From f2aeecf0a02b97418b762bd6ee518c33d3ae2685 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 12 九月 2025 10:22:35 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(新增演武场;支持机器人;支持PVP战斗;每场战斗结束后支持查看战斗回放;榜单优化存储玩家形象Value5;主线关卡榜支持;支持查看玩家;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 840 ++++++++++++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 735 insertions(+), 105 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 7540395..eaaabdb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py @@ -23,13 +23,77 @@ import ChPyNetSendPack import NetPackCommon import PlayerControl +import PlayerOnline 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) + return + +def OnPlayerFirstLogin(curPlayer): + OnFirstLoginInitPlayer(curPlayer) + OnFirstLoginInitHero(curPlayer) + return + +def OnFirstLoginInitPlayer(curPlayer): + ## 初始化主公 + equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) + if not equipPack.GetCount(): + identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify) + if not identifyPack.GetCount(): + return + defaultEquipInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 1, {}) + if not defaultEquipInfo: + return + GameWorld.DebugLog("初始化新手定制装备: %s" % defaultEquipInfo, curPlayer.GetPlayerID()) + + for equipID, appointID in defaultEquipInfo.items(): + itemData = GameWorld.GetGameData().GetItemByTypeID(equipID) + if not itemData: + continue + equipPlace = itemData.GetEquipPlace() + equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1 + if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount(): + continue + destEquip = equipPack.GetAt(equipPlaceIndex) + if not destEquip.IsEmpty(): + continue + setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {} + curItem = ItemControler.GetOutPutItemObj(equipID, 1, curPlayer=curPlayer, setAttrDict=setAttrDict) + if not curItem: + continue + destEquip.AssignItem(curItem) + + return + +def OnFirstLoginInitHero(curPlayer): + ## 初始化默认武将阵型 + curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero) + GameWorld.DebugLog("OnFirstLoginInitHero: %s" % curPack.GetCount(), curPlayer.GetPlayerID()) + if not curPack.GetCount(): + return + defaultHeroInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 2, {}) + if not defaultHeroInfo: + return + GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID()) + + lineupID = ShareDefine.Lineup_Main + shapeType = 0 + for heroID, posNum in defaultHeroInfo.items(): + lineupValue = ComLineupValue(lineupID, shapeType, posNum) + setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]} + ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict) + return def InitHeroItem(singleItem): @@ -43,8 +107,6 @@ singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0) if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin): singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0) - if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum): - singleItem.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, 0) if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID): singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID) @@ -56,6 +118,8 @@ singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentWashID) if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDAwakeRand): singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand) + if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup): + singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroLineup) InitHeroTalent(singleItem) return @@ -110,12 +174,101 @@ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if not heroIpyData: return - heroIndex = heroIpyData.GetHeroIndex() - heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex) - if not heroActState: - GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex, 1) - GameWorld.DebugLog("首次激活武将: heroID=%s,heroIndex=%s" % (heroID, heroIndex), curPlayer.GetPlayerID()) + + if not GetHeroActivite(curPlayer, heroID): + SetHeroActivite(curPlayer, heroID, 1) + 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]) + + return + +def GetHeroActivite(curPlayer, heroID): + ## 武将状态 + # @return: 0-未激活;1-武将已获得,可激活;2-图鉴已激活 + actState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10 + return actState + +def SetHeroActivite(curPlayer, heroID, isAct=1): + ## 设置武将已获得,可激活状态 + bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) + actState = bookState % 10 + if isAct: + if actState: + return + actState = 1 + else: + actState = 0 + updBookState = GameWorld.SetValue(bookState, 1, 1, actState) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState) + GameWorld.DebugLog("设置武将激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID()) + return + +def GetHeroBookInitState(curPlayer, heroID): + ## 武将图鉴激活状态 + initState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10 + return initState > 1 +def SetHeroBookInitState(curPlayer, heroID, isAct=1): + ## 设置武将图鉴激活状态 + bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) + actState = bookState % 10 + if isAct: + actState = 2 + else: + actState = 1 if actState else 0 + updBookState = GameWorld.SetValue(bookState, 1, 1, actState) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState) + 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 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): @@ -128,6 +281,21 @@ if heroItem.GetType() != ChConfig.Def_ItemType_Hero: return return heroItem + +def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main): + ## 获取英雄所在阵型站位 + # @param lineupID: 阵型ID,默认主阵型 + # @return: 0-没有在该阵型;>0-在该阵型中的站位编号 + lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup) + if not lineupCount: + return 0 + for lpIndex in range(lineupCount)[::-1]: + lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) + lpID, _, posNum = GetLineupValue(lineupValue) + if lpID != lineupID: + continue + return posNum + return 0 #// B2 30 武将升级 #tagCSHeroLVUP # @@ -156,10 +324,14 @@ if heroLV >= LVMax: GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID) return - qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality) - if not qualityIpyData: + qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV) + if not qualityLVIpyData: return - costItemInfo = qualityIpyData.GetUPCostItem() + nextHeroLV = heroLV + 1 + if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV): + GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID) + return + costItemInfo = qualityLVIpyData.GetUPCostItem() if not costItemInfo: return costItemID, costItemCount = costItemInfo @@ -172,12 +344,11 @@ return ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP") - updHeroLV = heroLV + 1 + updHeroLV = nextHeroLV GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID) heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV) - # 刷属性,之后扩展 - + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return def GetHeroLVMax(heroItem): @@ -218,6 +389,9 @@ if heroID != useHeroID: GameWorld.DebugLog("武将材料非本体,无法升星!", playerID) return + if useItem.GetIsLocked(): + GameWorld.DebugLog("材料卡锁定中,无法升星! useItemIndex=%s,heroID=%s" % (useItemIndex, heroID), playerID) + return washIDCnt = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID) if washIDCnt: GameWorld.ErrLog("武将洗炼结果未处理,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID) @@ -226,10 +400,14 @@ 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) @@ -264,10 +442,13 @@ 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 @@ -277,29 +458,48 @@ starMax = InitStarUpper + addStarUpper return starMax -def DoHeroUpdStar(curPlayer, heroItem, updStar): +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) - heroItem.Sync_Item() + if isSync: + heroItem.Sync_Item() - # 刷属性,之后扩展 + 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) @@ -308,14 +508,16 @@ 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: @@ -347,6 +549,7 @@ 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 @@ -356,9 +559,9 @@ 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] @@ -369,8 +572,11 @@ 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 @@ -405,11 +611,16 @@ 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): @@ -428,15 +639,22 @@ 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) - # 刷属性,之后扩展 - + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return -def SetHeroBreakLV(heroItem, breakLV): +def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True): ## 设置武将突破等级 - heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV) + 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 @@ -486,26 +704,26 @@ GameWorld.DebugLog("材料不足,武将无法觉醒! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount)) return ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroAwake") - GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID) + GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID) SetHeroAwakeLV(heroItem, nextAwakeLV) - # 刷属性,之后扩展 - + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return -def SetHeroAwakeLV(heroItem, awakeLV): +def SetHeroAwakeLV(heroItem, awakeLV, isSync=True): ## 设置武将觉醒等级 item = heroItem.GetItem() item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, awakeLV) unlockTalentSlotByAwake(item) - heroItem.Sync_Item() + if isSync: + heroItem.Sync_Item() return def unlockTalentSlotByAwake(singleItem): ## 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 @@ -572,9 +790,13 @@ #}; def OnHeroAwakeSelectTalent(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) - playerID = curPlayer.GetPlayerID() itemIndex = clientData.ItemIndex selectIndex = clientData.SelectIndex + doSelectAwakeTalent(curPlayer, itemIndex, selectIndex) + return + +def doSelectAwakeTalent(curPlayer, itemIndex, selectIndex, isSync=True): + playerID = curPlayer.GetPlayerID() heroItem = GetHeroItem(curPlayer, itemIndex) if not heroItem: return @@ -617,13 +839,13 @@ for index, talentID in enumerate(idList): singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID) singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index]) - + unlockTalentSlotByAwake(singleItem) - heroItem.Sync_Item() + if isSync: + heroItem.Sync_Item() - # 刷属性,之后扩展 - + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return #// B2 35 武将洗炼 #tagCSHeroWash @@ -665,33 +887,27 @@ 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: @@ -746,8 +962,12 @@ 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) @@ -759,8 +979,7 @@ heroItem.Sync_Item() GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList)) - # 刷属性,之后扩展 - + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return #// B2 36 武将换肤 #tagCSHeroWearSkin @@ -782,9 +1001,9 @@ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if not heroIpyData: return - skinNPCIDList = heroIpyData.GetSkinNPCIDList() + skinIDList = heroIpyData.GetSkinIDList() if skinIndex > 0: # 0的为默认皮肤,不做限制 - if skinIndex >= len(skinNPCIDList): + if skinIndex >= len(skinIDList): GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex)) return skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID) @@ -793,8 +1012,7 @@ return heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex) - # 刷属性 - + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True): @@ -809,26 +1027,326 @@ % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID()) PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState) Sync_HeroInfo(curPlayer, [heroID]) + + RefreshLordAttr(curPlayer) return -#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave +#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP # -#struct tagCSHeroBattlePos +#struct tagCSHeroBookUP +#{ +# tagHead Head; +# DWORD HeroID; //武将ID +# WORD ItemIndex; //关联武将物品所在武将背包索引,激活时可不用发 +# BYTE BookType; //图鉴激活类型: 0-初始激活;1-星级升级;2-突破等级升级 +#}; +def OnHeroBookUP(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + heroID = clientData.HeroID + bookType = clientData.BookType + + if bookType == 1: + __doHeroBookStarLVUP(curPlayer, heroID) + elif bookType == 2: + __doHeroBookBreakLVUP(curPlayer, heroID) + else: + __doHeroBookAct(curPlayer, heroID) + return + +def __doHeroBookAct(curPlayer, heroID): + ## 图鉴激活 + playerID = curPlayer.GetPlayerID() + if GetHeroBookInitState(curPlayer, heroID): + GameWorld.DebugLog("该武将图鉴已激活! heroID=%s" % heroID, playerID) + return + GameWorld.DebugLog("武将图鉴激活! heroID=%s" % heroID, playerID) + heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) + if not heroIpyData: + return + quality = heroIpyData.GetQuality() + qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality) + if not qualityIpyData: + return + if GetHeroActivite(curPlayer, heroID) != 1: + GameWorld.DebugLog("武将未获得过,不可激活图鉴! heroID=%s" % (heroID), playerID) + return + SetHeroBookInitState(curPlayer, heroID, 1) + + awardMoneyInfo = qualityIpyData.GetBookActAwardMoney() + if awardMoneyInfo and len(awardMoneyInfo) == 2: + moneyType, moneyValue = awardMoneyInfo + if moneyType and moneyValue: + PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True) + + Sync_HeroInfo(curPlayer, [heroID]) + + RefreshLordAttr(curPlayer) + return + +def __doHeroBookStarLVUP(curPlayer, heroID): + ## 图鉴星级升级 + playerID = curPlayer.GetPlayerID() + if not GetHeroBookInitState(curPlayer, heroID): + GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID) + return + bookStar = GetHeroBookStarLV(curPlayer, heroID) + bookStarH = GetHeroBookStarLVH(curPlayer, heroID) + if bookStar >= bookStarH: + GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID) + return + GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID) + SetHeroBookStarLV(curPlayer, heroID, bookStar + 1) + Sync_HeroInfo(curPlayer, [heroID]) + + RefreshLordAttr(curPlayer) + return + +def __doHeroBookBreakLVUP(curPlayer, heroID): + ## 图鉴突破升级 + playerID = curPlayer.GetPlayerID() + if not GetHeroBookInitState(curPlayer, heroID): + GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID) + return + bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID) + bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID) + if bookBreakLV >= bookBreakLVH: + GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID) + return + GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID) + SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1) + Sync_HeroInfo(curPlayer, [heroID]) + + RefreshLordAttr(curPlayer) + return + +#// B2 38 武将锁定 #tagCSHeroLock +# +#struct tagCSHeroLock +#{ +# tagHead Head; +# WORD ItemIndex; //武将物品所在武将背包位置索引 +# BYTE IsLock; //0-解锁;1-锁定 +#}; +def OnHeroLock(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + itemIndex = clientData.ItemIndex + isLock = clientData.IsLock + heroItem = GetHeroItem(curPlayer, itemIndex) + 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([itemIndex]) + 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 + costItemInfo = qualityBreakIpyData.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(" 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 = {} + 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() + 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 +# +#struct tagCSHeroLineupPos #{ # WORD ItemIndex; //武将物品所在武将背包位置索引 # BYTE PosNum; //1~n上阵位置编号 #}; # -#struct tagCSHeroBattlePosSave +#struct tagCSHeroLineupSave #{ # tagHead Head; -# BYTE FuncType; //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型 +# BYTE LineupID; //阵容ID:1-主阵容;其他待扩展,如某个防守阵容 +# BYTE ShapeType; //本阵容阵型,0为默认阵型,可扩展不同的阵型 # BYTE PosCnt; -# tagCSHeroBattlePos HeroPosList[PosCnt]; // 保存的阵型,只要发送最终的阵型武将位置即可 +# tagCSHeroLineupPos HeroPosList[PosCnt]; // 保存的阵容,只发送最终的阵容武将位置即可 #}; -def OnHeroBattlePosSave(index, clientData, tick): +def OnHeroLineupSave(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) - funcType = clientData.FuncType + lineupID = clientData.LineupID + shapeType = clientData.ShapeType heroPosList = clientData.HeroPosList heroPosDict = {} @@ -837,53 +1355,119 @@ posNum = posInfo.PosNum itemIndex = posInfo.ItemIndex if itemIndex in indexList: - # 单英雄只能一个位置,一个位置只能对应唯一英雄单位 + # 单武将只能一个位置,一个位置只能对应唯一武将单位 continue indexList.append(itemIndex) heroPosDict[posNum] = itemIndex - # 主阵型 - if funcType == 0: - MainBattlePosSave(curPlayer, heroPosDict) - - # 其他待扩展 - elif funcType == 1: - pass + if lineupID not in ShareDefine.LineupList: + GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID) + return - return - -def MainBattlePosSave(curPlayer, heroPosDict): - GameWorld.DebugLog("保留主战斗阵型: %s" % heroPosDict, curPlayer.GetPlayerID()) + GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID()) curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero) # 直接重置旧阵型 + delCount = 0 + syncItemDict = {} for index in range(curPack.GetCount()): heroItem = curPack.GetAt(index) if not heroItem or heroItem.IsEmpty(): continue - if not heroItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum): + lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup) + if not lineupCount: continue item = heroItem.GetItem() - item.ClearUserAttr(ShareDefine.Def_IudetHeroPosNum) - + for lpIndex in range(lineupCount)[::-1]: + lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) + if GetLineupValue(lineupValue)[0] != lineupID: + continue + item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue) + delCount += 1 + if delCount >= ShareDefine.LineupObjMax: + break + syncItemDict[index] = heroItem + # 更新新阵型 + heroIDList = [] + heroItemDict = {} for posNum, itemIndex in heroPosDict.items(): if itemIndex < 0 or itemIndex >= curPack.GetCount(): continue heroItem = curPack.GetAt(itemIndex) if not heroItem or heroItem.IsEmpty(): continue + itemID = heroItem.GetItemTypeID() + if itemID in heroIDList: + GameWorld.DebugLog("同个武将只能上阵一个! itemIndex=%s,itemID=%s" % (itemIndex, itemID)) + continue + heroIDList.append(itemID) item = heroItem.GetItem() - item.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, posNum) + lineupValue = ComLineupValue(lineupID, shapeType, posNum) + item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue) + if itemIndex not in syncItemDict: + syncItemDict[itemIndex] = heroItem + heroItemDict[itemIndex] = posNum - ResetHeroPack(curPlayer) + # 主阵容修改时重整背包,约定所有背包由前端自行排序 + #if lineupID == ShareDefine.Lineup_Main: + # ResetHeroPack(curPlayer) + #else: + for syncItem in syncItemDict.values(): + syncItem.Sync_Item() + + lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID) + lineup.UpdLineup(heroItemDict, shapeType) return -def ResetHeroPack(curPlayer): - tick = GameWorld.GetGameWorld().GetTick() - curPlayer.SetResetItemTick(0) - ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick) +def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum +def GetLineupValue(lineupValue): + lineupID = lineupValue / 10000 + shapeType = lineupValue % 10000 / 100 + posNum = lineupValue % 100 + return lineupID, shapeType, posNum + +#def ResetHeroPack(curPlayer): +# tick = GameWorld.GetGameWorld().GetTick() +# curPlayer.SetResetItemTick(0) +# ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick) +# return + +def RefreshLordAttr(curPlayer): + ## 刷新主公属性 + CalcHeroAddAttr(curPlayer) + PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr() return + +def CalcHeroAddAttr(curPlayer): + ## 计算武将对主公增加的属性 + heroBookAttrDict = {} + playerID = curPlayer.GetID() + + ipyDataMgr = IpyGameDataPY.IPY_Data() + for index in range(ipyDataMgr.GetHeroCount()): + ipyData = ipyDataMgr.GetHeroByIndex(index) + heroID = ipyData.GetHeroID() + if not GetHeroBookInitState(curPlayer, heroID): + # 图鉴未激活 + continue + quality = ipyData.GetQuality() + qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality) + if not qualityIpyData: + continue + bookInitAddPer = qualityIpyData.GetBookInitAddPer() + bookStarAddPer = qualityIpyData.GetBookStarAddPer() + bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer() + bookStar = GetHeroBookStarLV(curPlayer, heroID) + bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID) + for attrPerID in ChConfig.BaseAttrPerIDList: + addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer + heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer + + GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID) + PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict) + return + def Sync_HeroInfo(curPlayer, heroIDList=None): if heroIDList != None: syncHeroIDList = heroIDList @@ -902,15 +1486,18 @@ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if not heroIpyData: continue - heroIndex = heroIpyData.GetHeroIndex() - heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex) - if not heroActState and heroIDList == None: + 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.IsActive = heroActState hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID) + hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10 + hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID) + hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID) + hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID) + hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID) syncInfoList.append(hero) if not syncInfoList: @@ -921,3 +1508,46 @@ clientPack.HeroCnt = len(clientPack.HeroInfoList) NetPackCommon.SendFakePack(curPlayer, clientPack) return + +def Sync_Lineup(curPlayer, lineupID=None): + if lineupID: + syncIDList = [lineupID] + else: + syncIDList = ShareDefine.LineupList + + lineupList = [] + olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer) + for lineupID in syncIDList: + lineup = olPlayer.GetLineup(lineupID) + if not lineup: + continue + + posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()} + heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0 + for posNum in range(1, 1 + ShareDefine.LineupObjMax): + if posNum in posNumItemIndexDict: + heroItemIndexList.append(posNumItemIndexDict[posNum] + 1) + else: + heroItemIndexList.append(0) + packLineup = ChPyNetSendPack.tagSCLineup() + packLineup.LineupID = lineup.lineupID + packLineup.ShapeType = lineup.shapeType + packLineup.HeroItemIndexList = heroItemIndexList + packLineup.HeroCnt = len(packLineup.HeroItemIndexList) + lineupList.append(packLineup) + + if not lineupList: + return + + clientPack = ChPyNetSendPack.tagSCLineupInfo() + clientPack.LineupList = lineupList + 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 -- Gitblit v1.8.0