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

--
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