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/Item/ChEquip.py | 1230 +--------------------------------------------------------
1 files changed, 41 insertions(+), 1,189 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 8ad3888..1d0363f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -17,521 +17,66 @@
import IPY_GameWorld
import GameWorld
import ItemControler
-import SkillShell
import PlayerControl
import ChConfig
-import ChItem
import ItemCommon
-import FBLogic
-import OperControlManager
-import Operate_EquipWash
-import Operate_EquipPlus
import ShareDefine
import ChPyNetSendPack
import NetPackCommon
-import EventShell
import IpyGameDataPY
-import PlayerWing
-import Operate_EquipStone
import OpenServerCampaign
-import PassiveBuffEffMng
-import time
-import json
import FormulaControl
-import PyGameData
-#---------------------------------------------------------------------
+import PlayerOnline
+def RefreshRoleEquipAttr(curPlayer):
+ ## 刷新主公装备属性
+ CalcRoleEquipAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+ return
-##检查玩家是否可以换装
-# @param curPlayer 玩家实例
-# @return 返回值, 是否通过检查
-# @remarks 检查玩家是否可以换装
-def CheckPlayerCanEquipItem(curPlayer):
- if curPlayer.GetPlayerAction() not in ChConfig.Def_Player_DoEquip_State:
- #InsteadEquip 对不起,当前状态无法更换装备
- #InsteadEquip替换为GeRen_chenxin_436832
- PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_436832")
- return False
+def CalcRoleEquipAttr(curPlayer):
+ ## 计算主公装备属性
+ playerID = curPlayer.GetPlayerID()
+ mainEquipAttrDict = {}
- return True
-
-
-## 执行玩家换装逻辑
-# @param curPlayer 当前玩家
-# @param curItem 物品实例
-# @param equipPackIndex 装备背包索引
-# @param tick 当前时间
-# @return 布尔值
-# @remarks 执行玩家换装逻辑
-def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
- if equipPackIndex < 0:
- return False
- playerItemControl = ItemControler.PlayerItemControler(curPlayer)
+ packType = IPY_GameWorld.rptEquip
+ equipPack = curPlayer.GetItemManager().GetPack(packType)
- #---验证是否可以换这件装备---
- if not ItemCommon.CheckItemCanUse(curItem):
- return False
-
- if not ItemCommon.CheckItemCanUseByExpireTime(curItem):
- # 过期
- GameWorld.DebugLog("装备已过期!")
- return False
-
- changeItemEquipPlace = curItem.GetEquipPlace()
- if changeItemEquipPlace not in ShareDefine.RoleEquipType:
- return False
-
- if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
- #检查装备位置和填表是否一致
- return False
-
- #--设置穿上物品星级--
- #===========================================================================
- # if changeItemEquipPlace in ShareDefine.RoleEquipType:
- # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
- # if equipPartStar != curItem.GetItemStarLV():
- # curItem.SetItemStarLV(equipPartStar)
- #===========================================================================
- #GameWorld.DebugLog("穿上的装备设置星级: index=%s,star=%s" % (changeItemEquipPlace, equipPartStar))
-
- #---开始换装逻辑---
-
- #记录换装物品信息
- itemClassLV = ItemCommon.GetItemClassLV(curItem)
- changeItemID = curItem.GetItemTypeID()
- changeItemStarLV = 0 #curItem.GetItemStarLV()
- changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
- changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
- changeItemUseData = curItem.GetUserData()
- suiteID = curItem.GetSuiteID()
- endureReduceType = curItem.GetEndureReduceType()
- #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
-
- #执行换装动作
- equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
-
- if equipPlace == -1:
- return False
-
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- curEquip = equipPack.GetAt(equipPackIndex)
-
- if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
- curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
- #---换装成功---
- if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
- #通知客户端交换物品
- curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
- if itemClassLV == GetEquipFacadeClassLV(curPlayer):
- #穿当前外观阶的套装
- ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
-
- if not endureReduceType:
- EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
- #记录橙装、红装
- #===========================================================================
- # if itemQuality in [ChConfig.Def_Quality_Orange, ChConfig.Def_Quality_Red]:
- # classLV = ItemCommon.GetItemClassLV(curItem)
- # EventReport.WriteEvent_orange_equip(curPlayer, changeItemEquipPlace, classLV, itemQuality)
- #===========================================================================
+ # 主装备
+ for equipPlace in ChConfig.Def_MainEquipPlaces:
+ equipIndex = equipPlace - 1
+ if equipIndex < 0 or equipIndex >= equipPack.GetCount():
+ continue
+ curEquip = equipPack.GetAt(equipIndex)
+ if not curEquip or curEquip.IsEmpty():
+ continue
+ #itemColor = curEquip.GetItemColor()
- #特殊装备, 不需要刷属性
- if changeItemEquipPlace in ChConfig.EquipItemNoRefreshState:
- return True
-
- curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
-
- #先刷装备BUFF 再计算属性
- if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
- RefreshPlayerLingQiEquipAttr(curPlayer)
- elif itemClassLV:
- RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
-
- #刷新所有属性
- playControl = PlayerControl.PlayerControl(curPlayer)
- playControl.RefreshPlayerAttrState()
-
- #装备的被动触发类技能
- PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
- return True
-
+ baseAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrID)
+ baseAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrValue)
+ if baseAttrIDCnt == baseAttrValueCnt:
+ for i in xrange(baseAttrIDCnt):
+ attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrID, i)
+ attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrValue, i)
+ mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
+
+ legendAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+ legendAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+ if legendAttrIDCnt == legendAttrValueCnt:
+ for i in xrange(legendAttrIDCnt):
+ attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i)
+ attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i)
+ mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
+
+ GameWorld.DebugLog("主线装备属性: %s" % mainEquipAttrDict, playerID)
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_MainEquip, mainEquipAttrDict)
+ return
## 刷新装备对人物属性的改变
# @param self 类实例
# @return 返回值无意义
# @remarks 刷新装备对人物属性的改变
def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
- GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV, curPlayer.GetPlayerID())
- classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
- for rclasslv in classlvList:
- __CalcEquips_Effect(curPlayer, rclasslv)
-
- #if isRefreshEquipBuff:
- # __RefreshPlayerAllEquipBuff(curPlayer)
-
- if classLV:
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_equipChangeClassLVInfo:
- PyGameData.g_equipChangeClassLVInfo[playerID] = []
- classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
- if classLV not in classLVList:
- classLVList.append(classLV)
- #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
- return
-
-def OnPlayerEquipLoginLogic(curPlayer):
- ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
- 装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
- '''
-
- #NotifyEquipPartPlusLV(curPlayer)
- #NotifyEquipPartStar(curPlayer)
- #Operate_EquipWash.OnEquipWashLogin(curPlayer)
- #装备位宝石镶嵌通知
- #Operate_EquipStone.OnLogin(curPlayer)
-# if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow):
-# GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow, 1)
-# ChangeEquipfacadeByLingGen(curPlayer)
-
- ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
- ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
- ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
- ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
-
- orangeEquipCount = 0
- totalStar = 0
- totalPlusLV = 0
- totalEvolveLV = 0
- totalWashLV = 0
- totalStoneLV = 0
- holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
-
- gameData = GameWorld.GetGameData()
- packType = IPY_GameWorld.rptEquip
- equipPack = curPlayer.GetItemManager().GetPack(packType)
- for index in xrange(equipPack.GetCount()):
- ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
- if not ipyData:
- continue
- # 只计算有阶的境界装备
- if not ipyData.GetClassLV():
- continue
-
- curEquip = equipPack.GetAt(index)
- if not curEquip.IsEmpty():
- if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
- orangeEquipCount += 1
-
- # 星级
- starLV = GetEquipPartStar(curPlayer, index)
- totalStar += starLV
-
- # 强化等级
- plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
- plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
- totalPlusLV += plusLV
-
- # 进化等级
- evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
- totalEvolveLV += evolveLV
-
- # 洗练等级
- washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
- totalWashLV += washLV
-
- # 宝石等级
- stoneIDList, stoneIsBindList = [], []
- for holeIndex in holeIndexList:
- stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
- stoneIDList.append(stoneID)
- stoneIsBindList.append(stoneIsBind)
- if stoneID == 0:
- continue
- curStone = gameData.GetItemByTypeID(stoneID)
- stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
- totalStoneLV += stoneLV
-
- # 星级信息包
- if starLV:
- ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
- ePartStarLV.Clear()
- ePartStarLV.EquipPackIndex = index
- ePartStarLV.Star = starLV
- ePartStarLVPack.InfoList.append(ePartStarLV)
-
- # 强化、进化信息包
- if plusLV or plusProficiency or evolveLV:
- ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
- ePartPlusLV.Clear()
- ePartPlusLV.PackType = packType
- ePartPlusLV.EquipIndex = index
- ePartPlusLV.EquipPartStarLV = plusLV
- ePartPlusLV.Proficiency = plusProficiency
- ePartPlusLV.EvolveLV = evolveLV
- ePartPlusLVPack.InfoList.append(ePartPlusLV)
-
- # 洗练信息包
- hasXLValue = False
- xlAttrList = []
- for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
- washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
- washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
- washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
- xlAttrList.append(washValue)
- if washValue.XLAttrValue or washValue.XLAttrChange:
- hasXLValue = True
- if hasXLValue or washLV:
- ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
- ePartXLAttr.EquipPlace = index
- ePartXLAttr.XLAttrLV = washLV
- ePartXLAttr.XLAttrList = xlAttrList
- ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
- ePartXLPack.InfoList.append(ePartXLAttr)
-
- # 宝石信息包
- stoneCount = len(stoneIDList)
- if stoneIDList.count(0) != stoneCount:
- stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
- stoneMsg.EquipPlace = index
- stoneMsg.MaxStoneCount = stoneCount
- stoneMsg.StoneInfo = stoneIDList
- stoneMsg.StoneBind = stoneIsBindList
- ePartStonePack.InfoList.append(stoneMsg)
-
- # 通知封包,有值时才通知
- if ePartStarLVPack.InfoList:
- ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
- NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
-
- if ePartPlusLVPack.InfoList:
- ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
- NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
-
- if ePartXLPack.InfoList:
- ePartXLPack.Count = len(ePartXLPack.InfoList)
- NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
-
- if ePartStonePack.InfoList:
- ePartStonePack.EquipCount = len(ePartStonePack.InfoList)
- NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
-
- Operate_EquipPlus.SyncEquipMasterPlusLVInfo(curPlayer)
-
- # 更新统计汇总值
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
- GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s"
- % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV))
- Sync_EquipPartSuiteActivateInfo(curPlayer)
-
- for equipPlace in ChConfig.EquipPlace_LingQi:
- Sync_LingQiTrainData(curPlayer, equipPlace)
-
- return
-
-## 刷新所有装备对人物属性的改变
-# @param self 类实例
-# @return 返回值无意义
-# @remarks 刷新装备对人物属性的改变
-#===============================================================================
-# def __RefreshPlayerAllEquipBuff(curPlayer):
-# #初始化人物装备buff
-# curPlayer.GetEquipBuff().Clear()
-#
-# packType = IPY_GameWorld.rptEquip
-#
-# equipPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptHorseEquip]
-#
-# #stoneLVCntList = []
-# #===========================================================================
-# orangeQualityCnt = 0 #橙色装备数量(包含橙色品质以上的装备数量)
-# for packIndex in equipPackList:
-# equipPack = curPlayer.GetItemManager().GetPack(packIndex)
-#
-# for equipIndex in range(0, equipPack.GetCount()):
-#
-# #备用装备栏不处理
-# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
-# continue
-#
-# curEquip = equipPack.GetAt(equipIndex)
-#
-# if curEquip.IsEmpty():
-# continue
-#
-# if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
-# # 过期
-# continue
-#
-# #装备触发的技能 (全身)
-# CalcCurEquip_SkillBuff(curPlayer, curEquip)
-#
-#
-#
-# # 后面的为角色装备专用处理
-# #===================================================================
-# # if packIndex != IPY_GameWorld.rptEquip:
-# # continue
-# #
-# # if isSuite or curEquip.GetItemTypeID() in ReadChConfig.GetEvalChConfig("AddSuiteNumEquitList"):
-# # suiteEquipCnt += 1
-# #===================================================================
-#
-# #套装加buff 根据装备现有的套装的个数字典
-# #===============================================================================
-# # #全身橙色装备数量触发相关
-# # OnOrangeQualityCntChange(curPlayer, orangeQualityCnt)
-# #
-# # # 重置激活提示类型为None
-# # curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_None)
-# #===============================================================================
-#
-# # 装备内层buff
-# allAttrListEquip = [{} for i in range(4)] # 不包含翅膀及装备上镶嵌的宝石
-# SkillShell.CalcCurBuffer_Effect(curPlayer.GetEquipBuff(), curPlayer, allAttrListEquip)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBuff, allAttrListEquip)
-#
-# # 装备外层buff属性,此buff算战力
-# allAttrListEquptBuffs = [{} for i in range(4)]
-# SkillShell.CalcCurBuffer_Effect(curPlayer.GetEquipBuff(), curPlayer,
-# allAttrListEquptBuffs, [], ChConfig.CalcBuffLevel_1)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBuff1, allAttrListEquptBuffs)
-#
-# return
-#===============================================================================
-
-
-#===============================================================================
-# #//07 03 人物装备物品#tagCEquipItem
-# //角色装备类型
-# int GetRoleEquipType();
-# //物品在物品背包的索引
-# int GetItemIndex();
-#===============================================================================
-## 人物装备物品
-# @param index 背包索引
-# @param tick 当前时间
-# @return None
-# @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
-def PlayerEquipItem(index, tick):
- GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
- return
-
-
-## 人物装备物品
-# @param index 背包索引
-# @param tick 当前时间
-# @return None
-# @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
-def __Func_PlayerEquipItem(index, tick):
- curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- sendPack = IPY_GameWorld.IPY_CEquipItem()
- #物品在物品背包的索引
- packItemIndex = sendPack.GetItemIndex()
- #角色装备部位
- equipPackIndex = sendPack.GetRoleEquipType()
-
- #检查玩家状态是否可以换装
- if not CheckPlayerCanEquipItem(curPlayer):
- return
-
- #检查换装间隔
- #===========================================================================
- # if tick - curPlayer.GetLastChangeEquipTick() <= ChConfig.Def_MinChangeEquipTime:
- # #GameWorld.Log("更换装备时间过短! %d"%(tick - curPlayer.GetLastChangeEquipTick()))
- # return
- #
- # curPlayer.SetLastChangeEquipTick(tick)
- #===========================================================================
-
- #---获取封包需要装备的物品---
- rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
- curItem = rolePack.GetAt(packItemIndex)
- #---执行玩家换装逻辑---
- if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
- return
-
- #换装失败通知客户端信息
- curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
- return
-
-
-#---------------------------------------------------------------------
-## 一键换装(封包)
-# @param index 玩家索引
-# @param tick 当前时间
-# @return None
-# @remarks 函数详细说明.
-def OneKeyChangeEquip(index, tick):
- return
-
-
-## 玩家卸下装备(封包参数)
-# @param index 玩家索引
-# @param tick 当前时间
-# @return None
-# @remarks 函数详细说明.
-def PlayerUnEquip(index, tick):
- GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
- return
-
-
-#---------------------------------------------------------------------
-## 玩家卸下装备(封包参数)
-# @param index 玩家索引
-# @param tick 当前时间
-# @return None
-# @remarks 函数详细说明.
-def __Func_PlayerUnEquip(index, tick):
- sendPack = IPY_GameWorld.IPY_CUnEquipItem()
- curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-
- if not CheckPlayerCanEquipItem(curPlayer):
- return
-
- equipPackIndex = sendPack.GetEquipIndex()
-
- #如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
- #===========================================================================
- # if equipIndex == IPY_GameWorld.rptHorse :
- # itemEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptHorseEquip)
- #
- # if not ItemControler.GetPackIsEmpty(itemEquipPack):
- # PlayerControl.NotifyCode(curPlayer, "7E355D97-520A-4A8C-8BC993AAEAF6071F")
- # return
- #===========================================================================
-
- playerItemControl = ItemControler.PlayerItemControler(curPlayer)
- result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
-
- if not result:
- #卸下装备失败
- return
-
- equipID = result[0]
- equipPlace = result[1]
- itemClassLV = result[2]
-
- ##特殊装备 , 不需要冲刷属性
- if equipPlace in ChConfig.EquipItemNoRefreshState:
- return
-
- #先刷装备BUFF 再计算属性
- if equipPlace in ChConfig.EquipPlace_LingQi:
- RefreshPlayerLingQiEquipAttr(curPlayer)
- elif itemClassLV:
- RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
-
- #刷新所有属性
- playControl = PlayerControl.PlayerControl(curPlayer)
- playControl.RefreshPlayerAttrState()
-
- #装备的被动触发类技能
- PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
return
#// A3 18 灵器突破 #tagCMLingQiEquipBreak
@@ -717,7 +262,7 @@
def RefreshPlayerLingQiEquipAttr(curPlayer):
''' 刷新玩家灵器装备属性
'''
-
+ return
classLV = 0 # 灵器阶默认为0
allAttrList = [{} for _ in range(4)]
lingQiAttrList = [{} for _ in range(4)]
@@ -766,10 +311,6 @@
lqAttrValue = lingQiAttrValueList[lqIndex]
PlayerControl.CalcAttrDict_Type(lqAttrID, lqAttrValue, lingQiAttrList)
-
- #灵器各部位其他属性
- #if equipPlace == ShareDefine.retWing:
- # PlayerWing.CalcWingAttrEx(curPlayer, curEquip, allAttrList)
# 新培养属性
guardTrainAttrList = [{} for _ in range(4)]
@@ -839,503 +380,8 @@
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
return
-def __CalcEquips_Effect(curPlayer, classLV):
- ''' 境界装备系统属性
- 1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
- 1.1 装备本身属性: 不能有影响其他境界装备的属性
- 基础属性: 物品表中的配置
- 传奇属性:
-
- 2.装备位星级模块
- 2.1 装备位升星属性:不能有影响其他境界装备的属性
- 升星基础属性,属性属于装备基础
- 升星等级属性,会影响本阶装备基础
- 星级套装属性,详见套装属性
-
- 2.2 装备位套装属性:不能有影响其他境界装备的属性
- 由装备位是否套装及星级数决定套装属性
-
- 3.装备位强化模块:战力为所有境界装备位强化属性总和战力
- 强化等级属性
- 进化等级属性,影响本部位本境界装备基础
-
- 4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
- 宝石等级属性
- 宝石觉醒属性,会影响本阶装备基础
-
- 5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
- 洗练等级属性
- 洗练套装属性,会影响本阶装备基础
- '''
-
- if classLV < 1:
- GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
- return
- #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
-
- allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
- baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
- equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
-
- equipColorDict = {} # 装备品质信息 {装备位:itemColor, ...}
- allAttrListEquip = [{} for _ in range(4)] # 装备属性
- equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
- baseAttrDictStar, totalStarLV = {}, 0
- allAttrListStar = [{} for _ in range(4)] # 升星属性
- star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
- baseAttrDictPlus, totalPlusLV = {}, 0
- allAttrListPlus = [{} for _ in range(4)] # 强化属性
- plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
- baseAttrDictStone, totalStoneLV = {}, 0
- allAttrListStone = [{} for _ in range(4)] # 宝石属性
- #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
- baseAttrDictWash, totalWashLV = {}, 0
- allAttrListWash = [{} for _ in range(4)] # 洗练属性
- #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
-
- packType = IPY_GameWorld.rptEquip
- playerEquip = curPlayer.GetItemManager().GetPack(packType)
- equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
- #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
- #equipPlaceList = [] # 有穿戴装备的装备位列表
- suitCntDict = {} #套装数量字典
- #legendAttrDict = {} #所有传奇属性
- equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
-
- basePlusLVMin = None # 基础装备最小强化等级,计算大师强化属性用
-
- # 1. 循环遍历本阶装备
- for equipPlace in equipPartStarIndexList:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
- if not ipyData:
- continue
- equipIndex = ipyData.GetGridIndex()
- curEquip = playerEquip.GetAt(equipIndex)
- if not curEquip or curEquip.IsEmpty():
- continue
-
- #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
- # # 过期,暂不判断,以后境界装备有时效装备再开启
- # continue
-
- #equipPlaceList.append(equipIndex)
- equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
-
- itemColor = curEquip.GetItemColor()
- equipColorDict[equipPlace] = itemColor
-
- baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
- isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
-
- #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
-
- #基础属性效果
- for i in xrange(curEquip.GetEffectCount()):
- curEffect = curEquip.GetEffectByIndex(i)
- if not curEffect:
- break
- effectID = curEffect.GetEffectID()
- if effectID == 0:
- #最后一个
- break
- effectValue = curEffect.GetEffectValue(0)
- if not effectValue:
- continue
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
- baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
- allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
- if isBaseEquip:
- baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
- #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue))
-
- #星数属性
- equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
- if equipPartStar:
- totalStarLV += equipPartStar
- #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
- ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
- starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
- for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
- PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
- baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
- baseAttrDictStar[starBaseAttrID] = baseAttrDictStar.get(starBaseAttrID, 0) + starBaseAttrValue
- allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
- if isBaseEquip:
- baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
- #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
-
- starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
- for starAttrID, starAttrValue in starAttrDict.items():
- PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
- #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
- __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
-
- equipBaseAttrDict[equipPlace] = baseAttrDict
-
- #套装计数
- suiteID = curEquip.GetSuiteID()
- if suiteID:
- if suiteID not in suitCntDict:
- suitCntDict[suiteID] = []
- suitCntDict[suiteID].append(equipPartStar)
-
- #传奇属性
- legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
- for i, legendAttrID in enumerate(legAttrIDList):
- legendAttrValue = legAttrValueList[i]
- PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
- #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
- __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
-
- #物品强化属性
- plusLV = __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrListPlus, plus_addEquipBaseAttrPerList)
- totalPlusLV += plusLV
- if isBaseEquip:
- basePlusLVMin = plusLV if basePlusLVMin == None else min(basePlusLVMin, plusLV)
-
- #计算装备宝石加成
- gemLVList = CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrListStone)
- totalStoneLV += (sum(gemLVList) if gemLVList else 0)
-
- #洗练属性
- washLV = Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, baseAttrDictWash, allAttrListWash)
- totalWashLV += washLV
-
-# GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
-# GameWorld.DebugLog(" 升星循环属性: %s" % (allAttrListStar))
-# GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
-# GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
-# GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
-# GameWorld.DebugLog(" -----" )
- # 2. 计算遍历后的附加属性
- #套装属性,暂归为星级套装属性
- CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
- #大师
- __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList)
-
-# GameWorld.DebugLog(" 升星属性套装: %s" % (allAttrListEquip))
-
- # 3. 计算对装备基础的附加加成
-# GameWorld.DebugLog(" -----" )
-# GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
-# GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
-# GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
-# GameWorld.DebugLog(" -----" )
- #计算功能点对装备基础的加成
- insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
- #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
- #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
-
- #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
- equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
-
- # 4. 累加所有阶装备位属性
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerEquipPartAttrDict:
- PyGameData.g_playerEquipPartAttrDict[playerID] = {}
- equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
- equipPartAttrDict[classLV] = [equipFightPowerEx,
- allAttrListEquip, insideAttrDictEquip, equipColorDict,
- baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV,
- baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV,
- baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV,
- baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV,
- ]
-
-# GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
-# GameWorld.DebugLog(" 本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
-# GameWorld.DebugLog(" 本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
-# GameWorld.DebugLog(" 本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
-# GameWorld.DebugLog(" 本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
-# GameWorld.DebugLog(" 本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
-# GameWorld.DebugLog(" 本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
-
- allClassEquipFightPowerEx = 0
- allClassAttrListEquip, allClassInsideAttrDictEquip, classEquipColorDict = [{} for _ in range(4)], {}, {}
- allClassAttrListStar, allClassInsideAttrDictStar, classBaseAttrDictStar, classStarLVDict = [{} for _ in range(4)], {}, {}, {}
- allClassAttrListPlus, allClassInsideAttrDictPlus, classBaseAttrDictPlus, classPlusLVDict = [{} for _ in range(4)], {}, {}, {}
- allClassAttrListStone, allClassInsideAttrDictStone, classBaseAttrDictStone, classStoneLVDict = [{} for _ in range(4)], {}, {}, {}
- allClassAttrListWash, allClassInsideAttrDictWash, classBaseAttrDictWash, classWashLVDict = [{} for _ in range(4)], {}, {}, {}
- for classLV, attrList in equipPartAttrDict.items():
- equipFightPowerEx, \
- allAttrListEquip, insideAttrDictEquip, equipColorDict, \
- baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV, \
- baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV, \
- baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV, \
- baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV = attrList
- #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
- allClassEquipFightPowerEx += equipFightPowerEx
- for i in xrange(4):
- PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
- PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
- PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
- PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
- PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
- PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
- PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
- PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
- PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
- PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
-
- classEquipColorDict[classLV] = equipColorDict
- classBaseAttrDictStar[classLV] = baseAttrDictStar
- classBaseAttrDictPlus[classLV] = baseAttrDictPlus
- classBaseAttrDictStone[classLV] = baseAttrDictStone
- classBaseAttrDictWash[classLV] = baseAttrDictWash
- classStarLVDict[classLV] = totalStarLV
- classPlusLVDict[classLV] = totalPlusLV
- classStoneLVDict[classLV] = totalStoneLV
- classWashLVDict[classLV] = totalWashLV
-
- customAttrDictEquip = {"classEquipColorDict":classEquipColorDict}
- customAttrDictStar = {"classBaseAttrDictStar":classBaseAttrDictStar, "classStarLVDict":classStarLVDict}
- customAttrDictPlus = {"classBaseAttrDictPlus":classBaseAttrDictPlus, "classPlusLVDict":classPlusLVDict}
- customAttrDictStone = {"classBaseAttrDictStone":classBaseAttrDictStone, "classStoneLVDict":classStoneLVDict}
- customAttrDictWash = {"classBaseAttrDictWash":classBaseAttrDictWash, "classWashLVDict":classWashLVDict}
-
-# GameWorld.DebugLog(" 所有阶装备战力: %s" % (allClassEquipFightPowerEx))
-# GameWorld.DebugLog(" 所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
-# GameWorld.DebugLog(" 所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
-# GameWorld.DebugLog(" 所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
-# GameWorld.DebugLog(" 所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
-# GameWorld.DebugLog(" 所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
- PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip, customAttrDict=customAttrDictEquip)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar, customAttrDict=customAttrDictStar)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus, customAttrDict=customAttrDictPlus)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone, customAttrDict=customAttrDictStone)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash, customAttrDict=customAttrDictWash)
- return
-
-def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
- ## 计算其他功能属性对装备基础属性的加成
-
- if attrID not in ChConfig.EquipBassAttrAddInfoSet:
- return
- effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
- #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
- # 所有部位
- if effPlace == -1:
- allPlaceAddPerDict = addPerInfoList[0]
- for calcAttrIndex in calcAttrList:
- allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
- #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
- return
-
- # 基础部位
- if effPlace == -2:
- basePlaceAddPerDict = addPerInfoList[1]
- for calcAttrIndex in calcAttrList:
- basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
- #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
- return
-
- # 指定部位
- elif effPlace > 0 and equipPlace == effPlace:
- assignPlaceAddPerDict = addPerInfoList[2]
- if equipPlace not in assignPlaceAddPerDict:
- assignPlaceAddPerDict[equipPlace] = {}
- curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
- for calcAttrIndex in calcAttrList:
- curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
- #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
- return
-
- return
-
-def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
- ## 计算其他功能属性对装备基础属性加成的属性具体值
- allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
- #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
- #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
- for attrID, addPer in allPlaceAddPerDict.items():
- if attrID not in allEquipBaseAttrDict:
- continue
- baseValue = allEquipBaseAttrDict[attrID]
- addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
- #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
-
- #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
- for attrID, addPer in basePlaceAddPerDict.items():
- if attrID not in baseEquipBaseAttrDict:
- continue
- baseValue = baseEquipBaseAttrDict[attrID]
- addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
- #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
-
- #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
- for equipPlace, addPerDict in assignPlaceAddPerDict.items():
- if equipPlace not in equipBaseAttrDict:
- continue
- baseAttrDict = equipBaseAttrDict[equipPlace]
- for attrID, addPer in addPerDict.items():
- if attrID not in baseAttrDict:
- continue
- baseValue = baseAttrDict[attrID]
- addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
- #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
- return
-
def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
## 计算传奇属性
-
- legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
- if not legAttrIDList:
- #GameWorld.DebugLog("没有传奇属性!")
- return
- #GameWorld.DebugLog("传奇属性: place=%s,IDList=%s, v=%s" % (curEquip.GetEquipPlace(), legAttrIDList, legAttrValueList))
-
- for i, legendAttrID in enumerate(legAttrIDList):
- legendAttrValue = legAttrValueList[i]
- #GameWorld.DebugLog("加传奇属性: %s +%s" % (legendAttrID, legendAttrValue))
- PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
- #legendAttrDict[attrID] = legendAttrDict.get(attrID, 0) + value
-
- return
-
-def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrList, plus_addEquipBaseAttrPerList):
- ## 计算装备强化后的属性
- equipPartPlusLV = GetEquipPartPlusLV(curPlayer, packType, equipIndex)
- equipPartPlusEvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, equipIndex)
-
- if not equipPartPlusLV:
- return equipPartPlusLV
- plusType = GetEquipPlusType(curEquip)
- if plusType is None:
- return equipPartPlusLV
-
- #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
- ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
- if not ipyData:
- return equipPartPlusLV
- attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
- for i, attrID in enumerate(attrTypeList):
- #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
- PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
- baseAttrDictPlus[attrID] = baseAttrDictPlus.get(attrID, 0) + attrValueList[i]
-
- if not equipPartPlusEvolveLV:
- return equipPartPlusLV
- #进化属性
- equipPlace = curEquip.GetEquipPlace()
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
- if not ipyData:
- return equipPartPlusLV
- for attrID, attrValue in ipyData.GetAttr().items():
- #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue))
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
- __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
-
- return equipPartPlusLV
-
-def __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList):
- ## 计算装备大师强化属性
-
- ipyDataList = IpyGameDataPY.GetIpyGameDataList("ItemPlusMaster", classLV)
- if not ipyDataList:
- return
-
- actMasterPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartMasterPlusLV % classLV) # 已激活的最大大师等级
-
- for ipyData in ipyDataList:
- needMasterPlusLV = ipyData.GetMasterPlusLV()
- if basePlusLVMin < needMasterPlusLV:
- #GameWorld.DebugLog(" 未达到大师强化等级! classLV=%s,basePlusLVMin=%s < needMasterPlusLV=%s" % (classLV, basePlusLVMin, needMasterPlusLV))
- continue
- if actMasterPlusLV < needMasterPlusLV:
- #GameWorld.DebugLog(" 未激活大师强化等级! classLV=%s,actMasterPlusLV=%s < needMasterPlusLV=%s" % (classLV, actMasterPlusLV, needMasterPlusLV))
- continue
-
- attrIDList = ipyData.GetMasterPlusAttrIDList()
- attrValueList = ipyData.GetMasterPlusAttrValueList()
- for i, attrID in enumerate(attrIDList):
- attrValue = attrValueList[i]
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListPlus)
- __CalcFuncAddEquipAttrPer(None, attrID, attrValue, plus_addEquipBaseAttrPerList)
- #GameWorld.DebugLog(" 强化大师属性! needMasterPlusLV=%s, attrID=%s + %s" % (needMasterPlusLV, attrID, attrValue))
-
- return
-
-## 装备套装属性计算
-# @param curPlayer 当前玩家
-# @return None
-def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
- if not suitCntDict:
- return
- #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
- learnSkillInfo = {}
- suiteSkillTypeIDList = []
- skillManager = curPlayer.GetSkillManager()
- for suiteID, starList in suitCntDict.items():
- ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
- if not ipyDataList:
- continue
- for ipyData in ipyDataList:
- suiteCnt = ipyData.GetSuiteCnt()
- needStar = ipyData.GetStar()
- skillID = ipyData.GetSkillID()
- activateIndex = ipyData.GetActivateIndex()
- isActivate = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteActivate, activateIndex)
- skillData = None if not skillID else GameWorld.GetGameData().GetSkillBySkillID(skillID)
- skillTypeID = 0 if not skillData else skillData.GetSkillTypeID()
- skillLV = 0 if not skillData else skillData.GetSkillLV()
- #GameWorld.DebugLog("suiteID=%s,suiteCnt=%s,needStar=%s,isActivate=%s,skillID=%s,skillTypeID=%s,skillLV=%s" % (suiteID, suiteCnt, needStar, isActivate, skillID, skillTypeID, skillLV))
- if skillTypeID and skillTypeID not in suiteSkillTypeIDList:
- suiteSkillTypeIDList.append(skillTypeID)
- if isActivate and [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
- #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
- for attrID, attrValue in ipyData.GetAttrInfo().items():
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
- #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue))
- #技能
- if skillTypeID and skillLV and skillLV > learnSkillInfo.get(skillTypeID, 0):
- learnSkillInfo[skillTypeID] = skillLV
-
- #GameWorld.DebugLog("suiteSkillTypeIDList:%s" % suiteSkillTypeIDList)
- #GameWorld.DebugLog("learnSkillInfo:%s" % learnSkillInfo)
- skillChange = False
- playerCtl = PlayerControl.PlayerControl(curPlayer)
- for skillTypeID in suiteSkillTypeIDList:
- if skillTypeID in learnSkillInfo:
- #需要学习的不处理
- continue
- curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
- if not curSkill:
- continue
- skillChange = True
- skillID = curSkill.GetSkillID()
- GameWorld.DebugLog(" 删除套装技能: skillID=%s" % skillID)
- skillManager.DeleteSkillBySkillID(skillID)
- playerCtl.RefreshSkillFightPowerByDel(skillID)
-
- for skillTypeID, skillLV in learnSkillInfo.items():
- skillData = GameWorld.GetGameData().FindSkillByType(skillTypeID, skillLV)
- if not skillData:
- continue
- skillID = skillData.GetSkillID()
- curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
- if curSkill:
- if skillLV == curSkill.GetSkillLV():
- continue
- delSkillID = curSkill.GetSkillID()
- GameWorld.DebugLog(" 删除套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s,delSkillID=%s" % (skillTypeID, skillLV, skillID, delSkillID))
- skillManager.DeleteSkillBySkillID(delSkillID)
- playerCtl.RefreshSkillFightPowerByDel(delSkillID)
-
- GameWorld.DebugLog(" 激活套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s" % (skillTypeID, skillLV, skillID))
- skillManager.LVUPSkillByID(skillID)
- playerCtl.RefreshSkillFightPowerEx(skillID, 0)
- skillChange = True
-
- if skillChange:
- # 重刷被动技能
- PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
return
#// A5 C6 装备部位星级套装激活 #tagCMEquipPartSuiteActivate
@@ -1409,200 +455,6 @@
NetPackCommon.SendFakePack(curPlayer, activateInfo)
return
-##全身橙色装备数量触发相关(包含橙色品质以上的装备数量)
-def OnOrangeQualityCntChange(curPlayer, orangeQualityCnt):
- notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
- if notifyType == ChConfig.Def_AttrActivatyNotify_Equip:
- EventShell.EventRespons_OrangeQualityCnt(curPlayer, orangeQualityCnt)
- return
-
-
-## 1算装备触发的技能 (全身)
-# @param curPlayer 当前玩家
-# @param curEquip 当前装备
-# @return None
-# @remarks 函数详细说明.
-def CalcCurEquip_SkillBuff(curPlayer, curEquip):
- SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
- return
-
-
-## 计算装备镶嵌宝石附加效果->基本属性 (宝石)
-# @param curPlayer 当前玩家
-# @param curEquip 当前装备
-# @param allAttrList 属性信息
-# @return 无返回值
-def CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrList):
- gameData = GameWorld.GetGameData()
-
- effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
- gemLVList = []
- for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
-
- curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
- if curGemID == 0:
- continue
- curGem = gameData.GetItemByTypeID(curGemID)
- if not curGem:
- GameWorld.ErrLog('equip stone id:%s not in item table' % (curGemID))
- continue
- for effIndex in effIndexList:
- curGemEffect = curGem.GetEffectByIndex(effIndex)
- effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
- if effectID and effectValue:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
- baseAttrDictStone[effectID] = baseAttrDictStone.get(effectID, 0) + effectValue
- gemEffect = curGem.GetEffectByIndex(0)
- gemLV = gemEffect.GetEffectValue(1)
- gemLVList.append(gemLV)
- return gemLVList
-
-#---------------------------------------------------------------------
-## 装备添加Buff
-# @param curPlayer 当前玩家
-# @param addSkillID 技能ID
-# @return None
-# @remarks 函数详细说明.
-def EquipAddBuff(curPlayer, addSkillID, value=0):
-
- value = min(value, ChConfig.Def_UpperLimit_DWord)
- curBuff = curPlayer.GetEquipBuff().AddBuff(addSkillID, 0, False)
- curBuff.SetOwnerID(curPlayer.GetID())
- curBuff.SetOwnerType(curPlayer.GetGameObjType())
- if value > 0:
- curBuff.SetValue(value)
- return
-
-
-#---------------------------------------------------------------------
-#===============================================================================
-# #//03 2F 请求装备显隐#tagRequestEquipShowHide
-# //装备显示开关
-# int GetEquipShowSwitch(); 灵宠外观索引*10000000+坐骑外观索引*1000000+灵根特效表key * 1000+第几套*10+是否有套装
-#===============================================================================
-##请求装备显隐. (设置显示哪套装备外观)
-# @param index 玩家索引
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
-def RequestEquipShowHide(index, tick):
- curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-
- #---检查刷新间隔--
- interval = ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_RequestEquipShowHide]
-
- if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide) < interval:
- #没有到刷新间隔,54外挂,不给提示
-# GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
- return
- curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
- sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
- classLV = sendPack.GetEquipShowSwitch()
- oldClassLV = GetEquipFacadeClassLV(curPlayer)
- if oldClassLV == classLV:
- return
- if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
- return
-
- #通知外观装备
- updFaceEquipIndex = 0
- equipIndexList = []
-
- for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
- if not ipyData:
- continue
- gridIndex = ipyData.GetGridIndex()
- updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
- equipIndexList.append(gridIndex)
-
- PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for equipPackIndex in equipIndexList:
- curEquip = equipPack.GetAt(equipPackIndex)
- if not ItemCommon.CheckItemCanUse(curEquip):
- continue
- changeItemID = curEquip.GetItemTypeID()
- changeItemStarLV = 0 #curItem.GetItemStarLV()
- changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
- changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
- changeItemUseData = curEquip.GetUserData()
- curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
-
- return
-
-def ChangeEquipfacadeByClassLV(curPlayer, classLV):
- ##变更第X套装备外观 灵根特效表key * 1000+第几套*10+是否有套装
- oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
- realSuit=1
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for place in ChConfig.EquipPlace_Base:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
- if not ipyData:
- realSuit = 0
- break
- gridIndex = ipyData.GetGridIndex()
- curEquip = equipPack.GetAt(gridIndex)
- if not ItemCommon.CheckItemCanUse(curEquip):
- realSuit = 0
- break
- if not curEquip.GetSuiteID():
- realSuit = 0
- break
- updEquipShowSwitch = oldEquipShowSwitch /1000*1000+ classLV*10+realSuit
- if oldEquipShowSwitch == updEquipShowSwitch:
- return
- curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
- ChangeEquipEffectByPlusMaster(curPlayer, classLV)
- return True
-
-#!!! 特效根据灵根品级变化改成根据强化大师变化
-def ChangeEquipfacadeByLingGen(curPlayer):
-# ## 灵根品级变化影响角色外观显示 灵根特效表key * 1000+第几套*10+是否有套装
-# pointValueInfo = [[ShareDefine.Def_Effect_Metal,PlayerControl.GetMetalQualityLV(curPlayer)],
-# [ShareDefine.Def_Effect_Wood,PlayerControl.GetWoodQualityLV(curPlayer)],
-# [ShareDefine.Def_Effect_Water,PlayerControl.GetWaterQualityLV(curPlayer)],
-# [ShareDefine.Def_Effect_Fire,PlayerControl.GetFireQualityLV(curPlayer)],
-# [ShareDefine.Def_Effect_Earth,PlayerControl.GetEarthQualityLV(curPlayer)],
-# ]
-# g_skillElementCntDict = {} #灵根对应使用专精技能数量
-# skillManager = curPlayer.GetSkillManager()
-# gameData = GameWorld.GetGameData()
-# for i in xrange(skillManager.GetSkillCount()):
-# curSkill = skillManager.GetSkillByIndex(i)
-# skillID = curSkill.GetSkillTypeID()
-# curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
-# if not curSelectSkillID:
-# continue
-# elementSkillData = gameData.GetSkillBySkillID(curSelectSkillID)
-# if not elementSkillData:
-# continue
-# skillElementType = SkillShell.GetSkillElementType(elementSkillData)
-# g_skillElementCntDict[skillElementType] = g_skillElementCntDict.get(skillElementType, 0) + 1
-#
-# showPointID, showQualityLV = 0, 0
-# for pointID, qualityLV in pointValueInfo:
-# if qualityLV > showQualityLV:
-# showQualityLV = qualityLV
-# showPointID = pointID
-# elif showQualityLV and qualityLV == showQualityLV:
-# #比谁的专精技能数量多
-# if g_skillElementCntDict.get(pointID, 0) > g_skillElementCntDict.get(showPointID, 0):
-# showQualityLV = qualityLV
-# showPointID = pointID
-# effectID = 0
-# if showPointID:
-# ipyData = IpyGameDataPY.GetIpyGameData('LingGenEffect', showPointID, showQualityLV)
-# if not ipyData:
-# return
-# effectID = ipyData.GetID()
-# oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
-# updEquipShowSwitch = oldEquipShowSwitch % 1000 + oldEquipShowSwitch / 1000000 * 1000000+ 1000 * effectID
-# GameWorld.DebugLog('灵根品级变化影响角色外观显示g_skillElementCntDict=%s,oldEquipShowSwitch=%s,updEquipShowSwitch=%s'%
-# (g_skillElementCntDict, oldEquipShowSwitch, updEquipShowSwitch))
-# if oldEquipShowSwitch != updEquipShowSwitch:
-# curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
- return
def ChangeEquipEffectByPlusMaster(curPlayer, classLV):
# 强化大师特效
if (classLV != GetEquipFacadeClassLV(curPlayer)):
--
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