From 3e236bdc51a439594c52f0c558006d3f52997bfe Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期六, 08 十二月 2018 10:45:28 +0800
Subject: [PATCH] 4581 上古战场报错修复
---
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):
--
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