From c35e176a3b05f745600c6e60f168313d2b9e7b30 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 17 九月 2025 12:00:19 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 114 +++++++++++++++++++++++++++++++++----------------------- 1 files changed, 67 insertions(+), 47 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 54714df..eaaabdb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py @@ -404,6 +404,11 @@ if useAwakeLV: GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID) return + useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV) + useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV) + if useHeroLV > 1 or useBreakLV: + GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID) + return heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if not heroIpyData: @@ -419,22 +424,10 @@ useStar = useItem.GetUserAttr(ShareDefine.Def_IudetHeroStar) addStar = useStar + 1 updStar = star + addStar - useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV) - useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV) - GameWorld.DebugLog("武将升星: itemIndex=%s,heroID=%s,star=%s,useStar=%s,addStar=%s,updStar=%s,useHeroLV=%s,useBreakLV=%s" - % (itemIndex, heroID, star, useStar, addStar, updStar, useHeroLV, useBreakLV), playerID) + GameWorld.DebugLog("武将升星: itemIndex=%s,heroID=%s,star=%s,useStar=%s,addStar=%s,updStar=%s" + % (itemIndex, heroID, star, useStar, addStar, updStar), playerID) ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP") DoHeroUpdStar(curPlayer, heroItem, updStar) - - returnItemDict = {} - if useHeroLV > 1: - __calcHeroLVReturnitem(quality, useHeroLV, returnItemDict) - if useBreakLV: - __calcHeroBreakReturnitem(quality, useBreakLV, returnItemDict) - if returnItemDict: - returnItemList = [[k, v] for k, v in returnItemDict.items()] - ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUP", False, {}]) - return def GetHeroStarMax(heroItem): @@ -449,10 +442,13 @@ return 0 InitStarUpper = qualityIpyData.GetInitStarUpper() + awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) + if not awakeLV: + return InitStarUpper + addStarUpper = 0 - heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID) + heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID) if heroAwakeIpyDataList: - awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) for ipyData in heroAwakeIpyDataList: if ipyData.GetAwakeLV() > awakeLV: break @@ -485,12 +481,25 @@ def __DoHeroStarTalentUp(singleItem, addLV): ## 执行武将星级天赋等级提升 + heroID = singleItem.GetItemTypeID() commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数 talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级 + + maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位 + awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID) + if awakeIpyDataList: + awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) + for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的 + unlockTalentSlot = ipyData.GetUnlockTalentSlot() + if unlockTalentSlot and unlockTalentSlot : + maxUnlockSlot = unlockTalentSlot + break + idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID) lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV) idList, lvList = [], [] # 记录在物品上的值,有顺序 unfullLVIDList = [] # 未满级的天赋ID + unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住 haveUp = False for index in range(min(idCount, lvCount)): talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index) @@ -499,14 +508,16 @@ lvList.append(talentLV) if talentLV < talentMaxLV: unfullLVIDList.append(talentID) - + if index < maxUnlockSlot: + unfullLVIDListUnlock.append(talentID) + if len(idList) < commTalentSlot: idList += [0] * (commTalentSlot - len(idList)) lvList += [0] * (commTalentSlot - len(lvList)) GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV) - GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList)) - GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList) + GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot)) + GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock)) # 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可 if 0 in idList: @@ -538,6 +549,7 @@ idList[zeroIndex] = randTalentID lvList[zeroIndex] = 1 unfullLVIDList.append(randTalentID) + unfullLVIDListUnlock.append(randTalentID) GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID)) addLV -= 1 haveUp = True @@ -547,9 +559,9 @@ for _ in range(addLV): if not unfullLVIDList: break - randID = random.choice(unfullLVIDList) + # 优先随机已解锁的 + randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList) if randID not in idList: - unfullLVIDList.remove(randID) continue randIndex = idList.index(randID) idLV = lvList[randIndex] @@ -560,8 +572,11 @@ GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex)) if idLV >= talentMaxLV: - unfullLVIDList.remove(randID) - GameWorld.DebugLog(" 移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList)) + if randID in unfullLVIDList: + unfullLVIDList.remove(randID) + if randID in unfullLVIDListUnlock: + unfullLVIDListUnlock.remove(randID) + GameWorld.DebugLog(" 移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock)) haveUp = True @@ -708,7 +723,7 @@ ## 觉醒解锁天赋槽 heroID = singleItem.GetItemTypeID() awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) - awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID) + awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID) if not awakeIpyDataList: return maxUnlockSlot = 0 @@ -1061,7 +1076,7 @@ if awardMoneyInfo and len(awardMoneyInfo) == 2: moneyType, moneyValue = awardMoneyInfo if moneyType and moneyValue: - PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct") + PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True) Sync_HeroInfo(curPlayer, [heroID]) @@ -1154,24 +1169,24 @@ if not heroIpyData: return quality = heroIpyData.GetQuality() - ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV) - if not ipyData: - return - costMoney = ipyData.GetRebirthCostMoney() + qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV) + awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0 moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1) - if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney): + lvCostMoney = int(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)" + % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney)) + if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal): 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)) - + ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4) returnItemDict = {} - __calcHeroLVReturnitem(quality, heroLV, returnItemDict) - __calcHeroBreakReturnitem(quality, breakLV, returnItemDict) - __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict) + __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio) + __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio) - if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"): + if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"): return # 执行重生 @@ -1190,9 +1205,10 @@ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1) Sync_PlayerHeroInfo(curPlayer) + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return -def __calcHeroLVReturnitem(quality, heroLV, returnItemDict): +def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio): ## 计算武将等级返还 returnDict = {} for retLV in range(1, heroLV): @@ -1203,12 +1219,13 @@ if not costItemInfo: continue costItemID, costItemCount = costItemInfo + costItemCount = max(1, int(costItemCount * ratio / 100.0)) 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)) + GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict)) return -def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict): +def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio): # 计算武将突破返还 returnDict = {} for retBreakLV in range(0, breakLV): @@ -1219,12 +1236,13 @@ if not costItemInfo: continue costItemID, costItemCount = costItemInfo + costItemCount = max(1, int(costItemCount * ratio / 100.0)) 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)) + GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict)) return -def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict): +def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio): # 计算武将觉醒返还 returnDict = {} for retAwakeLV in range(0, awakeLV): @@ -1235,9 +1253,10 @@ if not costItemInfo: continue costItemID, costItemCount = costItemInfo + costItemCount = max(1, int(costItemCount * ratio / 100.0)) 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)) + GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict)) return #// B2 40 武将遣散 #tagCSHeroDismiss @@ -1253,6 +1272,7 @@ itemIndexList = clientData.ItemIndexList GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList) + ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5) dismissItemList = [] returnItemDict = {} curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero) @@ -1288,11 +1308,11 @@ 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 + starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0)) 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) + GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict)) + __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio) dismissItemList.append([itemIndex, heroItem]) if not dismissItemList: -- Gitblit v1.8.0