From d4767f3364c5726073c072098864884f97cededc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 09 一月 2026 16:00:11 +0800
Subject: [PATCH] 412 【挑战】定军阁-服务端(修复定军阁最后一个待选处理后不会重置待选区bug;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 93 +++++++++++++++++++++++++++++++++-------------
1 files changed, 66 insertions(+), 27 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 32612d3..8c33799 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -24,6 +24,7 @@
import IpyGameDataPY
import FormulaControl
import PlayerPrestigeSys
+import GameLogic_Dingjunge
import PlayerBeauty
import PlayerFamily
import PlayerHorse
@@ -57,9 +58,10 @@
class Lineup():
## 阵容
- def __init__(self, playerID, lineupID):
+ def __init__(self, playerID, lineupID, exclusiveMapID=0):
self.playerID = playerID
self.lineupID = lineupID
+ self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
self.olPlayer = None
self.shapeType = 0
self.heroItemDict = {} # 阵容武将背包索引信息 {itemIndex:posNum, ...}
@@ -81,9 +83,9 @@
self.lineupChange = True
self.shapeType = shapeType
self.heroItemDict = heroItemDict
- GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
+ GameWorld.DebugLog("更新阵容: lineupID=%s,exclusiveMapID=%s,%s" % (self.lineupID, self.exclusiveMapID, heroItemDict), self.playerID)
self.RefreshLineupAttr(refreshForce)
- if not isReload and self.olPlayer.curPlayer:
+ if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
return
@@ -157,8 +159,9 @@
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 = {} # 功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
+ self._calcSpecEffDict = {} # 功能点特殊效果统计 {calcIndex:effInfo, ...}
+ self._lineupDict = {} # 上阵阵容 {lineKey:Lineup, ...} lineKey 为 lineupID 或者 (lineupID, exclusiveMapID)
self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
# 主线战斗
@@ -180,14 +183,20 @@
## 是否真的在线
return self.curPlayer != None
- def GetLineup(self, lineupID, checkAttr=True):
+ def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
# @param checkAttr: 检查刷新到最新阵容属性
lineup = None
- if lineupID in self._lineupDict:
- lineup = self._lineupDict[lineupID]
+ lineKey = lineupID
+ if exclusiveMapID:
+ if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+ lineKey = (lineupID, exclusiveMapID)
+ else:
+ exclusiveMapID = 0
+ if lineKey in self._lineupDict:
+ lineup = self._lineupDict[lineKey]
else:
- lineup = Lineup(self.playerID, lineupID)
- self._lineupDict[lineupID] = lineup
+ lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
+ self._lineupDict[lineKey] = lineup
lineup.olPlayer = self
if checkAttr:
lineup.CheckRefreshLineupAttr()
@@ -202,10 +211,14 @@
def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
def GetEffectiveCardDict(self): return self._effectiveCardDict
+ def GetCalcSpecInfo(self, calcIndex): return self._calcSpecEffDict.get(calcIndex, {})
def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
- def SetCalcAttr(self, calcIndex, attrDict):
+ def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None):
## 设置某个功能点计算的属性
+ # @param specEffDict: 特殊效果缓存,功能自定义数据结构
self._calcAttrDict[calcIndex] = attrDict
+ if specEffInfo != None:
+ self._calcSpecEffDict[calcIndex] = specEffInfo
return
def ReCalcAllAttr(self):
@@ -214,6 +227,7 @@
GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
self._calcAttrDict = {}
+ self._calcSpecEffDict = {}
self._lineupDict = {}
self._effectiveCardDict = {}
@@ -224,7 +238,7 @@
self.RefreshRoleAttr()
return
- def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
+ def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
'''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
@param refreshForce: 是否强制立马刷新
@param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
@@ -232,13 +246,16 @@
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():
+ if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
+ # 有指定的话只要指定的即可
+ continue
lineup.SetNeedRefreshState()
if refreshForce:
- self.DoRefreshRoleAttr(isAllLineup)
+ self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
return
- def DoRefreshRoleAttr(self, isAllLineup=False):
+ def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
'''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
@param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
@return: 是否有刷属性,0-无;1-有
@@ -246,9 +263,16 @@
isRefresh = False
# 同步执行阵容属性刷新
- for lineupID, lineup in self._lineupDict.items():
- if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
- continue
+ for lineup in self._lineupDict.values():
+ if not isAllLineup:
+ # 有指定的话只要指定的即可
+ if exclusiveMapID:
+ if lineup.exclusiveMapID != exclusiveMapID:
+ continue
+
+ # 否则只刷主阵容,指定地图有效的也不需要刷
+ elif lineup.lineupID != ShareDefine.Lineup_Main or lineup.exclusiveMapID != 0:
+ continue
if lineup.CheckRefreshLineupAttr():
isRefresh = True
@@ -264,13 +288,13 @@
checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
itemIndex = heroItem.GetItemPlaceIndex()
- for lineupID, lineup in self._lineupDict.items():
+ for lineKey, lineup in self._lineupDict.items():
if lineup.CheckHeroItemUpdate(itemIndex):
- if lineupID not in effLineupIDList:
- effLineupIDList.append(lineupID)
+ if lineKey not in effLineupIDList:
+ effLineupIDList.append(lineKey)
GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
- return effLineupIDList
+ return
def GetLastBatBuffer(self): return self._lastBatBufferInfo
def SetLastBatBuffer(self, guid, batBuffer):
@@ -470,8 +494,10 @@
if inMain:
updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
else:
- addPer = updEffectiveCardDict.get(heroID, [-1, -1, False])[0]
- if cardAddPer > addPer:
+ effInfo = updEffectiveCardDict.get(heroID, [-1, -1, False])
+ if effInfo[2] == True:
+ pass #GameWorld.Log(" 已经有在阵容中的生效卡了: index=%s" % effInfo[1])
+ elif cardAddPer > effInfo[0]:
updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
# 更新生效变更的卡牌
@@ -485,7 +511,7 @@
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))
+ #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)
@@ -582,6 +608,11 @@
shapeType = lineShapeTypeDict.get(lineupID, 0)
lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
+ if lineupID == ShareDefine.Lineup_Main:
+ for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+ exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
+ exclusiveLineup.UpdLineup(heroItemDict, shapeType, isReload=True)
+
PlayerHero.Sync_Lineup(curPlayer)
return
@@ -596,6 +627,7 @@
PlayerHJG.CalcHJGAttr(curPlayer)
PlayerHorse.CalcHorseAttr(curPlayer)
PlayerBeauty.CalcBeautyAttr(curPlayer)
+ GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -615,8 +647,9 @@
'''
playerID = curPlayer.GetPlayerID()
lineupID = lineup.lineupID
+ exclusiveMapID = lineup.exclusiveMapID
- GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
+ GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
GameWorld.DebugLog(" itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
lineup.FreeLineupHero()
@@ -826,6 +859,7 @@
hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+ dingjungeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge) if exclusiveMapID == ChConfig.Def_FBMapID_Dingjunge else {}
GameWorld.DebugLog(" 国家武将统计=%s" % countryHeroInfo, playerID)
GameWorld.DebugLog(" 羁绊武将统计=%s" % fetterHeroInfo, playerID)
@@ -845,6 +879,7 @@
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)
+ GameWorld.DebugLog(" 定军专属属性=%s" % dingjungeAttrDict, playerID)
effCardAddPer = 0
for effInfo in olPlayer.GetEffectiveCardDict().values():
@@ -901,6 +936,9 @@
beautyValue = beautyAttrDict.get(attrID, 0)
beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
+ dingjungeValue = dingjungeAttrDict.get(attrID, 0)
+ dingjungePer = dingjungeAttrDict.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%
@@ -928,6 +966,7 @@
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,
+ "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
"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,
@@ -991,10 +1030,10 @@
% (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
lineup.fightPower = lineupFightPower
- GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
+ GameWorld.DebugLog(" 阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
# 非主线阵容不处理以下内容
- if lineupID != ShareDefine.Lineup_Main:
+ if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
return
PlayerControl.SetFightPower(curPlayer, lineupFightPower)
--
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