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/PlayerOnline.py | 39 ++++++++++++++++++++++++++-------------
1 files changed, 26 insertions(+), 13 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index bf3a1e4..73e7616 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -65,18 +65,19 @@
self.fightPower = 0 # 阵容总战力
return
- def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, syncLineup=True):
+ def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
'''变更阵容时更新
@param heroItemDict: 武将背包索引信息 {itemIndex:posNum, ...}
@param shapeType: 阵型
@param refreshForce: 是否强制刷属性
'''
- self.lineupChange = True
+ if not isReload: # 非重读阵容的视为变更
+ self.lineupChange = True
self.shapeType = shapeType
self.heroItemDict = heroItemDict
GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
self.RefreshLineupAttr(refreshForce)
- if syncLineup and self.olPlayer.curPlayer:
+ if not isReload and self.olPlayer.curPlayer:
PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
return
@@ -391,7 +392,7 @@
# 获取其他绑定该阵容的功能,如红颜、灵兽等
shapeType = lineShapeTypeDict.get(lineupID, 0)
- lineup.UpdLineup(heroItemDict, shapeType, syncLineup=False)
+ lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
PlayerHero.Sync_Lineup(curPlayer)
return
@@ -514,9 +515,9 @@
# 突破潜能
breakAttrDict = {}
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
- if awakeIpyDataList:
- for breakIpyData in awakeIpyDataList:
+ breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+ if breakIpyDataList:
+ for breakIpyData in breakIpyDataList:
if breakIpyData.GetBreakLV() > breakLV:
break
attrIDList = breakIpyData.GetAttrIDList()
@@ -614,6 +615,7 @@
baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
+ skillFPFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 4)
lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
@@ -632,6 +634,12 @@
GameWorld.DebugLog(" 主公等级属性=%s" % lvAttrDict, playerID)
GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
GameWorld.DebugLog(" 主公图鉴属性=%s" % bookAttrDict, playerID)
+
+ PlayerLV = curPlayer.GetLV()
+ OfficialLV = curPlayer.GetOfficialRank()
+ GameWorld.DebugLog(" PlayerLV=%s,OfficialLV=%s" % (PlayerLV, OfficialLV), playerID)
+
+ fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
lineupFightPower = 0 # 阵容总战力
InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
@@ -698,15 +706,20 @@
attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
+ attrRatioName = "%sRatio" % attrName
+ ratioValue = 0
+ if attrValue and hasattr(fpRatioIpyData, "Get%s" % attrRatioName):
+ ratioValue = getattr(fpRatioIpyData, "Get%s" % attrRatioName)()
fightPowerParamDict[attrName] = attrValue
+ fightPowerParamDict[attrRatioName] = ratioValue
if attrValue:
lineupHero.heroBatAttrDict[attrID] = attrValue
logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
-
+
# 计算战力
fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
- GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList), playerID)
+ GameWorld.DebugLog(" heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
skillTypeIDDict = {}
for skillID in lineupHero.heroSkillIDList:
skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -727,7 +740,9 @@
for skillData in skillTypeIDDict.values():
skillID = skillData.GetSkillID()
lineupHero.heroSkillIDList.append(skillID)
- skillFightPower += skillData.GetFightPower()
+ paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
+ sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict)
+ skillFightPower += sFightPower
GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
# 最终战力
@@ -757,8 +772,6 @@
GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
TurnAttack.__doMainLevelWave(curPlayer, True)
- elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
- TurnAttack.__doMainBossStart(curPlayer)
# 否则只重新设置战斗属性
else:
@@ -774,7 +787,7 @@
continue
lineupHero = lineup.GetLineupHero(posNum)
if lineupHero.heroBatAttrDict:
- batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
+ batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
else:
GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
--
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