From 14c1220f82e00ffea6f2759e8ff11d99606220bb Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 14 十月 2021 14:48:11 +0800
Subject: [PATCH] 9300 【BT5】【主干】【后端】新增:法器进阶
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py | 251 ++++++++++++++++++++++++-------------------------
1 files changed, 124 insertions(+), 127 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
index 27cf224..051efea 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
@@ -6,13 +6,13 @@
#
# @todo:装备神装进阶
# @author hxp
-# @date 2019-10-07
+# @date 2021-06-17
# @version 1.0
#
# 详细描述: 装备神装进阶
#
#-------------------------------------------------------------------------------
-#"""Version = 2019-10-07 19:00"""
+#"""Version = 2021-06-17 18:30"""
#-------------------------------------------------------------------------------
import GameWorld
@@ -20,10 +20,15 @@
import IPY_GameWorld
import PlayerControl
import IpyGameDataPY
+import ChPyNetSendPack
+import NetPackCommon
import ItemControler
import ShareDefine
import ChConfig
import ChEquip
+
+import math
+import json
#// A3 30 装备神装进阶 #tagCMEquipEvolve
@@ -32,75 +37,46 @@
#{
# tagHead Head;
# BYTE EquipIndex; // 要进阶的装备在装备背包中索引
-# BYTE NeedEquipIDIndex; // 所需固定装备B在背包中索引
-# BYTE NeedItemIDIndexCnt; // 附加材料在背包中索引个数
-# BYTE NeedItemIDIndex[NeedItemIDIndexCnt]; // 附加材料在背包的索引列表
-# BYTE NeedSuitIndexCnt; // 所需套装材料在背包中索引个数
-# BYTE NeedSuitIndex[NeedSuitIndexCnt]; // 所需套装材料在背包的索引列表
#};
-def OnEquipWashEvolve(index, clientData, tick):
+def OnEquipEvolve(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
playerID = curPlayer.GetPlayerID()
equipIndex = clientData.EquipIndex
- needEquipIDIndex = clientData.NeedEquipIDIndex
- needItemIDIndexList = clientData.NeedItemIDIndex
- needSuitIndexList = clientData.NeedSuitIndex
-
+ GameWorld.DebugLog("神装进阶: equipIndex=%s" % equipIndex)
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
curEquip = equipPack.GetAt(equipIndex)
if not ItemCommon.CheckItemCanUse(curEquip):
return
equipItemID = curEquip.GetItemTypeID()
equipClassLV = ItemCommon.GetItemClassLV(curEquip)
+ GameWorld.DebugLog(" equipItemID=%s,equipClassLV=%s" % (equipItemID, equipClassLV))
ipyData = IpyGameDataPY.GetIpyGameData("EquipShenEvolve", equipItemID)
if not ipyData:
return
evolveEquipID = ipyData.GetEvolveEquipID()
- needItemIDInfo = ipyData.GetEvolveNeedItemIDInfo()
- needSuitCount = ipyData.GetEvolveNeedSuitCount()
- needEquipID = ipyData.GetEvolveNeedEquipID()
+ needItemIDInfoList = ipyData.GetEvolveNeedItemIDInfo()
evolveEquipItemData = GameWorld.GetGameData().GetItemByTypeID(evolveEquipID)
if not evolveEquipItemData:
return
- # 验证所需材料
itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
- needItemCount = 0
- if needItemIDInfo:
- needItemCount = __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack)
- if needItemCount == None:
- return
-
- if needSuitCount:
- if not __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
- return
-
- if needEquipID:
- if not __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
- return
-
- drDict = {"equipItemID":equipItemID, "evolveEquipID":evolveEquipID}
- # 扣除材料
- if needItemCount:
- ItemCommon.ReduceItem(curPlayer, itemPack, needItemIDIndexList, needItemCount,
- False, ChConfig.ItemDel_EquipEvolve, drDict)
+ lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needItemIDInfoList, itemPack)
+ if lackItemDict:
+ GameWorld.DebugLog(" 所需进阶材料不足!equipItemID=%s,evolveEquipID=%s,needItemIDInfoList=%s,lackItemDict=%s"
+ % (equipItemID, evolveEquipID, needItemIDInfoList, lackItemDict), playerID)
+ return
- if needSuitCount:
- ItemCommon.ReduceItem(curPlayer, itemPack, needSuitIndexList, needSuitCount,
- False, ChConfig.ItemDel_EquipEvolve, drDict)
-
- if needEquipID:
- ItemCommon.ReduceItem(curPlayer, itemPack, [needEquipIDIndex], 1,
- False, ChConfig.ItemDel_EquipEvolve, drDict)
-
+ #扣消耗
+ ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "EquipEvolve")
+
# 原装备替换成进阶装备
evolveEquip = ItemControler.GetOutPutItemObj(evolveEquipID, curPlayer=curPlayer)
if not evolveEquip:
return
curEquip.AssignItem(evolveEquip)
curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitEquipEvolve, ChConfig.Def_ComposeState_Sucess)
- GameWorld.DebugLog("进阶神装成功! equipItemID=%s,evolveEquipID=%s" % (equipItemID, evolveEquipID), playerID)
+ GameWorld.Log("进阶神装成功! equipItemID=%s,evolveEquipID=%s" % (equipItemID, evolveEquipID), playerID)
#刷新属性
ChEquip.RefreshPlayerEquipAttribute(curPlayer, equipClassLV)
@@ -108,96 +84,117 @@
playControl.RefreshPlayerAttrState()
return
-def __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack):
- ## 检查所需额外材料物品
+
+#// A3 31 装备神装拆解 #tagCMEquipShenDecompose
+#
+#struct tagCMEquipShenDecompose
+#{
+# tagHead Head;
+# BYTE Count; //所在背包索引的数量
+# WORD IndexList[Count]; //所在背包索引列表
+#};
+def OnEquipShenDecompose(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ indexList = clientData.IndexList
- playerID = curPlayer.GetPlayerID()
- needItemID, needItemCount = needItemIDInfo
- maxPackCount = itemPack.GetCount()
- totalCount = 0
- for index in needItemIDIndexList:
- if index >= maxPackCount:
- GameWorld.DebugLog("该物品材料格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
- % (index, maxPackCount), playerID)
- return
- curItem = itemPack.GetAt(index)
- if not ItemCommon.CheckItemCanUse(curItem):
- GameWorld.DebugLog("该物品材料不可使用!无法进阶! index=%s" % (index), playerID)
- return
- itemID = curItem.GetItemTypeID()
- if itemID != needItemID:
- GameWorld.DebugLog("该物品材料不可用于进阶!index=%s,itemID=%s != needItemID=%s"
- % (index, itemID, needItemID), playerID)
- return
- totalCount += curItem.GetCount()
+ GameWorld.DebugLog("神装分解: indexList=%s" % indexList)
+
+ isAuctionItem = 0
+ decomposeEquipIDList = [] # 已分解的神装装备ID列表
+ getItemCountDict = {} # 分解后获得的物品列表
+ itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+ for index in indexList:
+ curEquip = itemPack.GetAt(index)
- if totalCount < needItemCount:
- GameWorld.DebugLog("所需额外材料个数不足,无法进阶! needItemIDIndexList=%s,totalCount=%s < needItemCount=%s"
- % (needItemIDIndexList, totalCount, needItemCount), playerID)
- return
-
- return needItemCount
-
-
-def __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
- ## 检查所需套装材料
-
- playerID = curPlayer.GetPlayerID()
- maxPackCount = itemPack.GetCount()
- totalCount = 0
- for index in needSuitIndexList:
- if index >= maxPackCount:
- GameWorld.DebugLog("该套装格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
- % (index, maxPackCount), playerID)
- return
- curItem = itemPack.GetAt(index)
- if not ItemCommon.CheckItemCanUse(curItem):
- GameWorld.DebugLog("该套装不可使用!无法进阶! index=%s" % (index), playerID)
- return
- classLV = ItemCommon.GetItemClassLV(curItem)
- if classLV != equipClassLV:
- GameWorld.DebugLog("该套装材料阶不相同,不可用于进阶!index=%s,classLV=%s != equipClassLV=%s"
- % (index, classLV, equipClassLV), playerID)
- return
- color = curItem.GetItemColor()
- if color != ChConfig.Def_Quality_Orange:
- GameWorld.DebugLog("该套装材料非橙装,不可用于进阶!index=%s,color=%s" % (index, color), playerID)
- return
- suieID = curItem.GetSuiteID()
- if not suieID:
- GameWorld.DebugLog("该套装材料非套装装备,不可用于进阶!index=%s,suieID=%s" % (index, suieID), playerID)
- return
- if not ItemCommon.CheckJob(curPlayer, curItem):
- GameWorld.DebugLog("该套装材料非本职业,不可用于进阶!index=%s" % (index), playerID)
- return
- totalCount += 1
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ continue
- if totalCount < needSuitCount:
- GameWorld.DebugLog("所需套装个数不足,无法进阶! needSuitIndexList=%s,totalCount=%s < needSuitCount=%s"
- % (needSuitIndexList, totalCount, needSuitCount), playerID)
+ getItemIDCountDict = {}
+ equipItemID = curEquip.GetItemTypeID()
+ GameWorld.DebugLog(" 检查分解神装: index=%s,equipItemID=%s" % (index, equipItemID))
+ getEquipItemID = CheckEquipShenDecompose(equipItemID, getItemIDCountDict)
+ if equipItemID == getEquipItemID:
+ continue
+
+ getItemList = [[itemID, itemCount, isAuctionItem] for itemID, itemCount in getItemIDCountDict.items()]
+ GameWorld.DebugLog(" 分解后可获得装备: getEquipItemID=%s, getItemList=%s" % (getEquipItemID, getItemList))
+ if not ItemControler.CheckPackSpaceEnough(curPlayer, getItemList):
+ break
+
+ getEquipObj = ItemControler.GetOutPutItemObj(getEquipItemID, curPlayer=curPlayer)
+ if not getEquipObj:
+ continue
+
+ # 给分解后的物品及材料
+ curEquip.AssignItem(getEquipObj)
+ for itemID, itemCount, isAuctionItem in getItemList:
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
+ event=["EquipShenDecompose", False, {"equipItemID":equipItemID}])
+ getItemCountDict[itemID] = getItemCountDict.get(itemID, 0) + itemCount
+
+ # 统计累加
+ decomposeEquipIDList.append(equipItemID)
+ getItemCountDict[getEquipItemID] = getItemCountDict.get(getEquipItemID, 0) + 1
+
+
+ ## 通知分解结果
+ if not getItemCountDict:
return
- return True
+ getItemDataList = [[itemID, itemCount, isAuctionItem] for itemID, itemCount in getItemCountDict.items()]
+ GameWorld.DebugLog(" 已分解装备ID: %s" % decomposeEquipIDList)
+ GameWorld.DebugLog(" 获得物品列表: %s" % getItemDataList)
+
+ getItemInfo = json.dumps(getItemDataList, ensure_ascii=False)
+ clientPack = ChPyNetSendPack.tagMCEquipDecomposeRet()
+ clientPack.Clear()
+ clientPack.DecomposeEquipIDList = decomposeEquipIDList
+ clientPack.DecomposeEquipIDCount = len(clientPack.DecomposeEquipIDList)
+ clientPack.GetItemData = str(getItemInfo)
+ clientPack.GetItemLen = len(clientPack.GetItemData)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
-def __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
- ## 检查所需额外装备
+def CheckEquipShenDecompose(equipItemID, getItemIDCountDict):
+ # 非神装无法分解
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipShenAttr", equipItemID)
+ if not ipyData:
+ GameWorld.DebugLog(" 非神装,无法分解!equipItemID=%s" % equipItemID)
+ return equipItemID
- playerID = curPlayer.GetPlayerID()
- maxPackCount = itemPack.GetCount()
- if needEquipIDIndex >= maxPackCount:
- GameWorld.DebugLog("该额外装备索引不存在!无法进阶!needEquipIDIndex=%s,maxPackCount=%s"
- % (needEquipIDIndex, maxPackCount), playerID)
- return
- curItem = itemPack.GetAt(needEquipIDIndex)
- if not ItemCommon.CheckItemCanUse(curItem):
- GameWorld.DebugLog("该额外装备不可使用!无法进阶! needEquipIDIndex=%s" % (needEquipIDIndex), playerID)
- return
- itemID = curItem.GetItemTypeID()
- if itemID != needEquipID:
- GameWorld.DebugLog("该额外装备ID错误,不可用于进阶!needEquipIDIndex=%s,itemID=%s != needEquipID=%s"
- % (needEquipIDIndex, itemID, needEquipID), playerID)
- return
+ EquipShenDecomposeIDMap = GetEquipShenDecomposeIDMap()
+ if equipItemID not in EquipShenDecomposeIDMap:
+ GameWorld.DebugLog(" 未找到原进化装备,无法分解!equipItemID=%s" % equipItemID)
+ return equipItemID
- return True
+ decomposeID = EquipShenDecomposeIDMap[equipItemID]
+ evolveIpyData = IpyGameDataPY.GetIpyGameData("EquipShenEvolve", decomposeID)
+ if not evolveIpyData:
+ return equipItemID
+
+ getItemIDInfoList = evolveIpyData.GetEvolveNeedItemIDInfo()
+ decomposeGetItemPer = IpyGameDataPY.GetFuncCfg("EquipShenDecompose", 1)
+ GameWorld.DebugLog(" 可分解神装: equipItemID=%s,decomposeID=%s,getItemIDInfoList=%s"
+ % (equipItemID, decomposeID, getItemIDInfoList))
+
+ # 分解获得80%原材料,个数向上取整
+ for getItemID, srcCount in getItemIDInfoList:
+ getCount = int(math.ceil(srcCount * decomposeGetItemPer / 100.0))
+ getItemIDCountDict[getItemID] = getItemIDCountDict.get(getItemID, 0) + getCount
+
+ return CheckEquipShenDecompose(decomposeID, getItemIDCountDict)
+def GetEquipShenDecomposeIDMap():
+ key = "EquipShenDecomposeIDMap"
+ EquipShenDecomposeIDMap = IpyGameDataPY.GetConfigEx(key)
+ if not EquipShenDecomposeIDMap:
+ EquipShenDecomposeIDMap = {}
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in xrange(ipyDataMgr.GetEquipShenEvolveCount()):
+ ipyData = ipyDataMgr.GetEquipShenEvolveByIndex(index)
+ equipID = ipyData.GetEquipItemID()
+ evolveEquipID = ipyData.GetEvolveEquipID()
+ EquipShenDecomposeIDMap[evolveEquipID] = equipID # 分解的则反向映射
+ IpyGameDataPY.SetConfigEx(key, EquipShenDecomposeIDMap)
+ return EquipShenDecomposeIDMap
--
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