From 5a3bb2e53454800a55bca0d911050e8dd9a69c27 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 13 三月 2026 10:45:08 +0800
Subject: [PATCH] 556 【付费功能】时装商店-服务端
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 630 +++++++++++++++++++++++++++++++++++++-------------------
1 files changed, 412 insertions(+), 218 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 662e56b..9300215 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -22,15 +22,20 @@
import ItemControler
import PlayerSuccess
import ChPyNetSendPack
+import OpenServerActivity
import PlayerActivity
import NetPackCommon
import PlayerControl
import PlayerOnline
+import PlayerPreset
+import PlayerBeauty
import PlayerTask
+import PlayerHJG
import GameWorld
import ChConfig
import random
+import math
def PlayerOnDay(curPlayer):
if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
@@ -93,10 +98,10 @@
return
GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
- lineupID = ShareDefine.Lineup_Main
+ presetID = 1 # 默认预设1
shapeType = 0
for heroID, posNum in defaultHeroInfo.items():
- lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ lineupValue = ComLineupValue(presetID, shapeType, posNum)
setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
@@ -113,6 +118,8 @@
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
+ if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
+ singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -187,6 +194,7 @@
#首次获得图鉴额外逻辑 ...
Sync_HeroInfo(curPlayer, [heroID])
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 首次获得
return
@@ -228,55 +236,21 @@
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_PDict_HeroSkinInfo 星级*10+是否已激活
+def GetHeroSkinState(curPlayer, skinID):
+ ## 武将时装激活状态
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) % 10
+def SetHeroSkinState(curPlayer, skinID, state):
+ info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+ info = info / 10 * 10 + min(1, state)
+ return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
+def GetHeroSkinStar(curPlayer, skinID):
+ ## 武将时装星级
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) / 10
+def SetHeroSkinStar(curPlayer, skinID, star):
+ info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+ info = star * 10 + info % 10
+ return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
def GetHeroItem(curPlayer, itemIndex):
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -289,28 +263,16 @@
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
-
-def InMainLineup(heroItem):
- ## 是否在主阵容中
- for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
- lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
- return True
- return False
+def GetHeroEffPresetIDList(heroItem):
+ ## 获取英雄有生效的预设ID列表
+ dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
+ if not dataCount:
+ return []
+ effPresetIDList = []
+ for lpIndex in range(dataCount):
+ presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
+ effPresetIDList.append(presetID)
+ return effPresetIDList
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -364,6 +326,7 @@
PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升级
return
def GetHeroLVMax(heroItem):
@@ -429,7 +392,7 @@
quality = heroIpyData.GetQuality()
star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- starMax = GetHeroStarMax(heroItem)
+ starMax = GetHeroStarMax(heroID, heroItem)
GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
if star >= starMax:
GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
@@ -443,11 +406,31 @@
DoHeroUpdStar(curPlayer, heroItem, updStar)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
+
+ # 固定返还一个遣散本体材料
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if qualityIpyData:
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+ returnItemList = []
+ dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+ for itemID, itemCount in dismissReturnItems:
+ returnCnt = max(1, int(itemCount * ratio / 100.0))
+ returnItemList.append([itemID, returnCnt])
+ returnItemExDict = {}
+ __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
+ for key, itemCount in returnItemExDict.items():
+ itemID, isBind = key
+ returnItemList.append([itemID, itemCount, isBind])
+ GameWorld.DebugLog("吞噬额外总返还: %s" % returnItemList)
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
+
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升星
return
-def GetHeroStarMax(heroItem):
- ## 获取武将当前最大星级
- heroID = heroItem.GetItemTypeID()
+def GetHeroStarMax(heroID, heroItem=None):
+ ## 获取武将卡物品当前最大星级
+ # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
+
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return 0
@@ -457,8 +440,10 @@
return 0
InitStarUpper = qualityIpyData.GetInitStarUpper()
- awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- if not awakeLV:
+ awakeLV = 99999
+ if heroItem:
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if awakeLV <= 0:
return InitStarUpper
addStarUpper = 0
@@ -475,7 +460,11 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
- #heroID = heroItem.GetItemTypeID()
+ heroID = heroItem.GetItemTypeID()
+ versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
+ if updStar > versionStarMax:
+ updStar = versionStarMax
+ GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
item = heroItem.GetItem()
@@ -608,6 +597,19 @@
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
return
+def GetHeroIDStar(curPlayer, heroID):
+ ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
+ starMax = 0
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ heroItem = curPack.GetAt(index)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+ if heroID != heroItem.GetItemTypeID():
+ continue
+ starMax = max(heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar), starMax)
+ return starMax
+
def GetHeroStarTotal(curPlayer):
## 武将总星级
totalStar = 0
@@ -678,6 +680,7 @@
SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 突破
return
def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
@@ -744,6 +747,7 @@
SetHeroAwakeLV(heroItem, nextAwakeLV)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 觉醒
return
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -855,21 +859,51 @@
idList.append(talentID)
lvList.append(talentLV)
- commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
- if idCount < commTalentSlot:
- idList += [0] * (commTalentSlot - idCount)
- lvList += [0] * (commTalentSlot - idCount)
-
if selectTalentID in idList:
GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s"
% (heroID, selectIndex, selectTalentID, idList), playerID)
return
+ 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
+ idCount = len(idList)
+ GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
+ if idCount < commTalentSlot:
+ idList += [0] * (commTalentSlot - idCount)
+ lvList += [0] * (commTalentSlot - idCount)
+
+ selectTalentLV = 1
+ GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
+
+ else:
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return
+ InitStarUpper = qualityIpyData.GetInitStarUpper()
+ heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+ if not heroAwakeIpyDataList:
+ return
+ preSlotStarMax = 0 # 上一档槽位最大星级
+ preSlotStarMax += InitStarUpper
+ for ipyData in heroAwakeIpyDataList:
+ if idCount < ipyData.GetUnlockTalentSlot():
+ break
+ preSlotStarMax += ipyData.GetAddStarUpper()
+
+ curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
+ overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
+ selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
+
idList.append(selectTalentID)
- lvList.append(1)
+ lvList.append(selectTalentLV)
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
- GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
+ GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
for index, talentID in enumerate(idList):
@@ -991,6 +1025,8 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼结果! itemIndex=%s,heroID=%s,washIDList=%s,lockTalentIndexs=%s"
% (itemIndex, heroID, washIDList, lockTalentIndexs))
+ OpenServerActivity.AddOSAValue(curPlayer, ShareDefine.Def_BT_OSA_HeroTrain, washCostItemCount)
+ OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 洗炼
return
def HeroTalentWashReplace(curPlayer, itemIndex, heroItem):
@@ -1018,18 +1054,44 @@
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
return
-#// B2 36 武将换肤 #tagCSHeroWearSkin
+#// B2 36 武将皮肤操作 #tagCSHeroSkinOP
#
-#struct tagCSHeroWearSkin
+#struct tagCSHeroSkinOP
#{
# tagHead Head;
-# WORD ItemIndex; //武将物品所在武将背包位置索引
-# BYTE SkinIndex; //皮肤索引
+# DWORD HeroID; //武将ID
+# DWORD SkinID; //时装ID
+# BYTE OPType; //操作 1-激活;2-选择形象;3-升星;4-选择属性
+# WORD ItemIndex; //武将物品所在武将背包位置索引,仅佩戴时有效
#};
-def OnHeroWearSkin(index, clientData, tick):
+def OnHeroSkinOP(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ heroID = clientData.HeroID
+ skinID = clientData.SkinID
+ opType = clientData.OPType
itemIndex = clientData.ItemIndex
- skinIndex = clientData.SkinIndex
+
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ skinIDList = heroIpyData.GetSkinIDList()
+ if skinID not in skinIDList:
+ GameWorld.DebugLog("不存在该皮肤! heroID=%s,skinID=%s not in %s" % (heroID, skinID, skinIDList))
+ return
+ skinIndex = skinIDList.index(skinID)
+
+ if opType == 1:
+ ActiveHeroSkin(curPlayer, heroID, skinID)
+ elif opType == 2:
+ DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
+ elif opType == 3:
+ DoHeroSkinStarUP(curPlayer, heroID, skinID)
+ elif opType == 4:
+ DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
+ return
+
+def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
+ # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -1042,30 +1104,142 @@
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)
- if not skinState & pow(2, skinIndex):
- GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s,skinState=%s" % (heroID, skinIndex, skinState))
+ skinID = skinIDList[skinIndex]
+ if not GetHeroSkinState(curPlayer, skinID):
+ GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
return
- heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
-
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
+
+ GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
+ item = heroItem.GetItem()
+ if not isSkinAttr:
+ item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+ else:
+ # 选属性同步修改形象
+ item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
+ heroItem.Sync_Item()
+ return True
+
+def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ skinIDList = heroIpyData.GetSkinIDList()
+ if not skinIDList or skinIndex >= len(skinIDList):
+ return
+ skinID = skinIDList[skinIndex]
+ __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
return
-def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
- skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
- if isActive:
- updState = skinState | pow(2, skinIndex)
- GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s"
- % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
- else:
- updState = GameWorld.SetBitValue(skinState, skinIndex, 0)
- GameWorld.DebugLog("失效武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s"
- % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
- Sync_HeroInfo(curPlayer, [heroID])
-
- #RefreshLordAttr(curPlayer)
+def ActiveHeroSkin(curPlayer, heroID, skinID):
+ skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+ if not skinIpyData:
+ return
+ if GetHeroSkinState(curPlayer, skinID):
+ GameWorld.DebugLog("该武将皮肤已经激活了: heroID=%s,skinID=%s" % (heroID, skinID))
+ return
+ needItemID = skinIpyData.GetNeedItemID()
+ needItemCnt = 1
+ costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+ lackCnt = needItemCnt - bindCnt - unBindCnt
+ if lackCnt > 0:
+ GameWorld.DebugLog("激活武将时装物品不足! heroID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, needItemID, needItemCnt, lackCnt))
+ return
+ ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "HeroSkin")
+ GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinID=%s" % (heroID, skinID), curPlayer.GetPlayerID())
+ __onHeroSkinActive(curPlayer, heroID, skinID, 1)
return
+
+def __onHeroSkinActive(curPlayer, heroID, skinID, isActive):
+ SetHeroSkinState(curPlayer, skinID, isActive)
+ Sync_HeroInfo(curPlayer, [heroID])
+ RefreshLordAttr(curPlayer) # 时装激活 - 全体属性
+ return
+
+def DoHeroSkinStarUP(curPlayer, heroID, skinID):
+ playerID = curPlayer.GetPlayerID()
+ if not GetHeroSkinState(curPlayer, skinID):
+ GameWorld.DebugLog("该武将时装未激活! heroID=%s,skinID=%s" % (heroID, skinID), playerID)
+ return
+ skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+ if not skinIpyData:
+ return
+ starMax = skinIpyData.GetStarMax()
+ curStar = GetHeroSkinStar(curPlayer, skinID)
+ if curStar >= starMax:
+ GameWorld.DebugLog("武将时装星级已满! heroID=%s,skinID=%s,curStar=%s >= %s" % (heroID, skinID, curStar, starMax), playerID)
+ return
+ needItemID = skinIpyData.GetNeedItemID()
+ needItemCnt = 1
+ if not needItemID or not needItemCnt:
+ return
+
+ costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+ lackCnt = needItemCnt - bindCnt - unBindCnt
+ if lackCnt > 0:
+ GameWorld.DebugLog("武将时装升星物品不足! heroID=%s,skinID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, skinID, needItemID, needItemCnt, lackCnt))
+ return
+ ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "Hero")
+
+ nextStar = curStar + 1
+ GameWorld.DebugLog("武将时装升星! heroID=%s,skinID=%s,nextStar=%s" % (heroID, skinID, nextStar), playerID)
+ SetHeroSkinStar(curPlayer, skinID, nextStar)
+ Sync_HeroInfo(curPlayer, [heroID])
+ RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
+ return
+
+def AutoChangeToSkinPoint(curPlayer, curItem, notifyAward=True):
+ ## 获得皮肤时自动转化为皮肤碎片
+ # @return: 是否成功转化
+ itemID = curItem.GetItemTypeID()
+ itemIDSkinIDDict = GetItemHeroSkinIDDict()
+ if itemID not in itemIDSkinIDDict:
+ #GameWorld.DebugLog("非武将皮肤物品不处理! itemID=%s not in %s" % (itemID, itemIDSkinIDDict))
+ return
+ skinID = itemIDSkinIDDict[itemID]
+ if not GetHeroSkinState(curPlayer, skinID):
+ #GameWorld.DebugLog("该武将皮肤未激活不处理转化: itemID=%s,skinID=%s" % (itemID, skinID))
+ return
+ curStar = GetHeroSkinStar(curPlayer, skinID)
+ ipyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+ if not ipyData:
+ return
+ starMax = ipyData.GetStarMax()
+ if starMax and curStar < starMax:
+ #GameWorld.DebugLog("武将皮肤未满星暂不转化! itemID=%s,skinID=%s,curStar=%s < %s" % (itemID, skinID, curStar, starMax))
+ return
+ skinQuality = ipyData.GetSkinQuality()
+ skinQualityPointDict = IpyGameDataPY.GetFuncEvalCfg("HeroSkin", 1, {})
+ if str(skinQuality) not in skinQualityPointDict:
+ return
+ changePoint = skinQualityPointDict[str(skinQuality)]
+ itemCount = ItemControler.GetItemCount(curItem)
+ addDataDict = {"ItemID":itemID, "ItemCount":itemCount, "SkinID":skinID}
+ moneyType = ShareDefine.TYPE_Price_SkinPoint
+ moneyValue = changePoint * itemCount
+ GameWorld.DebugLog("武将皮肤不需要再升星了自动转化为皮肤碎片! itemID=%s,skinID=%s,skinQuality=%s,moneyValue=%s,itemCount=%s"
+ % (itemID, skinID, skinQuality, moneyValue, itemCount))
+ if not PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroSkinChange", addDataDict, notifyAward=False):
+ return
+ curItem.Clear()
+ ItemControler.NotifyGiveAwardInfo(curPlayer, [], "HeroSkinChange", moneyInfo={moneyType:moneyValue}, dataEx=itemID)
+ return True
+
+def GetItemHeroSkinIDDict():
+ ## 获取物品ID对应皮肤ID信息
+ itemIDSkinIDDict = IpyGameDataPY.GetConfigEx("itemIDSkinIDDict")
+ if not itemIDSkinIDDict:
+ itemIDSkinIDDict = {}
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+ ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+ skinID = ipyData.GetSkinID()
+ skinItemID = ipyData.GetNeedItemID()
+ itemIDSkinIDDict[skinItemID] = skinID
+ IpyGameDataPY.SetConfigEx("itemIDSkinIDDict", itemIDSkinIDDict)
+ GameWorld.DebugLog("加载物品ID对应武将皮肤ID: %s" % itemIDSkinIDDict)
+ return itemIDSkinIDDict
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
@@ -1130,48 +1304,10 @@
Sync_HeroInfo(curPlayer, [heroID])
- #RefreshLordAttr(curPlayer) 图鉴属性去除了
-
bookCnt = GetHeroBookActCnt(curPlayer)
PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
return
-
-#def __doHeroBookStarLVUP(curPlayer, heroID):
-# ## 图鉴星级升级,废弃
-# 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,废弃
-# 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
#
@@ -1352,7 +1488,7 @@
ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
- olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ returnItemExDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex in itemIndexList:
if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1373,9 +1509,9 @@
GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
continue
heroID = heroItem.GetItemTypeID()
- _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
- if itemIndex == effItemIndex:
- GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+ effPresetIDList = GetHeroEffPresetIDList(heroItem)
+ if effPresetIDList:
+ GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
continue
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
@@ -1395,6 +1531,7 @@
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)
+ __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
dismissItemList.append([itemIndex, heroItem])
if not dismissItemList:
@@ -1405,48 +1542,91 @@
if returnItemDict:
returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ for key, itemCount in returnItemExDict.items():
+ itemID, isBind = key
+ returnItemList.append([itemID, itemCount, isBind])
+ GameWorld.DebugLog("遣散总返还: %s" % returnItemList)
ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
return
-#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+def __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict):
+ ## 其他功能额外返还
+
+ # 红颜特殊效果: 遣散/吞噬额外返还百分比
+ beautyReturnItems = qualityIpyData.GetBeautyReturnItems()
+ if beautyReturnItems:
+ isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_BeautyEff)
+ retPer = PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_HeroItemExPer)[0]
+ for itemID, itemCount in beautyReturnItems:
+ if not retPer:
+ break
+ key = (itemID, isBind)
+ retCnt = max(1, int(math.ceil(itemCount * retPer / 100.0)))
+ returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
+ GameWorld.DebugLog(" 红颜返还: retPer=%s,%s,总%s" % (retPer, beautyReturnItems, returnItemExDict))
+
+ # 称号特殊效果: 遣散/吞噬额外返还百分比
+ titleReturnItems = qualityIpyData.GetTitleReturnItems()
+ if titleReturnItems:
+ isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_TitleEff)
+ retPer = PlayerHJG.GetTitleEffInfo(curPlayer, PlayerHJG.TitleEff_HeroItemExPer)[0]
+ for itemID, itemCount in titleReturnItems:
+ if not retPer:
+ break
+ key = (itemID, isBind)
+ retCnt = max(1, int(math.ceil(itemCount * retPer / 100.0)))
+ returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
+ GameWorld.DebugLog(" 称号返还: retPer=%s,%s,总%s" % (retPer, titleReturnItems, returnItemExDict))
+
+ return
+
+#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
#
-#struct tagCSHeroLineupPos
+#struct tagCSHeroPresetPos
#{
# 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 tagCSHeroLineupSave
+#struct tagCSHeroPresetSave
#{
# tagHead Head;
-# 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 PresetID; //阵容方案预设ID
# BYTE PosCnt;
-# tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
+# tagCSHeroPresetPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
#};
-def OnHeroLineupSave(index, clientData, tick):
+def OnHeroPresetSave(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- lineupID = clientData.LineupID
- shapeType = clientData.ShapeType
+ presetID = clientData.PresetID
+ shapeType = 0#clientData.ShapeType
heroPosList = clientData.HeroPosList
- heroPosDict = {}
- indexList = []
+ itemIndexPosDict = {}
for posInfo in heroPosList:
posNum = posInfo.PosNum
itemIndex = posInfo.ItemIndex
+ itemIndexPosDict[itemIndex] = posNum
+
+ DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
+ return
+
+def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
+
+ if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
+ GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
+ return
+
+ heroPosDict = {}
+ indexList = []
+ for itemIndex, posNum in itemIndexPosDict.items():
if itemIndex in indexList:
# 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
- if lineupID not in ShareDefine.LineupList:
- GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
- return
-
- GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
+ GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
# 直接重置旧阵型
delCount = 0
@@ -1461,7 +1641,7 @@
item = heroItem.GetItem()
for lpIndex in range(lineupCount)[::-1]:
lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- if GetLineupValue(lineupValue)[0] != lineupID:
+ if GetLineupValue(lineupValue)[0] != presetID:
continue
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
delCount += 1
@@ -1484,29 +1664,17 @@
continue
heroIDList.append(itemID)
item = heroItem.GetItem()
- lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ lineupValue = ComLineupValue(presetID, 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,约定所有背包由前端自行排序
- #if lineupID == ShareDefine.Lineup_Main:
- # ResetHeroPack(curPlayer)
- #else:
+ # 约定所有背包由前端自行排序
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
- lineup = olPlayer.GetLineup(lineupID, False)
- lineup.UpdLineup(heroItemDict, shapeType)
-
- # 主阵容调整,重载生效的卡牌
- if lineupID == ShareDefine.Lineup_Main:
- for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
- exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
- exclusiveLineup.UpdLineup(heroItemDict, shapeType)
- PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1709,9 +1877,9 @@
return
heroID = heroItem.GetItemTypeID()
- _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
- if itemIndex == effItemIndex:
- GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+ effPresetIDList = GetHeroEffPresetIDList(heroItem)
+ if effPresetIDList:
+ GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
return
return True
@@ -1725,10 +1893,33 @@
def CalcHeroAddAttr(curPlayer):
## 计算武将对主公增加的属性
+ skinAttrDict = {}
fatesAttrDict = {}
playerID = curPlayer.GetID()
ipyDataMgr = IpyGameDataPY.IPY_Data()
+
+ # 武将时装
+ for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+ ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+ skinID = ipyData.GetSkinID()
+ if not GetHeroSkinState(curPlayer, skinID):
+ continue
+ skinStar = GetHeroSkinStar(curPlayer, skinID)
+
+ attrIDList = ipyData.GetRoleAttrIDList()
+ attrValueList = ipyData.GetRoleAttrValueList()
+ perStarAddList = ipyData.GetRoleAttrPerStarAddList()
+ for i in range(min(len(attrIDList), len(attrValueList))):
+ attrID = attrIDList[i]
+ attrValuePerStar = perStarAddList[i] if len(perStarAddList) > i else 0
+ attrValue = attrValueList[i] + attrValuePerStar * skinStar
+ skinAttrDict[attrID] = skinAttrDict.get(attrID, 0) + attrValue
+
+ GameWorld.DebugLog("时装属性: %s" % skinAttrDict, playerID)
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroSkin, skinAttrDict)
+
+ # 宿缘
for index in range(ipyDataMgr.GetHeroFatesCount()):
ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
fatesID = ipyData.GetFatesID()
@@ -1769,18 +1960,21 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
continue
- if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
- and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
+ if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
continue
+ skinIDList = heroIpyData.GetSkinIDList()
hero = ChPyNetSendPack.tagSCHero()
hero.HeroID = heroID
- 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)
+ hero.SkinList = []
+ for skinID in skinIDList[1:]: # 第1个默认激活的不同步
+ skin = ChPyNetSendPack.tagSCHeroSkin()
+ skin.SkinID = skinID
+ skin.State = GetHeroSkinState(curPlayer, skinID)
+ skin.Star = GetHeroSkinStar(curPlayer, skinID)
+ hero.SkinList.append(skin)
+ hero.SkinCnt = len(hero.SkinList)
syncInfoList.append(hero)
if not syncInfoList:
@@ -1792,39 +1986,39 @@
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
-def Sync_Lineup(curPlayer, lineupID=None):
- if lineupID:
- syncIDList = [lineupID]
- else:
- syncIDList = ShareDefine.LineupList
-
- lineupList = []
+def Sync_HeroPreset(curPlayer, heroPresetID=None):
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
- for lineupID in syncIDList:
- lineup = olPlayer.GetLineup(lineupID, False)
- if not lineup:
+ if heroPresetID:
+ syncIDList = [heroPresetID]
+ else:
+ syncIDList = olPlayer.GetHeroPresetIDList()
+
+ presetList = []
+ for heroPresetID in syncIDList:
+ heroPreset = olPlayer.GetHeroPreset(heroPresetID)
+ if not heroPreset:
continue
- posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
+ posNumItemIndexDict = {v:k for k, v in heroPreset.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)
+ preset = ChPyNetSendPack.tagSCHeroPreset()
+ preset.PresetID = heroPresetID
+ #preset.ShapeType = heroPreset.shapeType
+ preset.HeroItemIndexList = heroItemIndexList
+ preset.HeroCnt = len(preset.HeroItemIndexList)
+ presetList.append(preset)
- if not lineupList:
+ if not presetList:
return
- clientPack = ChPyNetSendPack.tagSCLineupInfo()
- clientPack.LineupList = lineupList
- clientPack.LineupCnt = len(clientPack.LineupList)
+ clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
+ clientPack.PresetList = presetList
+ clientPack.PresetCnt = len(clientPack.PresetList)
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
--
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