From b3d16628055d113d37021c1c55661f2cee035bdc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 26 八月 2025 20:06:07 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(简化触发方式;优化额外触发技能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py | 178 +++++++++++++++++++++++++++-------------------------------
1 files changed, 83 insertions(+), 95 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..65f15e2 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
@@ -18,16 +18,17 @@
import ChConfig
import GameWorld
import ShareDefine
-import SkillCommon
import IpyGameDataPY
import PlayerControl
import ChPyNetSendPack
import ItemControler
import IPY_GameWorld
import NetPackCommon
-import TurnAttack
import ItemCommon
import NPCCommon
+import ChEquip
+import ObjPool
+
import random
def OnFBPlayerOnLogin(curPlayer):
@@ -41,6 +42,7 @@
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 +64,21 @@
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 +86,93 @@
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 +199,7 @@
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 +218,23 @@
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 +260,7 @@
else:
__doPickupMainItem(curPlayer, itemIndexList)
+ ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitMainDropItemOP, ChConfig.Def_ComposeState_Sucess, opType)
return
def __doEquipMainEquip(curPlayer, itemIndexList, isAutoDecompose):
@@ -319,7 +306,7 @@
__doDecomposeMainEquip(curPlayer, decomposeIndexList)
# 刷属性
-
+ ChEquip.RefreshRoleEquipAttr(curPlayer)
return
def __doDecomposeMainEquip(curPlayer, itemIndexList):
@@ -404,10 +391,11 @@
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)
--
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