From 7fe5b708667ada80e22ce098635c30c89246d23b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 十二月 2025 20:00:07 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将生效卡牌逻辑;去除图鉴加成;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 288 ++++++++++++++--------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 212 ++++++++++++++++----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py | 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 18 -
PySysDB/PySysDBPY.h | 11
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py | 50 ++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 3
7 files changed, 347 insertions(+), 236 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index fadf0af..a53edd5 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -214,14 +214,11 @@
DWORD _Quality; //品质
list InitTalentWeight; // 初始天赋数权重
BYTE InitStarUpper; // 初始星级上限
- DWORD InitAddPer; // 上阵初始加成万分率
- DWORD LVAddPer; // 上阵每等级加成
- DWORD BreakLVAddPer; // 上阵每突破等级加成
- DWORD StarAddPer; // 上阵每星级加成
+ DWORD InitAddPer; // 卡牌初始加成万分率
+ DWORD LVAddPer; // 卡牌每等级加成
+ DWORD BreakLVAddPer; // 卡牌每突破等级加成
+ DWORD StarAddPer; // 卡牌每星级加成
list BookActAwardMoney; // 图鉴激活奖励货币 类型|值
- DWORD BookInitAddPer; // 图鉴初始加成
- DWORD BookStarAddPer; // 图鉴每星级加成
- DWORD BookBreakLVAddPer; // 图鉴每突破等级加成
list DismissReturnItems; // 遣散每星返还道具 [[物品ID,个数], ...]
list RecommendAwardMoney; // 阵容推荐激活奖励货币 类型|值
};
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index c3336d1..6c5daa6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -223,7 +223,7 @@
Def_CalcAttrList = (
Def_CalcAttr_LV, # 主公等级 0
Def_CalcAttr_MainEquip, # 主装备 1
-Def_CalcAttr_HeroBook, # 武将图鉴 2
+Def_CalcAttr_2,
Def_CalcAttr_Realm, # 官职 3
Def_CalcAttr_Gubao, # 古宝 4
Def_CalcAttr_HJG, # 幻境阁 5
@@ -234,7 +234,6 @@
CalcAttrName = {
Def_CalcAttr_LV:"主公等级",
Def_CalcAttr_MainEquip:"主装备",
- Def_CalcAttr_HeroBook:"武将图鉴",
Def_CalcAttr_Realm:"官职",
Def_CalcAttr_Gubao:"古宝",
Def_CalcAttr_HJG:"幻境阁",
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
index 009e7cd..c97c796 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -38,7 +38,7 @@
GameWorld.DebugAnswer(curPlayer, "武将升星: Hero s 背包位置 升x星")
GameWorld.DebugAnswer(curPlayer, "武将突破: Hero b 背包位置 设置等级")
GameWorld.DebugAnswer(curPlayer, "武将觉醒: Hero a 背包位置 设置等级")
- GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
+ #GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
GameWorld.DebugAnswer(curPlayer, "重置图鉴: Hero t 0 [重置阵容推荐]")
GameWorld.DebugAnswer(curPlayer, "重置重生: Hero r")
GameWorld.DebugAnswer(curPlayer, "武将皮肤: Hero sk 武将ID 皮肤索引 是否解锁")
@@ -98,17 +98,17 @@
PlayerHero.Sync_LineupRecommendInfo(curPlayer, syncIDList)
GameWorld.DebugAnswer(curPlayer, "重置推荐OK!")
- else:
- heroID = value2
- syncHeroIDList = [heroID]
- bookStarLV = msgList[2] if len(msgList) > 2 else 0
- bookBreakLV = msgList[3] if len(msgList) > 3 else 0
- if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
- PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
- PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
- PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
- GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
-
+ #else:
+ # heroID = value2
+ # syncHeroIDList = [heroID]
+ # bookStarLV = msgList[2] if len(msgList) > 2 else 0
+ # bookBreakLV = msgList[3] if len(msgList) > 3 else 0
+ # if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
+ # PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
+ # PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
+ # PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
+ # GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
+
PlayerHero.Sync_HeroInfo(curPlayer, syncHeroIDList)
return
@@ -142,19 +142,17 @@
PlayerHero.InitHeroItem(heroItem.GetItem())
heroItem.Sync_Item()
GameWorld.DebugAnswer(curPlayer, "重置武将: itemIndex=%s" % (itemIndex))
- return
-
+
# 等级
- if value == "l":
+ elif value == "l":
heroLV = msgList[2] if len(msgList) > 2 else 1
LVMax = PlayerHero.GetHeroLVMax(heroItem)
heroLV = min(LVMax, heroLV)
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, heroLV)
GameWorld.DebugAnswer(curPlayer, "设置武将等级: %s,itemIndex=%s" % (heroLV, itemIndex))
- return
-
+
# 星级
- if value == "s":
+ elif value == "s":
addStar = msgList[2] if len(msgList) > 2 else 1
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
starMax = PlayerHero.GetHeroStarMax(heroItem)
@@ -164,28 +162,26 @@
updStar = min(curStar + addStar, starMax)
PlayerHero.DoHeroUpdStar(curPlayer, heroItem, updStar)
GameWorld.DebugAnswer(curPlayer, "更新武将星级: %s,itemIndex=%s" % (updStar, itemIndex))
- return
-
+
# 突破
- if value == "b":
+ elif value == "b":
breakLV = msgList[2] if len(msgList) > 2 else 0
if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
return
PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
- return
-
+
# 觉醒
- if value == "a":
+ elif value == "a":
awakeLV = msgList[2] if len(msgList) > 2 else 0
if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
return
PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
- return
-
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改
return
def __oneKeyLineup(curPlayer, msgList):
@@ -369,7 +365,7 @@
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
heroItem.Sync_Item()
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改阵容
GameWorld.DebugAnswer(curPlayer, "设置阵容武将OK")
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 2f037f2..7f0b599 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -225,9 +225,6 @@
("DWORD", "BreakLVAddPer", 0),
("DWORD", "StarAddPer", 0),
("list", "BookActAwardMoney", 0),
- ("DWORD", "BookInitAddPer", 0),
- ("DWORD", "BookStarAddPer", 0),
- ("DWORD", "BookBreakLVAddPer", 0),
("list", "DismissReturnItems", 0),
("list", "RecommendAwardMoney", 0),
),
@@ -2453,16 +2450,13 @@
def GetQuality(self): return self.attrTuple[0] # 品质 DWORD
def GetInitTalentWeight(self): return self.attrTuple[1] # 初始天赋数权重 list
def GetInitStarUpper(self): return self.attrTuple[2] # 初始星级上限 BYTE
- def GetInitAddPer(self): return self.attrTuple[3] # 上阵初始加成万分率 DWORD
- def GetLVAddPer(self): return self.attrTuple[4] # 上阵每等级加成 DWORD
- def GetBreakLVAddPer(self): return self.attrTuple[5] # 上阵每突破等级加成 DWORD
- def GetStarAddPer(self): return self.attrTuple[6] # 上阵每星级加成 DWORD
+ def GetInitAddPer(self): return self.attrTuple[3] # 卡牌初始加成万分率 DWORD
+ def GetLVAddPer(self): return self.attrTuple[4] # 卡牌每等级加成 DWORD
+ def GetBreakLVAddPer(self): return self.attrTuple[5] # 卡牌每突破等级加成 DWORD
+ def GetStarAddPer(self): return self.attrTuple[6] # 卡牌每星级加成 DWORD
def GetBookActAwardMoney(self): return self.attrTuple[7] # 图鉴激活奖励货币 类型|值 list
- def GetBookInitAddPer(self): return self.attrTuple[8] # 图鉴初始加成 DWORD
- def GetBookStarAddPer(self): return self.attrTuple[9] # 图鉴每星级加成 DWORD
- def GetBookBreakLVAddPer(self): return self.attrTuple[10] # 图鉴每突破等级加成 DWORD
- def GetDismissReturnItems(self): return self.attrTuple[11] # 遣散每星返还道具 [[物品ID,个数], ...] list
- def GetRecommendAwardMoney(self): return self.attrTuple[12] # 阵容推荐激活奖励货币 类型|值 list
+ def GetDismissReturnItems(self): return self.attrTuple[8] # 遣散每星返还道具 [[物品ID,个数], ...] list
+ def GetRecommendAwardMoney(self): return self.attrTuple[9] # 阵容推荐激活奖励货币 类型|值 list
# 武将品质突破表
class IPY_HeroQualityBreak():
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 19a0800..8d22386 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -184,6 +184,7 @@
GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
#首次获得图鉴额外逻辑 ...
Sync_HeroInfo(curPlayer, [heroID])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
return
@@ -225,55 +226,55 @@
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 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 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 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 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 GetHeroItem(curPlayer, itemIndex):
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -352,7 +353,7 @@
GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升级
PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
@@ -436,6 +437,8 @@
% (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
DoHeroUpdStar(curPlayer, heroItem, updStar)
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
return
def GetHeroStarMax(heroItem):
@@ -468,7 +471,7 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
- heroID = heroItem.GetItemTypeID()
+ #heroID = heroItem.GetItemTypeID()
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
item = heroItem.GetItem()
@@ -481,13 +484,10 @@
if isSync:
heroItem.Sync_Item()
-
- itemIndex = heroItem.GetItemPlaceIndex()
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
-
- starLVH = GetHeroBookStarLVH(curPlayer, heroID)
- if updStar > starLVH:
- SetHeroBookStarLVH(curPlayer, heroID, updStar)
+
+ #starLVH = GetHeroBookStarLVH(curPlayer, heroID)
+ #if updStar > starLVH:
+ # SetHeroBookStarLVH(curPlayer, heroID, updStar)
return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -653,20 +653,20 @@
GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
return
def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
## 设置武将突破等级
- heroID = heroItem.GetItemTypeID()
+ #heroID = heroItem.GetItemTypeID()
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
if isSync:
heroItem.Sync_Item()
- breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
- if breakLV > breakLVH:
- SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
+ #breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+ #if breakLV > breakLVH:
+ # SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -719,7 +719,7 @@
GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
SetHeroAwakeLV(heroItem, nextAwakeLV)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
return
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -857,7 +857,7 @@
if isSync:
heroItem.Sync_Item()
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 选择天赋
return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -991,7 +991,7 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -1024,7 +1024,7 @@
return
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -1040,7 +1040,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
Sync_HeroInfo(curPlayer, [heroID])
- RefreshLordAttr(curPlayer)
+ #RefreshLordAttr(curPlayer)
return
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -1058,9 +1058,9 @@
bookType = clientData.BookType
if bookType == 1:
- __doHeroBookStarLVUP(curPlayer, heroID)
+ pass #__doHeroBookStarLVUP(curPlayer, heroID)
elif bookType == 2:
- __doHeroBookBreakLVUP(curPlayer, heroID)
+ pass #__doHeroBookBreakLVUP(curPlayer, heroID)
else:
__doHeroBookAct(curPlayer, heroID)
return
@@ -1106,48 +1106,48 @@
Sync_HeroInfo(curPlayer, [heroID])
- RefreshLordAttr(curPlayer)
+ #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
- 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 __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
- 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
+#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
#
@@ -1235,7 +1235,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
Sync_PlayerHeroInfo(curPlayer)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
return
def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
@@ -1487,7 +1487,7 @@
if not awardMoneyInfo or len(awardMoneyInfo) != 2:
return
moneyType, moneyValue = awardMoneyInfo
- if GetHeroActivite(curPlayer, heroID) != 1:
+ if not GetHeroActivite(curPlayer, heroID):
GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
return
awardState |= pow(2, index)
@@ -1497,43 +1497,43 @@
Sync_LineupRecommendInfo(curPlayer, [recommendID])
return
-def RefreshLordAttr(curPlayer):
- ## 刷新主公属性
- CalcHeroAddAttr(curPlayer)
- PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
- return
+#def RefreshLordAttr(curPlayer):
+# ## 刷新主公属性
+# CalcHeroAddAttr(curPlayer)
+# PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+# return
-def CalcHeroAddAttr(curPlayer):
- ## 计算武将对主公增加的属性
-
- heroBookAttrDict = {}
- playerID = curPlayer.GetID()
-
- ipyDataMgr = IpyGameDataPY.IPY_Data()
- for index in range(ipyDataMgr.GetHeroCount()):
- ipyData = ipyDataMgr.GetHeroByIndex(index)
- heroID = ipyData.GetHeroID()
- if not ipyData.GetPlayerCanUse():
- continue
- if not GetHeroBookInitState(curPlayer, heroID):
- # 图鉴未激活
- continue
- quality = ipyData.GetQuality()
- qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
- if not qualityIpyData:
- continue
- bookInitAddPer = qualityIpyData.GetBookInitAddPer()
- bookStarAddPer = qualityIpyData.GetBookStarAddPer()
- bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
- bookStar = GetHeroBookStarLV(curPlayer, heroID)
- bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
- for attrPerID in ChConfig.BaseAttrPerIDList:
- addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
- heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
-
- GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
- PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
- return
+#def CalcHeroAddAttr(curPlayer):
+# ## 计算武将对主公增加的属性
+#
+# heroBookAttrDict = {}
+# playerID = curPlayer.GetID()
+#
+# ipyDataMgr = IpyGameDataPY.IPY_Data()
+# for index in range(ipyDataMgr.GetHeroCount()):
+# ipyData = ipyDataMgr.GetHeroByIndex(index)
+# heroID = ipyData.GetHeroID()
+# if not ipyData.GetPlayerCanUse():
+# continue
+# if not GetHeroBookInitState(curPlayer, heroID):
+# # 图鉴未激活
+# continue
+# quality = ipyData.GetQuality()
+# qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+# if not qualityIpyData:
+# continue
+# #bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+# #bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+# #bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+# bookStar = GetHeroBookStarLV(curPlayer, heroID)
+# bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+# for attrPerID in ChConfig.BaseAttrPerIDList:
+# addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+# heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+#
+# GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+# PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
+# return
def Sync_HeroInfo(curPlayer, heroIDList=None):
if heroIDList != None:
@@ -1563,10 +1563,10 @@
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.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
+ #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+ #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
+ #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
syncInfoList.append(hero)
if not syncInfoList:
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 72f47e8..1c14450 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -157,8 +157,9 @@
self.curPlayer = None
# 属性、阵容
- self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
- self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+ self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
+ self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+ self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
# 主线战斗
self.mainFight = TurnAttack.MainFight(playerID)
@@ -182,20 +183,29 @@
def GetLineup(self, lineupID, checkAttr=True):
# @param checkAttr: 检查刷新到最新阵容属性
lineup = None
- if lineupID in self.lineupDict:
- lineup = self.lineupDict[lineupID]
+ if lineupID in self._lineupDict:
+ lineup = self._lineupDict[lineupID]
else:
lineup = Lineup(self.playerID, lineupID)
- self.lineupDict[lineupID] = lineup
+ self._lineupDict[lineupID] = lineup
lineup.olPlayer = self
if checkAttr:
lineup.CheckRefreshLineupAttr()
return lineup
- def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
+ def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
+ def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
+ ## 更新某个武将生效的卡牌信息
+ self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
+ self.RefreshRoleAttr()
+
+ def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
+ def GetEffectiveCardDict(self): return self._effectiveCardDict
+
+ def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
def SetCalcAttr(self, calcIndex, attrDict):
## 设置某个功能点计算的属性
- self.calcAttrDict[calcIndex] = attrDict
+ self._calcAttrDict[calcIndex] = attrDict
return
def ReCalcAllAttr(self):
@@ -203,8 +213,9 @@
curPlayer = self.curPlayer
GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
- self.calcAttrDict = {}
- self.lineupDict = {}
+ self._calcAttrDict = {}
+ self._lineupDict = {}
+ self._effectiveCardDict = {}
doCalcAllAttr(curPlayer)
doReloadLineup(curPlayer, self)
@@ -219,7 +230,7 @@
'''
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():
+ for lineup in self._lineupDict.values():
lineup.SetNeedRefreshState()
if refreshForce:
@@ -234,7 +245,7 @@
isRefresh = False
# 同步执行阵容属性刷新
- for lineupID, lineup in self.lineupDict.items():
+ for lineupID, lineup in self._lineupDict.items():
if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
continue
if lineup.CheckRefreshLineupAttr():
@@ -242,20 +253,22 @@
return isRefresh
- def OnHeroItemUpate(self, itemIndexList):
- '''武将物品养成更新
- @param itemIndexList: 变化武将物品所在武将背包格子索引列表
+ 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
'''
effLineupIDList = []
- for lineupID, lineup in self.lineupDict.items():
- for itemIndex in itemIndexList:
- if lineup.CheckHeroItemUpdate(itemIndex):
- if lineupID not in effLineupIDList:
- effLineupIDList.append(lineupID)
-
- GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
+ checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
+
+ itemIndex = heroItem.GetItemPlaceIndex()
+ for lineupID, lineup in self._lineupDict.items():
+ if lineup.CheckHeroItemUpdate(itemIndex):
+ if lineupID not in effLineupIDList:
+ effLineupIDList.append(lineupID)
+
+ GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
return effLineupIDList
def GetLastBatBuffer(self): return self._lastBatBufferInfo
@@ -359,17 +372,112 @@
GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
return
+def checkUpdEffHeroCard(olPlayer, 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
+ itemIndex = heroItem.GetItemPlaceIndex()
+ heroID = heroItem.GetItemTypeID()
+ curAddPer = getHeroCardAddPer(heroItem)
+ effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
+ 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,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ return
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+ if curAddPer > effAddPer:
+ GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ return
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ if index == itemIndex:
+ continue
+ packItem = curPack.GetAt(index)
+ if not packItem or packItem.IsEmpty():
+ continue
+ if heroID != packItem.GetItemTypeID():
+ continue
+ 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)
+ 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))
+ return
+
+ if curAddPer <= effAddPer:
+ GameWorld.DebugLog("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))
+ return
+ GameWorld.DebugLog("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)
+
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ isNotify and heroItem.Sync_Item()
+
+ if effItemIndex >= 0:
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ 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)
+ isNotify and hisEffItem.Sync_Item()
+
+ return
+
+def getHeroCardAddPer(heroItem):
+ ## 获取该武将卡的卡牌加成
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return 0
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return 0
+
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+
+ starMax = PlayerHero.GetHeroStarMax(heroItem)
+ addPer = qualityIpyData.GetInitAddPer()
+ addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
+ addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
+ addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
+ 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, ...}
syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+ effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
+ effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
heroItem = curPack.GetAt(index)
if not heroItem or heroItem.IsEmpty():
continue
+
+ heroID = heroItem.GetItemTypeID()
+ if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+ effCardIndexListHis.append(index)
+ addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
+ cardAddPer = getHeroCardAddPer(heroItem)
+ if cardAddPer > addPer:
+ effectiveCardDict[heroID] = [cardAddPer, index]
+
lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
if not lineupCount:
continue
@@ -398,6 +506,32 @@
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
syncItemDict[index] = heroItem
+ # 更新生效变更的卡牌
+ GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
+ GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
+ cardPerTotal = 0
+ olPlayer.SetEffectiveCardDict(effectiveCardDict)
+ for heroID, effInfo in effectiveCardDict.items():
+ cardAddPer, itemIndex = effInfo
+ cardPerTotal += cardAddPer
+ if itemIndex in effCardIndexListHis:
+ effCardIndexListHis.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,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
+ else:
+ GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ syncItemDict[index] = heroItem
+ # 移除失效的卡牌
+ GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
+ for itemIndex in effCardIndexListHis:
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ syncItemDict[index] = heroItem
+
+ # 同步变更的物品
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
@@ -418,7 +552,7 @@
GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
CalcRoleBase(curPlayer)
ChEquip.CalcRoleEquipAttr(curPlayer)
- PlayerHero.CalcHeroAddAttr(curPlayer)
+ #PlayerHero.CalcHeroAddAttr(curPlayer)
PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
PlayerGubao.CalcGubaoAttr(curPlayer)
PlayerHJG.CalcHJGAttr(curPlayer)
@@ -458,9 +592,6 @@
heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
- # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
- InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
-
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex, posNum in lineup.heroItemDict.items():
if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -478,7 +609,7 @@
continue
heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
- star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
@@ -490,12 +621,6 @@
elif skinIDList:
skinID = skinIDList[0]
- starMax = PlayerHero.GetHeroStarMax(heroItem)
- InitAddPer += qualityIpyData.GetInitAddPer()
- LVAddPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
- BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
- StarAddPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
-
lineupHero = lineup.GetLineupHero(posNum)
#if False:
# lineupHero = LineupHero()
@@ -657,7 +782,6 @@
lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
- bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
@@ -673,16 +797,20 @@
GameWorld.DebugLog(" 武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
GameWorld.DebugLog(" 武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
GameWorld.DebugLog(" 阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
- GameWorld.DebugLog(" 阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
GameWorld.DebugLog(" 主公等级属性=%s" % lvAttrDict, playerID)
GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
- GameWorld.DebugLog(" 主公图鉴属性=%s" % bookAttrDict, playerID)
GameWorld.DebugLog(" 主公官职属性=%s" % realmAttrDict, playerID)
GameWorld.DebugLog(" 主公古宝属性=%s" % gubaoAttrDict, playerID)
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)
+
+ effCardAddPer = 0
+ for effInfo in olPlayer.GetEffectiveCardDict().values():
+ effCardAddPer += effInfo[0]
+ effCardAddPer /= 10000.0
+ GameWorld.DebugLog(" 主公卡牌加成=%s" % effCardAddPer, playerID)
PlayerLV = curPlayer.GetLV()
OfficialLV = curPlayer.GetOfficialRank()
@@ -691,7 +819,6 @@
fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
lineupFightPower = 0 # 阵容总战力
- InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
for heroID, selfAttrDict in heroSelfAttrInfo.items():
lineupHero = lineup.GetLineupHeroByID(heroID)
if not lineupHero:
@@ -712,9 +839,11 @@
lvValue = lvAttrDict.get(attrID, 0)
equipValue = equipAttrDict.get(attrID, 0)
- bookValue = bookAttrDict.get(attrID, 0)
- bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+ cardPer = 0 # 卡牌加成,仅对基础三维有用
+ if attrID in ChConfig.BaseAttrIDList:
+ cardPer = effCardAddPer
+
realmValue = realmAttrDict.get(attrID, 0)
realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
@@ -729,10 +858,6 @@
beautyValue = beautyAttrDict.get(attrID, 0)
beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
-
- lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
- if attrID in ChConfig.BaseAttrIDList:
- lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
inheritPer = 1 # 继承比例,默认100%
@@ -757,10 +882,9 @@
awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
# 计算
- attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer,
+ 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,
- "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
"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,
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 0117513..37708a9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1245,6 +1245,7 @@
Def_IudetHeroBreakLV = 74 # 英雄突破等级
Def_IudetHeroAwakeLV = 76 # 英雄觉醒等级
Def_IudetHeroSkin = 78 # 英雄使用的皮肤索引
+Def_IudetHeroCardEffective = 80 # 卡牌加成是否生效的,每个武将仅有一张卡牌生效
# 200~300 宠物数据用
Def_IudetPet_NPCID = 200 # npcID
--
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