From 726517b2002ec6dd46e07f89c10fdfe0274243af Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 04 九月 2025 19:47:26 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复buff报错;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py |   74 ++++++++++++++++++++++++++++++++++---
 1 files changed, 68 insertions(+), 6 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
index 6cb2c29..cef5c8b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -17,6 +17,7 @@
 
 import ChConfig
 import GameWorld
+import TurnAttack
 import ShareDefine
 import IpyGameDataPY
 import PlayerControl
@@ -25,6 +26,7 @@
 import IPY_GameWorld
 import NetPackCommon
 import ItemCommon
+import PlayerTask
 import NPCCommon
 import ChEquip
 import ObjPool
@@ -91,7 +93,8 @@
 
 def __doMainDrop(curPlayer):
     # 装备掉落
-    __doDropEquip(curPlayer)
+    if __doDropEquip(curPlayer) == -1:
+        return
     
     playerID = curPlayer.GetPlayerID()
     DailyBootyUpperList = []
@@ -102,10 +105,16 @@
            
     GameWorld.DebugLog("可掉落战利品上限: chapterID=%s, %s" % (chapterID, DailyBootyUpperList), playerID)
     
+    # 战利品掉落默认不堆叠,故最多只能掉落剩余空格子个数的物品
+    spaceCount = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify)
+    
     # 其他战利品掉落
     bootyDropNeedDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 1, {})
     bootyDropCntDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 2, {})
     for itemID, dropUpper in DailyBootyUpperList:
+        if spaceCount <= 0:
+            GameWorld.DebugLog("掉落背包已满!", playerID)
+            break
         if dropUpper <= 0:
             continue
         todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
@@ -137,7 +146,8 @@
         if dropCntTotal <= 0:
             continue
         
-        GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s" % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal), playerID)
+        GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s,spaceCount=%s" 
+                           % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal, spaceCount), playerID)
         curItem = ItemControler.GetOutPutItemObj(itemID, dropCntTotal, False, curPlayer=curPlayer)
         if curItem == None:
             continue
@@ -147,23 +157,24 @@
         unXiantaoCntBooty = unXiantaoCntBooty % dropOneNeed
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty)
         SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCntTotal)
+        spaceCount -= 1
         
     return
 
 def __doDropEquip(curPlayer):
     ## 主线掉落装备
+    playerID = curPlayer.GetPlayerID()
     unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
     dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
     dropEquipCnt = unXiantaoCntEquip / dropOneNeed
     if dropEquipCnt <= 0:
-        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt))
+        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID)
         return
     dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
     if not dropEquipCnt:
-        GameWorld.DebugLog("掉落鉴定背包没有空间!")
-        return
+        GameWorld.DebugLog("掉落背包已满!", playerID)
+        return -1
     
-    playerID = curPlayer.GetPlayerID()    
     treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
     ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
     if not ipyData:
@@ -251,6 +262,7 @@
     else:
         __doPickupMainItem(curPlayer, itemIndexList)
         
+    ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitMainDropItemOP, ChConfig.Def_ComposeState_Sucess, opType)
     return
 
 def __doEquipMainEquip(curPlayer, itemIndexList, isAutoDecompose):
@@ -297,6 +309,8 @@
         
     # 刷属性
     ChEquip.RefreshRoleEquipAttr(curPlayer)
+    
+    PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_EquipColor)
     return
 
 def __doDecomposeMainEquip(curPlayer, itemIndexList):
@@ -310,6 +324,7 @@
     
     moneyTotal = 0
     
+    decomposeCnt = 0
     decomposeIndexList = []
     for itemIndex in itemIndexList:
         if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
@@ -340,11 +355,13 @@
         
         ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
         decomposeIndexList.append(itemIndex)
+        decomposeCnt += 1
         
     if not moneyTotal:
         return
     
     PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
+    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, decomposeCnt)
     return
 
 def __doPickupMainItem(curPlayer, itemIndexList):
@@ -392,3 +409,48 @@
     clientPack.Count = len(clientPack.DropBootyList)
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
+
+def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
+    ## 回合战斗结束
+    
+    if not curPlayer:
+        return
+    
+    #winFaction = turnFight.winFaction
+    isWin = turnFight.isWin
+    
+    playerID = curPlayer.GetPlayerID()
+    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+    chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
+    
+    if not isWin:
+        nextWave = max(1, wave - 1)
+        nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, nextWave)
+        GameWorld.DebugLog("主线小怪战斗失败,降一波! chapterID=%s,levelNum=%s,wave=%s,nextWave=%s,nowValue=%s" 
+                           % (chapterID, levelNum, wave, nextWave, nowValue), playerID)
+        return
+    
+    if turnFight.haveNextLineup():
+        GameWorld.DebugLog("主线小怪战斗胜利,有下一小队! chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID)
+        return
+    
+    # 获胜过波
+    if wave < mainFightMgr.waveMax:
+        nextWave = min(mainFightMgr.waveMax, wave + 1)
+        nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, nextWave)
+        GameWorld.DebugLog("主线小怪波战斗胜利,下一波! chapterID=%s,levelNum=%s,wave=%s,nextWave=%s,nowValue=%s" 
+                           % (chapterID, levelNum, wave, nextWave, nowValue), playerID)
+    else:
+        GameWorld.DebugLog("主线小怪波战斗胜利,最后一波循环刷! chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID)
+        
+    # 小怪可能会退波,所以只在有超过已过关卡进度时才更新值
+    hisPassValue = PlayerControl.GetMainLevelPassValue(curPlayer)
+    curPassValue = PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
+    if curPassValue > hisPassValue:
+        GameWorld.DebugLog("更新当前过关进度! curPassValue=%s,hisPassValue=%s" % (curPassValue, hisPassValue), playerID)
+        PlayerControl.SetMainLevelPassValue(curPlayer, curPassValue)
+    else:
+        GameWorld.DebugLog("未超过当前过关进度,不更新! curPassValue=%s <= hisPassValue=%s" % (curPassValue, hisPassValue), playerID)
+        
+    return
+

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