From f20e4c080bb0662a80e1dfac2250013c987acf06 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 08 一月 2026 14:40:37 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(寻宝结果A350增加寻宝类型等通知;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 230 +++++++++++++++++++++++++++++++++++++++------------------
1 files changed, 156 insertions(+), 74 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 1c14450..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
@@ -157,9 +159,10 @@
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._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
+ 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
self.mainFight = TurnAttack.MainFight(playerID)
@@ -180,32 +183,42 @@
## 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()
return lineup
- def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
- def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
+ def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+ def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
## 更新某个武将生效的卡牌信息
- self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
+ self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
self.RefreshRoleAttr()
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):
@@ -214,16 +227,18 @@
GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
self._calcAttrDict = {}
+ self._calcSpecEffDict = {}
self._lineupDict = {}
self._effectiveCardDict = {}
doCalcAllAttr(curPlayer)
doReloadLineup(curPlayer, self)
+ reloadEffHeroCard(curPlayer, self)
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
@@ -231,13 +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
@@ -245,9 +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
@@ -263,13 +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):
@@ -383,16 +408,26 @@
itemIndex = heroItem.GetItemPlaceIndex()
heroID = heroItem.GetItemTypeID()
curAddPer = getHeroCardAddPer(heroItem)
- effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
+ effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
+ if not hisEffItem or hisEffItem.IsEmpty():
+ GameWorld.DebugLog("历史生效的物品不在了,强制设置空! effAddPer=%s,effItemIndex=%s,inMain=%s" % (effAddPer, effItemIndex, inMain))
+ effAddPer, effItemIndex, inMain = -1, -1, False
+
if itemIndex == effItemIndex:
if curAddPer == effAddPer:
- GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
return
- olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
if curAddPer > effAddPer:
- GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
return
- GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+ if inMain:
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+ return
+ GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s"
+ % (heroID, itemIndex, inMain, effAddPer, curAddPer))
curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
for index in range(curPack.GetCount()):
if index == itemIndex:
@@ -411,14 +446,18 @@
GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
return
-
+
+ if inMain:
+ GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
+ return
+
if curAddPer <= effAddPer:
- GameWorld.DebugLog("不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
+ GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
% (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
return
- GameWorld.DebugLog("高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
+ GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
% (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
- olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+ olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
item = heroItem.GetItem()
item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
@@ -432,6 +471,66 @@
item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
isNotify and hisEffItem.Sync_Item()
+ return
+
+def reloadEffHeroCard(curPlayer, olPlayer):
+ ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
+ hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
+ updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+ curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+ for index in range(curPack.GetCount()):
+ heroItem = curPack.GetAt(index)
+ if not heroItem or heroItem.IsEmpty():
+ continue
+
+ heroID = heroItem.GetItemTypeID()
+ inMain = PlayerHero.InMainLineup(heroItem)
+ cardAddPer = getHeroCardAddPer(heroItem)
+ # 历史生效的
+ if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+ hisEffCardIndexList.append(index)
+
+ # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
+ if inMain:
+ updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+ else:
+ 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
+ syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+ GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
+ GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
+ cardPerTotal = 0
+ olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+ for heroID, effInfo in updEffectiveCardDict.items():
+ cardAddPer, itemIndex, inMain = effInfo
+ cardPerTotal += cardAddPer
+ if itemIndex in hisEffCardIndexList:
+ hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
+ #GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ else:
+ GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+ syncItemDict[itemIndex] = heroItem
+
+ # 移除历史失效的卡牌
+ GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
+ for itemIndex in hisEffCardIndexList:
+ heroItem = curPack.GetAt(itemIndex)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+ syncItemDict[itemIndex] = heroItem
+
+ # 同步变更的物品
+ for syncItem in syncItemDict.values():
+ syncItem.Sync_Item()
+
return
def getHeroCardAddPer(heroItem):
@@ -462,22 +561,12 @@
lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
lineShapeTypeDict = {} # {阵容ID:阵型, ...}
syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
- effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
- effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
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()
- if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
- effCardIndexListHis.append(index)
- addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
- cardAddPer = getHeroCardAddPer(heroItem)
- if cardAddPer > addPer:
- effectiveCardDict[heroID] = [cardAddPer, index]
-
lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
if not lineupCount:
continue
@@ -506,31 +595,6 @@
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
syncItemDict[index] = heroItem
- # 更新生效变更的卡牌
- GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
- GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
- cardPerTotal = 0
- olPlayer.SetEffectiveCardDict(effectiveCardDict)
- for heroID, effInfo in effectiveCardDict.items():
- cardAddPer, itemIndex = effInfo
- cardPerTotal += cardAddPer
- if itemIndex in effCardIndexListHis:
- effCardIndexListHis.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,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
- else:
- GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
- heroItem = curPack.GetAt(itemIndex)
- item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
- syncItemDict[index] = heroItem
- # 移除失效的卡牌
- GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
- for itemIndex in effCardIndexListHis:
- heroItem = curPack.GetAt(itemIndex)
- item = heroItem.GetItem()
- item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
- syncItemDict[index] = heroItem
-
# 同步变更的物品
for syncItem in syncItemDict.values():
syncItem.Sync_Item()
@@ -544,6 +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
@@ -552,12 +621,13 @@
GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
CalcRoleBase(curPlayer)
ChEquip.CalcRoleEquipAttr(curPlayer)
- #PlayerHero.CalcHeroAddAttr(curPlayer)
+ PlayerHero.CalcHeroAddAttr(curPlayer)
PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
PlayerGubao.CalcGubaoAttr(curPlayer)
PlayerHJG.CalcHJGAttr(curPlayer)
PlayerHorse.CalcHorseAttr(curPlayer)
PlayerBeauty.CalcBeautyAttr(curPlayer)
+ GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -577,8 +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()
@@ -782,11 +853,13 @@
lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
+ fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+ 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)
@@ -800,11 +873,13 @@
GameWorld.DebugLog(" 主公等级属性=%s" % lvAttrDict, playerID)
GameWorld.DebugLog(" 主公装备属性=%s" % equipAttrDict, playerID)
+ GameWorld.DebugLog(" 主公宿缘属性=%s" % fatesAttrDict, playerID)
GameWorld.DebugLog(" 主公官职属性=%s" % realmAttrDict, playerID)
GameWorld.DebugLog(" 主公古宝属性=%s" % gubaoAttrDict, playerID)
GameWorld.DebugLog(" 主幻境阁属性=%s" % hjgAttrDict, playerID)
GameWorld.DebugLog(" 主公坐骑属性=%s" % horseAttrDict, playerID)
GameWorld.DebugLog(" 主公红颜属性=%s" % beautyAttrDict, playerID)
+ GameWorld.DebugLog(" 定军专属属性=%s" % dingjungeAttrDict, playerID)
effCardAddPer = 0
for effInfo in olPlayer.GetEffectiveCardDict().values():
@@ -844,6 +919,9 @@
if attrID in ChConfig.BaseAttrIDList:
cardPer = effCardAddPer
+ fatesValue = fatesAttrDict.get(attrID, 0)
+ fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+
realmValue = realmAttrDict.get(attrID, 0)
realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
@@ -858,6 +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%
@@ -884,7 +965,8 @@
# 计算
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,
+ "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,
@@ -948,10 +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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