From fff7319fd0fb06d03364c5be64edc5bc22e1fe3f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 八月 2025 18:04:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(NPC支持成长属性;NPC支持关联武将;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 458 +++++++++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 392 insertions(+), 66 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 e0515cf..134fed7 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):
@@ -201,10 +265,10 @@
return 0
for lpIndex in range(lineupCount)[::-1]:
lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- #阵容类型*10000+阵型类型*100+位置编号
- if lineupValue / 10000 != lineupID:
+ lpID, _, posNum = GetLineupValue(lineupValue)
+ if lpID != lineupID:
continue
- return lineupValue % 100
+ return posNum
return 0
#// B2 30 武将升级 #tagCSHeroLVUP
@@ -258,9 +322,7 @@
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
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def GetHeroLVMax(heroItem):
@@ -363,7 +425,7 @@
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
curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
addStar = updStar - curStar
@@ -371,11 +433,11 @@
item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
if addStar > 0:
__DoHeroStarTalentUp(item, addStar)
- heroItem.Sync_Item()
+ if isSync:
+ heroItem.Sync_Item()
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ itemIndex = heroItem.GetItemPlaceIndex()
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -492,11 +554,16 @@
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):
@@ -517,14 +584,15 @@
GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
SetHeroBreakLV(heroItem, nextBreakLV)
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(heroItem, breakLV, isSync=True):
## 设置武将突破等级
- heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ item = heroItem.GetItem()
+ item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+ if isSync:
+ heroItem.Sync_Item()
return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -574,20 +642,19 @@
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
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ 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):
@@ -661,9 +728,13 @@
#};
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
@@ -706,14 +777,13 @@
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
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -849,9 +919,7 @@
heroItem.Sync_Item()
GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -884,10 +952,7 @@
return
heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
- # 刷属性
- if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
- RefreshLordAttr(curPlayer)
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -962,6 +1027,9 @@
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
@@ -983,6 +1051,9 @@
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
@@ -1017,6 +1088,191 @@
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()
+ ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
+ if not ipyData:
+ return
+ costMoney = ipyData.GetRebirthCostMoney()
+ moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+ if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+ return
+
+ # 验证通过,可以重生
+ GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s"
+ % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
+
+ returnItemDict = {}
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+ __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+
+ if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "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)
+
+ return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+ ## 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
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
+ return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
+ # 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
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
+ return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
+ # 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
+ returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+ returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+ GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
+ 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)
+
+ 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 = (heroStar + 1) * itemCount
+ returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
+ GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
+ __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+ __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+ 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
@@ -1071,8 +1327,7 @@
item = heroItem.GetItem()
for lpIndex in range(lineupCount)[::-1]:
lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
- #阵容类型*10000+阵型类型*100+位置编号
- if lineupValue / 10000 != lineupID:
+ if GetLineupValue(lineupValue)[0] != lineupID:
continue
item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
delCount += 1
@@ -1082,6 +1337,7 @@
# 更新新阵型
heroIDList = []
+ heroItemDict = {}
for posNum, itemIndex in heroPosDict.items():
if itemIndex < 0 or itemIndex >= curPack.GetCount():
continue
@@ -1094,43 +1350,70 @@
continue
heroIDList.append(itemID)
item = heroItem.GetItem()
- lineupValue = lineupID * 10000 + shapeType * 100 + posNum
+ lineupValue = ComLineupValue(lineupID, shapeType, posNum)
item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
if itemIndex not in syncItemDict:
syncItemDict[itemIndex] = heroItem
+ heroItemDict[itemIndex] = posNum
- # 主阵容修改时重整背包
- if lineupID == ShareDefine.Lineup_Main:
- ResetHeroPack(curPlayer)
- else:
- for syncItem in syncItemDict.values():
- syncItem.Sync_Item()
-
- RefreshLordAttr(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)
- return
-
+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
- CalcHeroItemAddAttr(curPlayer)
+ CalcHeroAddAttr(curPlayer)
+ PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
return
-def CalcHeroItemAddAttr(curPlayer):
- #allAttrListPet = [{} for _ in range(4)]
- return
-
-def RefreshLineupHeroAttr(curPlayer):
- ## 刷新阵容武将属性
+def CalcHeroAddAttr(curPlayer):
+ ## 计算武将对主公增加的属性
- # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力
- return
-
-def CaclHeroCardAttr():
+ 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):
@@ -1170,3 +1453,46 @@
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
--
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