From 4e79ff96f35b7986046824e7f81bcff63d1b1c4d Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 16 五月 2019 00:30:34 +0800
Subject: [PATCH] 860312 修复缥缈宝藏

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |   78 +++++++++++++++++++++++++++++----------
 1 files changed, 58 insertions(+), 20 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index b92939b..8d5d0dc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -95,6 +95,7 @@
 import PlayerDogz
 import ChPlayer
 import GMShell
+import GameObj
 
 import random
 import types
@@ -3579,9 +3580,9 @@
         LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
         SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
         SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
-        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
-        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
+        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
+        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
+        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
         HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
         DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
         SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
@@ -4084,15 +4085,18 @@
         #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
         
         # 属性点属性
-        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
+        pointFightPowerEx = 0
+        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                           }
         lingGenQualityAttrList = [{} for _ in range(4)]
         for pointAttrID, pointFuncInfo in pointValueInfo.items():
             pointValue = pointFuncInfo[0](curPlayer)
+            befPQLV = pointFuncInfo[2](curPlayer)
             pointFuncInfo[1](curPlayer, 0)
             if not pointValue:
                 continue
@@ -4100,16 +4104,19 @@
             if not ipyData:
                 continue
             # 每点属性
-            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
-            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
-                pointAddValue = perPointAttrValue * pointValue
-                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
-                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
+            addAttrList = perPointAddAttrDict.get(str(job), [])
+            for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
+                pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
+                CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
+                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
                 
+            pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
+            
             # 点数品质属性
             curPQLV = 0
             pqIntervalList = ipyData.GetPointQualityIntervalList()
-            for pqLV, pqValue in enumerate(pqIntervalList, 1):
+            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
                 if pointValue >= pqValue:
                     curPQLV = pqLV
                 else:
@@ -4123,10 +4130,14 @@
             pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
             pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
             CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
-            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
-            
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
+            if hadRefreshAttr and befPQLV < curPQLV:
+                EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
+                
         #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)        
+        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
+        #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
+        curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx) 
         SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
         SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
         return
@@ -4209,8 +4220,9 @@
         #先压入BUFF的效果值及技能战斗力
         self.RefreshAllSkill()
         ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
         #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
-        PlayerWing.CalcWingAttr(curPlayer)
+        #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
         PlayerHorse.CalcHorseAttrEx(curPlayer)
         PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
         PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4345,6 +4357,8 @@
         beforeMaxHP = curPlayer.GetMaxHP()
         beforeMoveSpeedValue = GetSpeedValue(curPlayer)
         beforeMaxProDef = GetMaxProDef(curPlayer)
+        #[金木水火土]
+        beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
         #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
         playerStateDict = {}
         for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4551,7 +4565,16 @@
         
         #通知基础属性
         self.__SyncBaseAttr(curPlayer, baseAttrList)
-        
+        #五行灵根变更需要处理的逻辑
+        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
+        if beforePointList != afterPointList:
+            diffPointAttrList = []
+            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
+                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
+                if beforePointList[i] != afterPointList[i]:
+                    diffPointAttrList.append(attrID)
+            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
+            
         # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
         self.SendModuleFightPowerPack(curPlayer, mfpDict)
         billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4564,6 +4587,7 @@
         # 暂停刷新属性标志,必须被调用
         curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
         curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
+        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
         GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
         return True
     
@@ -5150,6 +5174,7 @@
         DoPlayerDead(curPlayer)
         
         PlayerTJG.PlayerTJGReborn(curPlayer, tick)
+        GameObj.ClearPyPlayerState(curPlayer)
         return
     
     
@@ -6680,7 +6705,20 @@
 def SetYinjiCnt(curPlayer, value): 
     curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
-    
+
+# 减少指定技能组CD XX%
+def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
+def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
+# 灼烧固定伤害
+def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
+def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
+# 延长灼烧时间百分比
+def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
+def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
+# 减移动速度百分比
+def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
+def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
+
 ## 计算功能背包物品属性 
 #  @param curPlayer 当前玩家
 #  @param packType 背包类型

--
Gitblit v1.8.0