From 552f4ce1704ee326eded21f56f032c7db0e11f4f Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期六, 27 四月 2019 20:10:09 +0800 Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 -- 删除废弃效果 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 1044 ++++++++++++++++++++++++++++++++++----------------------- 1 files changed, 616 insertions(+), 428 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py index afd47db..3b419c2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py @@ -23,22 +23,22 @@ import ChItem import ItemCommon import FBLogic -import ReadChConfig import OperControlManager import Operate_EquipWash import ShareDefine -import PyMapTable import ChPyNetSendPack import NetPackCommon import EventShell import IpyGameDataPY import PlayerWing import Operate_EquipStone -import Operate_EquipSuitCompose -import PlayerMagicWeapon +import PassiveBuffEffMng import time import json +import FormulaControl +import PyGameData #--------------------------------------------------------------------- + ##检查玩家是否可以换装 # @param curPlayer 玩家实例 @@ -53,15 +53,22 @@ return True + ## 执行玩家换装逻辑 # @param curPlayer 当前玩家 # @param curItem 物品实例 -# @param packEquipIndex 装备部位 +# @param equipPackIndex 装备背包索引 # @param tick 当前时间 # @return 布尔值 # @remarks 执行玩家换装逻辑 -def DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick): +def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick): + if equipPackIndex < 0: + return False playerItemControl = ItemControler.PlayerItemControler(curPlayer) + + if ItemControler.GetIsAuctionItem(curItem): + GameWorld.DebugLog("拍品无法穿戴!") + return False #---验证是否可以换这件装备--- if not ItemCommon.CheckItemCanUse(curItem): @@ -69,16 +76,21 @@ if not ItemCommon.CheckItemCanUseByExpireTime(curItem): # 过期 + GameWorld.DebugLog("装备已过期!") return False changeItemEquipPlace = curItem.GetEquipPlace() if changeItemEquipPlace not in ShareDefine.RoleEquipType: return False - + + if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex: + #检查装备位置和填表是否一致 + return False + #--设置穿上物品星级-- #=========================================================================== - # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake: - # equipPartStar = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace) + # if changeItemEquipPlace in ShareDefine.RoleEquipType: + # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace) # if equipPartStar != curItem.GetItemStarLV(): # curItem.SetItemStarLV(equipPartStar) #=========================================================================== @@ -87,33 +99,37 @@ #---开始换装逻辑--- #记录换装物品信息 + itemClassLV = ItemCommon.GetItemClassLV(curItem) changeItemID = curItem.GetItemTypeID() - changeItemStarLV = 0#curItem.GetItemStarLV() - changeItemStoneCnt = 0#curItem.GetUseStoneCount() - changeItemHoleCnt = 0#curItem.GetCanPlaceStoneCount() + changeItemStarLV = 0 #curItem.GetItemStarLV() + changeItemStoneCnt = 0 #curItem.GetUseStoneCount() + changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount() changeItemUseData = curItem.GetUserData() - itemQuality = curItem.GetItemQuality() + suiteID = curItem.GetSuiteID() endureReduceType = curItem.GetEndureReduceType() #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse) #执行换装动作 - equipPlace = playerItemControl.EquipItem(curItem, packEquipIndex) + equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex) if equipPlace == -1: return False equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) - curEquip = equipPack.GetAt(equipPlace) - SetEquipItemSuiteLVInfo(curPlayer, packEquipIndex, curEquip) + curEquip = equipPack.GetAt(equipPackIndex) + if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0: curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time())) #---换装成功--- - if equipPlace in ChConfig.Def_SyncEquipStateByIndex: + if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex: #通知客户端交换物品 - curPlayer.ChangeEquip(changeItemID, equipPlace, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData) - + curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData) + if suiteID and itemClassLV == GetEquipFacadeClassLV(curPlayer): + #穿当前外观阶的套装 + ChangeEquipfacadeByClassLV(curPlayer, itemClassLV) + if not endureReduceType: - EventShell.EventRespons_EquipByPlace(curPlayer, equipPlace) + EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace) #记录橙装、红装 #=========================================================================== # if itemQuality in [ChConfig.Def_Quality_Orange, ChConfig.Def_Quality_Red]: @@ -131,59 +147,40 @@ if changeItemEquipPlace == ShareDefine.retWing: PlayerWing.CalcWingAttr(curPlayer) else: - RefreshPlayerEquipAttribute(curPlayer) + RefreshPlayerEquipAttribute(curPlayer, itemClassLV) #刷新所有属性 playControl = PlayerControl.PlayerControl(curPlayer) playControl.RefreshPlayerAttrState() + + #装备的被动触发类技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer) return True -def SetEquipItemSuiteLVInfo(curPlayer, equipIndex, curItem): - # 设置部位套装信息 - if not curItem or curItem.IsEmpty(): - return - - isSuitePart = False - equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType') - for equipIndexList in equipSuitTypeDict.values(): - if equipIndex in equipIndexList: - isSuitePart = True - break - - if not isSuitePart: - return - - suiteLVList = GetEquipPartSuiteLVList(curPlayer, equipIndex, curItem) - attrCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetPartSuiteLV) - - if suiteLVList and len(suiteLVList) == attrCount: - for i, suiteLV in enumerate(suiteLVList): - if curItem.GetUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i) != suiteLV: - curItem.UpdataUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i, suiteLV) - else: - if attrCount: - curItem.ClearUserAttr(ShareDefine.Def_IudetPartSuiteLV) - for suiteLV in suiteLVList: - curItem.AddUserAttr(ShareDefine.Def_IudetPartSuiteLV, suiteLV) - return + ## 刷新装备对人物属性的改变 # @param self 类实例 # @return 返回值无意义 # @remarks 刷新装备对人物属性的改变 -def RefreshPlayerEquipAttribute(curPlayer, isRefreshEquipBuff=True): - GameWorld.DebugLog("Start RefreshPlayerEquipAttribute!!!") +def RefreshPlayerEquipAttribute(curPlayer, classLV=0): + GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV) + classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV] + for rclasslv in classlvList: + __CalcEquips_Effect(curPlayer, rclasslv) - __CalcEquips_Effect(curPlayer) - - #CalcAllEquipAllPlusLVAttr(curPlayer) - - CalcAllEquipStarsAttr(curPlayer) - #if isRefreshEquipBuff: # __RefreshPlayerAllEquipBuff(curPlayer) + + if classLV: + playerID = curPlayer.GetPlayerID() + if playerID not in PyGameData.g_equipChangeClassLVInfo: + PyGameData.g_equipChangeClassLVInfo[playerID] = [] + classLVList = PyGameData.g_equipChangeClassLVInfo[playerID] + if classLV not in classLVList: + classLVList.append(classLV) + #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID) return - ## 刷新所有装备对人物属性的改变 # @param self 类实例 @@ -207,7 +204,7 @@ # for equipIndex in range(0, equipPack.GetCount()): # # #备用装备栏不处理 -# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake : +# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType: # continue # # curEquip = equipPack.GetAt(equipIndex) @@ -256,6 +253,7 @@ # return #=============================================================================== + #=============================================================================== # #//07 03 人物装备物品#tagCEquipItem # //角色装备类型 @@ -272,6 +270,7 @@ GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick) return + ## 人物装备物品 # @param index 背包索引 # @param tick 当前时间 @@ -283,7 +282,7 @@ #物品在物品背包的索引 packItemIndex = sendPack.GetItemIndex() #角色装备部位 - packEquipIndex = sendPack.GetRoleEquipType() + equipPackIndex = sendPack.GetRoleEquipType() #检查玩家状态是否可以换装 if not CheckPlayerCanEquipItem(curPlayer): @@ -301,14 +300,14 @@ #---获取封包需要装备的物品--- rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem) curItem = rolePack.GetAt(packItemIndex) - #---执行玩家换装逻辑--- - if DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick): + if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick): return #换装失败通知客户端信息 curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0) return + #--------------------------------------------------------------------- ## 一键换装(封包) @@ -329,6 +328,7 @@ GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick) return + #--------------------------------------------------------------------- ## 玩家卸下装备(封包参数) # @param index 玩家索引 @@ -342,7 +342,7 @@ if not CheckPlayerCanEquipItem(curPlayer): return - equipIndex = sendPack.GetEquipIndex() + equipPackIndex = sendPack.GetEquipIndex() #如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下 #=========================================================================== @@ -355,7 +355,7 @@ #=========================================================================== playerItemControl = ItemControler.PlayerItemControler(curPlayer) - result = playerItemControl.UnEquipItem(equipIndex, sendPack.GetPackIndex()) + result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex()) if not result: #卸下装备失败 @@ -363,24 +363,24 @@ equipID = result[0] equipPlace = result[1] + itemClassLV = result[2] ##特殊装备 , 不需要冲刷属性 if equipPlace in ChConfig.EquipItemNoRefreshState: - curPlayer.Sync_UnEquipItem(equipID, equipPlace) return #先刷装备BUFF 再计算属性 - if equipIndex == ShareDefine.retWing: + if equipPlace == ShareDefine.retWing: PlayerWing.CalcWingAttr(curPlayer) else: - RefreshPlayerEquipAttribute(curPlayer) + RefreshPlayerEquipAttribute(curPlayer, itemClassLV) #刷新所有属性 playControl = PlayerControl.PlayerControl(curPlayer) playControl.RefreshPlayerAttrState() - if equipPlace in ChConfig.Def_SyncEquipStateByIndex: - curPlayer.Sync_UnEquipItem(equipID, equipPlace) + #装备的被动触发类技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer) return @@ -402,7 +402,6 @@ ): return - #检查使用物品的玩家属性 if not ChItem.CheckUseItemSelf_Player(curPlayer): return @@ -412,7 +411,7 @@ equipIndex = sendPack.GetEquipIndex() curEquip = roleEquipPack.GetAt(equipIndex) - if not ItemCommon.CheckItemCanUse(curEquip): + if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip): return #FB禁止使用物品 @@ -429,118 +428,314 @@ return - -## 计算装备对基本属性的改变 -# @return None -def __CalcEquips_Effect(curPlayer): - baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性 - baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性 - baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性 +def __CalcEquips_Effect(curPlayer, classLV): + ''' 境界装备系统属性 + 1. 装备模块,每个境界阶独立,每个境界战力独立模块计算 + 1.1 装备本身属性: 不能有影响其他境界装备的属性 + 基础属性: 物品表中的配置 + 传奇属性: + 绝版属性: + + 2.装备位星级模块 + 2.1 装备位升星属性:不能有影响其他境界装备的属性 + 升星基础属性,属性属于装备基础 + 升星等级属性,会影响本阶装备基础 + 星级套装属性,详见套装属性 + + 2.2 装备位套装属性:不能有影响其他境界装备的属性 + 由装备位是否套装及星级数决定套装属性 + + 3.装备位强化模块:战力为所有境界装备位强化属性总和战力 + 强化等级属性 + 进化等级属性,影响本部位本境界装备基础 + + 4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力 + 宝石等级属性 + 宝石觉醒属性,会影响本阶装备基础 + + 5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力 + 洗练等级属性 + 洗练套装属性,会影响本阶装备基础 + ''' - allAttrListEquip = [{} for _ in range(4)] # 装备其他 - allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性 - allAttrListStone = [{} for _ in range(4)] # 宝石属性 - allAttrListSuit = [{} for _ in range(4)] # 套装属性 - allAttrListWash = [{} for _ in range(4)] # 洗练属性 - allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算 + if classLV < 1: + GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV) + return + #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV)) + + allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...} + baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...} + equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...} + + allAttrListEquip = [{} for _ in range(4)] # 装备属性 + equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位] + allAttrListStar = [{} for _ in range(4)] # 升星属性 + star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位] + allAttrListPlus = [{} for _ in range(4)] # 强化属性 + plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位] + allAttrListStone = [{} for _ in range(4)] # 宝石属性 + #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位] + allAttrListWash = [{} for _ in range(4)] # 洗练属性 + #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位] + #allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算 packType = IPY_GameWorld.rptEquip playerEquip = curPlayer.GetItemManager().GetPack(packType) equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []) - maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型 - equipPlaceList = [] # 有穿戴装备的装备位列表 - suitCntDict = {} #套装数量字典 - legendAttrDict = {} #所有传奇属性 + #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型 + #equipPlaceList = [] # 有穿戴装备的装备位列表 + suitCntDict = {} #套装数量字典 + #legendAttrDict = {} #所有传奇属性 + equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力 - #玩家当前可装备的装备类型 - for equipIndex in xrange(playerEquip.GetCount()): - if equipIndex not in ShareDefine.RoleEquipType : + # 1. 循环遍历本阶装备 + for equipPlace in equipPartStarIndexList: + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace) + if not ipyData: continue - - # 翅膀属性在翅膀功能单独刷新 - if equipIndex == ShareDefine.retWing: - continue - + equipIndex = ipyData.GetGridIndex() curEquip = playerEquip.GetAt(equipIndex) - if curEquip.IsEmpty(): - continue - - if not ItemCommon.CheckItemCanUseByExpireTime(curEquip): - # 过期 + if not curEquip or curEquip.IsEmpty(): continue - equipPlaceList.append(equipIndex) + #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip): + # # 过期,暂不判断,以后境界装备有时效装备再开启 + # continue + + #equipPlaceList.append(equipIndex) + equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip) + + baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础 + isBaseEquip = equipPlace in ChConfig.EquipPlace_Base + + #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal)) #基础属性效果 - for i in range(0, curEquip.GetEffectCount()): + for i in xrange(curEquip.GetEffectCount()): curEffect = curEquip.GetEffectByIndex(i) if not curEffect: break - effectID = curEffect.GetEffectID() if effectID == 0: #最后一个 break - effectValue = curEffect.GetEffectValue(0) if not effectValue: continue - - #添加物品效果的属性值 -# if equipIndex == ShareDefine.retWing: -# PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListWing) - if equipIndex in ChConfig.BaseEquipPlace_Weapon: - PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon) - elif equipIndex in ChConfig.BaseEquipPlace_Armor: - PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor) - elif equipIndex in ChConfig.BaseEquipPlace_Relics: - PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics) - #其他非基础部位的 - else: - PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip) + PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip) + baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue + allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue + if isBaseEquip: + baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue + #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue)) - groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex) - for suiteType in range(1, maxSuiteType+1): - suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType) - if suitelv: - maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType) - suiteLV = min(suitelv, maxSuiteLV) - if suiteLV: - suiteKey = '%s_%s_%s'%(groupType,suiteType,suitelv) - suitCntDict[suiteKey] = suitCntDict.get(suiteKey, 0) + 1 + #星数属性 + equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数 + if equipPartStar: + #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar)) + ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar) + starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础 + for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items(): + PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar) + baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue + allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue + if isBaseEquip: + baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue + #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue)) + + starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加 + for starAttrID, starAttrValue in starAttrDict.items(): + PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar) + #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue)) + __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList) + + equipBaseAttrDict[equipPlace] = baseAttrDict + + #套装计数 + suiteID = curEquip.GetSuiteID() + if suiteID: + if suiteID not in suitCntDict: + suitCntDict[suiteID] = [] + suitCntDict[suiteID].append(equipPartStar) + + #传奇属性 + legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID) + legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue) + if legendAttrCount and legendAttrCount == legendAttrValueCount: + for legendIndex in xrange(legendAttrCount): + legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex) + legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex) + PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip) + #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue)) + __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList) + + #绝世属性 - 暂不考虑 + #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip) + + #物品强化属性 + __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList) #计算装备宝石加成 CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone) - #物品强化属性,佩饰强化不同要区分 - if equipIndex in equipPartStarIndexList: - equipPartStarLV = GetEquipPartStarLVByRank(curPlayer, packType, equipIndex, curEquip) - CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartStarLV) - - #传奇属性 - CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict) - #绝世属性 - CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip) #洗练属性 - Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, allAttrListWash) + Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash) - #洗练套装属性 - Operate_EquipWash.CalcAttr_EquipWashSpec(curPlayer, equipPlaceList, allAttrListWash) - #套装属性 - CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit) - #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict) +# GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip)) +# GameWorld.DebugLog(" 升星循环属性: %s" % (allAttrListStar)) +# GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus)) +# GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone)) +# GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash)) +# GameWorld.DebugLog(" -----" ) + # 2. 计算遍历后的附加属性 + #套装属性,暂归为星级套装属性 + CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar) + +# GameWorld.DebugLog(" 升星属性套装: %s" % (allAttrListEquip)) + + # 3. 计算对装备基础的附加加成 +# GameWorld.DebugLog(" -----" ) +# GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict)) +# GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict)) +# GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict)) +# GameWorld.DebugLog(" -----" ) + #计算功能点对装备基础的加成 + insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {} + __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip") + __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star") + __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus") + #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone") + #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash") + #保存计算值 - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip) + #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip) + #计算装备基础属性附加战力 (目前组成: 评分战力 + ...) + equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2)) + + # 4. 累加所有阶装备位属性 + playerID = curPlayer.GetPlayerID() + if playerID not in PyGameData.g_playerEquipPartAttrDict: + PyGameData.g_playerEquipPartAttrDict[playerID] = {} + equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID] + equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, + allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash] + +# GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性") +# GameWorld.DebugLog(" 本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx)) +# GameWorld.DebugLog(" 本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip)) +# GameWorld.DebugLog(" 本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar)) +# GameWorld.DebugLog(" 本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus)) +# GameWorld.DebugLog(" 本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone)) +# GameWorld.DebugLog(" 本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash)) + + allClassEquipFightPowerEx = 0 + allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {} + allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {} + allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {} + allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {} + allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {} + for classLV, attrList in equipPartAttrDict.items(): + equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \ + allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList + #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList)) + allClassEquipFightPowerEx += equipFightPowerEx + for i in xrange(4): + PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i]) + PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i]) + PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i]) + PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i]) + PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i]) + PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip) + PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar) + PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus) + PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone) + PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash) + +# GameWorld.DebugLog(" 所有阶装备战力: %s" % (allClassEquipFightPowerEx)) +# GameWorld.DebugLog(" 所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip)) +# GameWorld.DebugLog(" 所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar)) +# GameWorld.DebugLog(" 所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus)) +# GameWorld.DebugLog(" 所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone)) +# GameWorld.DebugLog(" 所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash)) + curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash) return +def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList): + ## 计算其他功能属性对装备基础属性的加成 + + if attrID not in ChConfig.EquipBassAttrAddInfoSet: + return + effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID] + #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList)) + # 所有部位 + if effPlace == -1: + allPlaceAddPerDict = addPerInfoList[0] + for calcAttrIndex in calcAttrList: + allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue + #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList)) + return + + # 基础部位 + if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base: + basePlaceAddPerDict = addPerInfoList[1] + for calcAttrIndex in calcAttrList: + basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue + #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList)) + return + + # 指定部位 + elif effPlace > 0 and equipPlace == effPlace: + assignPlaceAddPerDict = addPerInfoList[2] + if equipPlace not in assignPlaceAddPerDict: + assignPlaceAddPerDict[equipPlace] = {} + curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace] + for calcAttrIndex in calcAttrList: + curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue + #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList)) + return + + return + +def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""): + ## 计算其他功能属性对装备基础属性加成的属性具体值 + allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList + #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign) + #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict)) + for attrID, addPer in allPlaceAddPerDict.items(): + if attrID not in allEquipBaseAttrDict: + continue + baseValue = allEquipBaseAttrDict[attrID] + addValue = int(baseValue * addPer / 10000.0) + PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict) + #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer)) + + #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict)) + for attrID, addPer in basePlaceAddPerDict.items(): + if attrID not in baseEquipBaseAttrDict: + continue + baseValue = baseEquipBaseAttrDict[attrID] + addValue = int(baseValue * addPer / 10000.0) + PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict) + #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer)) + + #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict)) + for equipPlace, addPerDict in assignPlaceAddPerDict.items(): + if equipPlace not in equipBaseAttrDict: + continue + baseAttrDict = equipBaseAttrDict[equipPlace] + for attrID, addPer in addPerDict.items(): + if attrID not in baseAttrDict: + continue + baseValue = baseAttrDict[attrID] + addValue = int(baseValue * addPer / 10000.0) + PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict) + #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer)) + return def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}): ## 计算传奇属性 @@ -564,6 +759,7 @@ return + # 装备绝版属性,随等级变化需在升级再处理 def CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip): ## 计算绝版属性 @@ -578,9 +774,13 @@ return lv = curPlayer.GetLV() + OutOfPrintAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {}) for i, attrID in enumerate(OutOfPrintAttrIDList): + if str(attrID) not in OutOfPrintAttrFormatDict: + continue + attrFormat = OutOfPrintAttrFormatDict[str(attrID)] maxOOPValue = OutOfPrintAttrValueList[i] - value = eval(IpyGameDataPY.GetFuncCompileCfg("OutOfPrintValue", 1)) + value = eval(FormulaControl.GetCompileFormula("OutOfPrintAttrFormat_%s" % attrID, attrFormat)) GameWorld.DebugLog("加绝版属性: %s +%s" % (attrID, value)) PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListOutOfPrintEquip) @@ -590,7 +790,9 @@ ## 计算装备对基本属性的改变 # @return None def CalcEquips_OutOfPrint(curPlayer): - allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算 + # 境界装备改版,先屏蔽,之后再处理 + return + allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算 packType = IPY_GameWorld.rptEquip playerEquip = curPlayer.GetItemManager().GetPack(packType) @@ -615,153 +817,95 @@ #绝世属性 CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip) - #保存计算值 PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip) return -## 计算装备强化后的属性 -# @param curPlayer 当前玩家 -# @param curPlayer allAttrList 属性缓存 -# @return None -def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV=None): - if not equipPartStarLV: +def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList): + ## 计算装备强化后的属性 + equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip) + equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip) + + if not equipPartPlusLV: return plusType = GetEquipPlusType(curEquip) if plusType is None: return - ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV) + #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV)) + ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV) if not ipyData: return - attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue() + attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue() for i, attrID in enumerate(attrTypeList): + #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i])) PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList) - return - - -## 添加全身装备品质对应BUFF -# @param curPlayer 当前玩家 -# @return None -def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt): - suiteCntRecord = 0 - notifySuiteCnt = 0 - notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify) - isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr') - for confInfo in addAttrList: - confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装 - cnt = 0 - if confQuality == 1: - cnt = qualityEquipCnt - elif confQuality == 2: - cnt = suiteEquipCnt - - confCnt = confInfo[0] - if cnt >= confCnt: # 如果件数满足 - EquipAddBuff(curPlayer, confInfo[2]) - - if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \ - ChConfig.Def_AttrActivatyNotify_Equip: - notifySuiteCnt = confCnt - - if confQuality == 2 and confCnt > suiteCntRecord: - suiteCntRecord = confCnt - - if not isAll: - break - - lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) - if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord: - PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(), - notifySuiteCnt]) - curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord) - #GameWorld.DebugLog("套装件数 上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord)) - return - -## 添加装备全身强化等级对应属性 -# @param curPlayer 当前玩家 -# @return None -def CalcAllEquipAllPlusLVAttr(curPlayer): - totalLV = GetTotalPlusLV(curPlayer, False) - activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV) - totalLV = min(totalLV, activeLV) - ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV) + + if not equipPartPlusEvolveLV: + return + #进化属性 + equipPlace = curEquip.GetEquipPlace() + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV) if not ipyData: - return {} - - attrTypeList = ipyData.GetAttrType() - attrValueList = ipyData.GetAttrValue() - #allAttrList = [{} for i in range(4)] - attrDict = {} - for i, attrID in enumerate(attrTypeList): - value = attrValueList[i] - attrDict[attrID] = attrDict.get(attrID, 0) + value - #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList) + return + for attrID, attrValue in ipyData.GetAttr().items(): + #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue)) + PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList) + __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList) - #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList) - - return attrDict - -## 添加装备全身星数对应属性 -def CalcAllEquipStarsAttr(curPlayer): - allAttrList = [{} for i in range(4)] - totalStars = GetTotalEquipStars(curPlayer) - activeStars = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStars) - totalStars = min(totalStars, activeStars) - if totalStars: - ipyData = IpyGameDataPY.InterpolationSearch("RoleEquipStars", "StarsNeed", totalStars) - if ipyData: - attrTypeList = ipyData.GetAttrType() - attrValueList = ipyData.GetAttrValue() - - for i, attrID in enumerate(attrTypeList): - PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList) - #GameWorld.DebugLog("装备全身星数属性: totalStars=%s,allAttrList=%s" % (totalStars, allAttrList), curPlayer.GetPlayerID()) - PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipAllStars, allAttrList) return ## 装备套装属性计算 # @param curPlayer 当前玩家 # @return None -def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip): - Def_EquipSuitMaxCount = 3 #套装最大阶段 - myjob = curPlayer.GetJob() - name = curPlayer.GetName() - - for suiteKey, cnt in suitCntDict.items(): - groupType,suiteType,suiteLV = suiteKey.split('_') - suiteLV = int(suiteLV) - job = 0 if groupType == '2' else myjob #仙器组合默认职业0 - ipyData = IpyGameDataPY.GetIpyGameData('EquipSuitAttr', int(groupType), int(suiteType), int(suiteLV), job) - if not ipyData: +def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit): + if not suitCntDict: + return + #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict) + learnSkillList = [] + delSkillID = [] + skillManager = curPlayer.GetSkillManager() + playerName = curPlayer.GetName() + for suiteID, starList in suitCntDict.items(): + ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID) + if not ipyDataList: continue - - for i in range(1, Def_EquipSuitMaxCount+1): - countKeyName = 'GetCount%d'%i - attrTypeKeyName = 'GetAttrType%d'%i - attrValueKeyName = 'GetAttrValue%d'%i - needCnt = getattr(ipyData, countKeyName)() - if cnt >= needCnt: - attrTypeList = getattr(ipyData, attrTypeKeyName)() - attrValueList = getattr(ipyData, attrValueKeyName)() - for j, attrID in enumerate(attrTypeList): - value = attrValueList[j] - PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListEquip) - - #套装激活提示(只提示1次) - paramList= [name, cnt, suiteLV, groupType, suiteType] - notifyRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt)) - if not notifyRecord & pow(2, suiteLV): - if groupType == '1': - if cnt >=5: - PlayerControl.WorldNotify(0, 'EquipSuit5', paramList) - notifyRecord |= pow(2, suiteLV) + for ipyData in ipyDataList: + suiteCnt = ipyData.GetSuiteCnt() + needStar = ipyData.GetStar() + skillID = ipyData.GetSkillID() + if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt: + #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar)) + for attrID, attrValue in ipyData.GetAttrInfo().items(): + PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit) + #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue)) + #技能 + if skillID and not skillManager.FindSkillBySkillTypeID(skillID): + learnSkillList.append(skillID) + #广播 + notifyMark = ipyData.GetIsNotify() + if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark): + PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar]) + GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1) + else: - PlayerControl.WorldNotify(0, 'EquipSuit5', paramList) - notifyRecord |= pow(2, suiteLV) - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt), notifyRecord) - + if skillID and skillManager.FindSkillBySkillTypeID(skillID): + delSkillID.append(skillID) + skillManager.DeleteSkillBySkillTypeID(skillID) + + + for skillID in learnSkillList: + GameWorld.DebugLog(' 激活套装技能 skillResID=%s' % (skillID)) + skillData = GameWorld.GetGameData().FindSkillByType(skillID, 1) + if not skillData: + continue + skillManager.LVUpSkillBySkillTypeID(skillID) + PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillID, 0) + if learnSkillList or delSkillID: + # 重刷被动技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) return + ##全身橙色装备数量触发相关(包含橙色品质以上的装备数量) def OnOrangeQualityCntChange(curPlayer, orangeQualityCnt): @@ -769,6 +913,7 @@ if notifyType == ChConfig.Def_AttrActivatyNotify_Equip: EventShell.EventRespons_OrangeQualityCnt(curPlayer, orangeQualityCnt) return + ## 1算装备触发的技能 (全身) # @param curPlayer 当前玩家 @@ -779,6 +924,7 @@ SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip) return + ## 计算装备镶嵌宝石附加效果->基本属性 (宝石) # @param curPlayer 当前玩家 # @param curEquip 当前装备 @@ -787,8 +933,8 @@ def CalcEquipStone_Effect(curPlayer, equipIndex, allAttrList): gameData = GameWorld.GetGameData() - effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值 - + effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值 + gemLVList = [] for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex(): curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0] @@ -803,8 +949,10 @@ effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0) if effectID and effectValue: PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList) - - return + gemEffect = curGem.GetEffectByIndex(0) + gemLV = gemEffect.GetEffectValue(1) + gemLVList.append(gemLV) + return gemLVList #--------------------------------------------------------------------- ## 装备添加Buff @@ -820,19 +968,20 @@ if value > 0: curBuff.SetValue(value) return + + #--------------------------------------------------------------------- #=============================================================================== # #//03 2F 请求装备显隐#tagRequestEquipShowHide # //装备显示开关 -# int GetEquipShowSwitch(); +# int GetEquipShowSwitch(); 第几套*10+是否有套装 #=============================================================================== -##请求装备显隐. +##请求装备显隐. (设置显示哪套装备外观) # @param index 玩家索引 # @param tick 时间戳 # @return 返回值无意义 # @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide def RequestEquipShowHide(index, tick): - curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) #---检查刷新间隔-- @@ -842,16 +991,72 @@ #没有到刷新间隔,54外挂,不给提示 # GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔') return - - sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide() - #此功能无需验证 - curPlayer.SetEquipShowSwitch(sendPack.GetEquipShowSwitch()) curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick) + sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide() + classLV = sendPack.GetEquipShowSwitch() + oldClassLV = GetEquipFacadeClassLV(curPlayer) + if oldClassLV == classLV: + return + if not ChangeEquipfacadeByClassLV(curPlayer, classLV): + return + + #通知外观装备 + updFaceEquipIndex = 0 + equipIndexList = [] + + for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]: + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace) + if not ipyData: + continue + gridIndex = ipyData.GetGridIndex() + updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex + equipIndexList.append(gridIndex) + + PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex) + equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) + for equipPackIndex in equipIndexList: + curEquip = equipPack.GetAt(equipPackIndex) + if not ItemCommon.CheckItemCanUse(curEquip): + continue + changeItemID = curEquip.GetItemTypeID() + changeItemStarLV = 0 #curItem.GetItemStarLV() + changeItemStoneCnt = 0 #curItem.GetUseStoneCount() + changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount() + changeItemUseData = curEquip.GetUserData() + curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData) + return + +def ChangeEquipfacadeByClassLV(curPlayer, classLV): + ##变更第X套装备外观 + oldEquipShowSwitch = curPlayer.GetEquipShowSwitch() + realSuit=1 + equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) + for place in ChConfig.EquipPlace_Base: + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place) + if not ipyData: + realSuit = 0 + break + gridIndex = ipyData.GetGridIndex() + curEquip = equipPack.GetAt(gridIndex) + if not ItemCommon.CheckItemCanUse(curEquip): + realSuit = 0 + break + if not curEquip.GetSuiteID(): + realSuit = 0 + break + updEquipShowSwitch = classLV*10+realSuit + if oldEquipShowSwitch == updEquipShowSwitch: + return + curPlayer.SetEquipShowSwitch(updEquipShowSwitch) + return True +#获取当前是第几套装备外观 +def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()/10 ## 获取公共部位强化熟练度 def GetEquipPartProficiency(curPlayer, packType, index): return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartProficiency % (packType, index)) + ## 设置公共部位强化熟练度 def SetEquipPartProficiency(curPlayer, packType, index, value): @@ -859,22 +1064,22 @@ ## 获取公共部位强化星级, 因装备的最高可强化星级影响,用于算当前装备属性使用, 不影响全身星级 -def GetEquipPartStarLVByRank(curPlayer, packType, index, curEquip): - maxStarLV = ItemCommon.GetItemMaxStarLV(curEquip) - return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index)), maxStarLV) +def GetEquipPartPlusLVByRank(curPlayer, packType, index, curEquip): + maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, index, curEquip) + return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)), maxStarLV) ## 获取公共部位强化星级 -def GetEquipPartStarLV(curPlayer, packType, index): - return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index)) +def GetEquipPartPlusLV(curPlayer, packType, index): + return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)) ## 设置公共部位强化星级 -def SetEquipPartStarLV(curPlayer, packType, index, curEquip, starLV): - if GetEquipPartStarLV(curPlayer, packType, index) == starLV: +def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, starLV): + if GetEquipPartPlusLV(curPlayer, packType, index) == starLV: return - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStarLV % (packType, index), starLV) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), starLV) #=========================================================================== # if curEquip and not curEquip.IsEmpty(): # curEquip.SetItemStarLV(starLV) @@ -882,29 +1087,52 @@ return -## 通知公共部位强化星级 -def NotifyEquipPartStarLV(curPlayer, packType=None, index=None): - ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarLVInfo() + +## 获取公共部位强化进化等级, 用于算当前装备属性使用, 不影响全身星级 +def GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, index, curEquip): + maxEvolveLV = ItemCommon.GetItemMaxPlusEvolveLV(curPlayer, index, curEquip) + return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index)), maxEvolveLV) + + +## 获取公共部位强化进化等级 +def GetEquipPartPlusEvolveLV(curPlayer, packType, index): + return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index)) + + +## 设置公共部位强化进化等级 +def SetEquipPartPlusEvolveLV(curPlayer, packType, index, evolveLV): + if GetEquipPartPlusEvolveLV(curPlayer, packType, index) == evolveLV: + return + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), evolveLV) + return + +## 通知公共部位强化等级 +def NotifyEquipPartPlusLV(curPlayer, packType=IPY_GameWorld.rptEquip, index=None): + ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() ePartStarLVPack.Clear() ePartStarLVPack.InfoList = [] - for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items(): + syncIndexList = [] + if index == None: + equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []): + for classlv in xrange(1, equipMaxClasslv+1): + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace) + if not ipyData: + continue + syncIndexList.append(ipyData.GetGridIndex()) + else: + syncIndexList = [index] - if packType != None and packType != pType: - continue - - for i in indexList: - if packType != None: - if index != None and index != i: - continue - - ePartStarLV = ChPyNetSendPack.tagMCEquipPartStarLV() - ePartStarLV.Clear() - ePartStarLV.PackType = pType - ePartStarLV.EquipIndex = i - ePartStarLV.EquipPartStarLV = GetEquipPartStarLV(curPlayer, pType, i) - ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i) - ePartStarLVPack.InfoList.append(ePartStarLV) + for i in syncIndexList: + ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV() + ePartStarLV.Clear() + ePartStarLV.PackType = packType + ePartStarLV.EquipIndex = i + ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, packType, i) + ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, packType, i) + ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, i) + ePartStarLVPack.InfoList.append(ePartStarLV) ePartStarLVPack.Count = len(ePartStarLVPack.InfoList) NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack) @@ -922,128 +1150,87 @@ if not curEquip or curEquip.IsEmpty(): continue - partStarLV = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, i) + partStarLV = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, i) totalPlusLV += partStarLV return totalPlusLV -## 全身装备星数 -def GetTotalEquipStars(curPlayer): - totalEquipStars = 0 - equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) - for i in ChConfig.BaseEquipPlaceList: - curEquip = equipPack.GetAt(i) - if not curEquip or curEquip.IsEmpty(): - continue - totalEquipStars += curEquip.GetItemQuality() - return totalEquipStars # 获取装备的强化类型 def GetEquipPlusType(curEquip): equipPlace = curEquip.GetEquipPlace() - plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 2) + plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 1) if not plusTypeDict: GameWorld.ErrLog("没有强化类型映射表") - return -1 + return - return plusTypeDict.get(equipPlace, -1) + return plusTypeDict.get(equipPlace) -def SetEquipPartSuiteLV(curPlayer, index, suiteType, suiteLV): - #设置公共部位套装等级 - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType), suiteLV) - equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) - SetEquipItemSuiteLVInfo(curPlayer, index, equipPack.GetAt(index)) + +# 获取满套装化的最低阶数,如5件套,4件5级,1件3级,则返回3 +def GetEquipSuitsLVByType(curPlayer, suitType, groupType): + return 0 +# suiteLV = 999 +# equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType') +# if groupType not in equipSuitTypeDict: +# return 0 +# maxCnt = len(equipSuitTypeDict[groupType]) +# cnt = 0 +# for equipPlace in equipSuitTypeDict[groupType]: +# curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType) +# if curSuiteLV > 0: +# cnt += 1 +# suiteLV = min(curSuiteLV, suiteLV) +# +# if cnt != maxCnt: +# return 0 +# return 0 if suiteLV == 999 else suiteLV + + + +def SetEquipPartStar(curPlayer, equipPackindex, star): + #设置公共部位星数 + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % equipPackindex, star) return -def GetEquipPartSuiteLV(curPlayer, index, suiteType): - #获取公共部位套装等级 - return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType)) -def GetEquipPartSuiteGroupType(curPlayer, equipIndex): - #获取公共部位套装组合类型 - findGroupType = 0 - equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType') - for groupType, indexList in equipSuitTypeDict.items(): - if equipIndex in indexList: - findGroupType = int(groupType) - break - return findGroupType +def GetEquipPartStar(curPlayer, equipPackindex): + #获取公共部位星数 + return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % equipPackindex) -## 通知公共部位套装等级 -def NotifyEquipPartSuiteLV(curPlayer, index=None): - ePartSuitePack = ChPyNetSendPack.tagMCEquipPartSuiteLVInfo() - ePartSuitePack.Clear() - ePartSuitePack.InfoList = [] +## 获取公共部位生效的星数, 因装备的最高可到星数影响,用于算当前装备属性使用, 不影响全身星级 +def GetEquipPartStarByRank(curPlayer, equipPackindex, curEquip): + maxStarLV = ItemCommon.GetItemMaxStar(curEquip) + return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV) + + +## 通知公共部位星数 +def NotifyEquipPartStar(curPlayer, index=None): + ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() + ePartStarLVPack.Clear() + ePartStarLVPack.InfoList = [] + syncIndexList = [] + if index == None: + equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(IPY_GameWorld.rptEquip, []): + for classlv in xrange(1, equipMaxClasslv+1): + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace) + if not ipyData: + continue + syncIndexList.append(ipyData.GetGridIndex()) + else: + syncIndexList = [index] - equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType') - for equipIndexList in equipSuitTypeDict.values(): - for i in equipIndexList: - if index != None and index != i: - continue - ePartSuiteInfo = ChPyNetSendPack.tagMCEquipPartSuiteLV() - ePartSuiteInfo.Clear() - ePartSuiteInfo.EquipIndex = i - suiteInfo = GetSuiteInfoByPlace(curPlayer, i) - ePartSuiteInfo.SuiteLVInfo = json.dumps(suiteInfo, ensure_ascii=False) - ePartSuiteInfo.Len = len(ePartSuiteInfo.SuiteLVInfo) - ePartSuitePack.InfoList.append(ePartSuiteInfo) + for index in syncIndexList: + ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar() + ePartStarLV.Clear() + ePartStarLV.EquipPackIndex = index + ePartStarLV.Star = GetEquipPartStar(curPlayer, index) + ePartStarLVPack.InfoList.append(ePartStarLV) - ePartSuitePack.Count = len(ePartSuitePack.InfoList) - NetPackCommon.SendFakePack(curPlayer, ePartSuitePack) + ePartStarLVPack.Count = len(ePartStarLVPack.InfoList) + NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack) return - -def GetSuiteInfoByPlace(curPlayer, equipPlace, curEquip=None): - suiteInfo = {} #{套装类型:等级} - groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace) - maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) - for suiteType in range(1, maxSuiteType+1): - suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType) - if suiteLV: - if curEquip: - maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType) - suiteLV = min(suiteLV, maxSuiteLV) - suiteInfo[suiteType] = suiteLV - return suiteInfo - -def GetEquipPartSuiteLVList(curPlayer, equipPlace, curEquip=None): - ## 部位套装等级列表 - groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace) - - suiteLVList = [] - maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) - for suiteType in xrange(1, maxSuiteType+1): - suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType) - if curEquip and suiteLV: - maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType) - suiteLV = min(suiteLV, maxSuiteLV) - - suiteLVList.append(suiteLV) - return suiteLVList - -## 获取玩家装备预览信息 -def GetPlayerEquipView(curPlayer): - if not curPlayer: - return [] - - playerID = curPlayer.GetPlayerID() - playerEquipList = [] - - playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) - #玩家当前可装备的装备类型 - for equipIndex in xrange(0, playerEquip.GetCount()): - - if equipIndex not in ShareDefine.RoleEquipType: - continue - - curEquip = playerEquip.GetAt(equipIndex) - if curEquip.IsEmpty(): - continue - - playerEquipList.append([curEquip.GetItemTypeID(), equipIndex, 0, 0]) - #curEquip.GetItemStarLV(), 0]) - - #GameWorld.DebugLog("玩家装备信息:%s" % str(playerEquipList), playerID) - return playerEquipList #// A5 03 全身属性激活 #tagCMActiveAllEquipAttr @@ -1061,39 +1248,40 @@ activeCnt = clientData.Cnt if activeType == 0: key = ChConfig.Def_PDict_EquipActiveStarLV - elif activeType == 1: - key = ChConfig.Def_PDict_EquipActiveStars +# elif activeType == 1: +# key = ChConfig.Def_PDict_EquipActiveStars else: return curCnt = curPlayer.NomalDictGetProperty(key) if activeCnt <= curCnt: - GameWorld.Log(' 全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s'%(activeType, activeCnt, curCnt)) + GameWorld.Log(' 全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s' % (activeType, activeCnt, curCnt)) return PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt) SyncAllEquipAttrActiveInfo(curPlayer, activeType) - if activeType == 0: - PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer) - else: - RefreshPlayerEquipAttribute(curPlayer) + + #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理 + #else: + # RefreshPlayerEquipAttribute(curPlayer) #刷新所有属性 playControl = PlayerControl.PlayerControl(curPlayer) playControl.RefreshPlayerAttrState() return + def SyncAllEquipAttrActiveInfo(curPlayer, activeType=-1): ## 通知全身属性激活数量 packData = ChPyNetSendPack.tagMCAllEquipAttrActiveInfo() packData.ActiveInfo = [] for aType in [0, 1]: - if activeType !=-1 and activeType != aType: + if activeType != -1 and activeType != aType: continue if aType == 0: key = ChConfig.Def_PDict_EquipActiveStarLV - elif aType == 1: - key = ChConfig.Def_PDict_EquipActiveStars +# elif aType == 1: +# key = ChConfig.Def_PDict_EquipActiveStars else: return curCnt = curPlayer.NomalDictGetProperty(key) -- Gitblit v1.8.0