From 75dac27b4e1d2cc22f7ca6356d258eb47f7e9e38 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 07 一月 2026 17:56:09 +0800
Subject: [PATCH] 412 【挑战】定军阁-服务端(定军阁功能专享属性支持;优化主阵容属性支持专有功能属性,不影响通用主阵容属性、战力,专享阵容与主阵容相同,只是属性、战力可能不一样;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py | 14 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py | 13 ---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 77 +++++++++++++-----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py | 4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py | 5 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 22 ++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py | 7 -
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py | 37 +++++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 8 +
10 files changed, 128 insertions(+), 62 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 7af48b6..cc9639b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -584,25 +584,26 @@
lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
return lineupInfo
-def GetPlayerLineupFightPower(curPlayer, lineupID):
+def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
return GetPlayerLineup(curPlayer, lineupID).fightPower
-def GetPlayerLineup(curPlayer, lineupID):
+def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
## 获取玩家阵容
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
if lineup.IsEmpty():
GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
return lineup
-def GetPlayerLineupInfo(curPlayer, lineupID):
+def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
# @param lineupID: 阵容ID
+ # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
# @return: 阵容全部信息json字典,前端通用格式
playerID = curPlayer.GetPlayerID()
- lineup = GetPlayerLineup(curPlayer, lineupID)
+ lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
if lineup.IsEmpty():
return {}
@@ -1100,11 +1101,6 @@
if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
return
- # 攻防方所使用的阵容ID
- atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
- if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
- return
-
if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
return
@@ -1112,9 +1108,10 @@
playerServerID = GameWorld.GetPlayerServerID(curPlayer)
guid = GameWorld.GetGUID()
- atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+ atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
+ atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
if not atkLineupInfo:
- GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
+ GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
return
# 玩家
@@ -1127,6 +1124,7 @@
PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
return
+ defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
if not defLineupInfo:
GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index f2e4385..d4e4360 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -236,7 +236,8 @@
Def_CalcAttr_HJG, # 幻境阁 5
Def_CalcAttr_Horse, # 坐骑 6
Def_CalcAttr_Beauty, # 红颜 7
-) = range(8)
+Def_CalcAttr_Dingjunge, # 定军阁 8
+) = range(9)
CalcAttrName = {
Def_CalcAttr_LV:"主公等级",
@@ -247,6 +248,7 @@
Def_CalcAttr_HJG:"幻境阁",
Def_CalcAttr_Horse:"坐骑",
Def_CalcAttr_Beauty:"红颜",
+ Def_CalcAttr_Dingjunge:"定军阁",
}
##-----------------------------------------------------------------------------------------------
@@ -1916,6 +1918,10 @@
PlayerWinMapIDList = [Def_FBMapID_Tianzi]
#需要汇报中心副本过关进度的地图
ReportCenterMapIDList = [Def_FBMapID_Zhanchui, Def_FBMapID_Dingjunge]
+#需要阵容战斗属性单独专用的地图 - 一般是有地图专有属性的,仅该功能战斗有效,用的是专项的主线阵容,战力独立计算,不影响通用主线阵容战力
+ExclusiveBatAttrMapIDList = [Def_FBMapID_Dingjunge]
+#地图专用阵容,注:这里只针对非主动进攻时使用的阵容,不一定是防守,如系统PK的双方阵容也可以
+MapLineIDDict = {Def_FBMapID_ArenaBattle:ShareDefine.Lineup_ArenaDef}
#注册上传跨服服务器数据后直接进入跨服服务器的地图
RegisterEnter_CrossServerMapIDList = []
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py
index 41143e0..c01e5c1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py
@@ -26,7 +26,7 @@
if not paramList:
GameWorld.DebugAnswer(curPlayer, "定军阁进度: Dingjunge 今日关卡ID 历史关卡ID")
- GameWorld.DebugAnswer(curPlayer, "增加效果数: Dingjunge e 增加效果次数")
+ GameWorld.DebugAnswer(curPlayer, "增加效果数: Dingjunge e 加效果数 [自动选择]")
GameWorld.DebugAnswer(curPlayer, "待选择效果: Dingjunge s 效果ID [效果ID ...]")
return
mapID = ChConfig.Def_FBMapID_Dingjunge
@@ -34,6 +34,9 @@
if value1 == "e":
addEffCnt = paramList[1] if len(paramList) > 1 else 1
+ autoSelect = paramList[2] if len(paramList) > 2 else 0
+ if autoSelect and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DJGEffAuto):
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGEffAuto, 1)
GameLogic_Dingjunge.GivePassLayerEff(curPlayer, addEffCnt)
elif value1 == "s":
setEffIDList = paramList[1:]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
index 83ec071..7c97088 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -32,21 +32,29 @@
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
if not msgList:
- GameWorld.DebugAnswer(curPlayer, "PrintFightPower [阵容ID]")
+ GameWorld.DebugAnswer(curPlayer, "PrintFightPower [阵容ID 专享属性地图ID]")
GameWorld.DebugAnswer(curPlayer, "主公战力: %s" % PlayerControl.GetFightPower(curPlayer))
for lineupID in ShareDefine.LineupList:
lineup = olPlayer.GetLineup(lineupID)
GameWorld.DebugAnswer(curPlayer, "阵容(%s)总战力: %s" % (lineupID, lineup.fightPower))
+ if lineupID == ShareDefine.Lineup_Main:
+ for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+ exclusiveLineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
+ GameWorld.DebugAnswer(curPlayer, "阵容(%s-%s)总战力: %s" % (lineupID, exclusiveLineup.exclusiveMapID, exclusiveLineup.fightPower))
return
lineupID = msgList[0]
+ exclusiveMapID = msgList[1] if len(msgList) > 1 else 0
if lineupID not in ShareDefine.LineupList:
GameWorld.DebugAnswer(curPlayer, "阵容(%s)不存在.")
return
-
+ if exclusiveMapID not in ChConfig.ExclusiveBatAttrMapIDList:
+ exclusiveMapID
GameWorld.DebugAnswer(curPlayer, "-------------------")
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
GameWorld.DebugAnswer(curPlayer, "【阵容 - %s】明细总战力: %s" % (lineupID, lineup.fightPower))
+ if exclusiveMapID:
+ GameWorld.DebugAnswer(curPlayer, "功能地图专属阵容地图ID:%s" % exclusiveMapID)
for calcIndex in ChConfig.Def_CalcAttrList:
calcName = ChConfig.CalcAttrName.get(calcIndex, "%s" % calcIndex)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
index 1e4d80c..a105e8b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -2236,19 +2236,6 @@
return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
-def GetFBPlayerLineupID(curPlayer, mapID, funcLineID):
- ## 获取玩家使用的攻防阵容ID
- # @return: 攻击方阵容ID, 防守方阵容ID
- do_FBLogic_ID = __GetFBLogic_MapID(mapID)
-
- callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBPlayerLineupID"))
-
- if callFunc == None:
- # 默认不限制
- return ShareDefine.Lineup_Main, ShareDefine.Lineup_Main
-
- return callFunc(curPlayer, mapID, funcLineID)
-
def GetFBNPCLineupInfo(curPlayer, mapID, funcLineID):
## 获取NPC阵容相关
# @return: npcLineupIDList, strongerLV, difficulty
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
index c1697cc..1cf2ebd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
@@ -76,11 +76,6 @@
return True, funcLineID
-def GetFBPlayerLineupID(curPlayer, mapID, funcLineID):
- ## 获取玩家使用的攻防阵容ID
- # @return: 攻击方阵容ID, 防守方阵容ID
- return ShareDefine.Lineup_ArenaAtk, ShareDefine.Lineup_ArenaDef
-
def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
## 回合战斗结算奖励
if not curPlayer:
@@ -229,7 +224,7 @@
PlayerArena.SetRecRealmLV(recData, curPlayer.GetOfficialRank())
PlayerArena.SetRecLV(recData, curPlayer.GetLV())
# 名字、变更积分 +-、战力
- fightPower = TurnAttack.GetPlayerLineupFightPower(curPlayer, ShareDefine.Lineup_ArenaAtk)
+ fightPower = TurnAttack.GetPlayerLineupFightPower(curPlayer)
recData.SetUserData({"Name":curPlayer.GetPlayerName(), "AddScore":-defDecScore, "FightPower":fightPower})
if defDecScore: # 防守方仅变更时更新
PlayerBillboard.UpdateBillboardByID(tagPlayerID, ShareDefine.Def_BT_Arena, updScore)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py
index 069562e..02fa2e3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py
@@ -24,6 +24,7 @@
import ItemControler
import IpyGameDataPY
import NetPackCommon
+import PlayerOnline
import ChConfig
# 自动选择排序优先级索引
@@ -49,6 +50,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGSelectEffect % sIndex, 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGUnSelectCnt, 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGEffAuto, 0) # 每日重置自动开关
+ RefreshDingjungeAttr(curPlayer)
SyncDingjungeInfo(curPlayer)
return
@@ -295,6 +297,7 @@
else:
if __doSelectEff(curPlayer, selectIndex, replaceHole):
__randSelectEff(curPlayer, isReset=True)
+ RefreshDingjungeAttr(curPlayer)
SyncDingjungeInfo(curPlayer)
return
@@ -326,6 +329,8 @@
# 自动选择后重置
for sIndex in range(randEffCnt):
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGSelectEffect % sIndex, 0)
+
+ RefreshDingjungeAttr(curPlayer)
return True
def __getUnlockEffHoleCnt(curPlayer):
@@ -358,7 +363,7 @@
break
effIDList.append(effID)
if effIDList:
- GameWorld.DebugLog("已存在未选择的加成效果等选择后再生成: effIDList=%s,unSelectCnt=%s" % (effIDList, unSelectCnt))
+ #GameWorld.DebugLog("已存在未选择的加成效果等选择后再生成: effIDList=%s,unSelectCnt=%s" % (effIDList, unSelectCnt))
return effIDList
fullLVEffIDList = [] # 已满级的效果ID列表
@@ -546,6 +551,36 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGEffect % replaceIndex, effInfo)
return True
+def RefreshDingjungeAttr(curPlayer):
+ CalcDingjungeAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr(exclusiveMapID=ChConfig.Def_FBMapID_Dingjunge)
+ return
+
+def CalcDingjungeAttr(curPlayer):
+
+ playerID = curPlayer.GetPlayerID()
+ attrDict = {}
+
+ effHoleCnt = __getUnlockEffHoleCnt(curPlayer)
+ for eIndex in range(effHoleCnt):
+ effInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DJGEffect % eIndex)
+ if not effInfo:
+ continue
+ effID, effLV = effInfo / 100, effInfo % 100
+ effIpyData = IpyGameDataPY.GetIpyGameData("FBDJGEffect", effID)
+ if not effIpyData:
+ continue
+ attrID = effIpyData.GetAttrID()
+ attrValue = effIpyData.GetAttrValue()
+ attrValueTotal = attrValue * effLV
+ attrDict[attrID] = attrDict.get(attrID, 0) + attrValueTotal
+ #GameWorld.DebugLog("eIndex=%s,effID=%s,attrID=%s,attrValue=%s,effLV=%s,%s" % (eIndex, effID, attrID, attrValue, effLV, attrDict), playerID)
+
+ # 保存计算值
+ GameWorld.DebugLog("定军属性: %s" % attrDict, playerID)
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge, attrDict)
+ return
+
def SyncDingjungeInfo(curPlayer):
clientPack = ChPyNetSendPack.tagSCDingjungeInfo()
clientPack.TodayPass = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DJGLineID)
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 a5cddd1..662e56b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -1503,6 +1503,9 @@
# 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)
return
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 622f31a..8c33799 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -24,6 +24,7 @@
import IpyGameDataPY
import FormulaControl
import PlayerPrestigeSys
+import GameLogic_Dingjunge
import PlayerBeauty
import PlayerFamily
import PlayerHorse
@@ -57,9 +58,10 @@
class Lineup():
## 阵容
- def __init__(self, playerID, lineupID):
+ 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
self.shapeType = 0
self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
@@ -81,9 +83,9 @@
self.lineupChange = True
self.shapeType = shapeType
self.heroItemDict = heroItemDict
- GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
+ 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:
+ if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
return
@@ -159,7 +161,7 @@
# 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 {lineupID:Lineup, ...}
+ 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], ...}
# 主线战斗
@@ -181,14 +183,20 @@
## 是否真的在线
return self.curPlayer != None
- def GetLineup(self, lineupID, checkAttr=True):
+ def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
# @param checkAttr: 检查刷新到最新阵容属性
lineup = None
- if lineupID in self._lineupDict:
- lineup = self._lineupDict[lineupID]
+ lineKey = lineupID
+ if exclusiveMapID:
+ if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+ lineKey = (lineupID, exclusiveMapID)
+ else:
+ exclusiveMapID = 0
+ if lineKey in self._lineupDict:
+ lineup = self._lineupDict[lineKey]
else:
- lineup = Lineup(self.playerID, lineupID)
- self._lineupDict[lineupID] = lineup
+ lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
+ self._lineupDict[lineKey] = lineup
lineup.olPlayer = self
if checkAttr:
lineup.CheckRefreshLineupAttr()
@@ -230,7 +238,7 @@
self.RefreshRoleAttr()
return
- def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
+ def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
'''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
@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
@@ -238,13 +246,16 @@
GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), 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():
+ if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
+ # 有指定的话只要指定的即可
+ continue
lineup.SetNeedRefreshState()
if refreshForce:
- self.DoRefreshRoleAttr(isAllLineup)
+ self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
return
- def DoRefreshRoleAttr(self, isAllLineup=False):
+ 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
@return: 是否有刷属性,0-无;1-有
@@ -252,9 +263,16 @@
isRefresh = False
# 同步执行阵容属性刷新
- for lineupID, lineup in self._lineupDict.items():
- if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
- continue
+ for lineup in self._lineupDict.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:
+ continue
if lineup.CheckRefreshLineupAttr():
isRefresh = True
@@ -270,13 +288,13 @@
checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
itemIndex = heroItem.GetItemPlaceIndex()
- for lineupID, lineup in self._lineupDict.items():
+ for lineKey, lineup in self._lineupDict.items():
if lineup.CheckHeroItemUpdate(itemIndex):
- if lineupID not in effLineupIDList:
- effLineupIDList.append(lineupID)
+ 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)
- return effLineupIDList
+ return
def GetLastBatBuffer(self): return self._lastBatBufferInfo
def SetLastBatBuffer(self, guid, batBuffer):
@@ -493,7 +511,7 @@
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,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
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))
heroItem = curPack.GetAt(itemIndex)
@@ -590,6 +608,11 @@
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)
return
@@ -604,6 +627,7 @@
PlayerHJG.CalcHJGAttr(curPlayer)
PlayerHorse.CalcHorseAttr(curPlayer)
PlayerBeauty.CalcBeautyAttr(curPlayer)
+ GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -623,8 +647,9 @@
'''
playerID = curPlayer.GetPlayerID()
lineupID = lineup.lineupID
+ exclusiveMapID = lineup.exclusiveMapID
- GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
+ GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
GameWorld.DebugLog(" itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
lineup.FreeLineupHero()
@@ -834,6 +859,7 @@
hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+ 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)
GameWorld.DebugLog(" 羁绊武将统计=%s" % fetterHeroInfo, playerID)
@@ -853,6 +879,7 @@
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(" 定军专属属性=%s" % dingjungeAttrDict, playerID)
effCardAddPer = 0
for effInfo in olPlayer.GetEffectiveCardDict().values():
@@ -909,6 +936,9 @@
beautyValue = beautyAttrDict.get(attrID, 0)
beautyPer = beautyAttrDict.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
heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
inheritPer = 1 # 继承比例,默认100%
@@ -936,6 +966,7 @@
attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
"gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
"beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
+ "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
"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,
@@ -999,10 +1030,10 @@
% (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
lineup.fightPower = lineupFightPower
- GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
+ GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
# 非主线阵容不处理以下内容
- if lineupID != ShareDefine.Lineup_Main:
+ if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
return
PlayerControl.SetFightPower(curPlayer, lineupFightPower)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 7ed1c89..9875d4c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1264,10 +1264,10 @@
LineupObjMax = 6 # 阵容最大上阵武将数
-# 阵容定义
+# 阵容定义,主动进攻阵容只使用主阵容,功能可以有指定的阵容,如防守阵容、系统PK阵容等
LineupList = (
Lineup_Main, # 主阵容 1
-Lineup_ArenaAtk, # 竞技场进攻阵容 2
+Lineup_2, # 废弃
Lineup_ArenaDef, # 竞技场防守阵容 3
) = range(1, 1 + 3)
--
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