From 7183d0b21074403350b355672d2ef2f78159cdb2 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 14 一月 2020 16:26:53 +0800 Subject: [PATCH] 4627 【主干】分解跟升星同时触发有概率扣除失败或者扣除了错误的物品(优化升星扣除装备、材料逻辑) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py | 201 ++++++++++++++++++++++++++++++++++++++++++-------- 1 files changed, 168 insertions(+), 33 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py index 2970f96..6010012 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py @@ -32,12 +32,18 @@ import GameFuncComm import SkillCommon import BuffSkill -import ItemControler +import PlayerWeekParty #import EventReport import IpyGameDataPY import PassiveBuffEffMng +import OpenServerCampaign import random + +Def_GodWeaponType_HP = 1 # 生命神兵类型 +Def_GodWeaponType_Atk = 2 # 攻击神兵类型 +Def_GodWeaponType_SuperHit = 3 # 暴击神兵类型 +Def_GodWeaponType_Def = 4 # 护盾神兵类型 ## 神器功能登录处理 # @param curPlayer 玩家 @@ -46,15 +52,34 @@ if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon): return Sync_GodWeaponLVInfo(curPlayer) + return +def SetGodWeaponLV(curPlayer, weaponType, lv): + ## 设置神兵等级,同步设置场景神兵等级 + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv) + + totalLV = GetGodWeaponTotalLV(curPlayer) + # 开服活动数据 + OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV) + PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_GodWeapon, totalLV, False, True) + return + +def GetGodWeaponTotalLV(curPlayer): + ##获取神兵总等级 + totalLV = 0 + ipyDataMgr = IpyGameDataPY.IPY_Data() + maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType() + for gwType in xrange(1, maxType + 1): + totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType) + return totalLV ## 神器开启 # @return: 是否激活成功 def DoGodWeaponOpen(curPlayer): # 默认激活1级的类型 for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'): - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1) + SetGodWeaponLV(curPlayer, i, 1) PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i]) Sync_GodWeaponLVInfo(curPlayer) return True @@ -78,9 +103,14 @@ ipyDataMgr = IpyGameDataPY.IPY_Data() maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType() + fightPowerEx = 0 # 额外增加的战力 allAttrList = [{} for i in range(4)] for gwType in xrange(1, maxType + 1): + # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶 + # 为兼容老号,刷属性时只要判断等级是否大于0,不管是否解锁,新号解锁由神兵升级的时候进行解锁 attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType) + if not attrLV: + continue godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', gwType, attrLV) if not godWeaponData: continue @@ -88,25 +118,84 @@ for i, attrID in enumerate(attrTypeList): PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList) + fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0) + + + # 附加战力 + curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx) + GameWorld.DebugLog("神兵属性:%s" % allAttrList) # 保存计算值 PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList) return #--------------------------------------------------------------------------------------------------- +#// A5 56 神兵激活 #tagCMGodWeaponActivate +# +#struct tagCMGodWeaponActivate +#{ +# tagHead Head; +# DWORD WeaponType; // 神兵类型 +#}; +def OnGodWeaponActivate(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + weaponType = clientData.WeaponType + + if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType): + GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType) + return + + # 满足玩家等级或者前置神兵等级可解锁 + if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType): + + SetGodWeaponLV(curPlayer, weaponType, 1) + RefreshGodWeaponAttr(curPlayer) + GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType) + Sync_GodWeaponLVInfo(curPlayer, weaponType) + return + +# 神兵激活需2次判断等级 {2:100, 4:100} +def __GWCheckPlayerLV(curPlayer, weaponType): + godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {}) + if str(weaponType) not in godWeaponUnlockDict: + GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType) + return False + return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)] + +# 神兵激活需判断前置神兵等级 +def __GWCheckOtherGWLV(curPlayer, weaponType): + godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {}) + if str(weaponType) not in godWeaponUnlockDict: + GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType) + return False + conditionList = godWeaponUnlockDict[str(weaponType)] + + for needType, needLV in conditionList: + needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType) + if needTypeLV < needLV: + GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" + % (weaponType, needType, needLV, needTypeLV)) + return False + + return True + #=============================================================================== -# // A5 55 神兵升级 #tagCMGodWeaponPlus -# -# struct tagCMGodWeaponPlus -# { +#// A5 55 神兵升级 #tagCMGodWeaponPlus +# +#struct tagCMGodWeaponPlus +#{ # tagHead Head; # DWORD WeaponType; // 神兵类型 # DWORD ItemID; //消耗的物品ID -# }; +# BYTE ItemCount; //消耗个数,默认1 +# BYTE IsAutoBuy; //是否自动购买,默认0 +#}; #=============================================================================== def OnPlusGodWeapon(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) weaponType = clientData.WeaponType useItemID = clientData.ItemID + useItemCount = max(1, clientData.ItemCount) + isAutoBuy = clientData.IsAutoBuy if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon): #等级不足 @@ -114,6 +203,10 @@ #1.判断表中有没此类型,2.是否满级,3.判断是否有物品 attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType) + # if not attrLV and Def_GodWeaponType_SuperHit != weaponType: + # GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV)) + # return 由配置表决定等级0是否可升级 + beforeAttrLV = attrLV # 用于提示 godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV) if not godWeaponData: @@ -129,30 +222,56 @@ if useItemID not in IpyGameDataPY.GetFuncEvalCfg("GodWeapon%s"%weaponType): return - curItem = ItemCommon.FindItemInPackByItemID(curPlayer, useItemID, IPY_GameWorld.rptItem) - if not curItem: - GameWorld.DebugLog('###神兵假包,没有物品ID=%s'%useItemID) + itemData = GameWorld.GetGameData().GetItemByTypeID(useItemID) + if not itemData: return - - effect = ItemCommon.GetItemEffectByEffectID(curItem, ChConfig.Def_Item_Eff_GodWeaponExp) + effect = ItemCommon.GetItemEffectByEffectID(itemData, ChConfig.Def_Item_Eff_GodWeaponExp) if not effect: GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID) return - addExp = effect.GetEffectValue(0) - if not addExp: + itemExp = effect.GetEffectValue(0) + if not itemExp: GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID) return - delCnt = 1 - ItemCommon.DelItem(curPlayer, curItem, delCnt, False, ChConfig.ItemDel_GodWeapon) - - curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType) - curExp = curExp + addExp + goldExpTotal = 0 + costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount) + lackCount = max(0, useItemCount - (bindCnt + unBindCnt)) + if lackCount > 0: + if not isAutoBuy: + GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s" + % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount)) + return + godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {}) + if str(weaponType) not in godMagicExpDict: + return + costGold, goldExp = godMagicExpDict[str(weaponType)] + lackCost = costGold * lackCount + goldExpTotal = goldExp * lackCount + #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount}) + if lackCost <= 0: + return + + infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount} + if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, + ChConfig.Def_Cost_GodWeapon, infoDict, lackCount): + return + + delUseItemCount = useItemCount - lackCount + # 扣除消耗 + if delUseItemCount: + ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon) + + addTotalExp = itemExp * delUseItemCount + goldExpTotal + befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType) + curExp = befExp + addTotalExp + GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s" + % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp)) isLVUP = False # 安全为主不用while - for i in xrange(100): + for _ in xrange(100): if curExp < totalExp: break godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV+1) @@ -160,10 +279,11 @@ GameWorld.DebugLog('神兵升级找不到数据 %s-%s'%(weaponType, attrLV)) break + GameWorld.DebugLog(" 神兵升级: attrLV=%s,needExp=%s" % (attrLV, totalExp)) curExp = curExp - totalExp attrLV += 1 isLVUP = True - GodWeaponLVUP(curPlayer, godWeaponData) + GodWeaponLVUP(curPlayer, godWeaponData, attrLV) totalExp = godWeaponData.GetExp() if totalExp == 0: @@ -171,34 +291,49 @@ #满级 break - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV) PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp) - if isLVUP: + SetGodWeaponLV(curPlayer, weaponType, attrLV) + GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp)) RefreshGodWeaponAttr(curPlayer) #x神器达到X级成就 PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType]) + EventShell.EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV) if beforeAttrLV == 0: # 解封通知 - PlayerControl.WorldNotify(0, 'GetGodWeapon', [curPlayer.GetName(), weaponType]) + sysMark = IpyGameDataPY.GetFuncEvalCfg('GodWeaponSys', 1, {}).get(weaponType, 'GetGodWeapon') + PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType]) #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]} - notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {}) - if weaponType in notifyDict: - for notifyLV in notifyDict[weaponType]: - if beforeAttrLV < notifyLV and attrLV >= notifyLV: - PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV]) + #======================================================================= + # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {}) + # if weaponType in notifyDict: + # for notifyLV in notifyDict[weaponType]: + # if beforeAttrLV < notifyLV and attrLV >= notifyLV: + # PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV]) + #======================================================================= + + + totalExp = godWeaponData.GetExp() + Sync_GodWeaponLVInfo(curPlayer, weaponType) #任务 - EventShell.EventRespons_PlusGodWeapon(curPlayer) + EventShell.EventRespons_PlusGodWeapon(curPlayer, weaponType) return #神兵升级触发其他功能:技能 -def GodWeaponLVUP(curPlayer, godWeaponData): +def GodWeaponLVUP(curPlayer, godWeaponData, attrLV): skillID = godWeaponData.GetSkillID() + if skillID: - __GiveGodWeaponSkill(curPlayer, skillID) + if __GiveGodWeaponSkill(curPlayer, skillID): + sysMark = godWeaponData.GetSysMark() + if sysMark: + PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID]) + return skillID + return + @@ -266,5 +401,5 @@ # BuffSkill.DoAddBuff(curPlayer, buffType, skillData, GameWorld.GetGameWorld().GetTick(), [], curPlayer) PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillResId) PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResId, 0) - return + return True -- Gitblit v1.8.0