From 1dbff913370634e8aea37f2940f2a0d261d4dcb3 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 27 五月 2019 20:05:10 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerRefineStove.py |   93 ++++++++++++++++++++++++++++------------------
 1 files changed, 57 insertions(+), 36 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerRefineStove.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerRefineStove.py
index b99a6f8..16c7b83 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerRefineStove.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerRefineStove.py
@@ -37,7 +37,7 @@
 import copy
 import time
 
-DefStoveType1 = 1 #1灵丹 
+DefStoveType1 = 1 #1灵丹
 DefStoveType2 = 2 #2仙丹
 
 
@@ -76,7 +76,7 @@
     if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_RefineStove):
         GameWorld.DebugLog("炼丹炉功能未开启!", playerID)
         return
-    
+
     alchemyID = clientPack.AlchemyID
     doType = clientPack.DoType
     GameWorld.DebugLog("玩家炼丹: alchemyID=%s, doType=%s" % (alchemyID, doType), playerID)
@@ -91,7 +91,7 @@
     curAlchemyItemID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyItemID % alchemType)  #正在炼的丹
     curLuckValue = curPlayer.GetLuckValue()
     curTime = int(time.time())
-    
+
     if doType == 0:
         if hasLearn:
             GameWorld.DebugLog('丹方已学习!,不可重复学')
@@ -121,23 +121,23 @@
             return
         # 基础固定消耗
         needMaterialDict = alchemyIpyData.GetMaterial()
-               
+
         itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
         lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needMaterialDict, itemPack, False)
         if lackItemDict:
-            GameWorld.DebugLog("配方材料不足!alchemyID=%s,needMaterialDict=%s,lackItemDict=%s,hasItemDict=%s" 
+            GameWorld.DebugLog("配方材料不足!alchemyID=%s,needMaterialDict=%s,lackItemDict=%s,hasItemDict=%s"
                                % (alchemyItemID, needMaterialDict, lackItemDict, delInfoDict), playerID)
             return
         #扣消耗
         ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_Alchemy)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyItemID % alchemType, alchemyItemID)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyStartTime % alchemyID, curTime)
-        
+
         Sycn_AlchemyMsg(curPlayer, alchemyID, False)
         #日常任务
         costItemCnt = sum(needMaterialDict.values())
         PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_RefineStove, costItemCnt)
-        
+
     elif doType == 2:
         if curAlchemyItemID != alchemyItemID:
             GameWorld.DebugLog('停止丹药ID错误 curAlchemyItemID=%s' % curAlchemyItemID)
@@ -154,14 +154,27 @@
         if passTime < alchemyIpyData.GetNeedTime():
             GameWorld.DebugLog('开炉丹药,时间未到  passTime=%s' % passTime)
             return
+        alchemyQuality = alchemyIpyData.GetAlchemyQuality()
+        appointInfo = [] #定制配置 [数量,成功率]
+        alchemyCustomizedDict = IpyGameDataPY.GetFuncEvalCfg('alchemyCustomized', 1, {})
+        if alchemyID in alchemyCustomizedDict:
+            alchemyCnt = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_AlchemyCnt, alchemyID, False)
+            alchemyCntDict = alchemyCustomizedDict[alchemyID]
+            if alchemyCnt + 1 in alchemyCntDict:
+                appointInfo = alchemyCntDict[alchemyCnt + 1]
+
+        
         #成功率
-        if alchemType == DefStoveType2:
+        if appointInfo:
+            successRate = appointInfo[1]
+        elif alchemType == DefStoveType2:
             successRate = ShareDefine.Def_MaxRateValue  #仙丹必定成功
-        else:
+        elif alchemType == DefStoveType1:
             #灵丹成功率公式 参数 curLuckValue:慧根  alchemyLV:炼丹等级 alchemyQuality:丹药等级  qualityNeedLuck:要求慧根
-            alchemyQuality = alchemyIpyData.GetAlchemyQuality()
             qualityNeedLuck = IpyGameDataPY.GetFuncEvalCfg('alchemySuccess', 2, {}).get(str(alchemyQuality), 0)
             successRate = eval(IpyGameDataPY.GetFuncCompileCfg('alchemySuccess'))
+        else:
+            return
         isSuccess = GameWorld.CanHappen(successRate)
         resultCnt = 0  #丹药数量 0代表失败
         if isSuccess:
@@ -172,12 +185,15 @@
                 return
             if alchemType == DefStoveType2:
                 resultCnt = 1 #仙丹必定为1
-            else:
-                ipyData = IpyGameDataPY.InterpolationSearch('AlchemyResult', 'LuckValue', curLuckValue, {'AlchemyQuality':alchemyIpyData.GetAlchemyQuality()})
-                if not ipyData:
-                    GameWorld.ErrLog('AlchemyResult 配置错误 未找到该丹方数量 alchemyItemID=%s' % alchemyItemID, playerID)
-                    return
-                resultCnt = GameWorld.GetResultByRandomList(ipyData.GetCntRateList())
+            elif alchemType == DefStoveType1:
+                if appointInfo:
+                    resultCnt = appointInfo[0]
+                else:
+                    ipyData = IpyGameDataPY.InterpolationSearch('AlchemyResult', 'LuckValue', curLuckValue, {'AlchemyQuality':alchemyIpyData.GetAlchemyQuality()})
+                    if not ipyData:
+                        GameWorld.ErrLog('AlchemyResult 配置错误 未找到该丹方数量 alchemyItemID=%s' % alchemyItemID, playerID)
+                        return
+                    resultCnt = GameWorld.GetResultByRandomList(ipyData.GetCntRateList())
             if not resultCnt:
                 GameWorld.ErrLog('AlchemyResult 配置错误 未随机出该丹方数量alchemyItemID=%s' % alchemyItemID, playerID)
                 return
@@ -193,37 +209,42 @@
             if alchemyItemID not in notNotifyItemIDList and (alchemyItemID in needNotifyItemIDList or makeItemData.GetItemColor() >= notifyColor):
                 PlayerControl.WorldNotify(0, "AchemyGreatSuccess", [curPlayer.GetPlayerName(), alchemyItemID])
 
+            #任务
+            EventShell.EventRespons_RefineItem(curPlayer, alchemyQuality, alchemyItemID)
         #重置
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyItemID % alchemType, 0)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyStartTime % alchemyID, 0)
         #加经验
         addExp = alchemyIpyData.GetAlchemyExp()
         AddRefineExp(curPlayer, addExp, alchemyLV)
-        GameWorld.DebugLog('炼丹结果 alchemyItemID=%s,successRate=%s,isSuccess=%s,resultCnt=%s' % (alchemyItemID, successRate, isSuccess, resultCnt), playerID)
-    
+        #加次数
+        if alchemyID in alchemyCustomizedDict:
+            GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_AlchemyCnt, alchemyID, min(alchemyCnt + 1, 9), False)
+
+        GameWorld.DebugLog('炼丹结果 alchemyItemID=%s,successRate=%s,isSuccess=%s,resultCnt=%s,appointInfo=%s' % (alchemyItemID, successRate, isSuccess, resultCnt, appointInfo), playerID)
+
         Sycn_AlchemyMsg(curPlayer, alchemyID, False, alchemyItemID, resultCnt)
-                    
+
         #完成1次炼丹成就
         PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_RefineItem, 1)
         #完成1次X品质物品炼丹成就
         #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_RefineStoveColor, 1, [makeItemData.GetItemColor()])
-        #任务
-        #EventShell.EventRespons_RefineItem(curPlayer, alchemyIpyData.GetNeedAlchemyLV())
-        
+
+
         PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RefineStove, 1)
         PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RefineStove, 1)
         PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_Alchemy, 1)
-    return 
+    return
 
 
 def AddRefineExp(curPlayer, addExp, alchemyLV):
     #增加炼丹炉经验
     if addExp <= 0:
         return
-    
+
     alchemyExp = min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyExp) + addExp, ShareDefine.Def_UpperLimit_DWord)
     GameWorld.DebugLog("增加炼丹经验: alchemyLV=%s,addExp=%s,alchemyExp=%s" % (alchemyLV, addExp, alchemyExp), curPlayer.GetPlayerID())
-    
+
     isLVUp = False
     stoveIpyData = IpyGameDataPY.GetIpyGameDataNotLog("RefineStove", alchemyLV)
     while stoveIpyData and stoveIpyData.GetUpNeedExp() and alchemyExp >= stoveIpyData.GetUpNeedExp():
@@ -233,7 +254,7 @@
         if not stoveIpyData:
             GameWorld.DebugLog("没有下一级数据了,已满级!不可升级!", curPlayer.GetPlayerID())
             break
-        
+
         alchemyExp -= needExp
         alchemyLV += 1
         GameWorld.DebugLog("    炼丹升级: alchemyLV=%s,alchemyExp=%s" % (alchemyLV, alchemyExp), curPlayer.GetPlayerID())
@@ -242,7 +263,7 @@
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyExp, alchemyExp)
     if not isLVUp:
         return False
-    
+
     GameWorld.DebugLog("升级后剩余经验: %s" % alchemyExp, curPlayer.GetPlayerID())
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyLV, alchemyLV)
     PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_AlchemyLV, alchemyLV)
@@ -269,7 +290,7 @@
                 syncItemIDList.append(alchemyID)
     elif alchemyID and GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_AlchemyLearnState, alchemyID):
         syncItemIDList = [alchemyID]
-    
+
     for alchemyID in syncItemIDList:
         StoveInfo = ChPyNetSendPack.tagMCPlayerStoveInfo()
         StoveInfo.AlchemyID = alchemyID
@@ -309,13 +330,13 @@
     if prayCnt >= limitCnt:
         GameWorld.DebugLog('今日祈福丹药次数已满!prayCnt=%s' % prayCnt)
         return
-    packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1) 
+    packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
     if not packSpace:
         PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_998371")
         return
-    
+
     alchemyItemList = IpyGameDataPY.GetFuncEvalCfg('GodAlchemy')
-    
+
     newItemInfoList = []
     for itemInfo in alchemyItemList:
         itemID = itemInfo[1]
@@ -329,17 +350,17 @@
     if not newItemInfoList:
         GameWorld.DebugLog('祈福丹药,没有丹药可产出!!')
         return
-    
+
     makeItemInfo = GameWorld.GetResultByWeightList(newItemInfoList)
     if not makeItemInfo:
         GameWorld.DebugLog("祈福丹药, 结果错误!")
         return
-    
+
     makeItemID, itemCount = makeItemInfo
     makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
     if not makeItemData:
         return
-    
+
     costMoney = IpyGameDataPY.GetFuncCfg('GodAlchemy', 2)
     if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costMoney, ChConfig.Def_Cost_AlchemyPray):
         return
@@ -347,14 +368,14 @@
     ItemControler.GivePlayerItem(curPlayer, makeItemID, itemCount, 0, [IPY_GameWorld.rptItem],
                                  event=[ChConfig.ItemGive_Refine, False, {}])
     #GameWorld.DebugLog('makeItemID=%s,newItemInfoList=%s'%(makeItemID, newItemInfoList))
-    
+
     #紫色及以上全服广播
     notifyColor = IpyGameDataPY.GetFuncCfg("AlchemyNotify", 1)
     needNotifyItemIDList = IpyGameDataPY.GetFuncEvalCfg("AlchemyNotify", 2)
     notNotifyItemIDList = IpyGameDataPY.GetFuncEvalCfg("AlchemyNotify", 3)
     if makeItemID not in notNotifyItemIDList and (makeItemID in needNotifyItemIDList or makeItemData.GetItemColor() >= notifyColor):
         PlayerControl.WorldNotify(0, "BlastfurnaceBlessing", [curPlayer.GetPlayerName(), makeItemID])
-        
+
     #更新次数
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AlchemyPrayCnt, prayCnt + 1)
     Sycn_AlchemyPrayMsg(curPlayer, makeItemID)

--
Gitblit v1.8.0