From 71a202d71265b843f48317a016789c36ffab1566 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期六, 22 九月 2018 00:45:53 +0800 Subject: [PATCH] 3798 【后端】运营活动时间优化,开服日常限时活动定制时间优化(修复活动日期相连时如果都配置了提前显示时间不会取最近的活动时间bug) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 213 +++++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 182 insertions(+), 31 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py index 2f075dd..5a574e2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py @@ -52,6 +52,7 @@ import PlayerMagicWeapon import PlayerBossReborn import PlayerFairyCeremony +import FamilyRobBoss import IpyGameDataPY import PyGameData import PlayerTeam @@ -71,9 +72,10 @@ NPCAttr_ParamDict, # 过程参数公式 NPCAttr_AttrStrengthenList, # 等级成长属性公式 NPCAttr_PlayerCntCoefficient, # 地图人数对应属性额外成长系数 {mapID:{"属性名":{组队进入人数:系数, ...}, ...}, ...} +NPCAttr_NPCPlayerCntCoefficient, # NPC特殊成长人数对应属性额外成长系数 {npcID:{"属性名":{人数:系数, ...}, ...}, ...}, 优先级大于地图人数系数 NPCAttr_DynNPCLVMap, # 动态等级的地图ID列表,默认已刷新出来的NPC等级不会再变更,下次刷出来的怪物等级变更 [地图ID, ...] NPCAttr_DynPCCoefficientMap, # 动态人数系数的地图ID {地图ID:是否马上刷新属性, ...} -) = range(5) +) = range(6) #--------------------------------------------------------------------- ##NPC初始化->出生调用 @@ -104,6 +106,7 @@ return curNPC.GetLV() def GetRealmLV(curNPC): return curNPC.GetMAtkMin() # NPC表中此字段含义改成境界等级 +def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV) # NPC表中此字段含义改成境界等级 def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制 def GetSuppressFightPower(curNPC): return curNPC.GetThunderDef() # 雷防代表压制战力 def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(value) @@ -112,6 +115,7 @@ def GetFaction(curNPC): return curNPC.GetCountry() def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率 def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果 +def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果 def GetSkillEnhance(curNPC): return curNPC.GetWindAtk() # 风攻代表NPC 《普攻》 的技能附加伤害固定值 def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分 @@ -137,11 +141,14 @@ gameFB = GameWorld.GetGameFB() if strengthenIpyData.GetIsStrengthenByPlayerCount(): - strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt) - if not strengthenPlayerCnt: - GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID)) - return - + if FamilyRobBoss.IsHorsePetRobBoss(npcID): + strengthenPlayerCnt = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HorsePetRobBossPlayerCount) + else: + strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt) + if not strengthenPlayerCnt: + GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID)) + return + lvStrengthenType = strengthenIpyData.GetLVStrengthenType() # 根据世界等级 if lvStrengthenType == 3: @@ -216,6 +223,7 @@ paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典 attrStrengthenList = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典 playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数 + npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数 baseMaxHP = npcData.GetHPEx() * ShareDefine.Def_PerPointValue + npcData.GetHP() if strengthenLV: @@ -293,6 +301,8 @@ playerCntAttrCoefficient = playerCntCoefficient.get(mapID, {}) if not playerCntAttrCoefficient and dataMapID in playerCntCoefficient: playerCntAttrCoefficient = playerCntCoefficient[dataMapID] + if npcID in npcIDPlayerCntCoefficient: + playerCntAttrCoefficient = npcIDPlayerCntCoefficient[npcID] for attrKey, coefficientDict in playerCntAttrCoefficient.items(): if attrKey in attrDict: attrValue = attrDict[attrKey] @@ -822,13 +832,28 @@ tagPlaceSortList.sort() # 升序排序 tagPlaceSortList2.sort() # 升序排序 if isKillCountDropEquipEx: - GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList), playerID) - GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList2), playerID) - tagPlaceSortList += tagPlaceSortList2 - if tagPlaceSortList: - tagPlace = tagPlaceSortList[0][-2] - tagJob = tagPlaceSortList[0][-1] - + GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID) + GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID) + if tagPlaceSortList or tagPlaceSortList2: + isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位 + if isOptimalPlace: + tagPlaceSortList += tagPlaceSortList2 + if tagPlaceSortList: + tagPlace = tagPlaceSortList[0][-2] + tagJob = tagPlaceSortList[0][-1] + GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID) + else: + randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机 + if len(tagPlaceSortList) < randPlaceCountLimit: + tagPlaceSortList += tagPlaceSortList2 + else: + GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID) + randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1) + GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID) + tagPlace = tagPlaceSortList[randPlaceIndex][-2] + tagJob = tagPlaceSortList[randPlaceIndex][-1] + GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID) + if isKillCountDropEquipEx: GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID) @@ -1187,6 +1212,48 @@ msgInfo = str([itemID, updKilledCnt]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo)) + # 4. 指定全服击杀次数必掉,算额外掉落 + globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, [物品ID, ...], [随机物品ID, ...]]}, ...} + if npcID in globalKillDropDict: + killCountDropDict = globalKillDropDict[npcID] + updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord) + GameWorld.DebugLog("更新全服击杀次数: %s" % updNPCKilledCount) + # 通知GameServer记录 + msgInfo = str([npcID, updNPCKilledCount]) + GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo)) + if updNPCKilledCount in killCountDropDict: + isJobLimit, itemIDList, randItemIDList = killCountDropDict[updNPCKilledCount] + for itemID in itemIDList: + if isJobLimit: + itemData = GameWorld.GetGameData().GetItemByTypeID(itemID) + if not itemData: + continue + itemJob = itemData.GetJobLimit() / 100 + if itemJob and itemJob != curPlayer.GetJob(): + # 非本职业可用,不掉落 + GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID) + continue + dropItemIDList.append(itemID) + GameWorld.DebugLog("全服击杀次数必掉物品: itemID=%s" % itemID) + if randItemIDList: + if isJobLimit: + randJobItemList = [] + for rItemID in randItemIDList: + itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID) + if not itemData: + continue + itemJob = itemData.GetJobLimit() / 100 + if itemJob and itemJob != curPlayer.GetJob(): + # 非本职业可用,不掉落 + GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID) + continue + randJobItemList.append(rItemID) + randItemID = random.choice(randJobItemList) + else: + randItemID = random.choice(randItemIDList) + dropItemIDList.append(randItemID) + GameWorld.DebugLog("全服击杀次数必掉随机物品: randItemID=%s" % randItemID) + return dropItemIDList def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None): @@ -1929,11 +1996,15 @@ #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典 GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick()) + if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family: + FamilyRobBoss.ClearFamilyOwnerBossHurt(curNPC) + ChNPC.OnNPCSetDead(curNPC) + # 清除队伍成员伤血列表 AttackCommon.ClearTeamPlayerHurtValue(curNPC) # 清除自定义伤血列表 - BossHurtMng.ClearHurtValueList(curNPC) + #BossHurtMng.ClearHurtValueList(curNPC) # C++设置npc死亡 curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason), @@ -1967,6 +2038,9 @@ self.__Killer = None # 击杀者, 由各种规则得出, 一般也是物品归属的代表, 用于广播、记录等确保与归属一致 self.__AllKillerDict = {} # 所有击杀的玩家ID对应字典, 非队伍, 一般也是归属的拥有者 self.__FeelPlayerList = [] # 所有摸怪玩家列表,处理任务及某些逻辑用 + + self.__OwnerHurtType = 0 + self.__OwnerHurtID = 0 return #--------------------------------------------------------------------- ## 移动到某一个点的附近点 @@ -2497,7 +2571,7 @@ self.__AddAngryValue(npcAngry, curObjID, curObjType, plusAngryValue, canPile) #激活呆滞的NPC - if curNPC.GetHP() > 0 and not curNPC.GetIsNeedProcess() : + if GameObj.GetHP(curNPC) > 0 and not curNPC.GetIsNeedProcess() : curNPC.SetIsNeedProcess(True) @@ -2812,6 +2886,7 @@ def __GetTeamHurtNPCPlayerIDList(self, refreshPoint, teamID, tick): + curNPC = self.__Instance teamHurtPlayerIDList = [] # 如果没有在线队员在有效范围内,则进一步判断离线队员是否有伤血保护中的 playerMgr = GameWorld.GetPlayerManager() @@ -2832,7 +2907,8 @@ continue #if curTeamPlayer.GetHP() > 0 and self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint): - if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint): + if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint) \ + and AttackCommon.CheckKillNPCByCnt(curTeamPlayer, curNPC, False): #GameWorld.DebugLog("有队员在boss范围内,保留队伍伤血!teamID=%s,playerID=%s" % (teamID, curTeamPlayer.GetPlayerID())) teamHurtPlayerIDList.append(playerID) else: @@ -3021,10 +3097,13 @@ curNPC = self.__Instance #清除状态 self.__ClearNPCAllState(False) - #初始化召唤兽 - self.__InitNPCSummon() - #重置技能CD - self.__NormalNPCInItCD() + #只在重生或者满血的状态下才重置以下内容 + if isReborn or GameObj.GetHP(curNPC) >= GameObj.GetMaxHP(curNPC): + #初始化召唤兽 + self.__InitNPCSummon() + #重置技能CD + self.__NormalNPCInItCD() + #重刷属性 self.RefreshNPCState(isReborn=isReborn) #通知血量, 复活的情况不通知血量,由NPC出现包通知 @@ -3342,6 +3421,9 @@ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', '%s' % (msgList), len(str(msgList))) + if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family: + FamilyRobBoss.FamilyOwnerBossOnReborn(curNPC) + # 检查是否有光环, 在重生时处理,不然可能导致有些无战斗逻辑的怪物无法套上光环buff skillManager = curNPC.GetSkillManager() for index in xrange(skillManager.GetSkillCount()): @@ -3719,7 +3801,7 @@ #===================================================================================================== #boss伤血排行榜击杀逻辑 - BossHurtMng.BossOnKilled(curNPC) + #BossHurtMng.BossOnKilled(curNPC) #掉落需要用到摸怪,所以在处理掉落奖励之前设置 self.__SetFeelNPCPlayerList() @@ -3735,6 +3817,8 @@ # 记录boss击杀信息的NPC bossIpyData = IpyGameDataPY.GetIpyGameDataListNotLog('BOSSInfo', npcID) if bossIpyData: + if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family: + killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID) #KillerJob = 0 if not self.__Killer else self.__Killer.GetJob() GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0) #=========================================================================================== @@ -4180,7 +4264,8 @@ self.__MaxHurtPlayer = self.__FindBossMaxHurtObj() # py自定义伤血所得到的Boss最大伤血玩家 self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo() - + self.__OwnerHurtType, self.__OwnerHurtID = hurtType, hurtID + #最后一击处理 self.__DoLastTimeHurtLogic() @@ -4210,9 +4295,19 @@ elif curTeam != None: self.__KilledByTeamSetPrize(curTeam, hurtType, hurtID) + #被仙盟杀死 + elif hurtType == ChConfig.Def_NPCHurtTypeFamily: + self.__KilledByFamilySetPrize(hurtType, hurtID) + else: GameWorld.ErrLog("NPC归属异常:npcID=%s,hurtType=%s,hurtID=%s" % (npcID, hurtType, hurtID)) - + + if ChConfig.IsGameBoss(curNPC): + dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "mapID":GameWorld.GetMap().GetMapID(), + "lineID":GameWorld.GetGameWorld().GetLineID(), "teamID":curTeam.GetTeamID() if curTeam else 0, + "killerID":self.__AllKillerDict.keys(), "hurtType":hurtType,"hurtID":hurtID} + DataRecordPack.SendEventPack("KillBossRecord", dataDict) + if OnNPCDie: OnNPCDie(curNPC, hurtType, hurtID) @@ -4604,7 +4699,60 @@ self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList) #GameWorld.Log("队伍杀死怪物奖励,逻辑成功结束") return - + + def __KilledByFamilySetPrize(self, hurtType, hurtID): + ## 仙盟杀死NPC奖励逻辑 + curNPC = self.__Instance + + maxLV = 0 + dropPlayer = None + ownerPlayerList = [] + refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex()) + copyPlayerMgr = GameWorld.GetMapCopyPlayerManager() + for index in xrange(copyPlayerMgr.GetPlayerCount()): + player = copyPlayerMgr.GetPlayerByIndex(index) + if not player: + continue + + if player.GetFamilyID() != hurtID or not self.GetIsInRefreshPoint(player.GetPosX(), player.GetPosY(), refreshPoint): + continue + + curPlayerLV = player.GetLV() + if maxLV < curPlayerLV: + maxLV = curPlayerLV + dropPlayer = player + ownerPlayerList.append(player) + + if not ownerPlayerList: + GameWorld.Log("奖励归属仙盟,但是不存在可获得该奖励的成员!npcID=%s,hurtType=%s,hurtID=%s" + % (curNPC.GetNPCID(), hurtType, hurtID)) + + # 因为仙盟归属boss归属伤血第一的仙盟,仙盟伤血有保护,可能存在伤血第一仙盟在boss死亡的时候都不在 + # 此时掉落计算玩家算最后一击玩家,归属还是算伤血第一仙盟的 + if not dropPlayer: + dropPlayer = self.__LastHurtPlayer + + if not dropPlayer: + GameWorld.ErrLog("奖励归属仙盟,找不到掉落玩家!npcID=%s,hurtType=%s,hurtID=%s" + % (curNPC.GetNPCID(), hurtType, hurtID)) + return + + # 赶时间,先简单处理直接取最大等级的,之后可按实际情况来 + if not self.__LastHurtPlayer: + self.__LastHurtPlayer = dropPlayer + if not self.__MaxHurtPlayer: + self.__MaxHurtPlayer = dropPlayer + if not self.__Killer: + self.__Killer = dropPlayer + maxHurtID = dropPlayer.GetPlayerID() + + for curPlayer in ownerPlayerList: + self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, False) + + #调用物品掉落 + self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList) + return + ## 队伍或自己击杀NPC扩展功能 # @param curPlayer # @return None @@ -4621,7 +4769,10 @@ #掉落归属 if mapFBType != IPY_GameWorld.fbtNull: FBLogic.DoFB_DropOwner(curPlayer , curNPC) - + else: + if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'): + PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC) + killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1) limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID) if limitIndex != None: @@ -4635,7 +4786,6 @@ dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "touchCnt":newCnt, "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()} DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer) - if limitIndex == 0: # 世界BOSS击杀成就 PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1) @@ -4650,8 +4800,8 @@ PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome) PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1) PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1) - #击杀特定NPC成就 - PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, 1, [npcID]) + + return #--------------------------------------------------------------------- @@ -4673,10 +4823,10 @@ #不是普通NPC elif npcObjType != IPY_GameWorld.gnotNormal: return - + npcID = curNPC.GetNPCID() #GameWorld.DebugLog("__MissionOnKillNPC isFeel=%s" % (isFeel), curPlayer.GetPlayerID()) killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1) - limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, curNPC.GetNPCID()) + limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID) isWorldBoos = limitIndex == 0 if isFeel: #击杀NPC触发摸怪任务事件 @@ -4688,7 +4838,8 @@ EventShell.EventRespons_OnKillById(curPlayer, curNPC) if isWorldBoos: EventShell.EventRespons_KillWorldBoss(curPlayer) - + #击杀特定NPC成就 + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, 1, [npcID]) return def __GetIsLog(self): -- Gitblit v1.8.0