From ec68dabc97521a7706344e7d038e9f08462f4fe8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 10:26:34 +0800
Subject: [PATCH] 16 卡牌服务端(删除多余备档报错防范;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 876 +++++++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 711 insertions(+), 165 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 2284597..c46a34c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -20,18 +20,29 @@
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
import random
+def PlayerOnDay(curPlayer):
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, 0)
+ Sync_PlayerHeroInfo(curPlayer)
+ return
def OnPlayerLogin(curPlayer):
Sync_HeroInfo(curPlayer)
+ Sync_PlayerHeroInfo(curPlayer)
+ Sync_LineupRecommendInfo(curPlayer)
+ Sync_HeroFatesInfo(curPlayer)
return
def OnPlayerFirstLogin(curPlayer):
@@ -174,6 +185,7 @@
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
@@ -215,29 +227,55 @@
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 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 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 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)
@@ -265,6 +303,14 @@
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
#
#struct tagCSHeroLVUP
@@ -286,12 +332,8 @@
quality = heroIpyData.GetQuality()
breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
- LVMax = GetHeroLVMax(heroItem)
- GameWorld.DebugLog("请求武将升级: itemIndex=%s,heroID=%s,heroLV=%s,quality=%s,breakLV=%s,LVMax=%s"
- % (itemIndex, heroID, heroLV, quality, breakLV, LVMax), playerID)
- if heroLV >= LVMax:
- GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
- return
+ GameWorld.DebugLog("请求武将升级: itemIndex=%s,heroID=%s,heroLV=%s,quality=%s,breakLV=%s"
+ % (itemIndex, heroID, heroLV, quality, breakLV), playerID)
qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
if not qualityLVIpyData:
return
@@ -316,7 +358,11 @@
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):
@@ -326,12 +372,10 @@
if not heroIpyData:
return 0
quality = heroIpyData.GetQuality()
- breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
- qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
- if not qualityBreakIpyData:
+ lvIpyDataList = IpyGameDataPY.GetIpyGameDataByCondition("HeroQualityLV", {"Quality":quality}, True)
+ if not lvIpyDataList:
return 0
- LVMax = qualityBreakIpyData.GetLVMax()
- return LVMax
+ return len(lvIpyDataList)
#// B2 31 武将升星 #tagCSHeroStarUP
#
@@ -368,10 +412,14 @@
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)
@@ -392,6 +440,8 @@
% (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):
@@ -406,10 +456,13 @@
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
@@ -421,28 +474,47 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
## 执行武将星级更新
+ #heroID = heroItem.GetItemTypeID()
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
if addStar > 0:
__DoHeroStarTalentUp(item, addStar)
+ 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)
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)
@@ -451,14 +523,16 @@
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:
@@ -490,6 +564,7 @@
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
@@ -499,9 +574,9 @@
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]
@@ -512,8 +587,11 @@
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
@@ -548,40 +626,48 @@
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
+ 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")
- GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
- SetHeroBreakLV(heroItem, nextBreakLV)
+ ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
- PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+ GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
+ SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
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
@@ -634,7 +720,7 @@
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):
@@ -650,7 +736,7 @@
## 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
@@ -772,7 +858,7 @@
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
@@ -814,33 +900,27 @@
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:
@@ -895,8 +975,12 @@
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)
@@ -908,7 +992,7 @@
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
@@ -941,7 +1025,7 @@
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):
@@ -957,7 +1041,7 @@
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
@@ -972,16 +1056,29 @@
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)
+ pass #__doHeroBookStarLVUP(curPlayer, heroID)
elif bookType == 2:
- __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
+ 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
@@ -1006,60 +1103,52 @@
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, itemIndex):
- ## 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)
- return
- GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), 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, itemIndex):
- ## 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)
- return
- GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), 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
#
@@ -1077,6 +1166,201 @@
if not heroItem:
return
heroItem.SetIsLocked(1 if isLock else 0)
+ return
+
+#// B2 39 武将重生 #tagCSHeroRebirth
+#
+#struct tagCSHeroRebirth
+#{
+# tagHead Head;
+# WORD ItemIndex; //武将物品所在武将背包位置索引
+#};
+def OnHeroRebirth(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndex = clientData.ItemIndex
+ heroItem = GetHeroItem(curPlayer, itemIndex)
+ if not heroItem:
+ return
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if heroLV <= 1 and not breakLV and not awakeLV:
+ GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
+ return
+
+ if awakeLV:
+ rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
+ if rebirthCntMax and rebirthCnt >= rebirthCntMax:
+ GameWorld.DebugLog("今日觉醒过的武将重生次数已达上限! rebirthCnt=%s >= %s" % (rebirthCnt, rebirthCntMax))
+ return
+
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+ awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+ moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+ lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
+ costMoneyTotal = lvCostMoney + awakeCostMoney
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+ if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
+ return
+
+ # 验证通过,可以重生
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
+ returnItemDict = {}
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+ __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
+
+ if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
+ return
+
+ # 执行重生
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+ item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
+ heroItem.Sync_Item()
+
+ if returnItemDict:
+ returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
+
+ if awakeLV:
+ rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
+ Sync_PlayerHeroInfo(curPlayer)
+
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
+ return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
+ ## 计算武将等级返还
+ returnDict = {}
+ for retLV in range(1, heroLV):
+ qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, retLV)
+ if not qualityLVIpyData:
+ continue
+ costItemInfo = qualityLVIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
+ return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
+ # 计算武将突破返还
+ returnDict = {}
+ for retBreakLV in range(0, breakLV):
+ qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
+ if not qualityBreakIpyData:
+ continue
+ costItemList = qualityBreakIpyData.GetUPCostItemList()
+ if not costItemList:
+ continue
+ for costItemID, costItemCount in costItemList:
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
+ return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
+ # 计算武将觉醒返还
+ returnDict = {}
+ for retAwakeLV in range(0, awakeLV):
+ qualityAwakeIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, retAwakeLV)
+ if not qualityAwakeIpyData:
+ continue
+ costItemInfo = qualityAwakeIpyData.GetUPCostItem()
+ if not costItemInfo:
+ continue
+ costItemID, costItemCount = costItemInfo
+ costItemCount = max(1, int(costItemCount * ratio / 100.0))
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
+ return
+
+#// B2 40 武将遣散 #tagCSHeroDismiss
+#
+#struct tagCSHeroDismiss
+#{
+# tagHead Head;
+# WORD Count;
+# WORD ItemIndexList[Count]; // 武将物品所在武将背包位置索引列表
+#};
+def OnHeroDismiss(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndexList = clientData.ItemIndexList
+ GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+
+ ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+ dismissItemList = []
+ returnItemDict = {}
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for itemIndex in itemIndexList:
+ if itemIndex < 0 or itemIndex >= curPack.GetCount():
+ continue
+ heroItem = curPack.GetAt(itemIndex)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if awakeLV:
+ GameWorld.DebugLog("觉醒过的武将需先重生后才可遣散! itemIndex=%s,awakeLV=%s" % (itemIndex, awakeLV))
+ continue
+ if heroItem.GetIsLocked():
+ GameWorld.DebugLog("锁定的武将无法遣散! itemIndex=%s" % (itemIndex))
+ continue
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if lineupCount:
+ lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
+ GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
+ continue
+ heroID = heroItem.GetItemTypeID()
+ _, 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
+ quality = heroIpyData.GetQuality()
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+ if not qualityIpyData:
+ continue
+ GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
+ dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+ for itemID, itemCount in dismissReturnItems:
+ starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
+ returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
+ GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict))
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+ dismissItemList.append([itemIndex, heroItem])
+
+ if not dismissItemList:
+ return
+
+ for itemIndex, heroItem in dismissItemList:
+ ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroDismiss")
+
+ if returnItemDict:
+ returnItemList = [[k, v] for k, v in returnItemDict.items()]
+ ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
+
return
#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
@@ -1167,8 +1451,13 @@
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
@@ -1184,6 +1473,199 @@
# 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 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 GetHeroFatesState(curPlayer, fatesID): # 宿缘ID状态: 0-未激活;1-已激活
+ info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroFatesInfo % fatesID)
+ return info % 10
+def SetHeroFatesState(curPlayer, fatesID, state):
+ info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroFatesInfo % fatesID)
+ info = info / 10 * 10 + min(state, 9)
+ info = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroFatesInfo % fatesID, info)
+ return info
+
+def GetHeroFatesLV(curPlayer, fatesID): # 宿缘ID等级
+ info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroFatesInfo % fatesID)
+ return info / 10
+def SetHeroFatesLV(curPlayer, fatesID, lv):
+ info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroFatesInfo % fatesID)
+ info = lv * 10 + info % 10
+ info = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroFatesInfo % fatesID, info)
+ return info
+
+#// B2 41 武将宿缘 #tagCSHeroFates
+#
+#struct tagCSHeroFates
+#{
+# tagHead Head;
+# BYTE FatesID; // 宿缘ID
+# BYTE OPType; // 0-激活领奖;1-升级
+# BYTE IndexCnt;
+# WORD ItemIndexList[IndexCnt]; // 升级时消耗的材料卡在武将背包索引列表,升级时才发
+#};
+def OnHeroFates(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ fatesID = clientData.FatesID
+ opType = clientData.OPType
+ itemIndexList = clientData.ItemIndexList
+
+ if opType == 1:
+ __onHeroFatesLVUP(curPlayer, fatesID, itemIndexList)
+ else:
+ __onHeroFatesActivite(curPlayer, fatesID)
+ return
+
+def __onHeroFatesActivite(curPlayer, fatesID):
+ ## 宿缘激活
+ if GetHeroFatesState(curPlayer, fatesID):
+ GameWorld.DebugLog("宿缘组合已经激活了! fatesID=%s" % fatesID)
+ return
+ ipyData = IpyGameDataPY.GetIpyGameData("HeroFates", fatesID)
+ if not ipyData:
+ return
+ heroIDList = ipyData.GetHeroIDList()
+ for heroID in heroIDList:
+ if not GetHeroActivite(curPlayer, heroID):
+ GameWorld.DebugLog("有武将未获得过,不可激活宿缘! fatesID=%s,heroID=%s,heroIDList=%s" % (fatesID, heroID, heroIDList))
+ return
+ GameWorld.DebugLog("激活宿缘! fatesID=%s,heroIDList=%s" % (fatesID, heroIDList))
+ SetHeroFatesState(curPlayer, fatesID, 1)
+ itemList = ipyData.GetAwardItemList()
+ ItemControler.GivePlayerItemOrMail(curPlayer, itemList, event=["HeroFates", False, {}])
+ Sync_HeroFatesInfo(curPlayer, [fatesID])
+ return
+
+def __onHeroFatesLVUP(curPlayer, fatesID, useIndexList):
+ if not GetHeroFatesState(curPlayer, fatesID):
+ GameWorld.DebugLog("宿缘组合未激活! fatesID=%s" % fatesID)
+ return
+ ipyData = IpyGameDataPY.GetIpyGameData("HeroFates", fatesID)
+ if not ipyData:
+ return
+ fatesQuality = ipyData.GetFatesQuality()
+ heroIDList = ipyData.GetHeroIDList()
+ fatesNextLV = GetHeroFatesLV(curPlayer, fatesID) + 1
+ GameWorld.DebugLog("宿缘升级: fatesID=%s,fatesQuality=%s,fatesNextLV=%s,heroIDList=%s,useIndexList=%s" % (fatesID, fatesQuality, fatesNextLV, heroIDList, useIndexList))
+ qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroFatesQualityLV", fatesQuality, fatesNextLV)
+ if not qualityLVIpyData:
+ return
+ needStarTotal = qualityLVIpyData.GetNeedStarTotal()
+ needHeroCnt = qualityLVIpyData.GetNeedHeroCnt()
+
+ costItemList = []
+ heroStarDict = {}
+ olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+ 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()
+
+ # 材料卡
+ if index in useIndexList:
+ if __checkHeroFatesLVUPItem(olPlayer, fatesQuality, index, heroItem, heroID):
+ costItemList.append(heroItem)
+
+ if heroID not in heroIDList:
+ continue
+ if heroID not in heroStarDict:
+ heroStarDict[heroID] = 0
+ star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ if star <= heroStarDict[heroID]:
+ continue
+ heroStarDict[heroID] = star
+
+ nowStarTotal = sum(heroStarDict.values())
+ if nowStarTotal < needStarTotal:
+ GameWorld.DebugLog(" 当前总星级不足: nowStarTotal=%s < %s, heroStarDict=%s" % (nowStarTotal, needStarTotal, heroStarDict))
+ return
+ GameWorld.DebugLog(" 当前总星级: nowStarTotal=%s,needStarTotal=%s,heroStarDict=%s" % (nowStarTotal, needStarTotal, heroStarDict))
+
+ if len(costItemList) < needHeroCnt:
+ GameWorld.DebugLog(" 可用材料卡不足: %s < %s" % (len(costItemList), needHeroCnt))
+ return
+
+ GameWorld.DebugLog(" 宿缘升级! needHeroCnt=%s" % needHeroCnt)
+ for heroItem in costItemList[:needHeroCnt]:
+ ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroFatesLVUP")
+
+ SetHeroFatesLV(curPlayer, fatesID, fatesNextLV)
+ Sync_HeroFatesInfo(curPlayer, [fatesID])
+ RefreshLordAttr(curPlayer) # 宿缘
+ return
+
+def __checkHeroFatesLVUPItem(olPlayer, fatesQuality, itemIndex, heroItem, heroID):
+ ## 检查宿缘材料卡可否使用
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+
+ quality = heroIpyData.GetQuality()
+ if quality != fatesQuality:
+ GameWorld.DebugLog(" 与宿缘品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, fatesQuality))
+ return
+
+ #未生效、未上阵、未锁定、未进行过升级、突破、升星、觉醒
+ heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+ breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+ starLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+ awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+ if heroLV > 1 or breakLV or starLV or awakeLV:
+ GameWorld.DebugLog(" 升级突破升星觉醒过的武将无法使用! itemIndex=%s,heroLV=%s,breakLV=%s,starLV=%s,awakeLV=%s" % (itemIndex, heroLV, breakLV, starLV, awakeLV))
+ return
+
+ if heroItem.GetIsLocked():
+ GameWorld.DebugLog(" 锁定的武将无法使用! itemIndex=%s" % (itemIndex))
+ return
+
+ lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+ if lineupCount:
+ lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
+ GameWorld.DebugLog(" 上阵中的武将无法使用! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
+ return
+
+ heroID = heroItem.GetItemTypeID()
+ _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
+ if itemIndex == effItemIndex:
+ GameWorld.DebugLog(" 生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+ return
+
+ return True
+
def RefreshLordAttr(curPlayer):
## 刷新主公属性
CalcHeroAddAttr(curPlayer)
@@ -1193,31 +1675,28 @@
def CalcHeroAddAttr(curPlayer):
## 计算武将对主公增加的属性
- heroBookAttrDict = {}
+ fatesAttrDict = {}
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
+ for index in range(ipyDataMgr.GetHeroFatesCount()):
+ ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
+ fatesID = ipyData.GetFatesID()
+ if not GetHeroFatesState(curPlayer, fatesID):
continue
- quality = ipyData.GetQuality()
- qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
- if not qualityIpyData:
+ fatesLV = GetHeroFatesLV(curPlayer, fatesID)
+ if fatesLV <= 0:
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
+ attrIDList = ipyData.GetAttrIDList()
+ lvAttrValueList = ipyData.GetLVAttrValueList()
+ for i in range(min(len(attrIDList), len(lvAttrValueList))):
+ attrID = attrIDList[i]
+ attrValuePerLV = lvAttrValueList[i]
+ attrValue = attrValuePerLV * fatesLV
+ fatesAttrDict[attrID] = fatesAttrDict.get(attrID, 0) + attrValue
- GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
- PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
+ GameWorld.DebugLog("宿缘属性: %s" % fatesAttrDict, playerID)
+ PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroFates, fatesAttrDict)
return
def Sync_HeroInfo(curPlayer, heroIDList=None):
@@ -1228,6 +1707,8 @@
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:
@@ -1238,15 +1719,18 @@
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()
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.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:
@@ -1267,7 +1751,7 @@
lineupList = []
olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
for lineupID in syncIDList:
- lineup = olPlayer.GetLineup(lineupID)
+ lineup = olPlayer.GetLineup(lineupID, False)
if not lineup:
continue
@@ -1293,3 +1777,65 @@
clientPack.LineupCnt = len(clientPack.LineupList)
NetPackCommon.SendFakePack(curPlayer, clientPack)
return
+
+def Sync_PlayerHeroInfo(curPlayer):
+ ## 武将公共信息
+ clientPack = ChPyNetSendPack.tagSCPlayerHeroInfo()
+ clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
+
+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
+
+def Sync_HeroFatesInfo(curPlayer, syncIDList=None):
+
+ fatesList = []
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetHeroFatesCount()):
+ ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
+ fatesID = ipyData.GetFatesID()
+ state = GetHeroFatesState(curPlayer, fatesID)
+ if syncIDList != None:
+ if fatesID not in syncIDList:
+ continue
+ elif not state:
+ continue
+ fates = ChPyNetSendPack.tagSCHeroFates()
+ fates.FatesID = fatesID
+ fates.State = state
+ fates.FatesLV = GetHeroFatesLV(curPlayer, fatesID)
+ fatesList.append(fates)
+
+ if not fatesList:
+ return
+
+ clientPack = ChPyNetSendPack.tagSCHeroFatesInfo()
+ clientPack.FatesList = fatesList
+ clientPack.Count = len(clientPack.FatesList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
--
Gitblit v1.8.0