From 0a93c7c66ea0047c8080d7e21ced94736fe25034 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 28 八月 2018 15:24:14 +0800
Subject: [PATCH] fix:2965 子 境界压制规则修改 / 【后端】境界压制规则修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py |  105 ++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 88 insertions(+), 17 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index 7b8d579..7224177 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -104,6 +104,7 @@
     return curNPC.GetLV()
 
 def GetRealmLV(curNPC): return curNPC.GetMAtkMin()      # NPC表中此字段含义改成境界等级
+def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV)      # NPC表中此字段含义改成境界等级
 def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制
 def GetSuppressFightPower(curNPC): return curNPC.GetThunderDef() # 雷防代表压制战力
 def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(value)
@@ -112,6 +113,7 @@
 def GetFaction(curNPC): return curNPC.GetCountry()
 def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率
 def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果
+def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果
 def GetSkillEnhance(curNPC): return curNPC.GetWindAtk() # 风攻代表NPC 《普攻》 的技能附加伤害固定值
 def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分
 
@@ -822,13 +824,28 @@
     tagPlaceSortList.sort() # 升序排序
     tagPlaceSortList2.sort() # 升序排序
     if isKillCountDropEquipEx:
-        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList), playerID)
-        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList2), playerID)
-    tagPlaceSortList += tagPlaceSortList2
-    if tagPlaceSortList:
-        tagPlace = tagPlaceSortList[0][-2]
-        tagJob = tagPlaceSortList[0][-1]
-        
+        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
+        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
+    if tagPlaceSortList or tagPlaceSortList2:
+        isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
+        if isOptimalPlace:
+            tagPlaceSortList += tagPlaceSortList2
+            if tagPlaceSortList:
+                tagPlace = tagPlaceSortList[0][-2]
+                tagJob = tagPlaceSortList[0][-1]
+                GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+        else:
+            randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
+            if len(tagPlaceSortList) < randPlaceCountLimit:
+                tagPlaceSortList += tagPlaceSortList2
+            else:
+                GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
+            randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
+            GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
+            tagPlace = tagPlaceSortList[randPlaceIndex][-2]
+            tagJob = tagPlaceSortList[randPlaceIndex][-1]
+            GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+            
     if isKillCountDropEquipEx:
         GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" 
                            % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
@@ -2497,7 +2514,7 @@
             self.__AddAngryValue(npcAngry, curObjID, curObjType, plusAngryValue, canPile)
         
         #激活呆滞的NPC
-        if curNPC.GetHP() > 0 and not curNPC.GetIsNeedProcess() :
+        if GameObj.GetHP(curNPC) > 0 and not curNPC.GetIsNeedProcess() :
             curNPC.SetIsNeedProcess(True)
 
         
@@ -5332,6 +5349,7 @@
 #  @param None
 #  @param None
 def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
+    return #暂不同步
     if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList:
         return
     
@@ -5419,15 +5437,15 @@
         collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
         npcIDList = collectNPCIDTimeLimit.keys()
     
-    if funcTypeList:
-        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
-        for fType in funcTypeList:
-            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
-            collection.Clear()
-            collection.FuncType = fType
-            collection.CollectionCnt = todayCollTime
-            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
-            NetPackCommon.SendFakePack(curPlayer, collection)
+#    if funcTypeList:
+#        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
+#        for fType in funcTypeList:
+#            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
+#            collection.Clear()
+#            collection.FuncType = fType
+#            collection.CollectionCnt = todayCollTime
+#            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
+#            NetPackCommon.SendFakePack(curPlayer, collection)
         
     if npcIDList:
         npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
@@ -5542,6 +5560,59 @@
     NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
     return
 
+
+## 获取本地图NPC数量
+#  @param queryNPCIDList:查询的NPCID列表
+#  @param tick
+#  @return {NPCID:cnt}
+def GetNPCCntInfo(queryNPCIDList, tick):
+    npcCntDict = {}
+
+    if not queryNPCIDList:
+        return npcCntDict
+    
+    gameNPCManager = GameWorld.GetNPCManager()
+    GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList)))
+
+    for index in xrange(gameNPCManager.GetNPCCount()):
+        curNPC = gameNPCManager.GetNPCByIndex(index)
+        curID = curNPC.GetID()
+        if curID == 0:
+            continue
+        
+        curNPCID = curNPC.GetNPCID()
+        
+        if curNPCID not in queryNPCIDList:
+            continue
+        if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
+            continue
+        npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
+                
+    GameWorld.DebugLog("    npcCntDict=%s" % (str(npcCntDict)))
+    return npcCntDict
+
+## 同步地图NPC数量信息
+#  @param curPlayer:采集玩家实例
+#  @param mapID:
+#  @param npcInfoDict:
+#  @return None
+def SyncNPCCntInfo(curPlayer, mapID, npcCntDict):
+    npcInfoPack = ChPyNetSendPack.tagMCNPCCntList()
+    npcInfoPack.Clear()
+    npcInfoPack.MapID = mapID
+    npcInfoPack.NPCInfoList = []
+
+    for npcid, npcCnt in npcCntDict.items():
+        npcInfo = ChPyNetSendPack.tagMCNPCCntInfo()
+        npcInfo.Clear()
+        npcInfo.NPCID = npcid
+        npcInfo.Cnt = npcCnt
+        npcInfoPack.NPCInfoList.append(npcInfo)
+        
+    npcInfoPack.NPCInfoCnt = len(npcInfoPack.NPCInfoList)
+    NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
+    return
+
 def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[]):
     # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
 #    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s" 

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