From c63ffd10aecb12b2e09dae603cf9a0f824f6482c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 10 十二月 2025 15:46:15 +0800
Subject: [PATCH] 16 卡牌服务端(合成目标物品与材料物品不在同一背包时支持合成;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 481 +++++++++++++++++++++++++++++++++++++++++++----------
1 files changed, 387 insertions(+), 94 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 2a29643..5c14dcf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,13 +16,20 @@
#"""Version = 2025-07-02 17:30"""
#-------------------------------------------------------------------------------
+import BattleObj
import TurnAttack
import PyGameData
import ShareDefine
import PlayerControl
import IpyGameDataPY
import FormulaControl
+import PlayerPrestigeSys
+import PlayerBeauty
+import PlayerFamily
+import PlayerHorse
+import PlayerGubao
import PlayerHero
+import PlayerHJG
import GameWorld
import ChConfig
import ChEquip
@@ -30,7 +37,7 @@
import time
class LineupHero():
- ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
+ ## 阵容武将,注意:同一个武将在不同阵容中可能属性不一样
def __init__(self):
self.Clear()
@@ -39,6 +46,7 @@
def Clear(self):
self.itemIndex = 0
self.heroID = 0
+ self.skinID = 0
self.posNum = 0
self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
@@ -55,61 +63,65 @@
self.olPlayer = None
self.shapeType = 0
self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
+ self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
- self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
+ self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
self.fightPower = 0 # 阵容总战力
return
- def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False):
+ def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
'''变更阵容时更新
@param heroItemDict: 武将背包索引信息 {itemIndex:posNum, ...}
@param shapeType: 阵型
@param refreshForce: 是否强制刷属性
'''
+ if not isReload: # 非重读阵容的视为变更
+ self.lineupChange = True
self.shapeType = shapeType
self.heroItemDict = heroItemDict
GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
self.RefreshLineupAttr(refreshForce)
+ if not isReload and self.olPlayer.curPlayer:
+ PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
return
+
+ def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
+
+ def GetPosNumList(self): return self.__lineupHeroDict.keys()
def FreeLineupHero(self):
## 释放阵容武将对象,重新计算
- for freeObj in self.lineupHeroDict.values():
+ for freeObj in self.__lineupHeroDict.values():
if freeObj not in self.__freeLineupHeroObjs:
self.__freeLineupHeroObjs.append(freeObj)
- self.lineupHeroDict = {}
+ self.__lineupHeroDict = {}
self.fightPower = 0
return
def GetLineupHero(self, posNum):
lineupHero = None
- if posNum in self.lineupHeroDict:
- lineupHero = self.lineupHeroDict[posNum]
+ if posNum in self.__lineupHeroDict:
+ lineupHero = self.__lineupHeroDict[posNum]
elif self.__freeLineupHeroObjs:
lineupHero = self.__freeLineupHeroObjs.pop(0)
lineupHero.Clear()
- self.lineupHeroDict[posNum] = lineupHero
+ self.__lineupHeroDict[posNum] = lineupHero
else:
lineupHero = LineupHero()
- self.lineupHeroDict[posNum] = lineupHero
+ self.__lineupHeroDict[posNum] = lineupHero
return lineupHero
def GetLineupHeroByID(self, heroID):
lineupHero = None
- for posNum in self.lineupHeroDict.keys():
+ for posNum in self.__lineupHeroDict.keys():
lineupHero = self.GetLineupHero(posNum)
if lineupHero.heroID == heroID:
return lineupHero
if False:
lineupHero = LineupHero()
return lineupHero
-
- def GetLineupInfo(self):
- ## 获取阵容信息,即要用到该阵容了,如战斗或者保存缓存信息等
- self.DoRefreshLineupAttr() # 取阵容时先检查
- return
def SetNeedRefreshState(self):
## 设置需要刷属性
@@ -119,14 +131,16 @@
def RefreshLineupAttr(self, refreshForce=False):
self.__refreshState = 1 # 标记要刷新
if refreshForce:
- self.DoRefreshLineupAttr()
+ self.CheckRefreshLineupAttr()
return
- def DoRefreshLineupAttr(self):
+ def CheckRefreshLineupAttr(self):
+ ## 检查刷新阵容属性
if not self.__refreshState:
return False
- doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
self.__refreshState = 0
+ doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+ self.lineupChange = False
return True
def CheckHeroItemUpdate(self, itemIndex):
@@ -143,15 +157,18 @@
self.curPlayer = None
# 属性、阵容
- self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
- self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+ self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
+ self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+ self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
# 主线战斗
self.mainFight = TurnAttack.MainFight(playerID)
+
+ self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
return
def OnClear(self):
- self.mainFight.clear()
+ self.mainFight.turnFight.exitFight()
return
def SetPlayer(self, curPlayer):
@@ -163,20 +180,32 @@
## 是否真的在线
return self.curPlayer != None
- def GetLineup(self, lineupID):
+ def GetLineup(self, lineupID, checkAttr=True):
+ # @param checkAttr: 检查刷新到最新阵容属性
lineup = None
- if lineupID in self.lineupDict:
- lineup = self.lineupDict[lineupID]
+ if lineupID in self._lineupDict:
+ lineup = self._lineupDict[lineupID]
else:
lineup = Lineup(self.playerID, lineupID)
- self.lineupDict[lineupID] = lineup
+ self._lineupDict[lineupID] = lineup
lineup.olPlayer = self
+ if checkAttr:
+ lineup.CheckRefreshLineupAttr()
return lineup
- def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
+ def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+ def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
+ ## 更新某个武将生效的卡牌信息
+ self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
+ self.RefreshRoleAttr()
+
+ def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
+ def GetEffectiveCardDict(self): return self._effectiveCardDict
+
+ def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
def SetCalcAttr(self, calcIndex, attrDict):
## 设置某个功能点计算的属性
- self.calcAttrDict[calcIndex] = attrDict
+ self._calcAttrDict[calcIndex] = attrDict
return
def ReCalcAllAttr(self):
@@ -184,11 +213,13 @@
curPlayer = self.curPlayer
GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
- self.calcAttrDict = {}
- self.lineupDict = {}
+ self._calcAttrDict = {}
+ self._lineupDict = {}
+ self._effectiveCardDict = {}
doCalcAllAttr(curPlayer)
doReloadLineup(curPlayer, self)
+ reloadEffHeroCard(curPlayer, self)
self.RefreshRoleAttr()
return
@@ -200,7 +231,7 @@
'''
GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
# 主公属性刷新时,所有阵容都要同步刷新
- for lineup in self.lineupDict.values():
+ for lineup in self._lineupDict.values():
lineup.SetNeedRefreshState()
if refreshForce:
@@ -215,29 +246,36 @@
isRefresh = False
# 同步执行阵容属性刷新
- for lineupID, lineup in self.lineupDict.items():
+ for lineupID, lineup in self._lineupDict.items():
if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
continue
- if lineup.DoRefreshLineupAttr():
+ if lineup.CheckRefreshLineupAttr():
isRefresh = True
return isRefresh
- def OnHeroItemUpate(self, itemIndexList):
- '''武将物品养成更新
- @param itemIndexList: 变化武将物品所在武将背包格子索引列表
+ def OnHeroItemUpate(self, heroItem):
+ '''武将物品变化时需要处理的逻辑
+ @param heroItem: 变化武将物品
@param return: 影响的阵容ID列表
'''
effLineupIDList = []
- for lineupID, lineup in self.lineupDict.items():
- for itemIndex in itemIndexList:
- if lineup.CheckHeroItemUpdate(itemIndex):
- if lineupID not in effLineupIDList:
- effLineupIDList.append(lineupID)
-
- GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
+ checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
+
+ itemIndex = heroItem.GetItemPlaceIndex()
+ for lineupID, lineup in self._lineupDict.items():
+ if lineup.CheckHeroItemUpdate(itemIndex):
+ if lineupID not in effLineupIDList:
+ effLineupIDList.append(lineupID)
+
+ GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
return effLineupIDList
+
+ def GetLastBatBuffer(self): return self._lastBatBufferInfo
+ def SetLastBatBuffer(self, guid, batBuffer):
+ self._lastBatBufferInfo = [guid, batBuffer]
+ return
class OnlineMgr():
## 准在线玩家管理
@@ -335,6 +373,156 @@
GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
return
+def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
+ ## 玩家武将背包卡牌变更时调用
+ # @return: 加成是否变更
+ if not hasattr(heroItem, "GetItemPlaceIndex"):
+ return
+ curPlayer = olPlayer.curPlayer
+ if not curPlayer:
+ return
+ itemIndex = heroItem.GetItemPlaceIndex()
+ heroID = heroItem.GetItemTypeID()
+ curAddPer = getHeroCardAddPer(heroItem)
+ effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
+ if itemIndex == effItemIndex:
+ if curAddPer == effAddPer:
+ GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ return
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+ if curAddPer > effAddPer:
+ GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ return
+ if inMain:
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ return
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s"
+ % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ if index == itemIndex:
+ continue
+ packItem = curPack.GetAt(index)
+ if not packItem or packItem.IsEmpty():
+ continue
+ if heroID != packItem.GetItemTypeID():
+ continue
+ packCardPer = getHeroCardAddPer(packItem)
+ if packCardPer <= curAddPer:
+ continue
+ GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
+ checkUpdEffHeroCard(olPlayer, packItem, isNotify)
+ return
+
+ GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
+ return
+
+ if inMain:
+ GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
+ return
+
+ if curAddPer <= effAddPer:
+ GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
+ % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+ return
+ GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
+ % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ isNotify and heroItem.Sync_Item()
+
+ if effItemIndex >= 0:
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
+ if hisEffItem and not hisEffItem.IsEmpty():
+ item = hisEffItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ isNotify and hisEffItem.Sync_Item()
+
+ return
+
+def reloadEffHeroCard(curPlayer, olPlayer):
+ ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
+ hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
+ updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ heroItem = curPack.GetAt(index)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+
+ heroID = heroItem.GetItemTypeID()
+ inMain = PlayerHero.InMainLineup(heroItem)
+ cardAddPer = getHeroCardAddPer(heroItem)
+ # 历史生效的
+ if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+ hisEffCardIndexList.append(index)
+
+ # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
+ if inMain:
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+ else:
+ addPer = updEffectiveCardDict.get(heroID, [-1, -1, False])[0]
+ if cardAddPer > addPer:
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+
+ # 更新生效变更的卡牌
+ syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+ GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
+ GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
+ cardPerTotal = 0
+ olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+ for heroID, effInfo in updEffectiveCardDict.items():
+ cardAddPer, itemIndex, inMain = effInfo
+ cardPerTotal += cardAddPer
+ if itemIndex in hisEffCardIndexList:
+ hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
+ GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ else:
+ GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ syncItemDict[itemIndex] = heroItem
+
+ # 移除历史失效的卡牌
+ GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
+ for itemIndex in hisEffCardIndexList:
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ syncItemDict[itemIndex] = heroItem
+
+ # 同步变更的物品
+ for syncItem in syncItemDict.values():
+ syncItem.Sync_Item()
+
+ return
+
+def getHeroCardAddPer(heroItem):
+ ## 获取该武将卡的卡牌加成
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return 0
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return 0
+
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+
+ starMax = PlayerHero.GetHeroStarMax(heroItem)
+ addPer = qualityIpyData.GetInitAddPer()
+ addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
+ addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
+ addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
+ return addPer
+
def doReloadLineup(curPlayer, olPlayer):
## 重新载入阵容
loadLineupIDList = ShareDefine.LineupList
@@ -346,6 +534,7 @@
heroItem = curPack.GetAt(index)
if not heroItem or heroItem.IsEmpty():
continue
+
lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
if not lineupCount:
continue
@@ -374,18 +563,20 @@
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
syncItemDict[index] = heroItem
+ # 同步变更的物品
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
for lineupID, heroItemDict in lineupDict.items():
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, False)
# 获取其他绑定该阵容的功能,如红颜、灵兽等
shapeType = lineShapeTypeDict.get(lineupID, 0)
- lineup.UpdLineup(heroItemDict, shapeType)
+ lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
+ PlayerHero.Sync_Lineup(curPlayer)
return
def doCalcAllAttr(curPlayer):
@@ -394,6 +585,11 @@
CalcRoleBase(curPlayer)
ChEquip.CalcRoleEquipAttr(curPlayer)
PlayerHero.CalcHeroAddAttr(curPlayer)
+ PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
+ PlayerGubao.CalcGubaoAttr(curPlayer)
+ PlayerHJG.CalcHJGAttr(curPlayer)
+ PlayerHorse.CalcHorseAttr(curPlayer)
+ PlayerBeauty.CalcBeautyAttr(curPlayer)
return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -423,12 +619,10 @@
countryHeroInfo = {} # 国家武将统计 {country:[heroID, ...], ...}
fetterHeroInfo = {} # 阵容羁绊武将统计信息 {fetterID:[heroID, ...], ...}
heroSelfAttrInfo = {} # 武将自身属性 {heroID:{attrID:value, ...}, ...}
+ heroLVAttrInfo = {} # 武将等级属性 {heroID:{attrID:value, ...}, ...}
heroStarTalentInfo = {} # 武将星级天赋属性 {heroID:{attrID:value, ...}, ...}
heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
-
- # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
- InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for itemIndex, posNum in lineup.heroItemDict.items():
@@ -447,21 +641,25 @@
continue
heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
- star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
- InitAddPer += qualityIpyData.GetInitAddPer()
- LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
- BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
- StarAddPer += qualityIpyData.GetStarAddPer() * star
-
+ skinID = 0
+ skinIDList = heroIpyData.GetSkinIDList()
+ if skinIndex < 0 or skinIndex >= len(skinIDList):
+ skinID = skinIDList[skinIndex]
+ elif skinIDList:
+ skinID = skinIDList[0]
+
lineupHero = lineup.GetLineupHero(posNum)
#if False:
# lineupHero = LineupHero()
lineupHero.itemIndex = itemIndex
lineupHero.posNum = posNum
lineupHero.heroID = heroID
+ lineupHero.skinID = skinID
lineupHero.heroBatAttrDict = {}
lineupHero.heroSkillIDList = []
lineupHero.fightPower = 0
@@ -480,26 +678,23 @@
selfAttrDict[int(k)] = v
heroSelfAttrInfo[heroID] = selfAttrDict
- # 星级天赋
- starTalentAttrDict = {}
- idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
- lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
- for aIndex in range(min(idCount, lvCount)):
- talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
- talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
- stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
- if not stIpyData:
- continue
- attrID = stIpyData.GetAttrID()
- attrValue = stIpyData.GetAttrValue() * talentLV
- starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
- heroStarTalentInfo[heroID] = starTalentAttrDict
+ # 等级属性
+ heroLVAttrDict = {}
+ heroLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+ if heroLVIpyData:
+ attrIDList = heroLVIpyData.GetAttrIDList()
+ attrValueList = heroLVIpyData.GetAttrValueList()
+ for aIndex in range(min(len(attrIDList), len(attrValueList))):
+ attrID = attrIDList[aIndex]
+ attrValue = attrValueList[aIndex]
+ heroLVAttrDict[attrID] = heroLVAttrDict.get(attrID, 0) + attrValue
+ heroLVAttrInfo[heroID] = heroLVAttrDict
# 突破潜能
breakAttrDict = {}
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
- if awakeIpyDataList:
- for breakIpyData in awakeIpyDataList:
+ breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+ if breakIpyDataList:
+ for breakIpyData in breakIpyDataList:
if breakIpyData.GetBreakLV() > breakLV:
break
attrIDList = breakIpyData.GetAttrIDList()
@@ -514,12 +709,15 @@
heroBreakAttrInfo[heroID] = breakAttrDict
# 觉醒天赋
+ maxUnlockSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
awakeTalentAttrDict = {}
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if awakeIpyDataList:
for awakeIpyData in awakeIpyDataList:
if awakeIpyData.GetAwakeLV() > awakeLV:
break
+ unlockTalentSlot = awakeIpyData.GetUnlockTalentSlot()
+ maxUnlockSlot = max(maxUnlockSlot, unlockTalentSlot)
attrIDList = awakeIpyData.GetAttrIDList()
attrValueList = awakeIpyData.GetAttrValueList()
for aIndex in range(min(len(attrIDList), len(attrValueList))):
@@ -530,6 +728,21 @@
if skillID:
lineupHero.heroSkillIDList.append(skillID)
heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
+
+ # 星级天赋
+ starTalentAttrDict = {}
+ idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
+ lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
+ for aIndex in range(min(idCount, lvCount, maxUnlockSlot)): # 重生导致已觉醒槽位失效时属性也无效
+ talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
+ talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
+ stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
+ if not stIpyData:
+ continue
+ attrID = stIpyData.GetAttrID()
+ attrValue = stIpyData.GetAttrValue() * talentLV
+ starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
+ heroStarTalentInfo[heroID] = starTalentAttrDict
# 羁绊统计
for fetterID in heroIpyData.GetFetterIDList():
@@ -597,27 +810,49 @@
baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
+ skillFPFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 4)
lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
- bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
-
+ fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
+ realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
+ gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
+ hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
+ horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
+ beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+
GameWorld.DebugLog(" 国家武将统计=%s" % countryHeroInfo, playerID)
GameWorld.DebugLog(" 羁绊武将统计=%s" % fetterHeroInfo, playerID)
GameWorld.DebugLog(" 武将自身属性=%s" % heroSelfAttrInfo, playerID)
+ GameWorld.DebugLog(" 武将等级属性=%s" % heroLVAttrInfo, playerID)
GameWorld.DebugLog(" 武将吞噬属性=%s" % heroStarTalentInfo, playerID)
GameWorld.DebugLog(" 武将突破潜能=%s" % heroBreakAttrInfo, playerID)
GameWorld.DebugLog(" 武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
GameWorld.DebugLog(" 武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
GameWorld.DebugLog(" 阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
- GameWorld.DebugLog(" 阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
GameWorld.DebugLog(" 主公等级属性=%s" % lvAttrDict, playerID)
GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
- GameWorld.DebugLog(" 主公图鉴属性=%s" % bookAttrDict, playerID)
+ GameWorld.DebugLog(" 主公宿缘属性=%s" % fatesAttrDict, playerID)
+ GameWorld.DebugLog(" 主公官职属性=%s" % realmAttrDict, playerID)
+ GameWorld.DebugLog(" 主公古宝属性=%s" % gubaoAttrDict, playerID)
+ GameWorld.DebugLog(" 主幻境阁属性=%s" % hjgAttrDict, playerID)
+ GameWorld.DebugLog(" 主公坐骑属性=%s" % horseAttrDict, playerID)
+ GameWorld.DebugLog(" 主公红颜属性=%s" % beautyAttrDict, playerID)
+
+ effCardAddPer = 0
+ for effInfo in olPlayer.GetEffectiveCardDict().values():
+ effCardAddPer += effInfo[0]
+ effCardAddPer /= 10000.0
+ GameWorld.DebugLog(" 主公卡牌加成=%s" % effCardAddPer, playerID)
+
+ PlayerLV = curPlayer.GetLV()
+ OfficialLV = curPlayer.GetOfficialRank()
+ GameWorld.DebugLog(" PlayerLV=%s,OfficialLV=%s" % (PlayerLV, OfficialLV), playerID)
+
+ fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
lineupFightPower = 0 # 阵容总战力
- InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
for heroID, selfAttrDict in heroSelfAttrInfo.items():
lineupHero = lineup.GetLineupHeroByID(heroID)
if not lineupHero:
@@ -625,6 +860,7 @@
lineupHero.heroBatAttrDict = {}
lineupHero.fightPower = 0
+ heroLVAttrDict = heroLVAttrInfo.get(heroID, {})
starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
breakAttrDict = heroBreakAttrInfo.get(heroID, {})
awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
@@ -637,22 +873,39 @@
lvValue = lvAttrDict.get(attrID, 0)
equipValue = equipAttrDict.get(attrID, 0)
- bookValue = bookAttrDict.get(attrID, 0)
- bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
- lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
+ cardPer = 0 # 卡牌加成,仅对基础三维有用
if attrID in ChConfig.BaseAttrIDList:
- lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
+ cardPer = effCardAddPer
+
+ fatesValue = fatesAttrDict.get(attrID, 0)
+ fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
+ realmValue = realmAttrDict.get(attrID, 0)
+ realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
+ gubaoValue = gubaoAttrDict.get(attrID, 0)
+ gubaoPer = gubaoAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
+ hjgValue = hjgAttrDict.get(attrID, 0)
+ hjgPer = hjgAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
+ horseValue = horseAttrDict.get(attrID, 0)
+ horsePer = horseAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
+ beautyValue = beautyAttrDict.get(attrID, 0)
+ beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
inheritPer = 1 # 继承比例,默认100%
if attrID in ChConfig.AttrInheritPerDict:
attrInheritPerID = ChConfig.AttrInheritPerDict[attrID] # 继承ID
- inheritPer = selfAttrDict.get(attrInheritPerID, 100) # 继承比例从武将自身属性中取
- inheritPer /= 100.0
+ inheritPer = selfAttrDict.get(attrInheritPerID, 10000) # 继承比例从武将自身属性中取
+ inheritPer /= 10000.0
lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
+ heroLVValue, heroLVPer = heroLVAttrDict.get(attrID, 0), 0
starTalentValue, starTalentPer = starTalentAttrDict.get(attrID, 0), 0
breakLVValue, breakLVPer = breakAttrDict.get(attrID, 0), 0
awakeTalentValue, awakeTalentPer = awakeTalentAttrDict.get(attrID, 0), 0
@@ -660,39 +913,46 @@
heroSelfPer = selfAttrDict.get(attrPerID, 0) / 10000.0
lineupHaloPer = lineupHaloAttrInfo.get(attrPerID, 0) / 10000.0
fetterPer = fetterAttrDict.get(attrPerID, 0) / 10000.0
+ heroLVPer = heroLVAttrDict.get(attrPerID, 0) / 10000.0
starTalentPer = starTalentAttrDict.get(attrPerID, 0) / 10000.0
breakLVPer = breakAttrDict.get(attrPerID, 0) / 10000.0
awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
# 计算
- attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer,
- "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
- "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
+ attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
+ "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
+ "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
+ "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
"lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
"starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
"awakeTalentValue":awakeTalentValue, "awakeTalentPer":awakeTalentPer,
}
if attrID in ChConfig.BaseAttrIDList:
- attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
+ attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict, toInt=False, ndigits=3)
else:
- attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
+ attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict, toInt=False, ndigits=3)
#GameWorld.DebugLog(" attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
+ attrRatioName = "%sRatio" % attrName
+ ratioValue = 0
+ if attrValue and hasattr(fpRatioIpyData, "Get%s" % attrRatioName):
+ ratioValue = getattr(fpRatioIpyData, "Get%s" % attrRatioName)()
fightPowerParamDict[attrName] = attrValue
+ fightPowerParamDict[attrRatioName] = ratioValue
if attrValue:
lineupHero.heroBatAttrDict[attrID] = attrValue
logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
-
+
# 计算战力
- fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
+ fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict, toInt=True)
- GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
+ GameWorld.DebugLog(" heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
skillTypeIDDict = {}
for skillID in lineupHero.heroSkillIDList:
- skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
if not skillData:
continue
skillTypeID = skillData.GetSkillTypeID()
@@ -710,8 +970,10 @@
for skillData in skillTypeIDDict.values():
skillID = skillData.GetSkillID()
lineupHero.heroSkillIDList.append(skillID)
- skillFightPower += skillData.GetFightPower()
- GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
+ paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
+ sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict, toInt=True)
+ skillFightPower += sFightPower
+ GameWorld.DebugLog(" skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
# 最终战力
fightPowerTotal = fightPower + skillFightPower
@@ -725,10 +987,41 @@
lineup.fightPower = lineupFightPower
GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
- # 更新排行榜
+ # 非主线阵容不处理以下内容
if lineupID != ShareDefine.Lineup_Main:
return
PlayerControl.SetFightPower(curPlayer, lineupFightPower)
+ mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+ mainTurnFight = mainFightMgr.turnFight
+ # 主线战斗如果有在战斗中,实时更新
+ if mainTurnFight and mainTurnFight.isInFight():
+ # 如果是阵容变化的,重新开始战斗
+ if lineup.lineupChange:
+ GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+ if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
+ TurnAttack.__doMainLevelWave(curPlayer, True)
+
+ # 否则只重新设置战斗属性
+ else:
+ GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+ # lineup 为卡牌的阵容,仅有阵容属性相关,没有战斗对象
+ # batLineup 为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
+ faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
+ batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for posNum, objID in batLineup.posObjIDDict.items():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ lineupHero = lineup.GetLineupHero(posNum)
+ if lineupHero.heroBatAttrDict:
+ batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
+ else:
+ GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+
+ PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
+ # 更新排行榜
+
return
--
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