From 97fef842ed56dfd7c7dd73f9c7acf20df55b9a23 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 05 九月 2025 11:35:20 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 480 ++++++++++------------------------------------------------- 1 files changed, 83 insertions(+), 397 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py index e9bb496..d35a1a2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -14,14 +14,10 @@ #"""Version = 2017-07-17 15:00""" #--------------------------------------------------------------------- import GameWorld -import ChEquip import SkillShell import ChConfig -import EffGetSet import PlayerHorse -import PlayerTeam import SkillCommon -import MirrorAttack import GameMap import FBLogic import GameWorldProcess @@ -37,67 +33,34 @@ import PlayerBillboard import GameServerRefresh import IPY_GameWorld -import PlayerGameWallow import ChPyNetSendPack import NetPackCommon import DataRecordPack -import CalcNoLineEffect -import CalcLineEffect -import PlayerEquipDecompose -import FormulaControl -import PlayerDienstgrad import PlayerPrestigeSys -import OpenServerCampaign -import PlayerGodWeapon -import PlayerExpandPackCfgMgr import PlayerActivity import FBCommon import PassiveBuffEffMng import EventReport -import PlayerGatherSoul -import PlayerGatherTheSoul import PlayerSuccess -import PlayerPet import ItemControler import GameFuncComm import IpyGameDataPY -import PlayerRune import PyGameData -import PlayerMagicWeapon import PlayerFeastTravel import PlayerActTurntable -import GameLogic_SealDemon -import GameLogic_ZhuXianBoss -import GameLogic_CrossDemonKing -import PlayerVip -import PlayerRefineStove -import PlayerFamilyTech -import PlayerFamilyZhenfa import PlayerCostRebate import PlayerActLunhuidian -import PlayerActGarbageSorting import GY_Query_CrossRealmReg import PlayerTongTianLing import FunctionNPCCommon import PlayerGoldInvest -import IPY_PlayerDefine import CrossRealmPlayer import CrossPlayerData -import NPCHurtManager import ChNetSendPack -import PlayerLianTi -import PlayerCoat -import PlayerAssist import PlayerState -import PlayerDogz -import PlayerFaQi -import PlayerLove import PlayerGubao -import PlayerShentong import PlayerOnline -import PlayerCharm import PlayerTask -import PlayerFace import PlayerMail import ChPlayer import GameObj @@ -605,7 +568,7 @@ # @return 返回值无意义 def ClearPyPlayerAction(curPlayer): #清除py自定义状态 - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0) return #--------------------------------------------------------------------- @@ -777,21 +740,6 @@ curPlayer.Stand() - return -#--------------------------------------------------------------------- -##玩家播放表情 -# @param curPlayer 玩家实例 -# @return 返回值无意义 -# @remarks 玩家播放表情 -def DoPlayerShowPlayerFace(curPlayer, faceType): - #清空玩家点击 - curPlayer.SetActionObj(None) - #通知中断战斗对峙 - ExitPlayerConfronting(curPlayer) - #通知停止移动 - curPlayer.StopMove() - #通知客户端播放表情 - curPlayer.View_ShowPlayerFace(faceType) return #--------------------------------------------------------------------- @@ -1015,9 +963,6 @@ #刷新技能剩余时间 SkillCommon.RefreshAllSkillRemainTime(curPlayer, tick) - #队伍玩家退出地图 - PlayerTeam.TeamPlayerLeaveMap(curPlayer, tick, isDisconnect) - #退出采集 NPCCommon.ClearCollectNPC(curPlayer) @@ -1057,8 +1002,6 @@ CrossPlayerData.ClearCrossSyncDataCache(curPlayer) PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None) #清除地图玩家缓存 - PyGameData.g_playerFuncAttrDict.pop(playerID, None) - PyGameData.g_playerEquipPartAttrDict.pop(playerID, None) PyGameData.g_playerReqEnterFBEx.pop(playerID, None) NPCCommon.ClearPriWoodPile(curPlayer) #移除地图缓存的境界难度玩家ID信息 @@ -1281,9 +1224,6 @@ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromFBLineID, lineID) GameWorld.DebugLog("进入副本时,最后一次离开的可返回的副本ID更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY)) - # 离开地图 - PlayerAssist.OnPlayerLeaveMap(curPlayer) - # 从副本中切图 if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull: #默认回满血 @@ -1436,21 +1376,12 @@ if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick): GameWorld.DebugLog(" OnEnterFBEvent False!", curPlayer.GetPlayerID()) - if mapID in [ChConfig.Def_FBMapID_CrossBattlefield]: - NotifyCode(curPlayer, "GeRen_chenxin_268121") - else: - NotifyCode(curPlayer, "SingleEnterDefaul") + NotifyCode(curPlayer, "SingleEnterDefaul") return # 需要动态分布线路的地图,发送到跨服服务器进行分配 if mapID in ChConfig.Def_CrossDynamicLineMap: extendInfo = {} - if mapID == ChConfig.Def_FBMapID_CrossDemonKing: - bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID) - if not bossID: - return - extendInfo["BossID"] = bossID - msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID, "LV":curPlayer.GetLV()} if extendInfo: msgDict.update(extendInfo) @@ -1485,10 +1416,6 @@ tick = GameWorld.GetGameWorld().GetTick() if CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK: return -# if mapID == ChConfig.Def_FBMapID_XMZZ: -# #仙魔之争 -# GameLogic_XMZZ.XMZZStartFight(curPlayer) -# return if posX == 0 and posY == 0: ipyEnterPosInfo = FBCommon.GetFBLineEnterPosInfo(mapID, lineID, fbLineIpyData) retPos = FBLogic.OnGetFBEnterPos(curPlayer, mapID, lineID, ipyEnterPosInfo, tick) @@ -1513,26 +1440,7 @@ if isSendToGameServer or mapID in ChConfig.Def_MapID_SendToGameServer \ or mapID in ReadChConfig.GetEvalChConfig("MapID_SendToGameServer"): extendParamList = [] - if mapID == ChConfig.Def_FBMapID_SealDemon: - newbielineList = IpyGameDataPY.GetFuncEvalCfg('SealDemonNewbieLine', 1) - # 新手线路特殊处理,直接进入 - if lineID in newbielineList: - GameWorld.DebugLog("封魔坛虚拟线路只能通过自定义场景进入挑战!") - return - else: - bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID) - extendParamList = [bossID] - elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss: - bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID) - extendParamList = [bossID, -1] - enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss) - if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss): - if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt): - extendParamList = [bossID, curPlayer.GetFamilyID()] - elif mapID == ChConfig.Def_FBMapID_DemonKing: - bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID) - extendParamList = [bossID] - elif mapID in ChConfig.Def_MapID_LineIDToPropertyID: + if mapID in ChConfig.Def_MapID_LineIDToPropertyID: enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % mapID) extendParamList = [enterCnt] elif mapID in ChConfig.MirrorBattleMapIDList: @@ -1683,10 +1591,6 @@ # @return 无意义 # @remarks 刷新玩家时钟,切地图玩家时钟记录清空,处理相应逻辑 def RefreshPlayerTick(curPlayer): - tick = GameWorld.GetGameWorld().GetTick() - - #防沉迷切线时间 - PlayerGameWallow.DoLogic_WallowOnlineTime(curPlayer, tick) return @@ -2595,6 +2499,20 @@ NetPackCommon.SendFakePack(curPlayer, clientPack) return +def GetUnXiantaoCntEquip(curPlayer): + '''因为战锤对应装备是1个战锤可能对应多个装备掉落,所以分解装备的时候1个战锤需要支持可拆分 + 所以需要支持小数存储,暂定以支持3位小数存储 + ''' + return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) / 1000.0 +def AddUnXiantaoCntEquip(curPlayer, addCnt): + unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt * 1000 + return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip) +def SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip): + ## 保存装备未结算战锤数,保留3位小数 + # @param unXiantaoCntEquip: 实际的未结算数量,支持小数 + unXiantaoCntEquip = int(round(unXiantaoCntEquip, 3) * 1000) # 保留3为小数 + return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip) + ##玩家是否有钱款 # @param curPlayer 玩家实例 # @param TYPE_Price ,货币类型 @@ -2651,7 +2569,7 @@ #---钱不够 返回假如果需要提示的话 提示信息--- if needMoneyCount < Price: if needNotify and notifyCode: - NotifyCode(curPlayer, notifyCode) + pass#NotifyCode(curPlayer, notifyCode) GameWorld.DebugLog("货币不足: TYPE_Price=%s, Price=%s, curMoneyCount=%s" % (TYPE_Price, Price, needMoneyCount)) return False @@ -2700,8 +2618,8 @@ gold = curPlayer.GetGold() # 元宝 if goldPaper + gold < Price: # 钱不够 - if needNotify: - NotifyCode(curPlayer, "GoldErr") + #if needNotify: + # NotifyCode(curPlayer, "GoldErr") return [] if goldPaper >= Price: # 只用礼券就够了 @@ -2836,11 +2754,11 @@ __PayMoneyAfter(curPlayer, type_Price, lostMoney, costType, infoDict, quantity, costVIPGold) #通知客户端失去金钱 - if isNotify: - if type_Price == ShareDefine.TYPE_Price_PayCoin: - NotifyCode(curPlayer, "LostMoney", [type_Price, str(round(lostMoney/100.0, 2))]) - else: - NotifyCode(curPlayer, "LostMoney", [type_Price, lostMoney]) + #if isNotify: + # if type_Price == ShareDefine.TYPE_Price_PayCoin: + # NotifyCode(curPlayer, "LostMoney", [type_Price, str(round(lostMoney/100.0, 2))]) + # else: + # NotifyCode(curPlayer, "LostMoney", [type_Price, lostMoney]) return True ## 付款以后后续操作 @@ -2881,11 +2799,28 @@ #轮回殿 PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price) if type_Price == ShareDefine.TYPE_Price_Xiantao: + # 累加未结算战锤 - 经验 unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp) NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price) - unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) - NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price) + # 累加未结算战锤 - 装备 + AddUnXiantaoCntEquip(curPlayer, price) + # 累加未结算战锤 - 战利品 + chapterID = GetMainLevelNowInfo(curPlayer)[0] + chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID) + if chapterIpyData: + DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList() + for itemID, upperCnt in DailyBootyUpperList: + if upperCnt <= 0: + continue + if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) >= upperCnt: + continue + unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price) + PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price) + PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, price) + + unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价 #reason_name = "Unknown" if not costType else costType reason_name = costType @@ -2965,7 +2900,6 @@ if costType not in ChConfig.CostRebate_DisableType: PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict) PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_UseGold, price) - PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_UseGold, price) else: GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID()) @@ -3120,12 +3054,12 @@ if priceType == ShareDefine.TYPE_Price_PayCoinDay: priceType = ShareDefine.TYPE_Price_PayCoin - if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney: - #通知客户端得到金钱 - if priceType == ShareDefine.TYPE_Price_PayCoin: - NotifyCode(curPlayer, "GetMoney", [priceType, str(round(value/100.0, 2))]) - else: - NotifyCode(curPlayer, "GetMoney", [priceType, value]) + #if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney: + # #通知客户端得到金钱 + # if priceType == ShareDefine.TYPE_Price_PayCoin: + # NotifyCode(curPlayer, "GetMoney", [priceType, str(round(value/100.0, 2))]) + # else: + # NotifyCode(curPlayer, "GetMoney", [priceType, value]) __GiveMoneyAfter(curPlayer, priceType, value, giveType, addDataDict) if befMoney == 0: @@ -3436,10 +3370,7 @@ def GetFabaoAddPoint(curPlayer): #法宝额外增加玩家每级获得的灵根点 - mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1) - if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1): - return 0 - return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2) + return 0 def DoAddPointOpen(curPlayer): '''加点功能开启''' @@ -3520,7 +3451,8 @@ # 杀怪 if expViewType == ShareDefine.Def_ViewExpType_KillNPC: - exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate) + #exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate) + exp_rate = 10000 elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]: exp_rate = curPlayer.GetGameEventExpRate() #exp_rate += GetFamilySitExpPer(curPlayer) @@ -3649,10 +3581,6 @@ # 升级需要执行的游戏功能处理 GameFuncComm.DoFuncOpenLogic(curPlayer) - #ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长 - #if aftLV%10 == 0: - # # 控制下刷新次数 - # PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能 PlayerOnline.CalcRoleBase(curPlayer) PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr() @@ -3662,7 +3590,6 @@ #if curPlayer.GetMaxMP() > 0: # curPlayer.SetMP(curPlayer.GetMaxMP()) - FBLogic.OnPlayerLVUp(curPlayer) # 记录开服活动冲级数据 #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV()) #神秘限购 @@ -3892,8 +3819,6 @@ DoPlayerDead(curPlayer) GameObj.ClearPyPlayerState(curPlayer) - - MirrorAttack.OnPlayerDead(curPlayer) return @@ -4270,104 +4195,22 @@ # return False return True -#------------------------------------------------------------------------------------ -##初始化玩家背包. -# @param curPlayer 玩家实例 -# @return 返回值无意义 -# @remarks 初始化玩家背包 -def Init_ItemPack(curPlayer): - packType = IPY_GameWorld.rptItem - - #初始化玩家背包 - if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys(): - return - - #获取玩家背包 - curPack = curPlayer.GetItemManager().GetPack(packType) - - #默认14格子 + 开启的 - keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key] - count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName) - curPack.SetCount(count) - - #通知客户端背包格子数目 -# curPlayer.Sync_ItemCount(curPack.GetCount()) - curPack.Sync_PackCanUseCount() - return #------------------------------------------------------------------------------------ -##初始化玩家仓库. -# @param curPlayer 玩家实例 -# @return 返回值无意义 -# @remarks 初始化玩家仓库 -def Init_Warehouse(curPlayer): - - packType = IPY_GameWorld.rptWarehouse - - #初始化玩家背包 - if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys(): - return - - #获取玩家背包 + +def Init_PackCount(curPlayer, packType, defaultMax=False, isSync=True): + ## 初始化刷新玩家某个背包格子数 curPack = curPlayer.GetItemManager().GetPack(packType) - - #默认42格子 + 开启的 - keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key] - count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName) - - curPack.SetCount(count) - - #通知客户端 - curPack.Sync_PackCanUseCount() + maxCount = curPack.GetMaxCount() + if defaultMax: + curPack.SetCount(maxCount) + else: + count = ItemCommon.GetPackInitCount(packType) + ItemCommon.GetPackOpenItemCnt(curPlayer, packType) + curPack.SetCount(min(count, maxCount)) + if isSync: + curPack.Sync_PackCanUseCount() return -def Init_HeroPack(curPlayer): - packType = ShareDefine.rptHero - #获取玩家背包 - curPack = curPlayer.GetItemManager().GetPack(packType) - initCount = ItemCommon.GetPackInitCount(packType) - if packType in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys(): - keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key] - initCount += curPlayer.NomalDictGetProperty(keyName) - curPack.SetCount(initCount) - #通知客户端背包格子数目 -# curPlayer.Sync_ItemCount(curPack.GetCount()) - curPack.Sync_PackCanUseCount() - return - - -##初始化寻宝背包 -# @param curPlayer 玩家实例 -# @return None -def Init_TreasurePack(curPlayer): - curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptTreasure) - curPack.SetCount(ItemCommon.GetPackInitCount(ShareDefine.rptTreasure)) - - #通知客户端 - curPack.Sync_PackCanUseCount() - return - -##初始化玩家收纳柜 -# @param curPlayer 玩家实例 -# @param packType 背包类型 -# @return 返回值无意义 -def Init_CabinetCountByType(curPlayer, packType): - keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key] - if keyName == None: - GameWorld.ErrLog("Init_Pack Error type=%s" % packType) - return - - #初始化时装武器背包 - curPack = curPlayer.GetItemManager().GetPack(packType) - #默认14格子 + 开启的 - count = ChConfig.Def_PackCnt_WeaponCoat + curPlayer.NomalDictGetProperty(keyName) - curPack.SetCount(count) - - #通知客户端 - curPack.Sync_PackCanUseCount() - return - -#--------------------------------------------------------------------- def IsInOperationAction(curPlayer, actName, actIDKey, crossActName="", crossActIDKey=""): ## 玩家是否有正在进行中运营活动,不含参与结束阶段 @@ -4412,7 +4255,6 @@ def Sync_ExpRateChange(curPlayer): totalExpRate = GetPlayerExpRate(curPlayer) fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加 - fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成 fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer) actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成 @@ -4579,11 +4421,17 @@ # @param wave: 第x波 value = ComMainLevelValue(chapterID, levelNum, wave) SetMainLevelPassValue(curPlayer, value) + if wave == 0: + PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel) return value def GetMainLevelPassInfo(curPlayer): ## 获取主线关卡过关进度信息 # @return: chapterID, levelNum, wave - return GetMainLevelValue(GetMainLevelPassValue(curPlayer)) + chapterID, levelNum, wave = GetMainLevelValue(GetMainLevelPassValue(curPlayer)) + if not chapterID and not levelNum: + chapterID, levelNum, wave = 1, 1, 0 + SetMainLevelPassValue(curPlayer, ComMainLevelValue(chapterID, levelNum, wave)) + return chapterID, levelNum, wave ## 主线关卡当前进度值 = 章节*10000+关卡编号*100+第x波 def GetMainLevelNowValue(curPlayer): return curPlayer.GetExAttr2() @@ -4599,7 +4447,14 @@ def GetMainLevelNowInfo(curPlayer): ## 获取主线关卡当前进度信息 # @return: chapterID, levelNum, wave - return GetMainLevelValue(GetMainLevelNowValue(curPlayer)) + chapterID, levelNum, wave = GetMainLevelValue(GetMainLevelNowValue(curPlayer)) + if not chapterID and not levelNum: + chapterID, levelNum, wave = 1, 1, 1 + SetMainLevelNowInfo(curPlayer, chapterID, levelNum, wave) + if not wave: + wave = 1 + SetMainLevelNowInfo(curPlayer, chapterID, levelNum, wave) + return chapterID, levelNum, wave def ComMainLevelValue(chapterID, levelNum, wave=0): return chapterID * 10000 + levelNum * 100 + wave def GetMainLevelValue(value): @@ -4874,68 +4729,6 @@ #=============================================================================== #--------------------------------------------------------------------------- -##获取可免费开启的格子数 -# @param curPlayer 玩家对象 -# @param packType 背包类型 -# @param openCnt 实际要开启的格子数 -# @return 获取可免费开启的格子数 -def GetCanAutoOpenPackCount(curPlayer, packType, openCnt, tick): - if packType not in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]: - return 0 - cfgObj = PlayerExpandPackCfgMgr.GetExpandPackCfg(curPlayer, packType) - #找不到这种背包的配置信息对象 - if not cfgObj: - return 0 - #已购买或自动开启的格子数 - keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict[packType][ChConfig.Def_PlayerPackDict_Index_Key] - curCount = curPlayer.NomalDictGetProperty(keyName) - -# nextCountIndex = curCount + 1 -# infoObj = cfgObj.GetAttrInfoByInex(nextCountIndex) -# if None == infoObj: -# return 0 -# #更新下玩家的在线时间 -# UpdateOnLineTime(curPlayer, tick) -# onlineTime = curPlayer.GetOnlineTime() -# #需要的时间 -# needOnlineTime = infoObj["OnlineTime"] -# #最后一次自动开启背包的在线时间tick -# lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick) -# if onlineTime - lastAutoOpenPackTick > needOnlineTime: -# return 1 -# return 0 - - #最大可增加的背包数 - maxCanAddCount = cfgObj.GetCanAddCount() - forCount = min(openCnt, maxCanAddCount - curCount) - - #可以再增加的格子数 - count = 0 - #遍历可增加的背包格子数 - UpdateOnLineTime(curPlayer, tick) - onlineTime = curPlayer.GetOnlineTime() - lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick % packType) - lastInfoObj = cfgObj.GetTotalAddAttrInfoByCount(curCount) - notOnlineTime = 0 - if lastInfoObj: - notOnlineTime = lastInfoObj["OnlineTime"] -# GameWorld.Log("get online time = %s"%onlineTime) - for i in range(forCount): - nextCount = curCount + i + 1 - infoObj = cfgObj.GetTotalAddAttrInfoByCount(nextCount) - if None == infoObj: - break - # (小于0的不具有免费开启功能) - if infoObj["OnlineTime"] < 0: - continue - needOnlineTime = infoObj["OnlineTime"] - notOnlineTime -# GameWorld.Log("get need online time = %s"%needOnlineTime) - #要求的在线时间,大于当前的在线时间,没办法加背包格子 - if needOnlineTime > onlineTime - lastAutoOpenPackTick: - break - count += 1 - return count - ## 获取玩家当前等级升级所需总经验 # @param playerLv 玩家等级 # @return 返回值, 升级需要的总经验 @@ -5045,32 +4838,6 @@ # @param allAttrList 属性列表 # @return None def CalcAttrDict_Type(attrType, value, allAttrList): - if value == 0: - return - - #[属性索引, 是否基础属性,(非)线性] - attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, []) - if attrInfo == []: - return - - index = ChConfig.Def_CalcAttrIndexDict[(attrInfo[1], attrInfo[2])] - - attrDict = allAttrList[index] - for i in attrInfo[0]: - GameWorld.AddDictValue(attrDict, {i:value}) - return - -def CalcAttrDict_TypeEx(attrType, value, allAttrDict): - ## 统计玩家属性,累加 - if value == 0: - return - - #[属性索引, 是否基础属性,(非)线性] - attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, []) - if attrInfo == []: - return - for i in attrInfo[0]: - GameWorld.AddDictValue(allAttrDict, {i:value}) return ## 培养境界等级 @@ -5175,32 +4942,6 @@ ## 设置保存功能事先计算好的属性值 def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict=None, customAttrDict=None): - # 设置值之前先清空重置 - # @param customAttrDict: 自定义的属性信息,必须是格式 {"自定义属性描述名key":属性信息, ...} 自定义属性描述名key - 建议不同功能点之间不要重复 - ClearCalcAttrListValue(curPlayer, funcIndex) - if insidePerAttrDict == None: - insidePerAttrDict = {} - if customAttrDict == None: - customAttrDict = {} - - battleAttrDict = allAttrList[ChConfig.CalcAttr_Battle] - if ChConfig.TYPE_Calc_PerLVAtk in battleAttrDict: - # 每1级加的攻击力不一定满1点,所以这里按万分率来算,支持小数算法 - addAtk = int(curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVAtk] / float(ShareDefine.Def_MaxRateValue)) - battleAttrDict[ChConfig.TYPE_Calc_AttrATKMin] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMin, 0) + addAtk - battleAttrDict[ChConfig.TYPE_Calc_AttrATKMax] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMax, 0) + addAtk - - if ChConfig.TYPE_Calc_PerLVMaxHP in battleAttrDict: - # 每1级加的生命值不会少于1点,所以直接乘 - addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP] - battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP - - playerID = curPlayer.GetPlayerID() - if playerID not in PyGameData.g_playerFuncAttrDict: - PyGameData.g_playerFuncAttrDict[playerID] = {} - funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] - funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict, customAttrDict] - #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict)) return def GetCalcAttrListValue(curPlayer, funcIndex): @@ -5208,63 +4949,7 @@ attrList = [{} for _ in range(4)] insidePerAttrDict = {} customAttrDict = {} - if isinstance(funcIndex, int): - funcIndexList = [funcIndex] - elif isinstance(funcIndex, list): - funcIndexList = funcIndex - else: - return attrList, insidePerAttrDict, customAttrDict - - playerID = curPlayer.GetPlayerID() - if playerID not in PyGameData.g_playerFuncAttrDict: - return attrList, insidePerAttrDict, customAttrDict - funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] - for funcIndex in funcIndexList: - if funcIndex not in funcAttrDict: - continue - funcAttrList, funcInsidePerAttrDict, funcCustomAttrDict = funcAttrDict[funcIndex] - for i, attrDict in enumerate(attrList): - curAttrDict = funcAttrList[i] - AddAttrDictValue(attrDict, curAttrDict) - customAttrDict.update(funcCustomAttrDict) - AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict) return attrList, insidePerAttrDict, customAttrDict - -## 重置缓存 -def ClearCalcAttrListValue(curPlayer, funcIndex): - playerID = curPlayer.GetPlayerID() - if playerID not in PyGameData.g_playerFuncAttrDict: - return - funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] - funcAttrDict.pop(funcIndex, None) - return - -def AddAttrListValue(attrList): - addAttrList = [{} for _ in range(4)] - for aList in attrList: - for i in ChConfig.CalcAttrIndexList: - AddAttrDictValue(addAttrList[i], aList[i]) - return addAttrList - -## 属性值字典累加 -def AddAttrDictValue(dict1, dict2): - for key, value in dict2.items(): - if key not in dict1: - dict1[key] = value - else: - aValue = dict1[key] - if key in ChConfig.TYPE_Calc_DeclineList: - # 这种算法的属性一般是万分率的,最大不超过百分百,故暂默认万分率, 若有不是万分率的属性再做处理 - dict1[key] = 10000 - (10000 - aValue) * (10000 - value) - else: - dict1[key] = aValue + value - return - -def GetLordAttr(curPlayer): - ## 获取主公属性汇总 - lordAttrDict = {"Atk":curPlayer.GetMaxAtk(), "Def":curPlayer.GetDef(), "MaxHP":GameObj.GetMaxHP(curPlayer), - "Hit":curPlayer.GetHit(), "Miss":curPlayer.GetMiss()} - return lordAttrDict #------------------------------------------------------------------------------- ## 设置玩家字典值, 存库 @@ -5278,10 +4963,11 @@ if value == 0: curPlayer.NomalDictDelProperty(key, dType) - return + return 0 # 2^31 - 1 - curPlayer.NomalDictAddProperty(key, min(value, ChConfig.Def_UpperLimit_DWordEx), dType) - return + value = max(0, min(value, ChConfig.Def_UpperLimit_DWordEx)) + curPlayer.NomalDictAddProperty(key, value, dType) + return value ## 通知祝福值 def Sync_BlessValue(curPlayer, blessType, value, multiple=0): -- Gitblit v1.8.0