From 549a8b666e258ae45b8e2c2d6cf6ac988f85850e Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 02 九月 2025 19:44:57 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复报错;寻宝物品权重为0不产出;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 458 +++++++++++++++++++++++++++++++++++++++++++++++++-------- 1 files changed, 392 insertions(+), 66 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 e0515cf..134fed7 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 +23,77 @@ import ChPyNetSendPack 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) + 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 +265,10 @@ 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 @@ -258,9 +322,7 @@ 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): @@ -363,7 +425,7 @@ 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 @@ -371,11 +433,11 @@ 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): @@ -492,11 +554,16 @@ 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): @@ -517,14 +584,15 @@ 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 @@ -574,20 +642,19 @@ 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): @@ -661,9 +728,13 @@ #}; 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 @@ -706,14 +777,13 @@ 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 @@ -849,9 +919,7 @@ 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 @@ -884,10 +952,7 @@ 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): @@ -962,6 +1027,9 @@ 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 @@ -983,6 +1051,9 @@ 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 @@ -1017,6 +1088,191 @@ 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() + ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV) + if not ipyData: + return + costMoney = ipyData.GetRebirthCostMoney() + moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1) + if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney): + return + + # 验证通过,可以重生 + GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s" + % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV)) + + returnItemDict = {} + __calcHeroLVReturnitem(quality, heroLV, returnItemDict) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict) + __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict) + + if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "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) + + return + +def __calcHeroLVReturnitem(quality, heroLV, returnItemDict): + ## 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 + returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount + returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount + GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict)) + return + +def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict): + # 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 + returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount + returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount + GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict)) + return + +def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict): + # 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 + returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount + returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount + GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, 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) + + 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 = (heroStar + 1) * itemCount + returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt + GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict)) + __calcHeroLVReturnitem(quality, heroLV, returnItemDict) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict) + 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 @@ -1071,8 +1327,7 @@ 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 @@ -1082,6 +1337,7 @@ # 更新新阵型 heroIDList = [] + heroItemDict = {} for posNum, itemIndex in heroPosDict.items(): if itemIndex < 0 or itemIndex >= curPack.GetCount(): continue @@ -1094,43 +1350,70 @@ 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)] - return - -def RefreshLineupHeroAttr(curPlayer): - ## 刷新阵容武将属性 +def CalcHeroAddAttr(curPlayer): + ## 计算武将对主公增加的属性 - # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力 - return - -def CaclHeroCardAttr(): + 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 Sync_HeroInfo(curPlayer, heroIDList=None): @@ -1170,3 +1453,46 @@ 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) + 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 -- Gitblit v1.8.0