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/PlayerOnline.py | 212 ++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 168 insertions(+), 44 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 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,
--
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