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/Player/PlayerHero.py | 719 +++++++++++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 647 insertions(+), 72 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
index 7540395..134fed7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -23,13 +23,77 @@
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
+import PlayerOnline
import GameWorld
import ChConfig
import random
-
+
+def PlayerOnDay(curPlayer):
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, 0)
+ Sync_PlayerHeroInfo(curPlayer)
+ return
+
def OnPlayerLogin(curPlayer):
Sync_HeroInfo(curPlayer)
+ Sync_PlayerHeroInfo(curPlayer)
+ return
+
+def OnPlayerFirstLogin(curPlayer):
+ OnFirstLoginInitPlayer(curPlayer)
+ OnFirstLoginInitHero(curPlayer)
+ return
+
+def OnFirstLoginInitPlayer(curPlayer):
+ ## 初始化主公
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ if not equipPack.GetCount():
+ identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+ if not identifyPack.GetCount():
+ return
+ defaultEquipInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 1, {})
+ if not defaultEquipInfo:
+ return
+ GameWorld.DebugLog("初始化新手定制装备: %s" % defaultEquipInfo, curPlayer.GetPlayerID())
+
+ for equipID, appointID in defaultEquipInfo.items():
+ itemData = GameWorld.GetGameData().GetItemByTypeID(equipID)
+ if not itemData:
+ continue
+ equipPlace = itemData.GetEquipPlace()
+ equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
+ if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
+ continue
+ destEquip = equipPack.GetAt(equipPlaceIndex)
+ if not destEquip.IsEmpty():
+ continue
+ setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
+ curItem = ItemControler.GetOutPutItemObj(equipID, 1, curPlayer=curPlayer, setAttrDict=setAttrDict)
+ if not curItem:
+ continue
+ destEquip.AssignItem(curItem)
+
+ return
+
+def OnFirstLoginInitHero(curPlayer):
+ ## 初始化默认武将阵型
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ GameWorld.DebugLog("OnFirstLoginInitHero: %s" % curPack.GetCount(), curPlayer.GetPlayerID())
+ if not curPack.GetCount():
+ return
+ defaultHeroInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 2, {})
+ if not defaultHeroInfo:
+ return
+ GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
+
+ lineupID = ShareDefine.Lineup_Main
+ shapeType = 0
+ for heroID, posNum in defaultHeroInfo.items():
+ lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
+ ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
+
return
def InitHeroItem(singleItem):
@@ -43,8 +107,6 @@
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
- if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
- singleItem.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, 0)
if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -56,6 +118,8 @@
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentWashID)
if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDAwakeRand):
singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
+ if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup):
+ singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroLineup)
InitHeroTalent(singleItem)
return
@@ -110,12 +174,75 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return
- heroIndex = heroIpyData.GetHeroIndex()
- heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
- if not heroActState:
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex, 1)
- GameWorld.DebugLog("首次激活武将: heroID=%s,heroIndex=%s" % (heroID, heroIndex), curPlayer.GetPlayerID())
+
+ if not GetHeroActivite(curPlayer, heroID):
+ SetHeroActivite(curPlayer, heroID, 1)
+ GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
+ #首次获得图鉴额外逻辑 ...
Sync_HeroInfo(curPlayer, [heroID])
+
+ return
+
+def GetHeroActivite(curPlayer, heroID):
+ ## 武将状态
+ # @return: 0-未激活;1-武将已获得,可激活;2-图鉴已激活
+ actState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+ return actState
+
+def SetHeroActivite(curPlayer, heroID, isAct=1):
+ ## 设置武将已获得,可激活状态
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ actState = bookState % 10
+ if isAct:
+ if actState:
+ return
+ actState = 1
+ else:
+ actState = 0
+ updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookInitState(curPlayer, heroID):
+ ## 武将图鉴激活状态
+ initState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+ return initState > 1
+def SetHeroBookInitState(curPlayer, heroID, isAct=1):
+ ## 设置武将图鉴激活状态
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ actState = bookState % 10
+ if isAct:
+ actState = 2
+ else:
+ actState = 1 if actState else 0
+ updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookStarLV(curPlayer, heroID):
+ ## 武将图鉴星级等级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ return GameWorld.GetValue(bookState, 4, 3)
+def SetHeroBookStarLV(curPlayer, heroID, starLV):
+ ## 设置武将图鉴星级等级,支持三位数 0~999 级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
+ return
+
+def GetHeroBookBreakLV(curPlayer, heroID):
+ ## 武将图鉴突破等级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ return GameWorld.GetValue(bookState, 7, 3)
+def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
+ ## 设置武将图鉴突破等级,支持三位数 0~999 级
+ bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+ updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+ GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
return
def GetHeroItem(curPlayer, itemIndex):
@@ -128,6 +255,21 @@
if heroItem.GetType() != ChConfig.Def_ItemType_Hero:
return
return heroItem
+
+def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
+ ## 获取英雄所在阵型站位
+ # @param lineupID: 阵型ID,默认主阵型
+ # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if not lineupCount:
+ return 0
+ for lpIndex in range(lineupCount)[::-1]:
+ lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+ lpID, _, posNum = GetLineupValue(lineupValue)
+ if lpID != lineupID:
+ continue
+ return posNum
+ return 0
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -156,10 +298,14 @@
if heroLV >= LVMax:
GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
return
- qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
- if not qualityIpyData:
+ qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+ if not qualityLVIpyData:
return
- costItemInfo = qualityIpyData.GetUPCostItem()
+ nextHeroLV = heroLV + 1
+ if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV):
+ GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID)
+ return
+ costItemInfo = qualityLVIpyData.GetUPCostItem()
if not costItemInfo:
return
costItemID, costItemCount = costItemInfo
@@ -172,12 +318,11 @@
return
ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP")
- updHeroLV = heroLV + 1
+ updHeroLV = nextHeroLV
GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def GetHeroLVMax(heroItem):
@@ -217,6 +362,9 @@
% (itemIndex, heroID, useItemIndex, useHeroID), playerID)
if heroID != useHeroID:
GameWorld.DebugLog("武将材料非本体,无法升星!", playerID)
+ return
+ if useItem.GetIsLocked():
+ GameWorld.DebugLog("材料卡锁定中,无法升星! useItemIndex=%s,heroID=%s" % (useItemIndex, heroID), playerID)
return
washIDCnt = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
if washIDCnt:
@@ -277,7 +425,7 @@
starMax = InitStarUpper + addStarUpper
return starMax
-def DoHeroUpdStar(curPlayer, heroItem, updStar):
+def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
@@ -285,10 +433,11 @@
item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
if addStar > 0:
__DoHeroStarTalentUp(item, addStar)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
- # 刷属性,之后扩展
-
+ itemIndex = heroItem.GetItemPlaceIndex()
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -405,11 +554,16 @@
if not heroIpyData:
return
quality = heroIpyData.GetQuality()
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
- GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,breakLV=%s"
- % (itemIndex, heroID, quality, breakLV), playerID)
+ GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s"
+ % (itemIndex, heroID, quality, heroLV, breakLV), playerID)
ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
if not ipyData:
+ return
+ LVMax = ipyData.GetLVMax()
+ if heroLV < LVMax:
+ GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
return
nextBreakLV = breakLV + 1
if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
@@ -430,13 +584,15 @@
GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
SetHeroBreakLV(heroItem, nextBreakLV)
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(heroItem, breakLV, isSync=True):
## 设置武将突破等级
- heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ if isSync:
+ heroItem.Sync_Item()
return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -486,19 +642,19 @@
GameWorld.DebugLog("材料不足,武将无法觉醒! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
return
ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroAwake")
- GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
+ GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
SetHeroAwakeLV(heroItem, nextAwakeLV)
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def SetHeroAwakeLV(heroItem, awakeLV):
+def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
## 设置武将觉醒等级
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, awakeLV)
unlockTalentSlotByAwake(item)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
return
def unlockTalentSlotByAwake(singleItem):
@@ -572,9 +728,13 @@
#};
def OnHeroAwakeSelectTalent(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- playerID = curPlayer.GetPlayerID()
itemIndex = clientData.ItemIndex
selectIndex = clientData.SelectIndex
+ doSelectAwakeTalent(curPlayer, itemIndex, selectIndex)
+ return
+
+def doSelectAwakeTalent(curPlayer, itemIndex, selectIndex, isSync=True):
+ playerID = curPlayer.GetPlayerID()
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -617,13 +777,13 @@
for index, talentID in enumerate(idList):
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
-
+
unlockTalentSlotByAwake(singleItem)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -759,8 +919,7 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
- # 刷属性,之后扩展
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -782,9 +941,9 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
return
- skinNPCIDList = heroIpyData.GetSkinNPCIDList()
+ skinIDList = heroIpyData.GetSkinIDList()
if skinIndex > 0: # 0的为默认皮肤,不做限制
- if skinIndex >= len(skinNPCIDList):
+ if skinIndex >= len(skinIDList):
GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
return
skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
@@ -793,8 +952,7 @@
return
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
- # 刷属性
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -809,26 +967,334 @@
% (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
return
-#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
+#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
-#struct tagCSHeroBattlePos
+#struct tagCSHeroBookUP
+#{
+# tagHead Head;
+# DWORD HeroID; //武将ID
+# WORD ItemIndex; //关联武将物品所在武将背包索引,激活时可不用发
+# BYTE BookType; //图鉴激活类型: 0-初始激活;1-星级升级;2-突破等级升级
+#};
+def OnHeroBookUP(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ heroID = clientData.HeroID
+ itemIndex = clientData.ItemIndex
+ bookType = clientData.BookType
+
+ if bookType == 1:
+ __doHeroBookStarLVUP(curPlayer, heroID, itemIndex)
+ elif bookType == 2:
+ __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
+ else:
+ __doHeroBookAct(curPlayer, heroID)
+ return
+
+def __doHeroBookAct(curPlayer, heroID):
+ ## 图鉴激活
+ playerID = curPlayer.GetPlayerID()
+ if GetHeroBookInitState(curPlayer, heroID):
+ GameWorld.DebugLog("该武将图鉴已激活! heroID=%s" % heroID, playerID)
+ return
+ GameWorld.DebugLog("武将图鉴激活! heroID=%s" % heroID, playerID)
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return
+ if GetHeroActivite(curPlayer, heroID) != 1:
+ GameWorld.DebugLog("武将未获得过,不可激活图鉴! heroID=%s" % (heroID), playerID)
+ return
+ SetHeroBookInitState(curPlayer, heroID, 1)
+
+ awardMoneyInfo = qualityIpyData.GetBookActAwardMoney()
+ if awardMoneyInfo and len(awardMoneyInfo) == 2:
+ moneyType, moneyValue = awardMoneyInfo
+ if moneyType and moneyValue:
+ PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
+
+ Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
+ return
+
+def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
+ ## 图鉴星级升级
+ playerID = curPlayer.GetPlayerID()
+ if not GetHeroBookInitState(curPlayer, heroID):
+ GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+ return
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ if heroItem.GetItemTypeID() != heroID:
+ GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
+ return
+ heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ bookStar = GetHeroBookStarLV(curPlayer, heroID)
+ if bookStar >= heroStar:
+ GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
+ return
+ GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
+ SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
+ Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
+ return
+
+def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
+ ## 图鉴突破升级
+ playerID = curPlayer.GetPlayerID()
+ if not GetHeroBookInitState(curPlayer, heroID):
+ GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+ return
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ if heroItem.GetItemTypeID() != heroID:
+ GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
+ return
+ heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+ if bookBreakLV >= heroBreakLV:
+ GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
+ return
+ GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
+ SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
+ Sync_HeroInfo(curPlayer, [heroID])
+
+ RefreshLordAttr(curPlayer)
+ return
+
+#// B2 38 武将锁定 #tagCSHeroLock
+#
+#struct tagCSHeroLock
+#{
+# tagHead Head;
+# WORD ItemIndex; //武将物品所在武将背包位置索引
+# BYTE IsLock; //0-解锁;1-锁定
+#};
+def OnHeroLock(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndex = clientData.ItemIndex
+ isLock = clientData.IsLock
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ heroItem.SetIsLocked(1 if isLock else 0)
+ return
+
+#// B2 39 武将重生 #tagCSHeroRebirth
+#
+#struct tagCSHeroRebirth
+#{
+# tagHead Head;
+# WORD ItemIndex; //武将物品所在武将背包位置索引
+#};
+def OnHeroRebirth(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndex = clientData.ItemIndex
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if heroLV <= 1 and not breakLV and not awakeLV:
+ GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
+ return
+
+ if awakeLV:
+ rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
+ if rebirthCntMax and rebirthCnt >= rebirthCntMax:
+ GameWorld.DebugLog("今日觉醒过的武将重生次数已达上限! rebirthCnt=%s >= %s" % (rebirthCnt, rebirthCntMax))
+ return
+
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
+ if not ipyData:
+ return
+ costMoney = ipyData.GetRebirthCostMoney()
+ moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+ if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+ return
+
+ # 验证通过,可以重生
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
+
+ returnItemDict = {}
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+ __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+
+ if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"):
+ return
+
+ # 执行重生
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
+ heroItem.Sync_Item()
+
+ if returnItemDict:
+ returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
+
+ if awakeLV:
+ rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
+ Sync_PlayerHeroInfo(curPlayer)
+
+ return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+ ## 计算武将等级返还
+ returnDict = {}
+ for retLV in range(1, heroLV):
+ qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, retLV)
+ if not qualityLVIpyData:
+ continue
+ costItemInfo = qualityLVIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
+ return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
+ # 计算武将突破返还
+ returnDict = {}
+ for retBreakLV in range(0, breakLV):
+ qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
+ if not qualityBreakIpyData:
+ continue
+ costItemInfo = qualityBreakIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
+ return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
+ # 计算武将觉醒返还
+ returnDict = {}
+ for retAwakeLV in range(0, awakeLV):
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, retAwakeLV)
+ if not qualityAwakeIpyData:
+ continue
+ costItemInfo = qualityAwakeIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
+ return
+
+#// B2 40 武将遣散 #tagCSHeroDismiss
+#
+#struct tagCSHeroDismiss
+#{
+# tagHead Head;
+# WORD Count;
+# WORD ItemIndexList[Count]; // 武将物品所在武将背包位置索引列表
+#};
+def OnHeroDismiss(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndexList = clientData.ItemIndexList
+ GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+
+ dismissItemList = []
+ returnItemDict = {}
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for itemIndex in itemIndexList:
+ if itemIndex < 0 or itemIndex >= curPack.GetCount():
+ continue
+ heroItem = curPack.GetAt(itemIndex)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if awakeLV:
+ GameWorld.DebugLog("觉醒过的武将需先重生后才可遣散! itemIndex=%s,awakeLV=%s" % (itemIndex, awakeLV))
+ continue
+ if heroItem.GetIsLocked():
+ GameWorld.DebugLog("锁定的武将无法遣散! itemIndex=%s" % (itemIndex))
+ continue
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if lineupCount:
+ lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
+ GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
+ continue
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ continue
+ quality = heroIpyData.GetQuality()
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ continue
+ GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
+ dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+ for itemID, itemCount in dismissReturnItems:
+ starRetCnt = (heroStar + 1) * itemCount
+ returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
+ GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+ dismissItemList.append([itemIndex, heroItem])
+
+ if not dismissItemList:
+ return
+
+ for itemIndex, heroItem in dismissItemList:
+ ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroDismiss")
+
+ if returnItemDict:
+ returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
+
+ return
+
+#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#
+#struct tagCSHeroLineupPos
#{
# WORD ItemIndex; //武将物品所在武将背包位置索引
# BYTE PosNum; //1~n上阵位置编号
#};
#
-#struct tagCSHeroBattlePosSave
+#struct tagCSHeroLineupSave
#{
# tagHead Head;
-# BYTE FuncType; //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型
+# BYTE LineupID; //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
+# BYTE ShapeType; //本阵容阵型,0为默认阵型,可扩展不同的阵型
# BYTE PosCnt;
-# tagCSHeroBattlePos HeroPosList[PosCnt]; // 保存的阵型,只要发送最终的阵型武将位置即可
+# tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
#};
-def OnHeroBattlePosSave(index, clientData, tick):
+def OnHeroLineupSave(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- funcType = clientData.FuncType
+ lineupID = clientData.LineupID
+ shapeType = clientData.ShapeType
heroPosList = clientData.HeroPosList
heroPosDict = {}
@@ -837,53 +1303,119 @@
posNum = posInfo.PosNum
itemIndex = posInfo.ItemIndex
if itemIndex in indexList:
- # 单英雄只能一个位置,一个位置只能对应唯一英雄单位
+ # 单武将只能一个位置,一个位置只能对应唯一武将单位
continue
indexList.append(itemIndex)
heroPosDict[posNum] = itemIndex
- # 主阵型
- if funcType == 0:
- MainBattlePosSave(curPlayer, heroPosDict)
-
- # 其他待扩展
- elif funcType == 1:
- pass
+ if lineupID not in ShareDefine.LineupList:
+ GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
+ return
- return
-
-def MainBattlePosSave(curPlayer, heroPosDict):
- GameWorld.DebugLog("保留主战斗阵型: %s" % heroPosDict, curPlayer.GetPlayerID())
+ GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
# 直接重置旧阵型
+ delCount = 0
+ syncItemDict = {}
for index in range(curPack.GetCount()):
heroItem = curPack.GetAt(index)
if not heroItem or heroItem.IsEmpty():
continue
- if not heroItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if not lineupCount:
continue
item = heroItem.GetItem()
- item.ClearUserAttr(ShareDefine.Def_IudetHeroPosNum)
-
+ for lpIndex in range(lineupCount)[::-1]:
+ lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+ if GetLineupValue(lineupValue)[0] != lineupID:
+ continue
+ item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+ delCount += 1
+ if delCount >= ShareDefine.LineupObjMax:
+ break
+ syncItemDict[index] = heroItem
+
# 更新新阵型
+ heroIDList = []
+ heroItemDict = {}
for posNum, itemIndex in heroPosDict.items():
if itemIndex < 0 or itemIndex >= curPack.GetCount():
continue
heroItem = curPack.GetAt(itemIndex)
if not heroItem or heroItem.IsEmpty():
continue
+ itemID = heroItem.GetItemTypeID()
+ if itemID in heroIDList:
+ GameWorld.DebugLog("同个武将只能上阵一个! itemIndex=%s,itemID=%s" % (itemIndex, itemID))
+ continue
+ heroIDList.append(itemID)
item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, posNum)
+ lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+ if itemIndex not in syncItemDict:
+ syncItemDict[itemIndex] = heroItem
+ heroItemDict[itemIndex] = posNum
- ResetHeroPack(curPlayer)
+ # 主阵容修改时重整背包,约定所有背包由前端自行排序
+ #if lineupID == ShareDefine.Lineup_Main:
+ # ResetHeroPack(curPlayer)
+ #else:
+ for syncItem in syncItemDict.values():
+ syncItem.Sync_Item()
+
+ lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+ lineup.UpdLineup(heroItemDict, shapeType)
return
-def ResetHeroPack(curPlayer):
- tick = GameWorld.GetGameWorld().GetTick()
- curPlayer.SetResetItemTick(0)
- ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
+def GetLineupValue(lineupValue):
+ lineupID = lineupValue / 10000
+ shapeType = lineupValue % 10000 / 100
+ posNum = lineupValue % 100
+ return lineupID, shapeType, posNum
+
+#def ResetHeroPack(curPlayer):
+# tick = GameWorld.GetGameWorld().GetTick()
+# curPlayer.SetResetItemTick(0)
+# ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+# return
+
+def RefreshLordAttr(curPlayer):
+ ## 刷新主公属性
+ CalcHeroAddAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
return
+
+def CalcHeroAddAttr(curPlayer):
+ ## 计算武将对主公增加的属性
+ heroBookAttrDict = {}
+ playerID = curPlayer.GetID()
+
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetHeroCount()):
+ ipyData = ipyDataMgr.GetHeroByIndex(index)
+ heroID = ipyData.GetHeroID()
+ if not GetHeroBookInitState(curPlayer, heroID):
+ # 图鉴未激活
+ continue
+ quality = ipyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ continue
+ bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+ bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+ bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+ bookStar = GetHeroBookStarLV(curPlayer, heroID)
+ bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+ for attrPerID in ChConfig.BaseAttrPerIDList:
+ addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+ heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+
+ GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
+ return
+
def Sync_HeroInfo(curPlayer, heroIDList=None):
if heroIDList != None:
syncHeroIDList = heroIDList
@@ -902,15 +1434,15 @@
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
continue
- heroIndex = heroIpyData.GetHeroIndex()
- heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
- if not heroActState and heroIDList == None:
+ if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
continue
hero = ChPyNetSendPack.tagSCHero()
hero.HeroID = heroID
- hero.IsActive = heroActState
hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
+ hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+ hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
+ hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
syncInfoList.append(hero)
if not syncInfoList:
@@ -921,3 +1453,46 @@
clientPack.HeroCnt = len(clientPack.HeroInfoList)
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
+
+def Sync_Lineup(curPlayer, lineupID=None):
+ if lineupID:
+ syncIDList = [lineupID]
+ else:
+ syncIDList = ShareDefine.LineupList
+
+ lineupList = []
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ for lineupID in syncIDList:
+ lineup = olPlayer.GetLineup(lineupID)
+ if not lineup:
+ continue
+
+ posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
+ heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
+ for posNum in range(1, 1 + ShareDefine.LineupObjMax):
+ if posNum in posNumItemIndexDict:
+ heroItemIndexList.append(posNumItemIndexDict[posNum] + 1)
+ else:
+ heroItemIndexList.append(0)
+ packLineup = ChPyNetSendPack.tagSCLineup()
+ packLineup.LineupID = lineup.lineupID
+ packLineup.ShapeType = lineup.shapeType
+ packLineup.HeroItemIndexList = heroItemIndexList
+ packLineup.HeroCnt = len(packLineup.HeroItemIndexList)
+ lineupList.append(packLineup)
+
+ if not lineupList:
+ return
+
+ clientPack = ChPyNetSendPack.tagSCLineupInfo()
+ clientPack.LineupList = lineupList
+ clientPack.LineupCnt = len(clientPack.LineupList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
+
+def Sync_PlayerHeroInfo(curPlayer):
+ ## 武将公共信息
+ clientPack = ChPyNetSendPack.tagSCPlayerHeroInfo()
+ clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
--
Gitblit v1.8.0