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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