From c280ced8be799a899efc78b21cc807d435ab6609 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 10 二月 2026 19:34:03 +0800
Subject: [PATCH] 66 【公会】基础主体-服务端(退出公会时间根据当前是否互通取对应的本服或跨服时间;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 167 +++++++++++++++++++++++++++----------------------------
1 files changed, 81 insertions(+), 86 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 033c204..aa0880c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -26,6 +26,7 @@
import NetPackCommon
import PlayerControl
import PlayerOnline
+import PlayerPreset
import PlayerTask
import GameWorld
import ChConfig
@@ -93,10 +94,10 @@
return
GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
- lineupID = ShareDefine.Lineup_Main
+ presetID = 1 # 默认预设1
shapeType = 0
for heroID, posNum in defaultHeroInfo.items():
- lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ lineupValue = ComLineupValue(presetID, shapeType, posNum)
setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
@@ -289,28 +290,16 @@
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
-
-def InMainLineup(heroItem):
- ## 是否在主阵容中
- for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
- lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
- return True
- return False
+def GetHeroEffPresetIDList(heroItem):
+ ## 获取英雄有生效的预设ID列表
+ dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
+ if not dataCount:
+ return []
+ effPresetIDList = []
+ for lpIndex in range(dataCount):
+ presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
+ effPresetIDList.append(presetID)
+ return effPresetIDList
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -1030,6 +1019,10 @@
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
itemIndex = clientData.ItemIndex
skinIndex = clientData.SkinIndex
+ DoHeroWearSkin(curPlayer, itemIndex, skinIndex)
+ return
+
+def DoHeroWearSkin(curPlayer, itemIndex, skinIndex):
heroItem = GetHeroItem(curPlayer, itemIndex)
if not heroItem:
return
@@ -1049,7 +1042,7 @@
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
- return
+ return True
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
@@ -1231,6 +1224,7 @@
quality = heroIpyData.GetQuality()
lvCostMoney = 0
+ breakCostMoney = 0
awakeCostMoney = 0
moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
if awakeReset and awakeLV:
@@ -1238,11 +1232,14 @@
awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
if lvReset:
- lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
+ lvCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))))
- costMoneyTotal = lvCostMoney + awakeCostMoney
- GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s),lvReset=%s,breakReset=%s,awakeReset=%s"
- % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
+ if breakReset:
+ breakCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth2", 1))))
+
+ costMoneyTotal = lvCostMoney + awakeCostMoney + breakCostMoney
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(lv:%s+b:%s+a:%s),lvReset=%s,breakReset=%s,awakeReset=%s"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, breakCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
return
@@ -1348,7 +1345,6 @@
ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
- olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex in itemIndexList:
if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1369,9 +1365,9 @@
GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
continue
heroID = heroItem.GetItemTypeID()
- _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
- if itemIndex == effItemIndex:
- GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+ effPresetIDList = GetHeroEffPresetIDList(heroItem)
+ if effPresetIDList:
+ GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
continue
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
@@ -1405,44 +1401,52 @@
return
-#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
#
-#struct tagCSHeroLineupPos
+#struct tagCSHeroPresetPos
#{
# 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 tagCSHeroLineupSave
+#struct tagCSHeroPresetSave
#{
# tagHead Head;
-# 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 PresetID; //阵容方案预设ID
# BYTE PosCnt;
-# tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
+# tagCSHeroPresetPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可
#};
-def OnHeroLineupSave(index, clientData, tick):
+def OnHeroPresetSave(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- lineupID = clientData.LineupID
- shapeType = clientData.ShapeType
+ presetID = clientData.PresetID
+ shapeType = 0#clientData.ShapeType
heroPosList = clientData.HeroPosList
- heroPosDict = {}
- indexList = []
+ itemIndexPosDict = {}
for posInfo in heroPosList:
posNum = posInfo.PosNum
itemIndex = posInfo.ItemIndex
+ itemIndexPosDict[itemIndex] = posNum
+
+ DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
+ return
+
+def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
+
+ if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
+ GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
+ return
+
+ heroPosDict = {}
+ indexList = []
+ for itemIndex, posNum in itemIndexPosDict.items():
if itemIndex in indexList:
# 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
- if lineupID not in ShareDefine.LineupList:
- GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
- return
-
- GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
+ GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
# 直接重置旧阵型
delCount = 0
@@ -1457,7 +1461,7 @@
item = heroItem.GetItem()
for lpIndex in range(lineupCount)[::-1]:
lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- if GetLineupValue(lineupValue)[0] != lineupID:
+ if GetLineupValue(lineupValue)[0] != presetID:
continue
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
delCount += 1
@@ -1480,26 +1484,17 @@
continue
heroIDList.append(itemID)
item = heroItem.GetItem()
- lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+ lineupValue = ComLineupValue(presetID, shapeType, posNum)
item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
if itemIndex not in syncItemDict:
syncItemDict[itemIndex] = heroItem
heroItemDict[itemIndex] = posNum
- # 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:
+ # 约定所有背包由前端自行排序
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
- lineup = olPlayer.GetLineup(lineupID, False)
- lineup.UpdLineup(heroItemDict, shapeType)
-
- # 主阵容调整,重载生效的卡牌
- if lineupID == ShareDefine.Lineup_Main:
- PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1702,9 +1697,9 @@
return
heroID = heroItem.GetItemTypeID()
- _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
- if itemIndex == effItemIndex:
- GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+ effPresetIDList = GetHeroEffPresetIDList(heroItem)
+ if effPresetIDList:
+ GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
return
return True
@@ -1785,39 +1780,39 @@
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
-def Sync_Lineup(curPlayer, lineupID=None):
- if lineupID:
- syncIDList = [lineupID]
- else:
- syncIDList = ShareDefine.LineupList
-
- lineupList = []
+def Sync_HeroPreset(curPlayer, heroPresetID=None):
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
- for lineupID in syncIDList:
- lineup = olPlayer.GetLineup(lineupID, False)
- if not lineup:
+ if heroPresetID:
+ syncIDList = [heroPresetID]
+ else:
+ syncIDList = olPlayer.GetHeroPresetIDList()
+
+ presetList = []
+ for heroPresetID in syncIDList:
+ heroPreset = olPlayer.GetHeroPreset(heroPresetID)
+ if not heroPreset:
continue
- posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
+ posNumItemIndexDict = {v:k for k, v in heroPreset.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)
+ preset = ChPyNetSendPack.tagSCHeroPreset()
+ preset.PresetID = heroPresetID
+ #preset.ShapeType = heroPreset.shapeType
+ preset.HeroItemIndexList = heroItemIndexList
+ preset.HeroCnt = len(preset.HeroItemIndexList)
+ presetList.append(preset)
- if not lineupList:
+ if not presetList:
return
- clientPack = ChPyNetSendPack.tagSCLineupInfo()
- clientPack.LineupList = lineupList
- clientPack.LineupCnt = len(clientPack.LineupList)
+ clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
+ clientPack.PresetList = presetList
+ clientPack.PresetCnt = len(clientPack.PresetList)
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
--
Gitblit v1.8.0