From e65a33757a3ca9fad94f05f8309654585902d097 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 30 十月 2025 19:50:48 +0800
Subject: [PATCH] 326 【武将】阵容推荐-服务端
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 306 ++++++++++++++++++++++++++++++++++++--------------
1 files changed, 218 insertions(+), 88 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 445c636..935a97b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -38,6 +38,7 @@
def OnPlayerLogin(curPlayer):
Sync_HeroInfo(curPlayer)
Sync_PlayerHeroInfo(curPlayer)
+ Sync_LineupRecommendInfo(curPlayer)
return
def OnPlayerFirstLogin(curPlayer):
@@ -233,6 +234,19 @@
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)
@@ -243,6 +257,19 @@
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):
@@ -374,10 +401,14 @@
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)
@@ -412,10 +443,13 @@
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
@@ -427,6 +461,7 @@
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()
@@ -438,17 +473,34 @@
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)
@@ -457,14 +509,16 @@
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:
@@ -496,6 +550,7 @@
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
@@ -505,9 +560,9 @@
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]
@@ -518,8 +573,11 @@
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
@@ -554,11 +612,16 @@
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):
@@ -577,17 +640,22 @@
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, isSync=True):
+def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
## 设置武将突破等级
+ 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
@@ -656,7 +724,7 @@
## 觉醒解锁天赋槽
heroID = singleItem.GetItemTypeID()
awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
if not awakeIpyDataList:
return
maxUnlockSlot = 0
@@ -820,33 +888,27 @@
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:
@@ -901,8 +963,12 @@
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)
@@ -978,13 +1044,12 @@
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
@@ -1012,55 +1077,43 @@
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])
@@ -1117,22 +1170,25 @@
if not heroIpyData:
return
quality = heroIpyData.GetQuality()
- ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
- if not ipyData:
- return
- costMoney = ipyData.GetRebirthCostMoney()
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+ awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
- if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+ lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
+ costMoneyTotal = lvCostMoney + awakeCostMoney
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+ if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
return
# 验证通过,可以重生
- GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s"
- % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
-
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
returnItemDict = {}
- __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
- __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
- __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+ __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
+
+ if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
+ return
# 执行重生
item = heroItem.GetItem()
@@ -1150,9 +1206,10 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
Sync_PlayerHeroInfo(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
## 计算武将等级返还
returnDict = {}
for retLV in range(1, heroLV):
@@ -1163,12 +1220,13 @@
if not costItemInfo:
continue
costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
- GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
+ GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
return
-def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
# 计算武将突破返还
returnDict = {}
for retBreakLV in range(0, breakLV):
@@ -1179,12 +1237,13 @@
if not costItemInfo:
continue
costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
- GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
+ GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
return
-def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
# 计算武将觉醒返还
returnDict = {}
for retAwakeLV in range(0, awakeLV):
@@ -1195,9 +1254,10 @@
if not costItemInfo:
continue
costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
- GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
+ GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
return
#// B2 40 武将遣散 #tagCSHeroDismiss
@@ -1205,7 +1265,7 @@
#struct tagCSHeroDismiss
#{
# tagHead Head;
-# BYTE Count;
+# 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):
@@ -1213,6 +1273,7 @@
itemIndexList = clientData.ItemIndexList
GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
dismissItemList = []
returnItemDict = {}
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -1248,11 +1309,11 @@
GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
dismissReturnItems = qualityIpyData.GetDismissReturnItems()
for itemID, itemCount in dismissReturnItems:
- starRetCnt = (heroStar + 1) * itemCount
+ starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
- GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
- __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
- __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+ GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict))
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
dismissItemList.append([itemIndex, heroItem])
if not dismissItemList:
@@ -1355,7 +1416,7 @@
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
- lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+ lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
lineup.UpdLineup(heroItemDict, shapeType)
return
@@ -1371,6 +1432,41 @@
# curPlayer.SetResetItemTick(0)
# ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
# return
+
+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 GetHeroActivite(curPlayer, heroID) != 1:
+ 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 RefreshLordAttr(curPlayer):
## 刷新主公属性
@@ -1388,6 +1484,8 @@
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
@@ -1416,6 +1514,8 @@
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:
@@ -1426,7 +1526,8 @@
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()
@@ -1435,6 +1536,8 @@
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:
@@ -1455,7 +1558,7 @@
lineupList = []
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
for lineupID in syncIDList:
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, False)
if not lineup:
continue
@@ -1488,3 +1591,30 @@
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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