可以重生
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
+ returnItemDict = {}
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+ __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
+
+ if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
+ return
+
+ # 执行重生
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
+ heroItem.Sync_Item()
+
+ if returnItemDict:
+ returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
+
+ if awakeLV:
+ rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
+ Sync_PlayerHeroInfo(curPlayer)
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
+ ## 计算武将等级返还
+ returnDict = {}
+ for retLV in range(1, heroLV):
+ qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, retLV)
+ if not qualityLVIpyData:
+ continue
+ costItemInfo = qualityLVIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
+ return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
+ # 计算武将突破返还
+ returnDict = {}
+ for retBreakLV in range(0, breakLV):
+ qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
+ if not qualityBreakIpyData:
+ continue
+ costItemInfo = qualityBreakIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
+ return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
+ # 计算武将觉醒返还
+ returnDict = {}
+ for retAwakeLV in range(0, awakeLV):
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, retAwakeLV)
+ if not qualityAwakeIpyData:
+ continue
+ costItemInfo = qualityAwakeIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
+ return
+
+#// B2 40 武将遣散 #tagCSHeroDismiss
+#
+#struct tagCSHeroDismiss
+#{
+# tagHead Head;
+# WORD Count;
+# WORD ItemIndexList[Count]; // 武将物品所在武将背包位置索引列表
+#};
+def OnHeroDismiss(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndexList = clientData.ItemIndexList
+ GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+ dismissItemList = []
+ returnItemDict = {}
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for itemIndex in itemIndexList:
+ if itemIndex < 0 or itemIndex >= curPack.GetCount():
+ continue
+ heroItem = curPack.GetAt(itemIndex)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if awakeLV:
+ GameWorld.DebugLog("觉醒过的武将需先重生后才可遣散! itemIndex=%s,awakeLV=%s" % (itemIndex, awakeLV))
+ continue
+ if heroItem.GetIsLocked():
+ GameWorld.DebugLog("锁定的武将无法遣散! itemIndex=%s" % (itemIndex))
+ continue
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if lineupCount:
+ lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
+ GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
+ continue
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ continue
+ quality = heroIpyData.GetQuality()
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ continue
+ GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
+ dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+ for itemID, itemCount in dismissReturnItems:
+ starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
+ returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
+ 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)
+ dismissItemList.append([itemIndex, heroItem])
+
+ if not dismissItemList:
+ return
+
+ for itemIndex, heroItem in dismissItemList:
+ ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroDismiss")
+
+ if returnItemDict:
+ returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
+
+ return
+
+#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#
+#struct tagCSHeroLineupPos
#{
# WORD ItemIndex; //武将物品所在武将背包位置索引
# BYTE PosNum; //1~n上阵位置编号
#};
#
-#struct tagCSHeroBattlePosSave
+#struct tagCSHeroLineupSave
#{
# tagHead Head;
-# BYTE FuncType; //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型
+# BYTE LineupID; //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
+# BYTE ShapeType; //本阵容阵型,0为默认阵型,可扩展不同的阵型
# BYTE PosCnt;
-# tagCSHeroBattlePos HeroPosList[PosCnt]; // 保存的阵型,只要发送最终的阵型武将位置即可
+# tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
#};
-def OnHeroBattlePosSave(index, clientData, tick):
+def OnHeroLineupSave(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- funcType = clientData.FuncType
+ lineupID = clientData.LineupID
+ shapeType = clientData.ShapeType
heroPosList = clientData.HeroPosList
heroPosDict = {}
@@ -837,53 +1360,156 @@
posNum = posInfo.PosNum
itemIndex = posInfo.ItemIndex
if itemIndex in indexList:
- # 单英雄只能一个位置,一个位置只能对应唯一英雄单位
+ # 单武将只能一个位置,一个位置只能对应唯一武将单位
continue
indexList.append(itemIndex)
heroPosDict[posNum] = itemIndex
- # 主阵型
- if funcType == 0:
- MainBattlePosSave(curPlayer, heroPosDict)
-
- # 其他待扩展
- elif funcType == 1:
- pass
+ if lineupID not in ShareDefine.LineupList:
+ GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
+ return
- return
-
-def MainBattlePosSave(curPlayer, heroPosDict):
- GameWorld.DebugLog("保留主战斗阵型: %s" % heroPosDict, curPlayer.GetPlayerID())
+ GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
# 直接重置旧阵型
+ delCount = 0
+ syncItemDict = {}
for index in range(curPack.GetCount()):
heroItem = curPack.GetAt(index)
if not heroItem or heroItem.IsEmpty():
continue
- if not heroItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if not lineupCount:
continue
item = heroItem.GetItem()
- item.ClearUserAttr(ShareDefine.Def_IudetHeroPosNum)
-
+ for lpIndex in range(lineupCount)[::-1]:
+ lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+ if GetLineupValue(lineupValue)[0] != lineupID:
+ continue
+ item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+ delCount += 1
+ if delCount >= ShareDefine.LineupObjMax:
+ break
+ syncItemDict[index] = heroItem
+
# 更新新阵型
+ heroIDList = []
+ heroItemDict = {}
for posNum, itemIndex in heroPosDict.items():
if itemIndex < 0 or itemIndex >= curPack.GetCount():
continue
heroItem = curPack.GetAt(itemIndex)
if not heroItem or heroItem.IsEmpty():
continue
+ itemID = heroItem.GetItemTypeID()
+ if itemID in heroIDList:
+ GameWorld.DebugLog("同个武将只能上阵一个! itemIndex=%s,itemID=%s" % (itemIndex, itemID))
+ continue
+ heroIDList.append(itemID)
item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, posNum)
+ lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+ if itemIndex not in syncItemDict:
+ syncItemDict[itemIndex] = heroItem
+ heroItemDict[itemIndex] = posNum
- ResetHeroPack(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, False)
+ lineup.UpdLineup(heroItemDict, shapeType)
return
-def ResetHeroPack(curPlayer):
- tick = GameWorld.GetGameWorld().GetTick()
- curPlayer.SetResetItemTick(0)
- ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+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 GetLineupRecommendAward(curPlayer, recommendID, index):
+ ## 领取阵容推荐奖励
+ index = GameWorld.ToIntDef(index)
+ awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
+ if awardState & pow(2, index):
+ GameWorld.DebugLog("阵容推荐奖励已领取! recommendID=%s,index=%s" % (recommendID, index))
+ return
+ ipyData = IpyGameDataPY.GetIpyGameData("LineupRecommend", recommendID)
+ if not ipyData:
+ return
+ heroIDList = ipyData.GetHeroIDList()
+ if index >= len(heroIDList):
+ return
+ heroID = heroIDList[index]
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return
+ awardMoneyInfo = qualityIpyData.GetRecommendAwardMoney()
+ if not awardMoneyInfo or len(awardMoneyInfo) != 2:
+ return
+ moneyType, moneyValue = awardMoneyInfo
+ if GetHeroActivite(curPlayer, heroID) != 1:
+ GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
+ return
+ awardState |= pow(2, index)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroRecommend % recommendID, awardState)
+ GameWorld.DebugLog("阵容推荐领奖! recommendID=%s,index=%s,heroID=%s,awardState=%s" % (recommendID, index, heroID, awardState))
+ PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "LineupRecommend", notifyAward=True)
+ Sync_LineupRecommendInfo(curPlayer, [recommendID])
return
+
+def RefreshLordAttr(curPlayer):
+ ## 刷新主公属性
+ CalcHeroAddAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+ return
+
+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 ipyData.GetPlayerCanUse():
+ continue
+ 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 Sync_HeroInfo(curPlayer, heroIDList=None):
if heroIDList != None:
syncHeroIDList = heroIDList
@@ -892,6 +1518,8 @@
ipyDataMgr = IpyGameDataPY.IPY_Data()
for index in range(ipyDataMgr.GetHeroCount()):
ipyData = ipyDataMgr.GetHeroByIndex(index)
+ if not ipyData.GetPlayerCanUse():
+ continue
syncHeroIDList.append(ipyData.GetHeroID())
if not syncHeroIDList:
@@ -902,15 +1530,18 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
continue
- heroIndex = heroIpyData.GetHeroIndex()
- heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
- if not heroActState and heroIDList == None:
+ if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
+ and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
continue
hero = ChPyNetSendPack.tagSCHero()
hero.HeroID = heroID
- hero.IsActive = heroActState
hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
+ hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+ hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
+ hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+ hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
+ hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
syncInfoList.append(hero)
if not syncInfoList:
@@ -921,3 +1552,73 @@
clientPack.HeroCnt = len(clientPack.HeroInfoList)
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
+
+def Sync_Lineup(curPlayer, lineupID=None):
+ if lineupID:
+ syncIDList = [lineupID]
+ else:
+ syncIDList = ShareDefine.LineupList
+
+ lineupList = []
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ for lineupID in syncIDList:
+ lineup = olPlayer.GetLineup(lineupID, False)
+ if not lineup:
+ continue
+
+ posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
+ heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
+ for posNum in range(1, 1 + ShareDefine.LineupObjMax):
+ if posNum in posNumItemIndexDict:
+ heroItemIndexList.append(posNumItemIndexDict[posNum] + 1)
+ else:
+ heroItemIndexList.append(0)
+ packLineup = ChPyNetSendPack.tagSCLineup()
+ packLineup.LineupID = lineup.lineupID
+ packLineup.ShapeType = lineup.shapeType
+ packLineup.HeroItemIndexList = heroItemIndexList
+ packLineup.HeroCnt = len(packLineup.HeroItemIndexList)
+ lineupList.append(packLineup)
+
+ if not lineupList:
+ return
+
+ clientPack = ChPyNetSendPack.tagSCLineupInfo()
+ clientPack.LineupList = lineupList
+ clientPack.LineupCnt = len(clientPack.LineupList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
+
+def Sync_PlayerHeroInfo(curPlayer):
+ ## 武将公共信息
+ clientPack = ChPyNetSendPack.tagSCPlayerHeroInfo()
+ clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
+
+def Sync_LineupRecommendInfo(curPlayer, syncIDList=None):
+
+ recommendList = []
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetLineupRecommendCount()):
+ ipyData = ipyDataMgr.GetLineupRecommendByIndex(index)
+ recommendID = ipyData.GetRecommendID()
+ awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
+ if syncIDList != None:
+ if recommendID not in syncIDList:
+ continue
+ elif not awardState:
+ continue
+ recommend = ChPyNetSendPack.tagSCLineupRecommend()
+ recommend.RecommendID = recommendID
+ recommend.AwardState = awardState
+ recommendList.append(recommend)
+
+ if not recommendList:
+ return
+
+ clientPack = ChPyNetSendPack.tagSCLineupRecommendInfo()
+ clientPack.RecommendList = recommendList
+ clientPack.Count = len(clientPack.RecommendList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
--
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