From 860db4b0dc36c4bde60e0069c442446c80bd72b6 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 02 九月 2025 17:07:49 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(关卡boss改为B410请求战斗,支持多小队一次性完整战报;B420增加状态6代表结束并休息;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py | 228 +++++++++++++++++++++++++++++++++----------------------- 1 files changed, 134 insertions(+), 94 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py index bae12fc..cef5c8b 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py @@ -17,17 +17,20 @@ import ChConfig import GameWorld +import TurnAttack import ShareDefine -import SkillCommon import IpyGameDataPY import PlayerControl import ChPyNetSendPack import ItemControler import IPY_GameWorld import NetPackCommon -import TurnAttack import ItemCommon +import PlayerTask import NPCCommon +import ChEquip +import ObjPool + import random def OnFBPlayerOnLogin(curPlayer): @@ -41,6 +44,7 @@ def ResetBootyDropToday(curPlayer): bootyItemIDList = GetBootyItemIDList() for itemID in bootyItemIDList: + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, 0) if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID): PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, 0) SyncDropBootyInfo(curPlayer) @@ -62,63 +66,21 @@ ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1) return [booty[0] for booty in ipyData.GetDailyBootyUpperList()] -def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID): - ## 回合战斗主动发起的玩家阵容释放技能成功 +def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID): + ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等 if mapID == ChConfig.Def_FBMapID_Main: - __doCostZhanchui(curPlayer, atkObj, curSkill) + __doKillAward(curPlayer, atkObj, killObjIDList) return -def __doCostZhanchui(curPlayer, atkObj, curSkill): - ## 扣除战锤消耗 - costZhanchui = 0 - isXP = SkillCommon.isXPSkill(curSkill) - turnBattleType = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnBattleType) - if isXP: - costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2) - elif turnBattleType == ChConfig.TurnBattleType_Combo: - costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3) - elif turnBattleType == ChConfig.TurnBattleType_AtkBack: - costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4) - elif SkillCommon.isTurnNormalAtkSkill(curSkill): - costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1) - - if costZhanchui <= 0: - return - - fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1 - costZhanchuiTotal = costZhanchui * fightPoint - if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, isNotify=False): - # 不足时,有多少扣多少 - nowMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao) - PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), isNotify=False) - - return - -def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID): - - if mapID == ChConfig.Def_FBMapID_Main: - __doKillAward(curPlayer, atkObj, mapID, funcLineID) - - return - -def __doKillAward(curPlayer, atkObj, mapID, funcLineID): +def __doKillAward(curPlayer, atkObj, killObjIDList): ## 计算击杀奖励 - turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(atkObj.GetID()) - if not turnFight: + if not killObjIDList: + GameWorld.DebugLog("没有击杀不需要处理!") return - - unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp) - if not turnFight.playerKillObjIDList: - unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) - GameWorld.DebugLog("没有击杀不需要处理! unXiantaoCntExp=%s,unXiantaoCntEquip=%s" % (unXiantaoCntExp, unXiantaoCntEquip)) - return - killCnt = len(turnFight.playerKillObjIDList) - # 直接重置,防止异常时重复结算 - turnFight.playerKillObjIDList = [] - # 结算经验 + unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp) if unXiantaoCntExp: PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, 0) perExp = IpyGameDataPY.GetFuncCfg("Mainline", 1) # 每个战锤增加经验 @@ -126,76 +88,93 @@ GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp)) PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC) - __doMainDrop(curPlayer, killCnt) + __doMainDrop(curPlayer) return -def __doMainDrop(curPlayer, killCnt): +def __doMainDrop(curPlayer): # 装备掉落 - __doDropEquip(curPlayer) + if __doDropEquip(curPlayer) == -1: + return playerID = curPlayer.GetPlayerID() - DailyBootyUpperList, BootyWeightList = [], [] + DailyBootyUpperList = [] chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0] chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID) if chapterIpyData: DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList() - BootyWeightList = chapterIpyData.GetBootyWeightList() - - bootyDropUpperDict = {k:v for k, v in DailyBootyUpperList} - GameWorld.DebugLog("可掉落战利品上限: chapterID=%s,%s,killCnt=%s" % (chapterID, bootyDropUpperDict, killCnt), playerID) + + GameWorld.DebugLog("可掉落战利品上限: chapterID=%s, %s" % (chapterID, DailyBootyUpperList), playerID) + + # 战利品掉落默认不堆叠,故最多只能掉落剩余空格子个数的物品 + spaceCount = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify) # 其他战利品掉落 - for _ in range(killCnt): - dropInfo = GameWorld.GetResultByWeightList(BootyWeightList) - if not dropInfo: - continue - itemID = dropInfo[0] - if not itemID: - GameWorld.DebugLog("本次不掉落战利品!", playerID) - continue - if itemID not in bootyDropUpperDict: - GameWorld.DebugLog("该战利品未解锁! itemID=%s" % itemID, playerID) + bootyDropNeedDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 1, {}) + bootyDropCntDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 2, {}) + for itemID, dropUpper in DailyBootyUpperList: + if spaceCount <= 0: + GameWorld.DebugLog("掉落背包已满!", playerID) + break + if dropUpper <= 0: continue todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) - dropUpper = bootyDropUpperDict.get(itemID, 0) if todyDropCnt >= dropUpper: GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID) continue + if itemID not in bootyDropNeedDict or itemID not in bootyDropCntDict: + continue + dropOneNeed = bootyDropNeedDict[itemID] + unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + dropBootyCnt = unXiantaoCntBooty / dropOneNeed + if dropBootyCnt <= 0: + continue - dropMin = dropInfo[1] if len(dropInfo) > 1 else 1 - dropMax = dropInfo[2] if len(dropInfo) > 2 else 1 + dropCntRange = bootyDropCntDict[itemID] + if not isinstance(dropCntRange, (list, tuple)) or len(dropCntRange) != 2: + continue + dropMin = dropCntRange[0] + dropMax = dropCntRange[1] - if dropMin == dropMax: - dropCnt = dropMin - else: - dropCnt = random.randint(dropMin, dropMax) - dropCnt = min(dropCnt, dropUpper - todyDropCnt) + dropCntTotal = 0 + for _ in range(dropBootyCnt): + if dropMin == dropMax: + dropCnt = dropMin + else: + dropCnt = random.randint(dropMin, dropMax) + dropCntTotal += dropCnt + dropCntTotal = min(dropCntTotal, dropUpper - todyDropCnt) + if dropCntTotal <= 0: + continue - GameWorld.DebugLog("掉落战利品! itemID=%s,dropCnt=%s" % (itemID, dropCnt), playerID) - curItem = ItemControler.GetOutPutItemObj(itemID, dropCnt, False, curPlayer=curPlayer) + GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s,spaceCount=%s" + % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal, spaceCount), playerID) + curItem = ItemControler.GetOutPutItemObj(itemID, dropCntTotal, False, curPlayer=curPlayer) if curItem == None: continue curItem.SetIsBind(1) # 为1时代表是掉落 if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]): continue - SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCnt) - + unXiantaoCntBooty = unXiantaoCntBooty % dropOneNeed + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty) + SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCntTotal) + spaceCount -= 1 + return def __doDropEquip(curPlayer): ## 主线掉落装备 + playerID = curPlayer.GetPlayerID() unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备 dropEquipCnt = unXiantaoCntEquip / dropOneNeed if dropEquipCnt <= 0: - GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt)) + GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID) return dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt) if not dropEquipCnt: - GameWorld.DebugLog("掉落鉴定背包没有空间!") - return + GameWorld.DebugLog("掉落背包已满!", playerID) + return -1 - playerID = curPlayer.GetPlayerID() treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV) ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV) if not ipyData: @@ -222,7 +201,7 @@ itemColor = GameWorld.GetResultByRandomList(colorRateList) if not itemColor: continue - equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, findType="MainEquipDrop") + equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop") if not equipIDList: continue randEquipID = random.choice(equipIDList) @@ -241,14 +220,23 @@ return -def GMTestKillDrop(curPlayer, killCnt): +def GMTestKillDrop(curPlayer, unXiantao): ## GM测试掉落 - unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + killCnt + unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + unXiantao PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip) - __doMainDrop(curPlayer, killCnt) - - unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) - GameWorld.DebugAnswer(curPlayer, "剩余未结算装备掉落战锤数:%s" % unXiantaoCntEquip) + GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % unXiantaoCntEquip) + chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0] + chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID) + if chapterIpyData: + DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList() + for itemID, upperCnt in DailyBootyUpperList: + if upperCnt <= 0: + continue + unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + unXiantao + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty) + GameWorld.DebugAnswer(curPlayer, "未结算战利品(%s)战锤数: %s" % (itemID, unXiantaoCntBooty)) + + __doMainDrop(curPlayer) return #// B4 15 主线掉落物品操作 #tagCSMainDropItemOP @@ -274,6 +262,7 @@ else: __doPickupMainItem(curPlayer, itemIndexList) + ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitMainDropItemOP, ChConfig.Def_ComposeState_Sucess, opType) return def __doEquipMainEquip(curPlayer, itemIndexList, isAutoDecompose): @@ -319,7 +308,9 @@ __doDecomposeMainEquip(curPlayer, decomposeIndexList) # 刷属性 + ChEquip.RefreshRoleEquipAttr(curPlayer) + PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_EquipColor) return def __doDecomposeMainEquip(curPlayer, itemIndexList): @@ -333,6 +324,7 @@ moneyTotal = 0 + decomposeCnt = 0 decomposeIndexList = [] for itemIndex in itemIndexList: if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount(): @@ -363,11 +355,13 @@ ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose) decomposeIndexList.append(itemIndex) + decomposeCnt += 1 if not moneyTotal: return PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False) + PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, decomposeCnt) return def __doPickupMainItem(curPlayer, itemIndexList): @@ -404,13 +398,59 @@ syncItemIDList = GetBootyItemIDList() else: syncItemIDList = [itemID] - clientPack = ChPyNetSendPack.tagSCDropBootyInfo() + poolMgr = ObjPool.GetPoolMgr() + clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCDropBootyInfo) clientPack.DropBootyList = [] for itemID in syncItemIDList: - dropBooty = ChPyNetSendPack.tagSCDropBooty() + dropBooty = poolMgr.acquire(ChPyNetSendPack.tagSCDropBooty) dropBooty.ItemID = itemID dropBooty.TodayDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) clientPack.DropBootyList.append(dropBooty) clientPack.Count = len(clientPack.DropBootyList) NetPackCommon.SendFakePack(curPlayer, clientPack) return + +def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg): + ## 回合战斗结束 + + if not curPlayer: + return + + #winFaction = turnFight.winFaction + isWin = turnFight.isWin + + playerID = curPlayer.GetPlayerID() + mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer) + chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer) + + if not isWin: + nextWave = max(1, wave - 1) + nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, nextWave) + GameWorld.DebugLog("主线小怪战斗失败,降一波! chapterID=%s,levelNum=%s,wave=%s,nextWave=%s,nowValue=%s" + % (chapterID, levelNum, wave, nextWave, nowValue), playerID) + return + + if turnFight.haveNextLineup(): + GameWorld.DebugLog("主线小怪战斗胜利,有下一小队! chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID) + return + + # 获胜过波 + if wave < mainFightMgr.waveMax: + nextWave = min(mainFightMgr.waveMax, wave + 1) + nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, chapterID, levelNum, nextWave) + GameWorld.DebugLog("主线小怪波战斗胜利,下一波! chapterID=%s,levelNum=%s,wave=%s,nextWave=%s,nowValue=%s" + % (chapterID, levelNum, wave, nextWave, nowValue), playerID) + else: + GameWorld.DebugLog("主线小怪波战斗胜利,最后一波循环刷! chapterID=%s,levelNum=%s,wave=%s" % (chapterID, levelNum, wave), playerID) + + # 小怪可能会退波,所以只在有超过已过关卡进度时才更新值 + hisPassValue = PlayerControl.GetMainLevelPassValue(curPlayer) + curPassValue = PlayerControl.ComMainLevelValue(chapterID, levelNum, wave) + if curPassValue > hisPassValue: + GameWorld.DebugLog("更新当前过关进度! curPassValue=%s,hisPassValue=%s" % (curPassValue, hisPassValue), playerID) + PlayerControl.SetMainLevelPassValue(curPlayer, curPassValue) + else: + GameWorld.DebugLog("未超过当前过关进度,不更新! curPassValue=%s <= hisPassValue=%s" % (curPassValue, hisPassValue), playerID) + + return + -- Gitblit v1.8.0