From ca212ad097edfe324b5b6035e64cfbcf5146b044 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 09 十二月 2025 10:50:22 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(突破单独配置所需武将等级,不需要满级才能突破;突破消耗物品改为支持多种物品;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 422 +++++++++++++++++++++++++++++++++-------------------
1 files changed, 267 insertions(+), 155 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 bc315b1..1f308e9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -20,10 +20,13 @@
import IpyGameDataPY
import IPY_GameWorld
import ItemControler
+import PlayerSuccess
import ChPyNetSendPack
+import PlayerActivity
import NetPackCommon
import PlayerControl
import PlayerOnline
+import PlayerTask
import GameWorld
import ChConfig
@@ -38,6 +41,7 @@
def OnPlayerLogin(curPlayer):
Sync_HeroInfo(curPlayer)
Sync_PlayerHeroInfo(curPlayer)
+ Sync_LineupRecommendInfo(curPlayer)
return
def OnPlayerFirstLogin(curPlayer):
@@ -180,6 +184,7 @@
GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
#首次获得图鉴额外逻辑 ...
Sync_HeroInfo(curPlayer, [heroID])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
return
@@ -221,55 +226,55 @@
GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
return
-def GetHeroBookStarLV(curPlayer, heroID):
- ## 武将图鉴星级等级
- bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
- return GameWorld.GetValue(bookState, 4, 3)
-def SetHeroBookStarLV(curPlayer, heroID, starLV):
- ## 设置武将图鉴星级等级,支持三位数 0~999 级
- bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
- updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
- GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
- return
+#def GetHeroBookStarLV(curPlayer, heroID):
+# ## 武将图鉴星级等级
+# bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+# return GameWorld.GetValue(bookState, 4, 3)
+#def SetHeroBookStarLV(curPlayer, heroID, starLV):
+# ## 设置武将图鉴星级等级,支持三位数 0~999 级
+# bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+# updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
+# PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+# 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 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)
- return GameWorld.GetValue(bookState, 7, 3)
-def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
- ## 设置武将图鉴突破等级,支持三位数 0~999 级
- bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
- 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 GetHeroBookBreakLV(curPlayer, heroID):
+# ## 武将图鉴突破等级
+# bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+# return GameWorld.GetValue(bookState, 7, 3)
+#def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
+# ## 设置武将图鉴突破等级,支持三位数 0~999 级
+# bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+# 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 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):
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -296,6 +301,14 @@
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
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -348,7 +361,11 @@
GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升级
+
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
return
def GetHeroLVMax(heroItem):
@@ -428,6 +445,8 @@
% (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
DoHeroUpdStar(curPlayer, heroItem, updStar)
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
return
def GetHeroStarMax(heroItem):
@@ -460,22 +479,23 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
- heroID = heroItem.GetItemTypeID()
+ #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)
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroStarUP, addStar)
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroStarUP, addStar)
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, addStar)
+
if isSync:
heroItem.Sync_Item()
-
- itemIndex = heroItem.GetItemPlaceIndex()
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
-
- starLVH = GetHeroBookStarLVH(curPlayer, heroID)
- if updStar > starLVH:
- SetHeroBookStarLVH(curPlayer, heroID, updStar)
+
+ #starLVH = GetHeroBookStarLVH(curPlayer, heroID)
+ #if updStar > starLVH:
+ # SetHeroBookStarLVH(curPlayer, heroID, updStar)
return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -618,43 +638,41 @@
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)
+ UPLVNeed = ipyData.GetUPLVNeed()
+ if heroLV < UPLVNeed:
+ GameWorld.DebugLog("武将等级不足,无法突破: heroLV=%s < %s" % (heroLV, UPLVNeed), playerID)
return
nextBreakLV = breakLV + 1
if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
GameWorld.DebugLog("突破等级已满级: quality=%s,breakLV=%s" % (quality, breakLV), playerID)
return
- costItemInfo = ipyData.GetUPCostItem()
- if not costItemInfo:
- return
- costItemID, costItemCount = costItemInfo
- if not costItemID or not costItemCount:
+ costItemList = ipyData.GetUPCostItemList()
+ if not costItemList:
return
itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
- hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(costItemID, itemPack, costItemCount)
- if not hasEnough:
- GameWorld.DebugLog("材料不足,武将无法突破! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
+ lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(costItemList, itemPack)
+ if lackItemDict:
+ GameWorld.DebugLog("材料不足,武将无法突破! quality=%s,breakLV=%s,lackItemDict=%s" % (quality, breakLV, lackItemDict), playerID)
return
- ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
+ ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
+
GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
return
def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
## 设置武将突破等级
- heroID = heroItem.GetItemTypeID()
+ #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)
+ #breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+ #if breakLV > breakLVH:
+ # SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -707,7 +725,7 @@
GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
SetHeroAwakeLV(heroItem, nextAwakeLV)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
return
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -845,7 +863,7 @@
if isSync:
heroItem.Sync_Item()
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 选择天赋
return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -979,7 +997,7 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -1012,7 +1030,7 @@
return
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -1028,7 +1046,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
Sync_HeroInfo(curPlayer, [heroID])
- RefreshLordAttr(curPlayer)
+ #RefreshLordAttr(curPlayer)
return
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -1046,12 +1064,26 @@
bookType = clientData.BookType
if bookType == 1:
- __doHeroBookStarLVUP(curPlayer, heroID)
+ pass #__doHeroBookStarLVUP(curPlayer, heroID)
elif bookType == 2:
- __doHeroBookBreakLVUP(curPlayer, heroID)
+ pass #__doHeroBookBreakLVUP(curPlayer, heroID)
else:
__doHeroBookAct(curPlayer, heroID)
return
+
+def GetHeroBookActCnt(curPlayer):
+ ## 获取武将图鉴已激活数量
+ bookCnt = 0
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetHeroCount()):
+ ipyData = ipyDataMgr.GetHeroByIndex(index)
+ heroID = ipyData.GetHeroID()
+ if not ipyData.GetPlayerCanUse():
+ continue
+ if not GetHeroBookInitState(curPlayer, heroID):
+ continue
+ bookCnt += 1
+ return bookCnt
def __doHeroBookAct(curPlayer, heroID):
## 图鉴激活
@@ -1076,48 +1108,52 @@
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)
+ #RefreshLordAttr(curPlayer) 图鉴属性去除了
+
+ bookCnt = GetHeroBookActCnt(curPlayer)
+ PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
+ PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
return
-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
- bookStar = GetHeroBookStarLV(curPlayer, heroID)
- 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,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
- SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
- Sync_HeroInfo(curPlayer, [heroID])
-
- RefreshLordAttr(curPlayer)
- return
+#def __doHeroBookStarLVUP(curPlayer, heroID):
+# ## 图鉴星级升级,废弃
+# playerID = curPlayer.GetPlayerID()
+# if not GetHeroBookInitState(curPlayer, heroID):
+# GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+# return
+# bookStar = GetHeroBookStarLV(curPlayer, heroID)
+# 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,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
+# SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
+# Sync_HeroInfo(curPlayer, [heroID])
+#
+# RefreshLordAttr(curPlayer)
+# return
-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
- bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
- 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,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
- SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
- Sync_HeroInfo(curPlayer, [heroID])
-
- RefreshLordAttr(curPlayer)
- return
+#def __doHeroBookBreakLVUP(curPlayer, heroID):
+# ## 图鉴突破升级,废弃
+# playerID = curPlayer.GetPlayerID()
+# if not GetHeroBookInitState(curPlayer, heroID):
+# GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+# return
+# bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+# 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,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
+# SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
+# Sync_HeroInfo(curPlayer, [heroID])
+#
+# RefreshLordAttr(curPlayer)
+# return
#// B2 38 武将锁定 #tagCSHeroLock
#
@@ -1205,7 +1241,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
Sync_PlayerHeroInfo(curPlayer)
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
return
def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
@@ -1275,6 +1311,7 @@
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():
@@ -1295,6 +1332,10 @@
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))
+ continue
heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
continue
@@ -1415,8 +1456,13 @@
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+ 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)
return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1432,41 +1478,78 @@
# ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
# return
-def RefreshLordAttr(curPlayer):
- ## 刷新主公属性
- CalcHeroAddAttr(curPlayer)
- PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+def GetLineupRecommendAward(curPlayer, recommendID, index):
+ ## 领取阵容推荐奖励
+ index = GameWorld.ToIntDef(index)
+ awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
+ if awardState & pow(2, index):
+ GameWorld.DebugLog("阵容推荐奖励已领取! recommendID=%s,index=%s" % (recommendID, index))
+ return
+ ipyData = IpyGameDataPY.GetIpyGameData("LineupRecommend", recommendID)
+ if not ipyData:
+ return
+ heroIDList = ipyData.GetHeroIDList()
+ if index >= len(heroIDList):
+ return
+ heroID = heroIDList[index]
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ return
+ awardMoneyInfo = qualityIpyData.GetRecommendAwardMoney()
+ if not awardMoneyInfo or len(awardMoneyInfo) != 2:
+ return
+ moneyType, moneyValue = awardMoneyInfo
+ if not GetHeroActivite(curPlayer, heroID):
+ GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
+ return
+ awardState |= pow(2, index)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroRecommend % recommendID, awardState)
+ GameWorld.DebugLog("阵容推荐领奖! recommendID=%s,index=%s,heroID=%s,awardState=%s" % (recommendID, index, heroID, awardState))
+ PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "LineupRecommend", notifyAward=True)
+ Sync_LineupRecommendInfo(curPlayer, [recommendID])
return
-def CalcHeroAddAttr(curPlayer):
- ## 计算武将对主公增加的属性
-
- heroBookAttrDict = {}
- playerID = curPlayer.GetID()
-
- ipyDataMgr = IpyGameDataPY.IPY_Data()
- for index in range(ipyDataMgr.GetHeroCount()):
- ipyData = ipyDataMgr.GetHeroByIndex(index)
- heroID = ipyData.GetHeroID()
- if not GetHeroBookInitState(curPlayer, heroID):
- # 图鉴未激活
- continue
- quality = ipyData.GetQuality()
- qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
- if not qualityIpyData:
- continue
- bookInitAddPer = qualityIpyData.GetBookInitAddPer()
- bookStarAddPer = qualityIpyData.GetBookStarAddPer()
- bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
- bookStar = GetHeroBookStarLV(curPlayer, heroID)
- bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
- for attrPerID in ChConfig.BaseAttrPerIDList:
- addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
- heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
-
- GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
- PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
- return
+#def RefreshLordAttr(curPlayer):
+# ## 刷新主公属性
+# CalcHeroAddAttr(curPlayer)
+# PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+# return
+
+#def CalcHeroAddAttr(curPlayer):
+# ## 计算武将对主公增加的属性
+#
+# heroBookAttrDict = {}
+# playerID = curPlayer.GetID()
+#
+# ipyDataMgr = IpyGameDataPY.IPY_Data()
+# for index in range(ipyDataMgr.GetHeroCount()):
+# ipyData = ipyDataMgr.GetHeroByIndex(index)
+# heroID = ipyData.GetHeroID()
+# if not ipyData.GetPlayerCanUse():
+# continue
+# if not GetHeroBookInitState(curPlayer, heroID):
+# # 图鉴未激活
+# continue
+# quality = ipyData.GetQuality()
+# qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+# if not qualityIpyData:
+# continue
+# #bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+# #bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+# #bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+# bookStar = GetHeroBookStarLV(curPlayer, heroID)
+# bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+# for attrPerID in ChConfig.BaseAttrPerIDList:
+# addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+# heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+#
+# GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+# PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
+# return
def Sync_HeroInfo(curPlayer, heroIDList=None):
if heroIDList != None:
@@ -1476,6 +1559,8 @@
ipyDataMgr = IpyGameDataPY.IPY_Data()
for index in range(ipyDataMgr.GetHeroCount()):
ipyData = ipyDataMgr.GetHeroByIndex(index)
+ if not ipyData.GetPlayerCanUse():
+ continue
syncHeroIDList.append(ipyData.GetHeroID())
if not syncHeroIDList:
@@ -1494,10 +1579,10 @@
hero.HeroID = heroID
hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
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)
+ #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:
@@ -1518,7 +1603,7 @@
lineupList = []
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
for lineupID in syncIDList:
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, False)
if not lineup:
continue
@@ -1551,3 +1636,30 @@
clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
+
+def Sync_LineupRecommendInfo(curPlayer, syncIDList=None):
+
+ recommendList = []
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetLineupRecommendCount()):
+ ipyData = ipyDataMgr.GetLineupRecommendByIndex(index)
+ recommendID = ipyData.GetRecommendID()
+ awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
+ if syncIDList != None:
+ if recommendID not in syncIDList:
+ continue
+ elif not awardState:
+ continue
+ recommend = ChPyNetSendPack.tagSCLineupRecommend()
+ recommend.RecommendID = recommendID
+ recommend.AwardState = awardState
+ recommendList.append(recommend)
+
+ if not recommendList:
+ return
+
+ clientPack = ChPyNetSendPack.tagSCLineupRecommendInfo()
+ clientPack.RecommendList = recommendList
+ clientPack.Count = len(clientPack.RecommendList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
--
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