From 6b458bedb17a2b272e19bbd1ffab00ead6c6089d Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期六, 13 四月 2019 14:35:52 +0800 Subject: [PATCH] 6459 【后端】【2.0】缥缈仙域开发单(设置充值成功SendDBFinishRecharge时机提前,在收到通知即设置,异常信息通过CTGError记录) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 652 ++++++++++++++++++++++++++-------------------------------- 1 files changed, 293 insertions(+), 359 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 f615f5f..65d1b72 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -55,15 +55,12 @@ import PlayerWing import PlayerExpandPackCfgMgr import PlayerWorldAverageLv -import GameLogic_ManorWar import PlayerActivity -import HighLadderTube import FBCommon import PlayerViewCacheTube import PassiveBuffEffMng import PlayerGameEvent import EventReport -import PlayerTeHui import PlayerGatherSoul import PlayerSuccess import PlayerPet @@ -77,6 +74,7 @@ import PlayerMagicWeapon import GameLogic_SealDemon import GameLogic_ZhuXianBoss +import GameLogic_CrossDemonKing import PlayerTJG import PlayerVip import PlayerRefineStove @@ -1181,10 +1179,6 @@ NPCCommon.ClearCollectNPC(curPlayer) #结束事件 EventShell.DoExitEvent(curPlayer) - - # 结束摆摊/查看摆摊 - EventShell.ExitShopItem(curPlayer) - EventShell.ExitWatchShopItem(curPlayer) #设置玩家的地图位置, 如果是副本, 离开副本 # 副本规则: @@ -1198,8 +1192,6 @@ PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick] #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID()) FBLogic.DoExitFBLogic(curPlayer, tick) - - GameLogic_ManorWar.DoExitFB(curPlayer, tick) #清空所有不属于自己的光环 #__ClearNoMeAuraBuff(curPlayer) @@ -1452,11 +1444,6 @@ curPlayer.SetChangeMapTakeTruck(takeTruck) - # 如果在摆摊中,提示摆摊关闭 - playerShop = curPlayer.GetPlayerShop() - if playerShop.GetIsStartShop(): - NotifyCode(curPlayer, "GeRen_admin_70569") - #离开地图服务器 __PlayerLeaveServerLogic(curPlayer, tick, False) @@ -1600,9 +1587,12 @@ #--------------------------------------------------------------------- -def PlayerEnterCrossServer(curPlayer, mapID): +def PlayerEnterCrossServer(curPlayer, mapID, lineID): playerID = curPlayer.GetPlayerID() - GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID) + GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID) + if mapID not in ChConfig.Def_CrossMapIDList: + return + if GameWorld.IsCrossServer(): GameWorld.DebugLog("跨服服务器不允许该操作!") return @@ -1625,6 +1615,30 @@ if PlayerState.IsInPKState(curPlayer): NotifyCode(curPlayer, "SingleEnterPK", [mapID]) + return + + tick = GameWorld.GetGameWorld().GetTick() + for mapIDList in ChConfig.Def_FB_MapID.values(): + if mapID not in mapIDList: + continue + if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick): + NotifyCode(curPlayer, "SingleEnterDefaul") + return + break + + # 需要动态分布线路的地图,发送到跨服服务器进行分配 + if mapID in ChConfig.Def_CrossDynamicLineMap: + extendInfo = {} + if mapID == ChConfig.Def_FBMapID_CrossDemonKing: + bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID) + if not bossID: + return + extendInfo["BossID"] = bossID + + msgDict = {"PlayerID":curPlayer.GetPlayerID(), "DataMapID":mapID, "FuncLineID":lineID} + if extendInfo: + msgDict.update(extendInfo) + GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict) return GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID) @@ -1723,6 +1737,9 @@ if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss): if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt): extendParamList = [bossID, curPlayer.GetFamilyID()] + elif mapID == ChConfig.Def_FBMapID_DemonKing: + bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID) + extendParamList = [bossID] SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList) return @@ -2777,7 +2794,9 @@ def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True): if Price < 0: return [] - + if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money: + TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26 + if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]: if HaveMoney(curPlayer, TYPE_Price, Price, needNotify): @@ -2988,10 +3007,6 @@ # 绝版降临 PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price) PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price) - # 消费VIP -# if costVIPGold < 0: -# costVIPGold = price - #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold) # 事件汇报 #=========================================================================== @@ -3414,18 +3429,23 @@ curLV = curPlayer.GetLV() if curLV < openLV: return 0 + # 初始点+升级点+境界点 + setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) + addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) - initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) - setFreePoint = initFreePoint - for lv in xrange(openLV, curLV+1): - setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0) + for rangLVs, point in addPointDict.items(): + if curLV < rangLVs[0]: + continue + setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1) + + #境界提升点数 + setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3) return setFreePoint def DoAddPointOpen(curPlayer): - '''加点功能开启 处理给自由属性点及老号处理 - 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数''' + '''加点功能开启''' beforeFreePoint = curPlayer.GetFreePoint() - + setFreePoint = GetAllPointByLV(curPlayer) curLV = curPlayer.GetLV() addDataDict = {'beforeFreePoint':beforeFreePoint} @@ -3434,30 +3454,6 @@ GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID()) return -def FixOldAddPoint(curPlayer): - ##老号加点处理 重置已加点数, - if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint): - return - GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1) - baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob()) - addPoint = curPlayer.GetFreePoint() - attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON} - for attrKey, basePoint in attrInfoDict.items(): - addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint) - fixFreePoint = GetAllPointByLV(curPlayer) - if addPoint != fixFreePoint: - for attrKey, basePoint in attrInfoDict.items(): - getattr(curPlayer, 'Set%s'%attrKey)(basePoint) - curPlayer.SetFreePoint(fixFreePoint) - #重置天赋 - PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer) - #邮件补偿 - SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200) - - addDataDict = {'beforeTotalPoint':addPoint} - DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict) - GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint)) - return #--------------------------------------------------------------------- @@ -3657,6 +3653,9 @@ # @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出 def __DoLVUPAddPoint(self): curPlayer = self.__Player + if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint): + # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数 + return curFreePoint = curPlayer.GetFreePoint() addPoint = GetLvUp_AddPoint(curPlayer) @@ -3698,15 +3697,6 @@ return True #--------------------------------------------------------------------- - ## 获取下一次转生所需等级 - def GetNextReincarnationLV(self, curPlayer): - Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition") - curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数 - nextReinCnt = curReinCnt + 1 - nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV") - if nextReinCnt in Reincarnation_ConditionDict: - nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0] - return nextReinLV ## 加经验值 # @param self 类实例 @@ -3737,7 +3727,6 @@ if addExp == 0: # 不进入计算 return addExp, expViewType - #nextReinLV = self.GetNextReincarnationLV(curPlayer) #取得人物当前经验 #curTotalExp = GetPlayerTotalExp(curPlayer) @@ -3783,7 +3772,7 @@ # if expViewType == ShareDefine.Def_ViewExpType_KillNPC: # #mapID = GameWorld.GetMap().GetMapID() # #if mapID in ChConfig.Def_FBMapID_BZZDAll: - # # nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer) + # # nobleVIPOuterRate = ... # # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue)) # # nobleVIPAddExp += nobleVIPOuterRate # @@ -4022,51 +4011,74 @@ job = curPlayer.GetJob() lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1) - pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1) if not lvAttrDict: GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID) return - - if not pointAttrDict: - GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID) - return - - #参与计算的玩家基础属性 - LV = curPlayer.GetLV() - STR = curPlayer.GetSTR() - PNE = curPlayer.GetPNE() - PHY = curPlayer.GetPHY() - CON = curPlayer.GetCON() - baseSTR = curPlayer.GetBaseSTR() - basePNE = curPlayer.GetBasePNE() - basePHY = curPlayer.GetBasePHY() - baseCON = curPlayer.GetBaseCON() - GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)" - % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON)) allAttrList = [{} for _ in range(4)] # 职业初始属性 roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1) if job in roleBaseAttrDict: - for attrEffID, value in roleBaseAttrDict[job].items(): - CalcAttrDict_Type(attrEffID, value, allAttrList) + for roleBaseAttrID, value in roleBaseAttrDict[job].items(): + CalcAttrDict_Type(roleBaseAttrID, value, allAttrList) #GameWorld.DebugLog("初始加属性: %s" % allAttrList) - - for attrEffID, formula in lvAttrDict.items(): - calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula)) - CalcAttrDict_Type(attrEffID, calcValue, allAttrList) - #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue)) + + # 等级成长属性 + LV = curPlayer.GetLV() + for lvAttrID, formula in lvAttrDict.items(): + calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula)) + CalcAttrDict_Type(lvAttrID, calcValue, allAttrList) + #GameWorld.DebugLog(" lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue)) #GameWorld.DebugLog("等级加属性: %s" % allAttrList) - for attrEffID, formula in pointAttrDict.items(): - calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula)) - CalcAttrDict_Type(attrEffID, calcValue, allAttrList) - #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue)) + # 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)], + } + lingGenQualityAttrList = [{} for _ in range(4)] + for pointAttrID, pointFuncInfo in pointValueInfo.items(): + pointValue = pointFuncInfo[0](curPlayer) + pointFuncInfo[1](curPlayer, 0) + if not pointValue: + continue + ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID) + 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)) + + # 点数品质属性 + curPQLV = 0 + pqIntervalList = ipyData.GetPointQualityIntervalList() + for pqLV, pqValue in enumerate(pqIntervalList, 1): + if pointValue >= pqValue: + curPQLV = pqLV + else: + break + pointFuncInfo[1](curPlayer, curPQLV) + if not curPQLV: + continue + pqAttrIDDict = ipyData.GetPointQualityAttrIDDict() + pqAttrID = pqAttrIDDict[curPlayer.GetJob()] + pqAttrValueDict = ipyData.GetPointQualityAttrValueDict() + 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("等级属性点加属性: %s" % allAttrList) - - SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList) + #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList) + SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList) + SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList) return #--------------------------------------------------------------------- @@ -4156,7 +4168,6 @@ PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) PlayerRune.RefreshRuneAttr(curPlayer) PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer) - PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer) PlayerSuccess.CalcSuccessAttr(curPlayer) PlayerVip.CalcVIPAttr(curPlayer) PlayerRefineStove.CalcStoveAttr(curPlayer) @@ -4244,40 +4255,34 @@ def RefreshPlayerAttrStateEx(self): ''' 本项目刷属性规则 - 功能属性层级一(线性层级、非线性层级) - 功能属性层级二(线性层级、非线性层级) - ... - 固定属性层级 - buff层级 - - 1. 初始化 + 属性: + 1.固定属性:如攻击+100 + 2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成 - 功能属性层级一、 - 2.基础属性计算 - 3.战斗属性计算 - 线性层级属性: 基础层级属性 + 功能层级属性 - 基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性 - 功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等 + 层级: + 1.属性层级:所有功能同一层级 + 2.buff层级:百分比可对功能百分比加成的属性进行二次加成 + + 功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点 + 功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性 + + 百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成 + 1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成 + 2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成 + 3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成 + 4.buff层级百分比:对所有属性进行二次加成 + + 技能属性:固定值不享受固定百分比加成 - 注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性 - 如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升 - 【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升 - 类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层 - - 非线性层级属性: 即整体层级百分比增加属性 - 直接以当前属性为基值进行属性百分比提升 - 功能属性层级二、 - ... - - 4.固定属性: - 附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值 + buff层级: + 1.不算战力 + 2.先算百分比加成再加固定值 - 5.计算以上所有属性的战斗力 - - 6.buff层级: - 固定值buff, 直接累加数值 - 百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值 - 注:该层提升的属性不算战斗力 + 属性算法: + 模块固定属性 = 功能点A固定值 + 功能点B固定值 + ... + 固定总属性 = 模块A固定值 + 模块B固定值 + ... + 无buff总属性 = 固定总属性 + 内部百分比加成值 + 交叉百分比加成 + 固定总属性百分比加成 + 技能百分比对固定属性加成 + 技能固定值 + 含buff总属性 = 无buff总属性 * buff百分比加成 + buff固定值 ''' curPlayer = self.__Player @@ -4303,7 +4308,7 @@ notAttrList = [{} for _ in range(4)] # 1.初始化人物各项状态及属性 - self.InitPlayerState() + self.InitPlayerState() #self.PrintAttr(curPlayer, "初始化") # 功能属性层级一... @@ -4311,22 +4316,19 @@ # 2.1 获取所有功能计算点计算的属性值, 统计基础属性累加 baseAttrDict = {} baseAttrNolineDict = {} - roleBaseAttrInfo = [{} for _ in range(4)] - funcAttrInfoList = [] + funcAttrLen = len(ChConfig.CalcAttrFuncList) + funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen + funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性 for funcIndex in ChConfig.CalcAttrFuncList: - if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower: - # 此类功能不算战斗力 - funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序 - continue - # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数 - if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase: - funcAttrInfoList.append(roleBaseAttrInfo) + if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]: continue - attrInfo = GetCalcAttrListValue(curPlayer, funcIndex) - if attrInfo != notAttrList: - GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo)) - funcAttrInfoList.append(attrInfo) + attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex) + if attrInfo == notAttrList and not insidePerAttrDict: + continue + GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict)) + funcAttrInfoList[funcIndex] = attrInfo + funcInsidePerAttrList[funcIndex] = insidePerAttrDict # 不同功能点间的数值累加,需使用支持衰减递增的计算方式 AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base]) AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline]) @@ -4340,9 +4342,14 @@ # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性 self.CalcRoleBaseAttr(curPlayer) - roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase) + roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase) + lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty) funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo - GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo)) + funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict + funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityAttrList + funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityInsidePerAttrDict + GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict)) + GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict)) #self.PrintAttr(curPlayer, "基础后") @@ -4369,7 +4376,7 @@ ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing], } # 3.2 统计各功能之间非线性属性交叉影响累加 - funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...} + funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...} for i, funcAttrList in enumerate(funcAttrInfoList): battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的 if not battleNoLineAttrDict: @@ -4395,80 +4402,90 @@ if addAttrDict: # 增加的数值统计到百分比属性所属功能点 # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击 - funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更 + funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更 - GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict) - # 交叉提升的属性值累加到对应功能上 - for i, addAttrDict in funcAddAttrPerInfoDict.items(): - # 这里累加的是到相同的功能点,直接累加,不做衰减处理 - GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict) + GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict) + + # 3.3 统计所有功能固定属性影响累加 + allFixAttrDict = {} # 固定属性层级总属性基值 + for funcIndex, funcAttrList in enumerate(funcAttrInfoList): + # 技能模块不算计入功能固定属性、不计战力 + if funcIndex in ChConfig.CalcAttrFuncSkillList: + continue + AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle]) - # 3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值) - allFuncAttrIndexList = [] - allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表 - for funcIndex, attrInfo in enumerate(funcAttrInfoList): - if funcIndex not in ChConfig.CalcAttrExFuncList: - allFuncAttrIndexList.append(funcIndex) - allFuncAttrInfoList.append(attrInfo) - else: - attrInfoExList.append(attrInfo) - allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式 - GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList) - GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList) - - # 第二层级属性 - allAttrExList = AddAttrListValue(attrInfoExList) - GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList) - GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList) - - # 初始化各功能点战斗力计算模块 - mfpObjAttrDict = {} - for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items(): - if len(attrFuncIndexList) == 1: - mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]] - else: - mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList]) + fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...} + for funcIndex, funcAttrList in enumerate(funcAttrInfoList): + fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] + if not fixAddPerDict: + continue + addValueExDict = {} + for fixAttrType, addPer in fixAddPerDict.items(): + if fixAttrType not in allFixAttrDict: + continue + curFixValue = allFixAttrDict[fixAttrType] + addValueEx = int(curFixValue * addPer / 10000.0) + addValueExDict[fixAttrType] = addValueEx + fixAttrPerAddExDict[funcIndex] = addValueExDict - #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList)) - mfpObj = self.GetModuleFightPowerObj(mfpType) - mfpObj.SetCalcMFPBattleAttr(mfpAttrList) - mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline] - - # 不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置) - skillNoFightPowerAttrList = [{} for _ in range(4)] - SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList) # 属性类技能与buff同层 - for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower: - skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)]) - GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList) + GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict) + GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict) - # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值 - allNoLineAttrDict = {} - AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline]) - AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline]) - AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline]) - GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict) - - # 整体层级属性增加到玩家身上 - CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle]) - #self.PrintAttr(curPlayer, "整体线") - CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict) - #self.PrintAttr(curPlayer, "整非线") - - - # 4.计算战力, 需在计算buff层之前计算 + # 4. 计算属性及战力, 需在计算buff层之前计算 curLV = curPlayer.GetLV() fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV) mfpDict = {} # 模块战斗力 - for mfpObj in mfpObjAttrDict.keys(): - mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam) - mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType) - mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType) - mfpDict[mfpObj.mfpType] = mfp + for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items(): + mfpAttrList = [{} for _ in range(4)] + mfpAttrExDict = {} + for funcIndex in attrFuncIndexList: + funcAttrList = funcAttrInfoList[funcIndex] + funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性 + funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性 + fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性 + + CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle]) + CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict) + CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict) + CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict) + # 不算战力的 + if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList: + continue + mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList]) + AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict) + AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict) + AddAttrDictValue(mfpAttrExDict, fixPerAttrDict) + + mfpObj = self.GetModuleFightPowerObj(mfpType) + mfpObj.SetCalcMFPBattleAttr(mfpAttrList) + for attrIndex, value in mfpAttrExDict.items(): + mfpObj.AddCalcMFPAttr(attrIndex, value) + + mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam) + mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType) + mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType) + mfpTotal = mfpValue + mfpSkill + mfpEx + mfpDict[mfpObj.mfpType] = mfpTotal - # 最后在附加上特殊附加层级线性属性、永久技能层级固定值 - CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle]) - CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle]) - #self.PrintAttr(curPlayer, "固定层级") + #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList) + + # 5.被动技能附加属性,不算战力 + passiveSkillAttrList = [{} for _ in range(4)] + SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList) # 属性类技能与buff同层 + for funcIndex in ChConfig.CalcAttrFuncSkillList: + passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]]) + GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList) + + skillFixAttrExDict = {} + skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline] + for fixAttrType, addPer in skillFixAddPerDict.items(): + if fixAttrType not in allFixAttrDict: + continue + curFixValue = allFixAttrDict[fixAttrType] + addValueEx = int(curFixValue * addPer / 10000.0) + skillFixAttrExDict[fixAttrType] = addValueEx + CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle]) + CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict) #护盾值刷新 self.__RefreshMaxProDef(beforeMaxProDef) @@ -4893,33 +4910,6 @@ #再根据BUFF 加上状态 SkillShell.CalcBuffer_ActionState(curPlayer) - #--------------------------------------------------------------------- - - #--------------------------------------------------------------------- - ## 存入数据库玩家基本属性 - # @param self 类实例 - # @return 返回值无意义 - # @remarks 存入数据库玩家基本属性 - def __SetPlayerStateInDB(self): - curPlayer = self.__Player - #力量 - curPlayerSTR = curPlayer.GetSTR() - if curPlayer.GetTotalSTR() != curPlayerSTR: - curPlayer.SetTotalSTR(curPlayerSTR) - #真元 - curPlayerPNE = curPlayer.GetPNE() - if curPlayer.GetTotalPNE() != curPlayerPNE: - curPlayer.SetTotalPNE(curPlayerPNE) - #筋骨 - curPlayerPHY = curPlayer.GetPHY() - if curPlayer.GetTotalPHY() != curPlayerPHY: - curPlayer.SetTotalPHY(curPlayerPHY) - #体魄 - curPlayerCON = curPlayer.GetCON() - if curPlayer.GetTotalCON() != curPlayerCON: - curPlayer.SetTotalCON(curPlayerCON) - - return #--------------------------------------------------------------------- ## 刷新血量和魔 @@ -4960,10 +4950,10 @@ curPlayer.ClearBattleEffect() initAttrDict = { - ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(), - ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(), - ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(), - ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(), + #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(), + #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(), + #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(), + #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(), #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(), ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed, ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(), @@ -4991,6 +4981,12 @@ if not curPlayer.GetCanAttack(): curPlayer.SetCanAttack(True) + #初始化灵根 + SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal)) + SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood)) + SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water)) + SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire)) + SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth)) return True #--------------------------------------------------------------------- @@ -5405,35 +5401,6 @@ if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick): PlayerControl(curPlayer).RefreshPlayerAttrByBuff() - -#--------------------------------------------------------------------- -##清除生产采集BUF -# @param curPlayer 玩家实例 -# @param tick 时间戳 -# @param isLeaveServer 玩家是否离开服务器 -# @return 返回值无意义 -# @remarks 清除生产采集BUF -def DelProduceBuff(curPlayer, tick, isLeaveServer=False): - - if not isLeaveServer: - if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce: - #玩家当前状态不在生产采集,不处理 - return - - #清除生产buff(ID20021) - BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick) - - #清除活动无敌Buff - BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick) - - if not isLeaveServer: - #设置玩家空闲状态 - ChangePlayerAction(curPlayer, IPY_GameWorld.paNull) - #通知客户端 - curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction) - - #PlayerControl(curPlayer).RefreshAllState() - return #--------------------------------------------------------------------- ##特殊状态处理 @@ -5679,43 +5646,6 @@ totalExpRate -= effExpRate return totalExpRate - -#--------------------------------------------------------------------- - -## 获取玩家基础属性点 -# @param job 职业类型 -# @return baseSTR, basePNE, basePHY, baseCON -def GetPlayerBasePoint(job): - baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0) - - jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1) - - if not jobDict: - GameWorld.ErrLog('CreatRolePoint, job = %s' % (job)) - return baseSTR, basePNE, basePHY, baseCON - - for key, value in jobDict.items(): - - if type(key) == str: - key = key.upper() - - if key in ['STR', ShareDefine.Def_Effect_STR]: - baseSTR = value - - elif key in ['PNE', ShareDefine.Def_Effect_PNE]: - basePNE = value - - elif key in ['PHY', ShareDefine.Def_Effect_PHY]: - basePHY = value - - elif key in ['CON', ShareDefine.Def_Effect_CON]: - baseCON = value - - else: - GameWorld.ErrLog('CreatRolePoint, key = %s' % (key)) - - return baseSTR, basePNE, basePHY, baseCON - ##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息 # @param curPlayer 玩家实例 @@ -6198,6 +6128,19 @@ GameWorld.AddDictValue(attrDict, {i:value}) return +def CalcAttrDict_TypeEx(attrType, value, allAttrDict): + ## 统计玩家属性,累加 + if value == 0: + return + + #[属性索引, 是否基础属性,(非)线性] + attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, []) + if attrInfo == []: + return + for i in attrInfo[0]: + GameWorld.AddDictValue(allAttrDict, {i:value}) + return + #=============================================================================== # CalcAttr_Base, # CalcAttr_BaseNoline, @@ -6229,6 +6172,29 @@ # return addAttrList #=============================================================================== + +# 灵根 - 金木水火土 +def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal) +def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value) +def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood) +def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value) +def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water) +def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value) +def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire) +def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value) +def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth) +def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value) +# 灵根品级 - 金木水火土 +def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV) +def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value) +def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV) +def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value) +def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV) +def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value) +def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV) +def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value) +def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV) +def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value) #---玩家扩展接口, 战斗属性,不存数据库,只通知本人--- @@ -6624,52 +6590,18 @@ def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1)) def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value) -#---诛仙一击概率--- -def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate) -def SetZhuXianRate(curPlayer, value): - curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False) - -#---诛仙一击伤害百分比--- -def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer) -def SetZhuXianHurtPer(curPlayer, value): - curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False) - - -## 增加天梯竞技场积分 -# @param curPlayer 玩家实例 -# @return -def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True): - curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency) - curCurrency += addCount - NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency) - - if isSysMsg: - #通知客户端得到金钱 - NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount]) - if isRefresh: - tick = GameWorld.GetGameWorld().GetTick() - HighLadderTube.SendHighLadderState(curPlayer, tick) - return - - -## 用天梯竞技场积分付费 -# @param curPlayer 玩家实例 -# @return -def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True): - curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency) - if (curCurrency < payCount) or (payCount < 0): - return False, curCurrency, curCurrency - updCurrency = max(0, curCurrency - payCount) - NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency) - if isSysMsg: - #通知客户端失去点数 - NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount]) - if isRefresh: - tick = GameWorld.GetGameWorld().GetTick() - HighLadderTube.SendHighLadderState(curPlayer, tick) - return True, curCurrency, updCurrency +#普通攻击增伤:普通攻击附加的固定值伤害 +def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt) +def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value) +#普通攻击加成:普通攻击附加的伤害百分比 +def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer) +def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value) +#法宝技能增伤:法宝技能攻击附加的固定值伤害 +def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt) +def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value) +#法宝技能加成:法宝技能攻击附加的伤害百分比 +def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer) +def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value) ## 计算功能背包物品属性 # @param curPlayer 当前玩家 @@ -6713,7 +6645,7 @@ #------------------------------------------------------------------------------- ## 设置保存功能事先计算好的属性值 -def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList): +def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}): # 设置值之前先清空重置 ClearCalcAttrListValue(curPlayer, funcIndex) @@ -6733,32 +6665,34 @@ if playerID not in PyGameData.g_playerFuncAttrDict: PyGameData.g_playerFuncAttrDict[playerID] = {} funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] - funcAttrDict[funcIndex] = allAttrList - #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList)) + funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict] + #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict)) return def GetCalcAttrListValue(curPlayer, funcIndex): ## 获取功能点预先计算的所加属性值 attrList = [{} for _ in range(4)] + insidePerAttrDict = {} if isinstance(funcIndex, int): funcIndexList = [funcIndex] elif isinstance(funcIndex, list): funcIndexList = funcIndex else: - return attrList + return attrList, insidePerAttrDict playerID = curPlayer.GetPlayerID() if playerID not in PyGameData.g_playerFuncAttrDict: - return attrList + return attrList, insidePerAttrDict funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] for funcIndex in funcIndexList: if funcIndex not in funcAttrDict: continue - funcAttrList = funcAttrDict[funcIndex] + funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex] for i, attrDict in enumerate(attrList): curAttrDict = funcAttrList[i] AddAttrDictValue(attrDict, curAttrDict) - return attrList + AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict) + return attrList, insidePerAttrDict ## 重置缓存 def ClearCalcAttrListValue(curPlayer, funcIndex): -- Gitblit v1.8.0