From 176b54cbf7ffb886a8f61d646b0b2f0a8f906446 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期一, 26 十一月 2018 11:55:57 +0800 Subject: [PATCH] 5039 【1.3】【后端】组队功能和助战积分优化——宗门、大境界修改 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py | 94 ++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 81 insertions(+), 13 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py index 9e1cc88..f87e025 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py @@ -49,6 +49,8 @@ # BYTE AddonsItemIndexCnt; // 附加物品在背包中索引个数 # BYTE AddonsItemIndex[AddonsItemIndexCnt]; // 附加物品在背包的索引列表 # BYTE AddonsItemCount[AddonsItemIndexCnt]; // 附加物品在背包的索引对应扣除数量列表 +# BYTE RateIncreaseItemIndexCnt; // 提升概率物品在背包中索引个数 +# BYTE RateIncreaseItemIndex[RateIncreaseItemIndexCnt]; // 提升概率物品在背包的索引列表 #}; def OnItemCompound(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) @@ -60,20 +62,32 @@ fixedItemIndexList = clientData.FixedItemIndex addonsItemIndexList = clientData.AddonsItemIndex addonsItemCountList = clientData.AddonsItemCount - GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s" - % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID) + incRateItemIndexList = clientData.RateIncreaseItemIndex + GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s" + % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID) ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID) if not ipyData: GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID) return + composeGroup = ipyData.GetComposeGroup() makeIDList = ipyData.GetMakeID() unfixedItemIDList = ipyData.GetUnfixedItemID() fixedItemIDList = ipyData.GetFixedItemID() fixedItemCountList = ipyData.GetFixedItemCount() - makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个 + isFirstSuccMakeJobItem = False + if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID): + isFirstSuccMakeJobItem = True + makeItemID = 0 + for jobItemID in makeIDList: + itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID) + if itemData and ItemCommon.CheckJob(curPlayer, itemData): + makeItemID = jobItemID + break + else: + makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个 makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID) if not makeItemData: GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID) @@ -92,9 +106,10 @@ needMoney = ipyData.GetNeedMoney() successRate = ipyData.GetSuccessRate() successRateMax = ipyData.GetSuccessRateMax() + successRateIncrease = ipyData.GetSuccessRateIncrease() addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量 # 可使用非固定道具 或 附加道具的 单次合成数默认为1 - if unfixedItemIDList or addonsCountMax > 0: + if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList: compoundCnt = 1 totalNeedMoney = needMoney * compoundCnt @@ -141,6 +156,15 @@ return addSuccRate, addSuccRateItemInfo = addSuccRateInfo + # 检查提升概率道具 + incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0 + if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList: + incRateItemID, needIncRateItemCount, incRate = successRateIncrease + incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount) + if not incRateItemInfo: + return + incRateItemCostList = incRateItemInfo + # 扣铜钱 PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce, {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt}) @@ -185,21 +209,31 @@ False, ChConfig.ItemDel_ItemCompound, drDict) #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定 + # 扣提升概率道具 + if incRateItemCostList: + bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList + hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount, + False, ChConfig.ItemDel_ItemCompound, drDict) + if compoundCnt == 1 and makeItemBind: compoundBindCnt = 1 # 给合成物品 - totalSuccRate = successRate + addSuccRate + totalSuccRate = successRate + addSuccRate + incRate if successRateMax: totalSuccRate = min(successRateMax, totalSuccRate) - GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s" - % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID) - # 首次合成一代翅膀成功率百分百 - if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1: - if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing): + GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s" + % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID) + # 前X次合成成功率百分百 + composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {}) + if composeGroup in composeMustSuccessDict: + mustSuccessCountTotal = composeMustSuccessDict[composeGroup] + hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup) + if hisComposeCount < mustSuccessCountTotal: totalSuccRate = ShareDefine.Def_MaxRateValue - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1) - GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1) + GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s" + % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID) # 合成成功 maxRateValue = ShareDefine.Def_MaxRateValue @@ -210,7 +244,7 @@ # 不是百分百成功的记录合成流向 if successRate != maxRateValue: drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen, - "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue}, + "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue}, "AddSuccRateItemInfo":addSuccRateItemInfo } DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer) @@ -227,6 +261,10 @@ else: PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData]) + if isFirstSuccMakeJobItem: + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1) + GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID) + # 通知合成成功 ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID) #成功合成1个物品成就 @@ -468,6 +506,36 @@ return int(addTotalSuccRate), addSuccRateItemInfo +def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount): + ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None + incRateItemTotalCount = 0 + incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]] + maxPackCount = itemPack.GetCount() + for index in incRateItemIndexList: + if index >= maxPackCount: + GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID) + return + curItem = itemPack.GetAt(index) + if not __CheckItemCanUseCompound(playerID, index, curItem): + GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID) + return + itemID = curItem.GetItemTypeID() + if itemID != incRateItemID: + GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s" + % (compoundID, index, itemID, incRateItemID), playerID) + return + + isBind = curItem.GetIsBind() + itemCount = curItem.GetCount() + incRateItemTotalCount += itemCount + incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index) + + if incRateItemTotalCount < needIncRateItemCount: + GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s" + % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID) + return + + return incRateItemCostList def __CheckItemCanUseCompound(playerID, index, curItem): if not ItemCommon.CheckItemCanUse(curItem): -- Gitblit v1.8.0