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 | 457 +++++++++++++++++++++++++++++++++++++++++++++++---------- 1 files changed, 376 insertions(+), 81 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 6139b88..eaaabdb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py @@ -29,9 +29,15 @@ 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): @@ -227,6 +233,19 @@ GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID()) return +def GetHeroBookStarLVH(curPlayer, heroID): + ## 武将图鉴星级历史最高等级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + return GameWorld.GetValue(bookStateH, 4, 3) +def SetHeroBookStarLVH(curPlayer, heroID, starLVH): + ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH) + GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID()) + Sync_HeroInfo(curPlayer, [heroID]) + return + def GetHeroBookBreakLV(curPlayer, heroID): ## 武将图鉴突破等级 bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) @@ -237,6 +256,19 @@ 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 GetHeroBookBreakLVH(curPlayer, heroID): + ## 武将图鉴突破历史最高等级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + return GameWorld.GetValue(bookStateH, 7, 3) +def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH): + ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH) + GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID()) + Sync_HeroInfo(curPlayer, [heroID]) return def GetHeroItem(curPlayer, itemIndex): @@ -368,10 +400,14 @@ if awakeRandCnt: GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID) return - useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV) useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) - if useBreakLV or useAwakeLV: - GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID) + 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) @@ -406,10 +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 @@ -419,29 +458,48 @@ 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 + heroID = heroItem.GetItemTypeID() curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar) addStar = updStar - curStar item = heroItem.GetItem() item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar) if addStar > 0: __DoHeroStarTalentUp(item, addStar) - heroItem.Sync_Item() + if isSync: + heroItem.Sync_Item() itemIndex = heroItem.GetItemPlaceIndex() PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) + + starLVH = GetHeroBookStarLVH(curPlayer, heroID) + if updStar > starLVH: + SetHeroBookStarLVH(curPlayer, heroID, updStar) return 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) @@ -450,14 +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: @@ -489,6 +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 @@ -498,9 +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] @@ -511,8 +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 @@ -547,11 +611,16 @@ 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): @@ -570,14 +639,22 @@ return ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak") GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID) - SetHeroBreakLV(heroItem, nextBreakLV) + SetHeroBreakLV(curPlayer, heroItem, nextBreakLV) PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return -def SetHeroBreakLV(heroItem, breakLV): +def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True): ## 设置武将突破等级 - heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV) + heroID = heroItem.GetItemTypeID() + item = heroItem.GetItem() + item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV) + if isSync: + heroItem.Sync_Item() + + breakLVH = GetHeroBookBreakLVH(curPlayer, heroID) + if breakLV > breakLVH: + SetHeroBookBreakLVH(curPlayer, heroID, breakLV) return #// B2 33 武将觉醒 #tagCSHeroAwake @@ -633,19 +710,20 @@ 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): ## 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 @@ -712,9 +790,13 @@ #}; 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 @@ -757,10 +839,11 @@ 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() PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return @@ -804,33 +887,27 @@ GameWorld.ErrLog("武将洗炼结果未处理,无法洗炼! washIDCnt=%s" % washIDCnt) return - washCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 1) - lockCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2) - if not washCostItemInfo or not lockCostItemInfo: + washItemID = IpyGameDataPY.GetFuncCfg("HeroWash", 1) + lockCostItemList = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2) + if not lockCostItemList: return - washItemID, washCostItemCount = washCostItemInfo - lockItemID, lockCostItemCount = lockCostItemInfo - + singleItem = heroItem.GetItem() + idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID) + for lockIndex in lockTalentIndexs[::-1]: + if lockIndex >= idCount: + lockTalentIndexs.remove(lockIndex) + GameWorld.DebugLog("去除不存在的锁定索引: lockIndex=%s" % lockIndex) + + lockCnt = len(lockTalentIndexs) + washCostItemCount = lockCostItemList[lockCnt] if len(lockCostItemList) > lockCnt else lockCostItemList[-1] + GameWorld.DebugLog("washItemID=%s,washCostItemCount=%s,lockTalentIndexs=%s" % (washItemID, washCostItemCount, lockTalentIndexs)) itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem) hasEnough, washItemIndexList = ItemCommon.GetItem_FromPack_ByID(washItemID, itemPack, washCostItemCount) if not hasEnough: GameWorld.DebugLog("洗炼材料不足,武将无法洗炼! washItemID=%s,washCostItemCount=%s" % (washItemID, washCostItemCount)) return - lockItemIndexList = [] - lockCostItemCountTotal = 0 - if lockTalentIndexs: - lockCostItemCountTotal = len(lockTalentIndexs) * lockCostItemCount - hasEnough, lockItemIndexList = ItemCommon.GetItem_FromPack_ByID(lockItemID, itemPack, lockCostItemCountTotal) - if not hasEnough: - GameWorld.DebugLog("锁定材料不足,武将无法洗炼! lockItemID=%s,lockCostItemCount=%s,lockCostItemCountTotal=%s" - % (lockItemID, lockCostItemCount, lockCostItemCountTotal)) - return - ItemCommon.ReduceItem(curPlayer, itemPack, washItemIndexList, washCostItemCount, True, "HeroTalentWash") - ItemCommon.ReduceItem(curPlayer, itemPack, lockItemIndexList, lockCostItemCountTotal, True, "HeroTalentWash") - singleItem = heroItem.GetItem() - idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID) washIDList = [] for index in range(idCount): if index in lockTalentIndexs: @@ -885,8 +962,12 @@ heroID = heroItem.GetItemTypeID() singleItem = heroItem.GetItem() - washIDList = [] idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID) + if not idCount: + GameWorld.ErrLog("武将没有洗炼不需要替换! itemIndex=%s,heroID=%s" % (itemIndex, heroID)) + return + + washIDList = [] singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID) for index in range(idCount): talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentWashID, index) @@ -962,13 +1043,12 @@ 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) + __doHeroBookStarLVUP(curPlayer, heroID) elif bookType == 2: - __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex) + __doHeroBookBreakLVUP(curPlayer, heroID) else: __doHeroBookAct(curPlayer, heroID) return @@ -996,55 +1076,43 @@ 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]) RefreshLordAttr(curPlayer) return -def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex): +def __doHeroBookStarLVUP(curPlayer, heroID): ## 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) + bookStarH = GetHeroBookStarLVH(curPlayer, heroID) + if bookStar >= bookStarH: + GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID) return - GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID) + GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID) SetHeroBookStarLV(curPlayer, heroID, bookStar + 1) Sync_HeroInfo(curPlayer, [heroID]) RefreshLordAttr(curPlayer) return -def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex): +def __doHeroBookBreakLVUP(curPlayer, heroID): ## 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) + bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID) + if bookBreakLV >= bookBreakLVH: + GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID) return - GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID) + GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID) SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1) Sync_HeroInfo(curPlayer, [heroID]) @@ -1067,6 +1135,196 @@ 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() + qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV) + awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0 + moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1) + 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 + ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4) + returnItemDict = {} + __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio) + __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio) + + if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "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) + + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) + return + +def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio): + ## 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 + 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,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict)) + return + +def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio): + # 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 + 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,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict)) + return + +def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio): + # 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 + 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,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, 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) + + ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5) + 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 = 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,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: + 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 @@ -1210,15 +1468,6 @@ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict) return -def RefreshLineupHeroAttr(curPlayer): - ## 刷新阵容武将属性 - - # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力 - return - -def CaclHeroCardAttr(): - return - def Sync_HeroInfo(curPlayer, heroIDList=None): if heroIDList != None: syncHeroIDList = heroIDList @@ -1237,7 +1486,8 @@ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if not heroIpyData: continue - if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID): + if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \ + and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID): continue hero = ChPyNetSendPack.tagSCHero() @@ -1246,6 +1496,8 @@ hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10 hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID) hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID) + hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID) + hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID) syncInfoList.append(hero) if not syncInfoList: @@ -1256,3 +1508,46 @@ 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