From 67a84dc38db8f7d0f85b03e2b06ba728d95c1e82 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 07 二月 2026 20:29:42 +0800
Subject: [PATCH] 476 【付费内容】时机礼包-服务端(自定义存储支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 246 ++++++++++++++++++++++++++++---------------------
1 files changed, 140 insertions(+), 106 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 907551c..fbeee25 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -26,6 +26,7 @@
import NetPackCommon
import PlayerControl
import PlayerOnline
+import PlayerPreset
import PlayerTask
import GameWorld
import ChConfig
@@ -43,6 +44,7 @@
Sync_PlayerHeroInfo(curPlayer)
Sync_LineupRecommendInfo(curPlayer)
Sync_HeroFatesInfo(curPlayer)
+ __CheckOSAHeroStar(curPlayer)
return
def OnPlayerFirstLogin(curPlayer):
@@ -92,10 +94,10 @@
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)
@@ -288,28 +290,16 @@
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
#
@@ -605,6 +595,28 @@
break
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
+ return
+
+def GetHeroStarTotal(curPlayer):
+ ## 武将总星级
+ totalStar = 0
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ heroItem = curPack.GetAt(index)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+ totalStar += heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ return totalStar
+
+def __CheckOSAHeroStar(curPlayer):
+ ## 线上bug临时处理
+ osaHeroStar = PlayerSuccess.GetSuccValue(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, [])
+ starTotal = GetHeroStarTotal(curPlayer)
+ addStar = starTotal - osaHeroStar
+ if addStar <= 0:
+ return
+ GameWorld.Log("上线修正庆典武将升星成就进度! addStar=%s,starTotal=%s" % (addStar, starTotal))
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, addStar)
return
#// B2 32 武将突破 #tagCSHeroBreak
@@ -1174,10 +1186,16 @@
#{
# tagHead Head;
# WORD ItemIndex; //武将物品所在武将背包位置索引
+# BYTE LVReset; //重置等级
+# BYTE BreakReset; //重置突破
+# BYTE AwakeReset; //重置觉醒
#};
def OnHeroRebirth(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
itemIndex = clientData.ItemIndex
+ lvReset = clientData.LVReset
+ breakReset = clientData.BreakReset or lvReset # 突破受等级限制,所以等级重置突破必重置
+ awakeReset = clientData.AwakeReset
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -1188,7 +1206,7 @@
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:
+ if awakeReset and awakeLV:
rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
if rebirthCntMax and rebirthCnt >= rebirthCntMax:
@@ -1200,38 +1218,55 @@
if not heroIpyData:
return
quality = heroIpyData.GetQuality()
- qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
- awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+
+ lvCostMoney = 0
+ breakCostMoney = 0
+ awakeCostMoney = 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 awakeReset and awakeLV:
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+ awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+
+ if lvReset:
+ lvCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))))
+
+ if breakReset:
+ breakCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth2", 1))))
+
+ costMoneyTotal = lvCostMoney + awakeCostMoney + breakCostMoney
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(lv:%s+b:%s+a:%s),lvReset=%s,breakReset=%s,awakeReset=%s"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, breakCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
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 lvReset:
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ if breakReset:
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+ if awakeReset:
+ __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)
+ if lvReset:
+ item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+ if breakReset:
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+ if awakeReset:
+ 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:
+ if awakeReset and awakeLV:
rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
Sync_PlayerHeroInfo(curPlayer)
@@ -1263,13 +1298,13 @@
qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
if not qualityBreakIpyData:
continue
- costItemInfo = qualityBreakIpyData.GetUPCostItem()
- if not costItemInfo:
+ costItemList = qualityBreakIpyData.GetUPCostItemList()
+ if not costItemList:
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
+ for costItemID, costItemCount in costItemList:
+ 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
@@ -1306,7 +1341,6 @@
ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
- olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex in itemIndexList:
if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1327,9 +1361,9 @@
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:
@@ -1363,44 +1397,52 @@
return
-#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#// 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
@@ -1415,7 +1457,7 @@
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
@@ -1438,26 +1480,17 @@
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:
- PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1584,6 +1617,7 @@
return
needStarTotal = qualityLVIpyData.GetNeedStarTotal()
needHeroCnt = qualityLVIpyData.GetNeedHeroCnt()
+ needQuality = qualityLVIpyData.GetNeedQuality()
costItemList = []
heroStarDict = {}
@@ -1597,7 +1631,7 @@
# 材料卡
if index in useIndexList:
- if __checkHeroFatesLVUPItem(olPlayer, fatesQuality, index, heroItem, heroID):
+ if __checkHeroFatesLVUPItem(olPlayer, needQuality, index, heroItem, heroID):
costItemList.append(heroItem)
if heroID not in heroIDList:
@@ -1628,15 +1662,15 @@
RefreshLordAttr(curPlayer) # 宿缘
return
-def __checkHeroFatesLVUPItem(olPlayer, fatesQuality, itemIndex, heroItem, heroID):
+def __checkHeroFatesLVUPItem(olPlayer, needQuality, itemIndex, heroItem, heroID):
## 检查宿缘材料卡可否使用
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return
quality = heroIpyData.GetQuality()
- if quality != fatesQuality:
- GameWorld.DebugLog(" 与宿缘品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, fatesQuality))
+ if quality != needQuality:
+ GameWorld.DebugLog(" 与宿缘所需品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, needQuality))
return
#未生效、未上阵、未锁定、未进行过升级、突破、升星、觉醒
@@ -1659,9 +1693,9 @@
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
@@ -1742,39 +1776,39 @@
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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