From 750ff5ee6204bb088713b0ce10d53d05f22679e0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 16 一月 2026 19:32:27 +0800
Subject: [PATCH] 438 【方案】方案预设-服务端
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 440 +++++++++++++++++++++++++++++++++----------------------
1 files changed, 264 insertions(+), 176 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 943b10f..c91d54a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -20,6 +20,7 @@
import TurnAttack
import PyGameData
import ShareDefine
+import PlayerPreset
import PlayerControl
import IpyGameDataPY
import FormulaControl
@@ -56,41 +57,59 @@
self.skillFightPower = 0 # 技能战力
return
-class Lineup():
- ## 阵容
+class PresetHero():
+ '''武将阵容预设方案,可用于任何一个全局战斗预设方案
+ 虽然是同个武将物品阵容预设,但是在不同的战斗预设方案中最终的武将属性可能不一样
+ 故该类无关任何武将战力、属性等,只汇总某个武将阵容预设相关公共数据,如武将站位、生效卡牌等
+ '''
- def __init__(self, playerID, lineupID, exclusiveMapID=0):
- self.playerID = playerID
- self.lineupID = lineupID
- self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
- self.olPlayer = None
+ def __init__(self, heroPresetID=1):
+ self.heroPresetID = heroPresetID
self.shapeType = 0
self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
- self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
- self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
+ self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inThis], ...}
+ self.isHeroChange = False
+ return
+
+ def SetHeroItemPreset(self, curPlayer, heroItemDict, shapeType=0, isReload=False):
+ self.shapeType = shapeType
+ self.heroItemDict = heroItemDict
+ if not isReload: # 非重读阵容的视为变更
+ self.isHeroChange = True
+ reloadEffHeroCard(curPlayer, self) # 更新武将阵容强制重刷生效卡牌
+ return
+
+ def IsHeroItemIn(self, itemIndex): return itemIndex in self.heroItemDict
+
+ def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+ def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inThis):
+ ## 更新某个武将生效的卡牌信息
+ self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inThis]
+ return
+
+ def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
+ def GetEffCardAddPer(self):
+ effCardAddPer = 0
+ for effInfo in self._effectiveCardDict.values():
+ effCardAddPer += effInfo[0]
+ return effCardAddPer
+
+class PresetLineup():
+ ## 全局战斗预设方案
+
+ def __init__(self, playerID, batPresetID, exclusiveMapID=0):
+ self.playerID = playerID
+ self.batPresetID = batPresetID
+ self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
+ self.olPlayer = None
+ self.__refreshState = 1 # 刷属性标记,初始需要刷新, 0-不需要刷新了,1-需要刷新
+ self.fightPower = 0 # 阵容总战力
self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
- self.fightPower = 0 # 阵容总战力
return
- def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
- '''变更阵容时更新
- @param heroItemDict: 武将背包索引信息 {itemIndex:posNum, ...}
- @param shapeType: 阵型
- @param refreshForce: 是否强制刷属性
- '''
- if not isReload: # 非重读阵容的视为变更
- self.lineupChange = True
- self.shapeType = shapeType
- self.heroItemDict = heroItemDict
- GameWorld.DebugLog("更新阵容: lineupID=%s,exclusiveMapID=%s,%s" % (self.lineupID, self.exclusiveMapID, heroItemDict), self.playerID)
- self.RefreshLineupAttr(refreshForce)
- if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
- PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
- return
-
- def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
+ def IsEmpty(self): return not self.__lineupHeroDict
def GetPosNumList(self): return self.__lineupHeroDict.keys()
@@ -143,13 +162,6 @@
return False
self.__refreshState = 0
doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
- self.lineupChange = False
- return True
-
- def CheckHeroItemUpdate(self, itemIndex):
- if itemIndex not in self.heroItemDict:
- return
- self.RefreshLineupAttr()
return True
class OnlinePlayer():
@@ -162,13 +174,11 @@
# 属性、阵容
self._calcAttrDict = {} # 功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
self._calcSpecEffDict = {} # 功能点特殊效果统计 {calcIndex:effInfo, ...}
- self._lineupDict = {} # 上阵阵容 {lineKey:Lineup, ...} lineKey 为 lineupID 或者 (lineupID, exclusiveMapID)
- self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
+ self._heroPresetDict = {} # 武将预设方案公共数据 {heroPresetID:PresetHero, ...}
+ self._presetLineupDict = {} # 战斗预设方案阵容 {lineKey:PresetLineup, ...} lineKey 为 batPresetID 或者 (batPresetID, exclusiveMapID)
# 主线战斗
self.mainFight = TurnAttack.MainFight(playerID)
-
- self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
return
def OnClear(self):
@@ -184,42 +194,49 @@
## 是否真的在线
return self.curPlayer != None
- def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
+ def GetHeroPreset(self, heroPresetID):
+ ## 武将预设方案公共数据
+ if heroPresetID in self._heroPresetDict:
+ heroPreset = self._heroPresetDict[heroPresetID]
+ else:
+ heroPreset = PresetHero(heroPresetID)
+ self._heroPresetDict[heroPresetID] = heroPreset
+ return heroPreset
+
+ def GetPresetLineup(self, batPresetID, checkAttr=True, exclusiveMapID=0):
# @param checkAttr: 检查刷新到最新阵容属性
lineup = None
- lineKey = lineupID
+ lineKey = batPresetID
if exclusiveMapID:
if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
- lineKey = (lineupID, exclusiveMapID)
+ lineKey = (batPresetID, exclusiveMapID)
else:
exclusiveMapID = 0
- if lineKey in self._lineupDict:
- lineup = self._lineupDict[lineKey]
+ if lineKey in self._presetLineupDict:
+ lineup = self._presetLineupDict[lineKey]
else:
- lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
- self._lineupDict[lineKey] = lineup
+ lineup = PresetLineup(self.playerID, batPresetID, exclusiveMapID)
+ self._presetLineupDict[lineKey] = lineup
+ GameWorld.DebugLog("创建战斗方案: %s" % str(lineKey))
+
lineup.olPlayer = self
if checkAttr:
lineup.CheckRefreshLineupAttr()
return lineup
- def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
- def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
- ## 更新某个武将生效的卡牌信息
- self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
- self.RefreshRoleAttr()
-
- def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
- def GetEffectiveCardDict(self): return self._effectiveCardDict
-
- def GetCalcSpecInfo(self, calcIndex): return self._calcSpecEffDict.get(calcIndex, {})
- def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
- def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None):
+ def GetCalcSpecInfo(self, calcIndex, presetID=0):
+ calcKey = (calcIndex, presetID) if presetID else calcIndex
+ return self._calcSpecEffDict.get(calcKey, {})
+ def GetCalcAttr(self, calcIndex, presetID=0):
+ calcKey = (calcIndex, presetID) if presetID else calcIndex
+ return self._calcAttrDict.get(calcKey, {})
+ def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None, presetID=0):
## 设置某个功能点计算的属性
# @param specEffDict: 特殊效果缓存,功能自定义数据结构
- self._calcAttrDict[calcIndex] = attrDict
+ calcKey = (calcIndex, presetID) if presetID else calcIndex
+ self._calcAttrDict[calcKey] = attrDict
if specEffInfo != None:
- self._calcSpecEffDict[calcIndex] = specEffInfo
+ self._calcSpecEffDict[calcKey] = specEffInfo
return
def ReCalcAllAttr(self):
@@ -229,14 +246,43 @@
self._calcAttrDict = {}
self._calcSpecEffDict = {}
- self._lineupDict = {}
- self._effectiveCardDict = {}
+ self._heroPresetDict = {}
+ self._presetLineupDict = {}
doCalcAllAttr(curPlayer)
doReloadLineup(curPlayer, self)
- reloadEffHeroCard(curPlayer, self)
- self.RefreshRoleAttr()
+ #至少确保有主线战斗预设刷新,其他的可以用到再处理
+ mainBatPresetID = PlayerPreset.GetBatPresetID(self.curPlayer, ShareDefine.BatPreset_Main)
+ GameWorld.DebugLog("mainBatPresetID=%s" % mainBatPresetID, self.playerID)
+ self.GetPresetLineup(mainBatPresetID)
+ return
+
+ def GetHeroPresetIDList(self): return self._heroPresetDict.keys()
+ def GetBatPresetIDList(self):
+ presetIDList = []
+ for k in self._presetLineupDict.keys():
+ if isinstance(k, int):
+ presetIDList.append(k)
+ return presetIDList
+ def GetPresetLineupDict(self): return self._presetLineupDict
+
+ def RefreshByFuncPreset(self, funcPresetType, funcPresetID):
+ ## 刷新属性,由某个功能预设属性变更引起的刷新,需要同步刷新所有用到该功能预设的
+ curPlayer = self.curPlayer
+ GameWorld.DebugLog("请求刷功能预设属性变更: funcPresetType=%s,funcPresetID=%s" % (funcPresetType, funcPresetID), self.playerID)
+ for presetLineup in self._presetLineupDict.values():
+ batPresetID = presetLineup.batPresetID
+ if funcPresetID and funcPresetID != PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, funcPresetType):
+ continue
+ presetLineup.RefreshLineupAttr()
+ return
+
+ def RefreshBatPreset(self, batPresetID):
+ ## 刷新某个全局战斗预设,一般是预设切换时需要重新刷新一下
+ GameWorld.DebugLog("请求刷全局预设方案属性: batPresetID=%s" % (batPresetID), self.playerID)
+ presetLineup = self.GetPresetLineup(batPresetID, False)
+ presetLineup.RefreshLineupAttr()
return
def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
@@ -244,9 +290,10 @@
@param refreshForce: 是否强制立马刷新
@param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
'''
- GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
+ GameWorld.DebugLog("请求刷主公属性: refreshForce=%s,exclusiveMapID=%s" % (refreshForce, exclusiveMapID), self.playerID)
+
# 主公属性刷新时,所有阵容都要同步刷新
- for lineup in self._lineupDict.values():
+ for lineup in self._presetLineupDict.values():
if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
# 有指定的话只要指定的即可
continue
@@ -257,49 +304,67 @@
return
def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
- '''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
- @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
+ '''执行刷属性,默认只刷当前预设方案阵容,其他阵容可以用到的时候再刷新
+ @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷当前预设方案阵容属性
@return: 是否有刷属性,0-无;1-有
'''
+ curPlayer = self.curPlayer
+ batPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
+
isRefresh = False
# 同步执行阵容属性刷新
- for lineup in self._lineupDict.values():
+ for lineup in self._presetLineupDict.values():
if not isAllLineup:
# 有指定的话只要指定的即可
if exclusiveMapID:
if lineup.exclusiveMapID != exclusiveMapID:
continue
- # 否则只刷主阵容,指定地图有效的也不需要刷
- elif lineup.lineupID != ShareDefine.Lineup_Main or lineup.exclusiveMapID != 0:
+ # 否则只刷当前预设方案,指定地图有效的也不需要刷
+ elif lineup.batPresetID != batPresetID or lineup.exclusiveMapID != 0:
continue
if lineup.CheckRefreshLineupAttr():
isRefresh = True
return isRefresh
- def OnHeroItemUpate(self, heroItem):
- '''武将物品变化时需要处理的逻辑
- @param heroItem: 变化武将物品
- @param return: 影响的阵容ID列表
+ def UpdHeroItemPreset(self, heroPresetID, heroItemDict, shapeType=0, isReload=False):
+ '''变更武将预设阵容时更新
+ @param heroPresetID: 武将预设ID
+ @param heroItemDict: 武将背包索引信息 {itemIndex:posNum, ...}
+ @param shapeType: 阵型
+ @param refreshForce: 是否强制刷属性
'''
- effLineupIDList = []
+ curPlayer = self.curPlayer
+ heroPreset = self.GetHeroPreset(heroPresetID)
+ heroPreset.SetHeroItemPreset(curPlayer, heroItemDict, shapeType, isReload)
+ self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
- checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
-
- itemIndex = heroItem.GetItemPlaceIndex()
- for lineKey, lineup in self._lineupDict.items():
- if lineup.CheckHeroItemUpdate(itemIndex):
- if lineKey not in effLineupIDList:
- effLineupIDList.append(lineKey)
-
- GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
+ if not isReload:
+ PlayerHero.Sync_HeroPreset(curPlayer, heroPresetID)
return
- def GetLastBatBuffer(self): return self._lastBatBufferInfo
- def SetLastBatBuffer(self, guid, batBuffer):
- self._lastBatBufferInfo = [guid, batBuffer]
+ def OnHeroItemUpate(self, heroItem):
+ '''某个武将物品变化时需要处理的逻辑
+ @param heroItem: 变化武将物品
+ '''
+ curPlayer = self.curPlayer
+ itemIndex = heroItem.GetItemPlaceIndex()
+ for heroPreset in self._heroPresetDict.values():
+ effCardAddPerBef = heroPreset.GetEffCardAddPer()
+
+ checkUpdEffHeroCard(curPlayer, heroPreset, heroItem)
+
+ effCardAddPerAft = heroPreset.GetEffCardAddPer()
+
+ if effCardAddPerBef == effCardAddPerAft:
+ continue
+ heroPresetID = heroPreset.heroPresetID
+ GameWorld.DebugLog("武将物品变化影响: itemIndex=%s,heroPresetID=%s,effCardAddPerBef=%s,effCardAddPerAft=%s"
+ % (itemIndex, heroPresetID, effCardAddPerBef, effCardAddPerAft), self.playerID)
+ self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
+
return
class OnlineMgr():
@@ -398,37 +463,40 @@
GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
return
-def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
+def checkUpdEffHeroCard(curPlayer, heroPreset, heroItem, isNotify=True):
## 玩家武将背包卡牌变更时调用
# @return: 加成是否变更
if not hasattr(heroItem, "GetItemPlaceIndex"):
return
- curPlayer = olPlayer.curPlayer
if not curPlayer:
return
+ heroPresetID = heroPreset.heroPresetID
itemIndex = heroItem.GetItemPlaceIndex()
heroID = heroItem.GetItemTypeID()
curAddPer = getHeroCardAddPer(heroItem)
- effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
+ effAddPer, effItemIndex, inThis = heroPreset.GetHeroEffectiveCard(heroID)
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
if not hisEffItem or hisEffItem.IsEmpty():
- GameWorld.DebugLog("历史生效的物品不在了,强制设置空! effAddPer=%s,effItemIndex=%s,inMain=%s" % (effAddPer, effItemIndex, inMain))
- effAddPer, effItemIndex, inMain = -1, -1, False
+ GameWorld.DebugLog("历史生效的物品不在了,强制设置空! heroPresetID=%s,effAddPer=%s,effItemIndex=%s,inThis=%s" % (heroPresetID, effAddPer, effItemIndex, inThis))
+ effAddPer, effItemIndex, inThis = -1, -1, False
if itemIndex == effItemIndex:
if curAddPer == effAddPer:
- GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
+ % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
return
- olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+ heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
if curAddPer > effAddPer:
- GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
+ % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
return
- if inMain:
- GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ if inThis:
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
+ % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
return
- GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s"
- % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
+ % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
if index == itemIndex:
@@ -441,27 +509,27 @@
packCardPer = getHeroCardAddPer(packItem)
if packCardPer <= curAddPer:
continue
- GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
- checkUpdEffHeroCard(olPlayer, packItem, isNotify)
+ GameWorld.DebugLog("有更高加成的同名武将! heroPresetID=%s,heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroPresetID, heroID, index, packCardPer, curAddPer))
+ checkUpdEffHeroCard(curPlayer, heroPreset, packItem, isNotify)
return
- GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
+ GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s" % (heroPresetID, heroID, itemIndex, curAddPer))
return
- if inMain:
- GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
+ if inThis:
+ GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroPresetID=%s,heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroPresetID, heroID, effItemIndex, itemIndex))
return
if curAddPer <= effAddPer:
- GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
- % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+ GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
+ % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
return
- GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
- % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
- olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+ GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
+ % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+ heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
isNotify and heroItem.Sync_Item()
if effItemIndex >= 0:
@@ -469,65 +537,79 @@
hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
if hisEffItem and not hisEffItem.IsEmpty():
item = hisEffItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
isNotify and hisEffItem.Sync_Item()
return
-def reloadEffHeroCard(curPlayer, olPlayer):
+def reloadEffHeroCard(curPlayer, heroPreset):
## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
+ playerID = curPlayer.GetPlayerID()
+ heroPresetID = heroPreset.heroPresetID
hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
- updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+ updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inThis], ...}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ GameWorld.DebugLog("重新检查载入生效的卡牌: heroPresetID=%s" % (heroPresetID), playerID)
for index in range(curPack.GetCount()):
heroItem = curPack.GetAt(index)
if not heroItem or heroItem.IsEmpty():
continue
+ inThis = False # 是否在此预设中
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ for lpIndex in range(lineupCount):
+ lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+ if PlayerHero.GetLineupValue(lineupValue)[0] == heroPresetID:
+ inThis = True
+ break
+
heroID = heroItem.GetItemTypeID()
- inMain = PlayerHero.InMainLineup(heroItem)
cardAddPer = getHeroCardAddPer(heroItem)
+
+ hisEffPresetIDList = PlayerHero.GetHeroEffPresetIDList(heroItem)
# 历史生效的
- if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+ if heroPresetID in hisEffPresetIDList:
hisEffCardIndexList.append(index)
# 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
- if inMain:
- updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+ if inThis:
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
else:
effInfo = updEffectiveCardDict.get(heroID, [-1, -1, False])
if effInfo[2] == True:
pass #GameWorld.Log(" 已经有在阵容中的生效卡了: index=%s" % effInfo[1])
elif cardAddPer > effInfo[0]:
- updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
# 更新生效变更的卡牌
syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
- GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
- GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
+ GameWorld.DebugLog(" 历史生效的卡牌索引: %s,%s" % (len(hisEffCardIndexList), hisEffCardIndexList), playerID)
+ GameWorld.DebugLog(" 最新生效的卡牌信息: %s,%s" % (len(updEffectiveCardDict), updEffectiveCardDict), playerID)
cardPerTotal = 0
- olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+ heroPreset.SetEffectiveCardDict(updEffectiveCardDict)
for heroID, effInfo in updEffectiveCardDict.items():
- cardAddPer, itemIndex, inMain = effInfo
+ cardAddPer, itemIndex, inThis = effInfo
cardPerTotal += cardAddPer
if itemIndex in hisEffCardIndexList:
hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
- #GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ #GameWorld.DebugLog(" 生效的卡牌不变的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
else:
- GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ GameWorld.DebugLog(" 生效的卡牌变化的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
heroItem = curPack.GetAt(itemIndex)
item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
syncItemDict[itemIndex] = heroItem
# 移除历史失效的卡牌
- GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
+ GameWorld.DebugLog(" 移除失效的卡牌索引: %s" % hisEffCardIndexList, playerID)
for itemIndex in hisEffCardIndexList:
heroItem = curPack.GetAt(itemIndex)
item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
syncItemDict[itemIndex] = heroItem
+ GameWorld.DebugLog(" 最终生效卡牌加成: %s,heroPresetID=%s" % (cardPerTotal, heroPresetID), playerID)
+
# 同步变更的物品
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
@@ -557,10 +639,14 @@
return addPer
def doReloadLineup(curPlayer, olPlayer):
- ## 重新载入阵容
- loadLineupIDList = ShareDefine.LineupList
- lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
- lineShapeTypeDict = {} # {阵容ID:阵型, ...}
+ ## 重新载入阵容
+ herpPresetIpyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", ShareDefine.FuncPreset_Hero)
+ if not herpPresetIpyDataList:
+ return
+ presetIDMax = len(herpPresetIpyDataList) # 最大可用的武将阵容方案ID
+ funcPresetType = ShareDefine.FuncPreset_Hero
+ presetDict = {} # {预设ID:{itemIndex:posNum, ...}, ...}
+ shapeTypeDict = {} # {预设ID:阵型, ...}
syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
@@ -574,15 +660,17 @@
delValueList = []
for lpIndex in range(lineupCount)[::-1]:
lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- lineupID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
- if lineupID not in loadLineupIDList:
+ heroPresetID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
+ if not heroPresetID or heroPresetID > presetIDMax or not PlayerPreset.GetFuncPresetIDState(curPlayer, heroPresetID, funcPresetType):
+ GameWorld.DebugLog("异常或不可用的武将预设方案ID: index=%s,heroPresetID=%s,lineupValue=%s" % (index, heroPresetID, lineupValue))
+ delValueList.append(lineupValue)
continue
# 任意取一个武将保存的阵型即可,同阵容的武将理论上保存的阵型是一样的
- if lineupID not in lineShapeTypeDict:
- lineShapeTypeDict[lineupID] = shapeType
- if lineupID not in lineupDict:
- lineupDict[lineupID] = {}
- heroItemDict = lineupDict[lineupID]
+ if heroPresetID not in shapeTypeDict:
+ shapeTypeDict[heroPresetID] = shapeType
+ if heroPresetID not in presetDict:
+ presetDict[heroPresetID] = {}
+ heroItemDict = presetDict[heroPresetID]
# 超出人数限制或位置异常
if len(heroItemDict) >= ShareDefine.LineupObjMax or posNum in heroItemDict.values() or index in heroItemDict:
@@ -600,21 +688,12 @@
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
- for lineupID, heroItemDict in lineupDict.items():
- lineup = olPlayer.GetLineup(lineupID, False)
+ GameWorld.DebugLog("重载武将预设阵容: %s" % presetDict, curPlayer.GetPlayerID())
+ for heroPresetID, heroItemDict in presetDict.items():
+ shapeType = shapeTypeDict.get(heroPresetID, 0)
+ olPlayer.UpdHeroItemPreset(heroPresetID, heroItemDict, shapeType, isReload=True)
- # 获取其他绑定该阵容的功能,如红颜、灵兽等
-
- shapeType = lineShapeTypeDict.get(lineupID, 0)
- lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
-
- if lineupID == ShareDefine.Lineup_Main:
- for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
- exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
- exclusiveLineup.UpdLineup(heroItemDict, shapeType, isReload=True)
-
- PlayerHero.Sync_Lineup(curPlayer)
+ PlayerHero.Sync_HeroPreset(curPlayer)
return
def doCalcAllAttr(curPlayer):
@@ -632,7 +711,7 @@
GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
return
-def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
+def doRefreshLineupAttr(curPlayer, olPlayer, presetLineup):
''' 刷新某个阵容属性
基础属性-面板显示:
1.全体基础固定值=所有穿戴装备【装备基础固定值】+【法宝基础固定值】+【红颜基础固定值】+【其它模块的固定值】
@@ -648,13 +727,19 @@
最终面板战斗属性=【E全体战斗属性值】*【卡牌继承比例】+【卡牌自身培养战斗属性】
'''
playerID = curPlayer.GetPlayerID()
- lineupID = lineup.lineupID
- exclusiveMapID = lineup.exclusiveMapID
+ batPresetID = presetLineup.batPresetID
+ exclusiveMapID = presetLineup.exclusiveMapID
- GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
- GameWorld.DebugLog(" itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
+ heroPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Hero)
+ mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
- lineup.FreeLineupHero()
+ heroPreset = olPlayer.GetHeroPreset(heroPresetID)
+ heroItemDict = heroPreset.heroItemDict
+
+ GameWorld.DebugLog("刷新战斗预设方案属性: batPresetID=%s,exclusiveMapID=%s" % (batPresetID, exclusiveMapID), playerID)
+ GameWorld.DebugLog(" heroPresetID=%s,itemIndex-posNum : %s" % (heroPresetID, heroItemDict), playerID)
+
+ presetLineup.FreeLineupHero()
# 因为同阵容的武将ID不能重复,所以字典key可以用武将ID
countryHeroInfo = {} # 国家武将统计 {country:[heroID, ...], ...}
@@ -666,7 +751,7 @@
heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
- for itemIndex, posNum in lineup.heroItemDict.items():
+ for itemIndex, posNum in heroItemDict.items():
if itemIndex < 0 or itemIndex >= curPack.GetCount():
continue
heroItem = curPack.GetAt(itemIndex)
@@ -694,7 +779,7 @@
elif skinIDList:
skinID = skinIDList[0]
- lineupHero = lineup.GetLineupHero(posNum)
+ lineupHero = presetLineup.GetLineupHero(posNum)
#if False:
# lineupHero = LineupHero()
lineupHero.itemIndex = itemIndex
@@ -865,6 +950,7 @@
hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+ minggeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
dingjungeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge) if exclusiveMapID == ChConfig.Def_FBMapID_Dingjunge else {}
GameWorld.DebugLog(" 国家武将统计=%s" % countryHeroInfo, playerID)
@@ -885,11 +971,9 @@
GameWorld.DebugLog(" 主幻境阁属性=%s" % hjgAttrDict, playerID)
GameWorld.DebugLog(" 主公坐骑属性=%s" % horseAttrDict, playerID)
GameWorld.DebugLog(" 主公红颜属性=%s" % beautyAttrDict, playerID)
+ GameWorld.DebugLog(" 主公命格属性=%s,mgPresetID=%s" % (minggeAttrDict, mgPresetID), playerID)
GameWorld.DebugLog(" 定军专属属性=%s" % dingjungeAttrDict, playerID)
-
- effCardAddPer = 0
- for effInfo in olPlayer.GetEffectiveCardDict().values():
- effCardAddPer += effInfo[0]
+ effCardAddPer = heroPreset.GetEffCardAddPer()
effCardAddPer /= 10000.0
GameWorld.DebugLog(" 主公卡牌加成=%s" % effCardAddPer, playerID)
@@ -901,7 +985,7 @@
lineupFightPower = 0 # 阵容总战力
for heroID, selfAttrDict in heroSelfAttrInfo.items():
- lineupHero = lineup.GetLineupHeroByID(heroID)
+ lineupHero = presetLineup.GetLineupHeroByID(heroID)
if not lineupHero:
continue
lineupHero.heroBatAttrDict = {}
@@ -943,6 +1027,9 @@
beautyValue = beautyAttrDict.get(attrID, 0)
beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+ minggeValue = minggeAttrDict.get(attrID, 0)
+ minggePer = minggeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
dingjungeValue = dingjungeAttrDict.get(attrID, 0)
dingjungePer = dingjungeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
@@ -970,9 +1057,9 @@
# 计算
attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
- "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
+ "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
"beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
- "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
+ "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer, "minggeValue":minggeValue, "minggePer":minggePer,
"heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
"lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
"starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
@@ -1035,11 +1122,11 @@
GameWorld.DebugLog(" 武将最终战力: heroID=%s,fightPower=%s(%s+%s),%s,skillIDList=%s"
% (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
- lineup.fightPower = lineupFightPower
- GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
+ presetLineup.fightPower = lineupFightPower
+ GameWorld.DebugLog(" 阵容最终战力: batPresetID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (batPresetID, lineupFightPower, exclusiveMapID), playerID)
- # 非主线阵容不处理以下内容
- if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
+ # 非主线预设方案不处理以下内容
+ if exclusiveMapID or batPresetID != PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main):
return
PlayerControl.SetFightPower(curPlayer, lineupFightPower)
@@ -1049,14 +1136,15 @@
# 主线战斗如果有在战斗中,实时更新
if mainTurnFight and mainTurnFight.isInFight():
# 如果是阵容变化的,重新开始战斗
- if lineup.lineupChange:
- GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+ if heroPreset.isHeroChange:
+ heroPreset.isHeroChange = False
+ GameWorld.DebugLog("主线阵容变化,重新开始战斗", playerID)
if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
TurnAttack.__doMainLevelWave(curPlayer, True)
# 否则只重新设置战斗属性
else:
- GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+ GameWorld.DebugLog("主线阵容卡牌属性变更,更新战斗武将属性", playerID)
# lineup 为卡牌的阵容,仅有阵容属性相关,没有战斗对象
# batLineup 为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
@@ -1066,11 +1154,11 @@
batObj = batObjMgr.getBatObj(objID)
if not batObj:
continue
- lineupHero = lineup.GetLineupHero(posNum)
+ lineupHero = presetLineup.GetLineupHero(posNum)
if lineupHero.heroBatAttrDict:
batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
else:
- GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+ GameWorld.DebugLog("主线阵容没有在战斗中,不需要处理", playerID)
PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
# 更新排行榜
--
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