From b42da850f0f8e8748b429acc3139be53b75a9589 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 09 九月 2025 16:28:56 +0800 Subject: [PATCH] 121 【武将】武将系统-服务端(上阵武将等级加成改为(等级 - 1)*LVAddPer ) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py | 244 ++++++++++++++++++++++++++++++++---------------- 1 files changed, 164 insertions(+), 80 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 cef5c8b..123be33 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 @@ -28,6 +28,7 @@ import ItemCommon import PlayerTask import NPCCommon +import BattleObj import ChEquip import ObjPool @@ -66,17 +67,17 @@ ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1) return [booty[0] for booty in ipyData.GetDailyBootyUpperList()] -def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID): +def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, 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: - __doKillAward(curPlayer, atkObj, killObjIDList) + __doKillAward(curPlayer, atkObj, killObjList) return -def __doKillAward(curPlayer, atkObj, killObjIDList): +def __doKillAward(curPlayer, atkObj, killObjList): ## 计算击杀奖励 - if not killObjIDList: + if not killObjList: GameWorld.DebugLog("没有击杀不需要处理!") return # 结算经验 @@ -88,12 +89,12 @@ GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp)) PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC) - __doMainDrop(curPlayer) + __doMainDrop(curPlayer, killObjList) return -def __doMainDrop(curPlayer): +def __doMainDrop(curPlayer, killObjList): # 装备掉落 - if __doDropEquip(curPlayer) == -1: + if __doDropEquip(curPlayer, killObjList) == -1: return playerID = curPlayer.GetPlayerID() @@ -161,15 +162,36 @@ return -def __doDropEquip(curPlayer): +def __doDropEquip(curPlayer, killObjList): ## 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 + unXiantaoCntEquip = PlayerControl.GetUnXiantaoCntEquip(curPlayer) + bossTypeDropInfo = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备 + fightPoint = max(curPlayer.GetFightPoint(), 1) # 消耗倍率也是掉落倍率 + dropEquipCnt = 0 + objDropCntDict = {} + for tagObj in killObjList: + tagID = tagObj.GetID() + npcID = tagObj.GetNPCID() + if not npcID: + continue + npcData = NPCCommon.GetNPCDataPy(npcID) + if not npcData: + continue + bossType = npcData.GetBossType() + if bossType not in bossTypeDropInfo: + continue + dropCnt = GameWorld.GetResultByRandomList(bossTypeDropInfo[bossType]) + if not dropCnt: + continue + dropCnt *= fightPoint # 多倍掉落 + objDropCntDict[tagID] = [tagObj, dropCnt, bossType] + dropEquipCnt += dropCnt + if dropEquipCnt <= 0: - GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID) + GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropEquipCnt), playerID) return + # 根据掉落背包空间修正最终可掉落装备数 dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt) if not dropEquipCnt: GameWorld.DebugLog("掉落背包已满!", playerID) @@ -179,52 +201,101 @@ ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV) if not ipyData: return - equipColorRateList = ipyData.GetEquipColorRateList() - GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,equipColorRateList=%s" % (unXiantaoCntEquip, dropEquipCnt, treeLV, equipColorRateList), playerID) + GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,objDropCntDict=%s" + % (unXiantaoCntEquip, dropEquipCnt, treeLV, objDropCntDict), playerID) - maxRate = 10000 - totalRate = 0 - colorRateList = [] - for equipColor, colorRate in enumerate(equipColorRateList, 1): - if not colorRate: - continue - totalRate += colorRate - colorRateList.append([totalRate, equipColor]) - - if totalRate != maxRate: - GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV)) - if not colorRateList: - return - GameWorld.DebugLog(" colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID) - - for _ in range(dropEquipCnt): - itemColor = GameWorld.GetResultByRandomList(colorRateList) - if not itemColor: - continue - equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop") - if not equipIDList: - continue - randEquipID = random.choice(equipIDList) - - curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer) - if curItem == None: - continue - curItem.SetIsBind(1) # 为1时代表是掉落 - - #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID) - if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]): + for tagID, dropInfo in objDropCntDict.items(): + tagObj, dropCnt, bossType = dropInfo + if hasattr(ipyData, "GetEquipColorRateList%s" % bossType): + equipColorRateList = getattr(ipyData, "GetEquipColorRateList%s" % bossType)() + else: + equipColorRateList = ipyData.GetEquipColorRateList() + + GameWorld.DebugLog("tagID=%s,bossType=%s,dropCnt=%s,treeLV=%s,equipColorRateList=%s" + % (tagID, bossType, dropCnt, treeLV, equipColorRateList), playerID) + if not equipColorRateList: continue - unXiantaoCntEquip -= dropOneNeed - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip) + totalRate = 0 + colorRateList = [] + for equipColor, colorRate in enumerate(equipColorRateList, 1): + if not colorRate: + continue + totalRate += colorRate + colorRateList.append([totalRate, equipColor]) + + #maxRate = 10000 + #if totalRate != maxRate: + # GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV)) + if not colorRateList: + return + GameWorld.DebugLog(" colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID) + for _ in range(dropCnt): + if dropEquipCnt <= 0: + break + itemColor = GameWorld.GetResultByRandomList(colorRateList) + if not itemColor: + continue + equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop") + if not equipIDList: + continue + randEquipID = random.choice(equipIDList) + + curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer) + if curItem == None: + continue + curItem.SetIsBind(1) # 为1时代表是掉落 + #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID) + if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]): + continue + + dropEquipCnt -= 1 + return -def GMTestKillDrop(curPlayer, unXiantao): - ## GM测试掉落 - unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + unXiantao - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip) - GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % unXiantaoCntEquip) +def GMTestKill(curPlayer, useXiantao): + ## GM测试击杀 + + mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer) + turnFight = mainFightMgr.turnFight + if not turnFight.isInFight(): + GameWorld.DebugAnswer(curPlayer, "非主线战斗中!") + return + + useSkill = None + batObjMgr = BattleObj.GetBatObjMgr() + + # 随便取一个武将击杀对方所有怪物即可 + atkObj = None + batFactionA = turnFight.getBatFaction(ChConfig.Def_FactionA) + batLineup = batFactionA.getBatlineup(1) + for objID in batLineup.posObjIDDict.values(): + atkObj = batObjMgr.getBatObj(objID) + if atkObj.IsAlive(): + break + + if not atkObj: + GameWorld.DebugAnswer(curPlayer, "主阵容没有存活武将!") + return + + clientPack = ChPyNetSendPack.tagSCTurnFightReportSign() + clientPack.Sign = 0 + NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始 + + killObjList = [] + batFactionB = turnFight.getBatFaction(ChConfig.Def_FactionB) + batLineup = batFactionB.getBatlineup(1) + for objID in batLineup.posObjIDDict.values(): + tagObj = batObjMgr.getBatObj(objID) + if tagObj.IsAlive(): + killObjList.append(tagObj) + TurnAttack.SetObjKilled(turnFight, tagObj, atkObj, useSkill) + + unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp) + useXiantao + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp) + GameWorld.DebugAnswer(curPlayer, "未结算经验战锤数: %s" % unXiantaoCntExp) + GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % PlayerControl.AddUnXiantaoCntEquip(curPlayer, useXiantao)) chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0] chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID) if chapterIpyData: @@ -232,11 +303,16 @@ for itemID, upperCnt in DailyBootyUpperList: if upperCnt <= 0: continue - unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + unXiantao + unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + useXiantao 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) + OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) + turnFight.checkOverByKilled() + + # 标记结束 + clientPack.Sign = 1 + NetPackCommon.SendFakePack(curPlayer, clientPack) return #// B4 15 主线掉落物品操作 #tagCSMainDropItemOP @@ -316,50 +392,58 @@ def __doDecomposeMainEquip(curPlayer, itemIndexList): playerID = curPlayer.GetPlayerID() GameWorld.DebugLog("分解主线装备: itemIndexList=%s" % (itemIndexList), playerID) - IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify) - - moneyType = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 2) - if not moneyType: + moneyType, moneyBase = IpyGameDataPY.GetFuncEvalCfg("MainEquipDrop", 2) + if not moneyType or not moneyBase: return + + equipDict = {} + IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify) + for index in range(IdentifyPack.GetCount()): + curEquip = IdentifyPack.GetAt(index) + if not ItemCommon.CheckItemCanUse(curEquip): + #GameWorld.DebugLog("物品为空或不可用: index=%s" % index, playerID) + continue + if not ItemCommon.GetIsMainEquip(curEquip): + #GameWorld.DebugLog("非主线装备: index=%s" % index, playerID) + continue + equipDict[index] = curEquip + + if not equipDict: + return + + equipCnt = len(equipDict) + unXiantaoCntEquip = PlayerControl.GetUnXiantaoCntEquip(curPlayer) + perEquipXiantao = unXiantaoCntEquip / float(equipCnt) if equipCnt > 1 else unXiantaoCntEquip + decomposeMoney = max(1, moneyBase * perEquipXiantao) # 至少1个 + GameWorld.DebugLog("unXiantaoCntEquip=%s,equipCnt=%s,perEquipXiantao=%s,equipIndexList=%s" + % (unXiantaoCntEquip, equipCnt, perEquipXiantao, equipDict.keys()), playerID) + GameWorld.DebugLog("moneyBase=%s,decomposeMoney=%s" % (moneyBase, decomposeMoney), playerID) moneyTotal = 0 decomposeCnt = 0 decomposeIndexList = [] for itemIndex in itemIndexList: - if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount(): + if itemIndex not in equipDict: continue - curEquip = IdentifyPack.GetAt(itemIndex) - if not ItemCommon.CheckItemCanUse(curEquip): - GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID) - continue - - if not ItemCommon.GetIsMainEquip(curEquip): - GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID) - continue - itemColor = curEquip.GetItemColor() - - colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor) - if not colorIpyData: - return - moneyBase = colorIpyData.GetMoneyBase() # 分解货币基础 - if not moneyBase: - return - # 可以处理一些加成 - - decomposeMoney = moneyBase + curEquip = equipDict[itemIndex] moneyTotal += decomposeMoney - GameWorld.DebugLog(" itemIndex=%s,itemColor=%s,moneyBase=%s,decomposeMoney=%s,%s" - % (itemIndex, itemColor, moneyBase, decomposeMoney, moneyTotal), playerID) + GameWorld.DebugLog(" itemIndex=%s,moneyBase=%s,perEquipXiantao=%s,decomposeMoney=%s,总:%s" + % (itemIndex, moneyBase, perEquipXiantao, decomposeMoney, moneyTotal), playerID) ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose) decomposeIndexList.append(itemIndex) decomposeCnt += 1 + unXiantaoCntEquip -= perEquipXiantao if not moneyTotal: return + moneyTotal = int(round(moneyTotal)) # 四舍五入取整 + unXiantaoCntEquip = PlayerControl.SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip) + GameWorld.DebugLog("moneyTotal=%s,unXiantaoCntEquip=%s" % (moneyTotal, unXiantaoCntEquip), playerID) + PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False) PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, decomposeCnt) return -- Gitblit v1.8.0