From 23772c7a582ffd920706330d52b8603e9859ef4c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 07 十二月 2018 19:39:06 +0800
Subject: [PATCH] 4856 许愿池重置修改
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py | 175 ++++++++++++++++++++++++++++++++++++++++++++++------------
1 files changed, 138 insertions(+), 37 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
index 57f43a4..d6acc7c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -36,8 +36,14 @@
#import EventReport
import IpyGameDataPY
import PassiveBuffEffMng
+import OpenServerCampaign
import random
+
+Def_GodWeaponType_HP = 1 # 生命神兵类型
+Def_GodWeaponType_Atk = 2 # 攻击神兵类型
+Def_GodWeaponType_SuperHit = 3 # 暴击神兵类型
+Def_GodWeaponType_Def = 4 # 护盾神兵类型
## 神器功能登录处理
# @param curPlayer 玩家
@@ -46,15 +52,58 @@
if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
return
Sync_GodWeaponLVInfo(curPlayer)
+
+ #老号相关神兵场景特效等级同步支持
+ if curPlayer.GetExAttr15() == 0:
+ playerID = curPlayer.GetPlayerID()
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+ for setWeaponType in xrange(1, maxType + 1):
+ setLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % setWeaponType)
+ if not setLV:
+ continue
+ SetGodWeaponLV(curPlayer, setWeaponType, setLV)
+
+ giveSkillList = []
+ for attrLV in xrange(1, setLV + 1):
+ godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', setWeaponType, attrLV)
+ if godWeaponData:
+ giveSkillID = GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
+ if giveSkillID:
+ giveSkillList.append(giveSkillID)
+ GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s, giveSkillList=%s" % (setWeaponType, setLV, giveSkillList), playerID)
+
return
+def SetGodWeaponLV(curPlayer, weaponType, lv):
+ ## 设置神兵等级,同步设置场景神兵等级
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
+ sceneEffectsDict = {Def_GodWeaponType_HP:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1],
+ Def_GodWeaponType_Atk:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2],
+ Def_GodWeaponType_SuperHit:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3],
+ Def_GodWeaponType_Def:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4],
+ }
+ if weaponType in sceneEffectsDict:
+ setFunc, notifyType = sceneEffectsDict[weaponType]
+ setFunc(curPlayer, lv)
+ curPlayer.SendPropertyRefresh(notifyType, lv, False)
+
+ totalLV = 0
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+ for gwType in xrange(1, maxType + 1):
+ totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
+
+ # 开服活动数据
+ OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
+ return
## 神器开启
# @return: 是否激活成功
def DoGodWeaponOpen(curPlayer):
# 默认激活1级的类型
for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
+ SetGodWeaponLV(curPlayer, i, 1)
PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
Sync_GodWeaponLVInfo(curPlayer)
return True
@@ -78,6 +127,7 @@
ipyDataMgr = IpyGameDataPY.IPY_Data()
maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+ fightPowerEx = 0 # 额外增加的战力
allAttrList = [{} for i in range(4)]
for gwType in xrange(1, maxType + 1):
# 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶
@@ -92,12 +142,64 @@
for i, attrID in enumerate(attrTypeList):
PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
+ fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
+ # 附加战力
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
GameWorld.DebugLog("神兵属性:%s" % allAttrList)
# 保存计算值
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)
return
#---------------------------------------------------------------------------------------------------
+#// A5 56 神兵激活 #tagCMGodWeaponActivate
+#
+#struct tagCMGodWeaponActivate
+#{
+# tagHead Head;
+# DWORD WeaponType; // 神兵类型
+#};
+def OnGodWeaponActivate(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ weaponType = clientData.WeaponType
+
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
+ GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
+ return
+
+ # 满足玩家等级或者前置神兵等级可解锁
+ if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
+
+ SetGodWeaponLV(curPlayer, weaponType, 1)
+ RefreshGodWeaponAttr(curPlayer)
+ GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
+ Sync_GodWeaponLVInfo(curPlayer, weaponType)
+ return
+
+# 神兵激活需2次判断等级 {2:100, 4:100}
+def __GWCheckPlayerLV(curPlayer, weaponType):
+ godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
+ if str(weaponType) not in godWeaponUnlockDict:
+ GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+ return False
+ return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
+
+# 神兵激活需判断前置神兵等级
+def __GWCheckOtherGWLV(curPlayer, weaponType):
+ godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
+ if str(weaponType) not in godWeaponUnlockDict:
+ GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+ return False
+ conditionList = godWeaponUnlockDict[str(weaponType)]
+
+ for needType, needLV in conditionList:
+ needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
+ if needTypeLV < needLV:
+ GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
+ % (weaponType, needType, needLV, needTypeLV))
+ return False
+
+ return True
+
#===============================================================================
#// A5 55 神兵升级 #tagCMGodWeaponPlus
#
@@ -123,7 +225,7 @@
#1.判断表中有没此类型,2.是否满级,3.判断是否有物品
attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
- if not attrLV:
+ if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
return
@@ -149,11 +251,12 @@
if not effect:
GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
return
- addExp = effect.GetEffectValue(0)
- if not addExp:
+ itemExp = effect.GetEffectValue(0)
+ if not itemExp:
GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
return
+ goldExpTotal = 0
costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
if lackCount > 0:
@@ -161,13 +264,19 @@
GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s"
% (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
return
- lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
+ godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
+ if str(weaponType) not in godMagicExpDict:
+ return
+ costGold, goldExp = godMagicExpDict[str(weaponType)]
+ lackCost = costGold * lackCount
+ goldExpTotal = goldExp * lackCount
+ #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
if lackCost <= 0:
return
- infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
+ infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
- ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
+ ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
return
delUseItemCount = useItemCount - lackCount
@@ -175,11 +284,11 @@
if delUseItemCount:
ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
- addTotalExp = addExp * useItemCount
+ addTotalExp = itemExp * delUseItemCount + goldExpTotal
befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
curExp = befExp + addTotalExp
- GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s"
- % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp))
+ GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s"
+ % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
isLVUP = False
@@ -204,10 +313,9 @@
#满级
break
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
-
if isLVUP:
+ SetGodWeaponLV(curPlayer, weaponType, attrLV)
GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
RefreshGodWeaponAttr(curPlayer)
#x神器达到X级成就
@@ -218,32 +326,22 @@
PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
#{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
- notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
- if weaponType in notifyDict:
- for notifyLV in notifyDict[weaponType]:
- if beforeAttrLV < notifyLV and attrLV >= notifyLV:
- PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
-
- #升级判断是否可解锁其他神兵
- godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
- for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
- unlockGodWeaponType = int(unlockGodWeaponType)
- if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
- GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
- continue
- isUnlock = True
- for needType, needLV in unlockConditionList:
- needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
- if needTypeLV < needLV:
- isUnlock = False
- GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
- % (unlockGodWeaponType, needType, needLV, needTypeLV))
- break
- if isUnlock:
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
- GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
- Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
+ #=======================================================================
+ # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
+ # if weaponType in notifyDict:
+ # for notifyLV in notifyDict[weaponType]:
+ # if beforeAttrLV < notifyLV and attrLV >= notifyLV:
+ # PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
+ #=======================================================================
+ # 神兵特效激活广播
+ godWeaponEffectData = IpyGameDataPY.GetIpyGameDataByCondition('GodWeaponEffect', {'GWType':weaponType, "Level":attrLV}, False, False)
+ if godWeaponEffectData:
+ PlayerControl.WorldNotify(0, godWeaponEffectData.GetNotifyCode(), [curPlayer.GetName(), attrLV])
+
+ totalExp = godWeaponData.GetExp()
+
+
Sync_GodWeaponLVInfo(curPlayer, weaponType)
#任务
EventShell.EventRespons_PlusGodWeapon(curPlayer)
@@ -258,6 +356,9 @@
sysMark = godWeaponData.GetSysMark()
if sysMark:
PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
+ return skillID
+ return
+
--
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