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 | 572 ++++++++++++++++++++++++++++++++++++--------------------- 1 files changed, 360 insertions(+), 212 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 16da2fa..3b419c2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py @@ -23,11 +23,9 @@ import ChItem import ItemCommon import FBLogic -import ReadChConfig import OperControlManager import Operate_EquipWash import ShareDefine -import PyMapTable import ChPyNetSendPack import NetPackCommon import EventShell @@ -35,11 +33,10 @@ import PlayerWing import Operate_EquipStone import PassiveBuffEffMng -import SkillCommon -import PlayerMagicWeapon import time import json import FormulaControl +import PyGameData #--------------------------------------------------------------------- @@ -69,6 +66,10 @@ 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): return False @@ -88,7 +89,7 @@ #--设置穿上物品星级-- #=========================================================================== - # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake: + # if changeItemEquipPlace in ShareDefine.RoleEquipType: # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace) # if equipPartStar != curItem.GetItemStarLV(): # curItem.SetItemStarLV(equipPartStar) @@ -104,7 +105,7 @@ 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) @@ -123,7 +124,10 @@ if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex: #通知客户端交换物品 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, itemClassLV, equipPlace) #记录橙装、红装 @@ -148,6 +152,9 @@ #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 @@ -156,14 +163,23 @@ # @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, classlv=0): - GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv) - classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv] +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) #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 @@ -188,7 +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) @@ -347,24 +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, equipPackIndex) return #先刷装备BUFF 再计算属性 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 equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex: - curPlayer.Sync_UnEquipItem(equipID, equipPackIndex) + #装备的被动触发类技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer) return @@ -395,7 +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 @@ -412,23 +428,55 @@ return - -## 计算装备对基本属性的改变 -# @param classlv -# @return None -def __CalcEquips_Effect(curPlayer, classlv): -# baseEquipAttrDict = {} -# 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 + ''' + 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)) - allAttrListStar = [{} for _ in range(4)] # 星数属性 - #allAttrListEquip = [{} for _ in range(4)] # 装备其他 - allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性 + 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 - allAttrListSuit = [{} for _ in range(4)] # 套装属性 + #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 @@ -440,22 +488,27 @@ #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 + # 1. 循环遍历本阶装备 for equipPlace in equipPartStarIndexList: - ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace) + ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace) if not ipyData: continue equipIndex = ipyData.GetGridIndex() curEquip = playerEquip.GetAt(equipIndex) if not curEquip or curEquip.IsEmpty(): continue - - if not ItemCommon.CheckItemCanUseByExpireTime(curEquip): - # 过期 - continue + + #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 xrange(curEquip.GetEffectCount()): @@ -469,64 +522,220 @@ effectValue = curEffect.GetEffectValue(0) if not effectValue: continue -# 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) -# baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue - - + 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)) + #星数属性 - equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数 - CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar) - #计算装备宝石加成 - CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone) + 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 - equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip) - equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip) - CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV) + __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList) - #传奇属性 - #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict) - #绝世属性 - #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip) + #计算装备宝石加成 + CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone) + #洗练属性 Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash) - - #套装属性 - CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit) - #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict) - #保存计算值 - #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone) - #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar) -# 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_Suit, allAttrListSuit) -# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash) -# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip) +# 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_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)) - #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx)) - curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx) + + # 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 @@ -581,6 +790,8 @@ ## 计算装备对基本属性的改变 # @return None def CalcEquips_OutOfPrint(curPlayer): + # 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 @@ -610,98 +821,39 @@ 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, equipPartPlusEvolveLV): - 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() 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) + if not equipPartPlusEvolveLV: + return #进化属性 equipPlace = curEquip.GetEquipPlace() ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV) if not ipyData: 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) - 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 + __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList) - 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 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) - - #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList) - - return attrDict - ## 装备套装属性计算 # @param curPlayer 当前玩家 @@ -709,7 +861,7 @@ def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit): if not suitCntDict: return - GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict) + #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict) learnSkillList = [] delSkillID = [] skillManager = curPlayer.GetSkillManager() @@ -723,15 +875,17 @@ 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', [playerName, suiteID, suiteCnt, needStar]) + PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar]) GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1) else: @@ -800,21 +954,6 @@ gemLVList.append(gemLV) return gemLVList -def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar): - ## 计算装备星数属性 - if not equipPartStar: - return - ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar) - if not ipyData: - return - starAttrDict = ipyData.GetStarAttrInfo() - for attrID, attrValue in starAttrDict.items(): - PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar) - baseAttrDict = ipyData.GetBaseAttrInfo() - for attrID, attrValue in baseAttrDict.items(): - PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar) - return - #--------------------------------------------------------------------- ## 装备添加Buff # @param curPlayer 当前玩家 @@ -852,31 +991,13 @@ #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 - + curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick) sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide() - updEquipShowSwitch = sendPack.GetEquipShowSwitch() - oldEquipShowSwitch = curPlayer.GetEquipShowSwitch() - if updEquipShowSwitch == oldEquipShowSwitch: + classLV = sendPack.GetEquipShowSwitch() + oldClassLV = GetEquipFacadeClassLV(curPlayer) + if oldClassLV == classLV: return - classLV, isSuite = updEquipShowSwitch/10, updEquipShowSwitch%10 - equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) - #验证套装 - realSuit=True - for place in ChConfig.Def_SuitEquipPlaceList: - ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place) - if not ipyData: - realSuit = False - break - gridIndex = ipyData.GetGridIndex() - curEquip = equipPack.GetAt(gridIndex) - if not ItemCommon.CheckItemCanUse(curEquip): - realSuit = False - break - if not curEquip.GetSuiteID(): - realSuit = False - break - if realSuit != isSuite: - GameWorld.DebugLog('SetEquipShowSwitch 前端发的isSuite 和实际不一致!') + if not ChangeEquipfacadeByClassLV(curPlayer, classLV): return #通知外观装备 @@ -890,8 +1011,9 @@ 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): @@ -903,10 +1025,33 @@ changeItemUseData = curEquip.GetUserData() curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData) - curPlayer.SetEquipShowSwitch(updEquipShowSwitch) - curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick) 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): @@ -962,29 +1107,32 @@ return ## 通知公共部位强化等级 -def NotifyEquipPartPlusLV(curPlayer, packType=None, index=None): +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.tagMCEquipPartPlusLV() - ePartStarLV.Clear() - ePartStarLV.PackType = pType - ePartStarLV.EquipIndex = i - ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, pType, i) - ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i) - ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(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) @@ -1112,10 +1260,10 @@ 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) -- Gitblit v1.8.0