From 776cf3759b9801f3795ee975cd77078f505b90d6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 06 一月 2024 14:49:08 +0800
Subject: [PATCH] 10071 【后端】灵宠改版
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPet.py | 510 ++++++--------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 28
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py | 17
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 184 ++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py | 582 ++++-------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py | 16
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 37 +
PySysDB/PySysDBPY.h | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py | 60 +-
15 files changed, 478 insertions(+), 978 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 1fd6f88..fff634f 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -882,7 +882,7 @@
DWORD _DataMapID; //数据地图ID
WORD _LineID; //功能线路ID
DWORD NPCID; //NPCID
- DWORD SummerNPCID; //召唤兽ID
+ list PetNPCIDList; //灵宠NPCID列表
list AwardItemListFirst; //首次过关奖励列表[[物品ID,个数,是否拍品], ...]
list AwardItemList; //再次过关奖励列表[[物品ID,个数,是否拍品], ...]
};
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index a40755f..d1a33bc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2114,6 +2114,8 @@
fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
helpBattleFormatKey = "HelpRobot_Def"
+ if atkObjType == IPY_GameWorld.gotNPC and PetControl.IsPetNPC(atkObj):
+ mustHit = True
#命中公式 攻击方类型不同,公式不同
hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
@@ -2465,6 +2467,8 @@
return "HelpRobot"
if obj.GetType() in ChConfig.PVPNPCTypeList:
return "P"
+ if obj.GetType() == IPY_GameWorld.ntPet:
+ return "Pet"
objType = obj.GetGameNPCObjType()
if objType == IPY_GameWorld.gnotPet:
@@ -2476,7 +2480,7 @@
# @param None
# @return 攻击形式字符串
def GetAtkState(atkObj, defObj):
- isPet = PetControl.IsPet(atkObj)
+ isPet = PetControl.IsPetNPC(atkObj)
if IsPVENPCObj(atkObj) or IsPVENPCObj(defObj):
return 'PVE_%s' if not isPet else 'PetVE_%s'
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 6d0ff3c..76e6386 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -29,6 +29,7 @@
import NPCCommon
import GameWorld
import GameObj
+import PetControl
(
FightState_Start,
@@ -37,6 +38,12 @@
FightState_Fail,
FightState_Over,
) = range(5)
+
+def GetObjName(gameObj):
+ objName = gameObj.GetName()
+ faction = GameObj.GetFaction(gameObj)
+ fightPlaceNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum)
+ return "%s%s %s" % ("A" if faction == 1 else "B", fightPlaceNum, objName)
#// B4 10 回合制战斗 #tagCMTurnFight
#
@@ -59,7 +66,7 @@
SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Start)
if tagPlayerID:
- PlayerViewCacheTube.GetPlayerPropDataCall(curPlayer, tagPlayerID, DoTrunFightVSPlayer, [mapID, funcLineID])
+ PlayerViewCacheTube.GetPlayerPropDataCall(curPlayer, tagPlayerID, DoTrunFightVSPlayer, [mapID, funcLineID], True)
return
DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, tick)
@@ -78,28 +85,16 @@
def DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, tick):
playerID = curPlayer.GetPlayerID()
posX, posY = curPlayer.GetPosX(), curPlayer.GetPosY()
-
- factionListA, factionListB = [], []
- factionListA.append(curPlayer)
- curPet = curPlayer.GetPetMgr().GetFightPet()
- curPet and factionListA.append(curPet)
-
- # 玩家阵营的其他战斗实例,可扩展...
- assistNPCID = 0 # 协助召唤兽
- if assistNPCID:
- assistNPC = NPCCommon.SummonNPC(curPlayer, assistNPCID, posX, posY)
- assistNPC and factionListA.append(assistNPC)
-
+ GameWorld.DebugLog("===== 执行回合制战斗: mapID=%s,funcLineID=%s,tagPlayerID=%s" % (mapID, funcLineID, tagPlayerID), playerID)
tagObj = None
if tagPlayerID:
npcID = ChConfig.Def_NPCID_PVP
tagObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=playerID, pvpPlayerID=tagPlayerID)
if not tagObj:
return
- factionListB.append(tagObj)
-
- # 对手玩家镜像的其他战斗实例...
-
+ PlusData = PlayerViewCacheTube.GetPlayerPropPlusDictByID(playerID)[1] # 从缓存中获取
+ petCacheInfo = PlusData.get("Pet")
+ fightPetObjListB = PetControl.CalloutFightPet(tagObj, petCacheInfo)
else:
ipyData = IpyGameDataPY.GetIpyGameData("FBTurn", mapID, funcLineID)
if not ipyData:
@@ -110,34 +105,42 @@
tagObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=playerID)
if not tagObj:
return
- factionListB.append(tagObj)
- summerNPCID = ipyData.GetSummerNPCID()
- if summerNPCID:
- summerNPC = NPCCommon.SummonNPC(tagObj, summerNPCID, posX, posY)
- summerNPC and factionListB.append(summerNPC)
-
- if not factionListB:
- return
-
- for gameObj in factionListA:
- GameObj.SetFaction(gameObj, 1)
- for gameObj in factionListB:
- GameObj.SetFaction(gameObj, 2)
+ petNPCIDList = ipyData.GetPetNPCIDList()
+ petCacheInfo = [] # 从配表中读取组合,技能默认取NPC表配置的
+ for state, petNPCID in enumerate(petNPCIDList, 1):
+ petCacheInfo.append({"npcID":petNPCID, "state":state, "quality":0})
+ fightPetObjListB = PetControl.CalloutFightPet(tagObj, petCacheInfo)
- #一个回合攻击顺序,由攻击速度决定,攻速相同下阵营1先攻击,还相同则由ID决定
- fightObjList = factionListA + factionListB
- fightObjList.sort(key=lambda o: (GameObj.GetAtkSpeed(o), (10 - GameObj.GetFaction(o)), o.GetID()), reverse=True)
-
turnMax = IpyGameDataPY.GetFuncCfg("TurnFight", 1)
- GameWorld.DebugLog("===== 执行回合制战斗: mapID=%s,funcLineID=%s,tagPlayerID=%s,tagObjID=%s"
- % (mapID, funcLineID, tagPlayerID, tagObj.GetID()), playerID)
- # 战斗前初始化
- for gameObj in fightObjList:
- TurnFightObjStartInit(gameObj)
-
+ # 宠物先攻击
+ fightPetObjListA = PetControl.CalloutFightPet(curPlayer)
+ factionListA = fightPetObjListA + [curPlayer]
+ factionListB = fightPetObjListB + [tagObj]
+ atkFactionList = [factionListA, factionListB]
+
+ # 战斗前初始化,可能会改变攻速,所以先初始化
+ for faction, factionObjList in enumerate(atkFactionList, 1):
+ for gameObj in factionObjList:
+ TurnFightObjStartInit(gameObj, faction, tick)
+
+ #一个回合攻击顺序,为了后续逻辑统一,都是先确定好顺序
+ sortType = 2 # 攻击顺序排序方式
+ fightObjList = []
+ #方式1: 纯由攻击速度决定,攻速相同下阵营1先攻击,还相同则由ID决定
+ if sortType == 1:
+ fightObjList = factionListA + factionListB
+ fightObjList.sort(key=lambda o: (GameObj.GetAtkSpeed(o), (10 - GameObj.GetFaction(o)), o.GetID()), reverse=True)
+ #方式2:根据阵营主角攻速决定先手,然后每个阵营轮流固定位置攻击
+ elif sortType == 2:
+ if GameObj.GetAtkSpeed(curPlayer) < GameObj.GetAtkSpeed(tagObj):
+ atkFactionList = [factionListB, factionListA]
+ for i in range(len(factionListA)):
+ for factionObjList in atkFactionList:
+ fightObjList.append(factionObjList[i])
+
isWin = None
for turnNum in range(1, turnMax + 1):
- GameWorld.DebugLog("----- 回合制战斗轮次: %s -----" % turnNum, playerID)
+ GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Fighting, turnNum, turnMax)
# 回合开始: 做一些每回合重置逻辑或者某些根据回合触发的效果等
@@ -145,18 +148,22 @@
TurnFightObjPerTurnStart(gameObj, turnNum, tick)
# 回合战斗: 轮流依次攻击
- for actNum, gameObj in enumerate(fightObjList, 1):
- if not gameObj:
+ for gameObj in fightObjList:
+ if not gameObj or GameObj.GetHP(gameObj) <= 0:
continue
faction = GameObj.GetFaction(gameObj)
- tagGameObj = tagObj if faction == 1 else curPlayer
objType = gameObj.GetGameObjType()
objID = gameObj.GetID()
+ objName = GetObjName(gameObj)
+ curHP = GameObj.GetHP(gameObj)
+
+ tagGameObj = tagObj if faction == 1 else curPlayer
tagObjType = tagGameObj.GetGameObjType()
tagObjID = tagGameObj.GetID()
+ tagHP = GameObj.GetHP(tagGameObj)
- GameWorld.DebugLog(" 行动: turnNum=%s,actNum=%s,faction=%s,objType=%s,objID=%s,tagObjType=%s,tagObjID=%s"
- % (turnNum, actNum, faction, objType, objID, tagObjType, tagObjID))
+ GameWorld.DebugLog(" ★回合%s %s 行动 : objType-ID-HP(%s-%s-%s), tagType-ID-HP(%s-%s-%s)"
+ % (turnNum, objName, objType, objID, curHP, tagObjType, tagObjID, tagHP))
SyncTurnFightObjAction(curPlayer, turnNum, objType, objID)
DoAttack(gameObj, tagGameObj, tick)
@@ -190,22 +197,25 @@
% (mapID, funcLineID, tagPlayerID, isWin, overState), playerID)
return
-def TurnFightObjStartInit(gameObj):
+def TurnFightObjStartInit(gameObj, faction, tick):
## 回合制战斗实例初始化
if not gameObj:
return
-
gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightNum, 1)
+ GameObj.SetFaction(gameObj, faction)
GameObj.SetHPFull(gameObj)
gameObj.RefreshView()
objType = gameObj.GetGameObjType()
npcID = gameObj.GetNPCID() if objType == IPY_GameWorld.gotNPC else 0
- GameWorld.DebugLog("初始化实例: objID=%s,npcID=%s,faction=%s,atkSpeed=%s,HP=%s,Atk=%s,Def=%s"
- % (gameObj.GetID(), npcID, GameObj.GetFaction(gameObj), GameObj.GetAtkSpeed(gameObj), GameObj.GetHP(gameObj), gameObj.GetMaxAtk(), gameObj.GetDef()))
- GameWorld.DebugLog(" 闪命(%s,%s),闪避(%s,%s),暴击(%s,%s),击晕(%s,%s),连击(%s,%s),反击(%s,%s),吸血(%s,%s)"
- % (gameObj.GetMiss(), gameObj.GetHit(),
- GameObj.GetMissRate(gameObj), GameObj.GetMissDefRate(gameObj),
+ objName = GetObjName(gameObj)
+ fightPlaceNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum)
+
+ GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,HP=%s,Atk=%s,Def=%s"
+ % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID,
+ GameObj.GetAtkSpeed(gameObj), GameObj.GetHP(gameObj), gameObj.GetMaxAtk(), gameObj.GetDef()))
+ GameWorld.DebugLog(" 闪避(%s,%s),暴击(%s,%s),击晕(%s,%s),连击(%s,%s),反击(%s,%s),吸血(%s,%s)"
+ % (GameObj.GetMissRate(gameObj), GameObj.GetMissDefRate(gameObj),
GameObj.GetSuperHitRate(gameObj), GameObj.GetSuperHitRateReduce(gameObj),
GameObj.GetFaintRate(gameObj), GameObj.GetFaintDefRate(gameObj),
GameObj.GetComboRate(gameObj), GameObj.GetComboDefRate(gameObj),
@@ -217,11 +227,23 @@
if objType == IPY_GameWorld.gotPlayer:
skillManager = gameObj.GetSkillManager()
for i in range(skillManager.GetSkillCount()):
- skill = skillManager.GetSkillByIndex(i)
- skill.SetRemainTime(0)
+ curSkill = skillManager.GetSkillByIndex(i)
+ curSkill.SetRemainTime(0)
elif objType == IPY_GameWorld.gotNPC:
- pass
+ skillIDList = []
+ skillManager = gameObj.GetSkillManager()
+ for i in range(skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(i)
+ if not curSkill:
+ continue
+ skillIDList.append(curSkill.GetSkillID())
+ if fightPlaceNum:
+ # 灵宠技能开始时直接进入CD
+ curSkill.SetLastUseTick(tick)
+ curSkill.SetRemainTime(curSkill.GetCoolDownTime())
+ GameWorld.DebugLog(" NPC技能: npcID=%s,skillIDList=%s" % (npcID, skillIDList))
+
return
def TurnFightObjPerTurnStart(gameObj, turnNum, tick):
@@ -237,7 +259,8 @@
objType = gameObj.GetGameObjType()
objID = gameObj.GetID()
- GameWorld.DebugLog("ObjPerTurnStart: faction=%s,objType=%s,objID=%s,turnNum=%s,HP=%s" % (GameObj.GetFaction(gameObj), objType, objID, turnNum, GameObj.GetHP(gameObj)))
+ objName = GetObjName(gameObj)
+ GameWorld.DebugLog("ObjPerTurnStart: 回合%s, %s objType-ID-HP(%s-%s-%s)" % (turnNum, objName, objType, objID, GameObj.GetHP(gameObj)))
# 每回合开始减技能CD
skillManager = gameObj.GetSkillManager()
@@ -357,7 +380,9 @@
def CanAtkBack(atkObj, defObj):
## 可否反击
-
+ if atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum) > 0:
+ #GameWorld.DebugLog(" 被灵宠攻击时无法触发反击")
+ return False
defAtkBackRate = GameObj.GetAtkBackRate(defObj) # 防方反击率
atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # 已反击次数
if atkBackNum > 10:
@@ -407,18 +432,40 @@
## NPC攻击
if not curObj:
return
+
+ objName = "● %s" % GetObjName(curObj)
+ #有值代表灵宠上阵位置,判断是否有概率攻击
+ fightPlaceNum = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum)
+ if fightPlaceNum > 0:
+ fightRateList = IpyGameDataPY.GetFuncEvalCfg("PetGoOutFight", 2)
+ if fightPlaceNum > len(fightRateList):
+ return
+ fightRatePer = fightRateList[fightPlaceNum - 1]
+
+ qualityAddRateInfo = IpyGameDataPY.GetFuncEvalCfg("PetGoOutFight", 3, {})
+ petQuality = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetQuality)
+ qualityAddPer = qualityAddRateInfo.get(str(petQuality), 0)
+ fightRatePer += qualityAddPer
+ if fightRatePer < 100 and not GameWorld.CanHappen(fightRatePer, 100):
+ GameWorld.DebugLog(" 灵宠概率不攻击: curID=%s,fightPlaceNum=%s,petQuality=%s,fightRatePer=%s"
+ % (curObj.GetID(), fightPlaceNum, petQuality, fightRatePer))
+ return
+
tagDist = 0
atkOK = AICommon.DoAutoUseSkill(curObj, tagObj, tagDist, tick)
#---优先释放技能---
if not atkOK:
- #普通攻击
- atkOK = BaseAttack.Attack(curObj, tagObj, None, tick)
- if atkOK:
- GameWorld.DebugLog(" NPC普通攻击: curID=%s,tagID=%s,atkOK=%s" % (curObj.GetID(), tagObj.GetID(), atkOK))
+ if fightPlaceNum:
+ GameWorld.DebugLog(" 灵宠不可普通攻击: curID=%s,fightPlaceNum=%s" % (curObj.GetID(), fightPlaceNum))
else:
- GameWorld.DebugLog(" NPC攻击失败: curID=%s,tagID=%s,atkOK=%s" % (curObj.GetID(), tagObj.GetID(), atkOK))
+ #普通攻击
+ atkOK = BaseAttack.Attack(curObj, tagObj, None, tick)
+ if atkOK:
+ GameWorld.DebugLog(" %s 普通攻击: curID=%s,tagID=%s,atkOK=%s" % (objName, curObj.GetID(), tagObj.GetID(), atkOK))
+ else:
+ GameWorld.DebugLog(" %s 攻击失败: curID=%s,tagID=%s,atkOK=%s" % (objName, curObj.GetID(), tagObj.GetID(), atkOK))
else:
- GameWorld.DebugLog(" NPC技能攻击: curID=%s,tagID=%s,atkOK=%s" % (curObj.GetID(), tagObj.GetID(), atkOK))
+ GameWorld.DebugLog(" %s 技能攻击: curID=%s,tagID=%s,atkOK=%s" % (objName, curObj.GetID(), tagObj.GetID(), atkOK))
return atkOK
def PlayerAttack(curPlayer, tagObj, tick):
@@ -433,6 +480,7 @@
posX, posY = tagPosX, tagPosY = curPlayer.GetPosX(), curPlayer.GetPosY()
tagObjType, tagObjID = tagObj.GetGameObjType(), tagObj.GetID()
+ objName = "● %s" % GetObjName(curPlayer)
curPlayer.ClearUseSkillRec()
curPlayer.SetAttackTargetPos(posX, posY)
curPlayer.SetUseSkillPosX(tagPosX)
@@ -461,10 +509,10 @@
curPlayer.SetUseSkill(curSkill.GetSkillData())
useSkillData = curPlayer.GetUseSkill()
if not PlayerState.__DoClientUseSkillEx(curPlayer, useSkillData, tick):
- GameWorld.DebugLog(" 玩家技能攻击失败: playerID=%s,tagID=%s,skillID=%s" % (playerID, tagObjID, skillID))
+ GameWorld.DebugLog(" %s 技能攻击失败: playerID=%s,tagID=%s,skillID=%s" % (objName, playerID, tagObjID, skillID))
continue
useSkillResult = True
- GameWorld.DebugLog(" 玩家技能攻击成功: playerID=%s,tagID=%s,skillID=%s" % (playerID, tagObjID, skillID))
+ GameWorld.DebugLog(" %s 技能攻击成功: playerID=%s,tagID=%s,skillID=%s" % (objName, playerID, tagObjID, skillID))
break
@@ -475,9 +523,9 @@
atkOK = BaseAttack.Attack(curPlayer, tagObj, None, tick)
if atkOK:
useSkillResult = True
- GameWorld.DebugLog(" 玩家普通攻击: curID=%s,tagID=%s,atkOK=%s" % (playerID, tagObjID, atkOK))
+ GameWorld.DebugLog(" %s 普通攻击: curID=%s,tagID=%s,atkOK=%s" % (objName, playerID, tagObjID, atkOK))
else:
- GameWorld.DebugLog(" 玩家攻击失败: curID=%s,tagID=%s,atkOK=%s" % (playerID, tagObjID, atkOK))
+ GameWorld.DebugLog(" %s 攻击失败: curID=%s,tagID=%s,atkOK=%s" % (objName, playerID, tagObjID, atkOK))
return useSkillResult
def SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, state, turnNum=0, turnMax=0):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 165ff53..1ecceb5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3070,6 +3070,8 @@
Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 本回合已累计连击次数
Def_Obj_Dict_TurnAtkBackNum = 'TurnAtkBackNum' # 本回合已累计反击次数
Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
+Def_Obj_Dict_FightPetPlaceNum = 'FightPetPlaceNum' # 出战灵宠上阵位置,1~n
+Def_Obj_Dict_FightPetQuality = 'FightPetQuality' # 出战灵宠品质
#---NPC字典-------
#每道龙卷风最终坐标
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 671978d..8254e50 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -725,7 +725,7 @@
("DWORD", "DataMapID", 1),
("WORD", "LineID", 1),
("DWORD", "NPCID", 0),
- ("DWORD", "SummerNPCID", 0),
+ ("list", "PetNPCIDList", 0),
("list", "AwardItemListFirst", 0),
("list", "AwardItemList", 0),
),
@@ -3709,7 +3709,7 @@
self.DataMapID = 0
self.LineID = 0
self.NPCID = 0
- self.SummerNPCID = 0
+ self.PetNPCIDList = []
self.AwardItemListFirst = []
self.AwardItemList = []
return
@@ -3717,7 +3717,7 @@
def GetDataMapID(self): return self.DataMapID # 数据地图ID
def GetLineID(self): return self.LineID # 功能线路ID
def GetNPCID(self): return self.NPCID # NPCID
- def GetSummerNPCID(self): return self.SummerNPCID # 召唤兽ID
+ def GetPetNPCIDList(self): return self.PetNPCIDList # 灵宠NPCID列表
def GetAwardItemListFirst(self): return self.AwardItemListFirst # 首次过关奖励列表[[物品ID,个数,是否拍品], ...]
def GetAwardItemList(self): return self.AwardItemList # 再次过关奖励列表[[物品ID,个数,是否拍品], ...]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
index 790207b..90d0128 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
@@ -306,10 +306,15 @@
return False
#CD时间
- if tick - useSkill.GetLastUseTick() < useSkill.GetCoolDownTime():
- #GameWorld.Log('检查CD时间触发失败 = %s'%(useSkill.GetSkillName()))
- return False
-
+ if curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightNum):
+ if useSkill.GetRemainTime():
+ #GameWorld.Log('技能回合CD中 = %s, %s'%(useSkill.GetSkillName(), useSkill.GetRemainTime()))
+ return False
+ else:
+ if tick - useSkill.GetLastUseTick() < useSkill.GetCoolDownTime():
+ #GameWorld.Log('检查CD时间触发失败 = %s'%(useSkill.GetSkillName()))
+ return False
+
curSkillUseTag = SkillShell.GetSkillAffectTag(useSkill)
if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackPlayer:
if curTag.GetGameObjType() != IPY_GameWorld.gotPlayer:
@@ -360,11 +365,11 @@
#---对宠物主人释放---
if skillTag == ChConfig.Def_UseSkillTag_PetMaster:
- if not PetControl.IsPet(curNPC):
+ if not PetControl.IsPetNPC(curNPC):
GameWorld.ErrLog("该NPC非宠物,无法获得主人释放技能")
return False
- petOwner = PetControl.GetPetOwner(curNPC)
+ petOwner = PetControl.GetPetNPCOwner(curNPC)
if petOwner == None:
GameWorld.ErrLog("宠物(%s)对主人释放技能,找不到主人"%curNPC.GetRolePet().PetID)
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 8105c44..44956ba 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -2310,7 +2310,7 @@
#__NotifyMapPlayerSummonMapNPC(npcId, rebornX, rebornY)
return curSummon
-def SummonNPC(gameObj, npcID, rebornX, rebornY):
+def SummonNPC(gameObj, npcID, rebornX, rebornY, skillIDList=None):
''' 某个实例进行召唤,有从属关系
'''
npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
@@ -2343,6 +2343,13 @@
curSummon.SetSightLevel(gameObj.GetSightLevel())
curSummon.Reborn(rebornX, rebornY, False)
+ #有指定的技能,重新学习
+ if skillIDList:
+ #GameWorld.DebugLog("指定召唤兽技能: npcID=%s,skillIDList=%s" % (npcID, skillIDList))
+ skillManger = curSummon.GetSkillManager()
+ skillManger.ResetSkill()
+ for skillID in skillIDList:
+ skillManger.LVUPSkillByID(skillID)
NPCControl(curSummon).DoNPCRebornCommLogic(tick)
#curSummon.RefreshView()
return curSummon
@@ -3723,7 +3730,7 @@
#范围校验
if not posMap:
GameWorld.ErrLog("__Func_GetRandPosInRefreshArea GetRefreshPosAt error: return None! npcID=%s" % curNPC.GetNPCID())
- return
+ return curNPC.GetPosX(), curNPC.GetPosY()
posMapX = posMap.GetPosX()
posMapY = posMap.GetPosY()
@@ -4115,8 +4122,7 @@
# curNPC.ForbiddenSkillTypeList_Clear()
#宠物特殊处理
- if curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
- PetControl.RefurbishPetAttr(curNPC, canSyncClient)
+ if PetControl.RefurbishPetAttr(curNPC):
return
pvpPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PVPPlayerID)
@@ -4137,7 +4143,7 @@
return
def SetPVPNPCPlayerAttr(self, pvpPlayerID):
- PropDict = PlayerViewCacheTube.GetPlayerPropData(pvpPlayerID)
+ PropDict, PlusDict = PlayerViewCacheTube.GetPlayerPropPlusDictByID(pvpPlayerID)
if not PropDict:
return
curNPC = self.__Instance
@@ -4160,9 +4166,18 @@
GameObj.SetAtkBackDefRate(curNPC, PropDict.get("AtkBackDefRate", 0))
GameObj.SetSuckHPPer(curNPC, PropDict.get("SuckHPPer", 0))
GameObj.SetSuckHPDefPer(curNPC, PropDict.get("SuckHPDefPer", 0))
-
- GameWorld.DebugLog("SetPVPNPCPlayerAttr: objID=%s,NPCID=%s,pvpPlayerID=%s,maxHP=%s"
- % (curNPC.GetID(), curNPC.GetNPCID(), pvpPlayerID, GameObj.GetMaxHP(curNPC)))
+
+ skillManager = curNPC.GetSkillManager()
+ SkillInfo = PlusDict.get("SkillInfo", {})
+ for _, skillLVDict in SkillInfo.items():
+ for skillID, _ in skillLVDict.items():
+ skillManager.LearnSkillByID(skillID)
+
+ GameWorld.DebugLog("SetPVPNPCPlayerAttr: objID=%s,NPCID=%s,pvpPlayerID=%s,maxHP=%s,SkillInfo=%s"
+ % (curNPC.GetID(), curNPC.GetNPCID(), pvpPlayerID, GameObj.GetMaxHP(curNPC), SkillInfo))
+ for index in range(0, skillManager.GetSkillCount()):
+ useSkill = skillManager.GetSkillByIndex(index)
+ GameWorld.DebugLog(" NPC SkillID=%s" % useSkill.GetSkillID())
return
def SetHelpBattleRobotRebornAttr(self, fightPower):
@@ -4603,9 +4618,9 @@
return
#宠物死亡调用独立接口
- if curNPC_GameNPCObjType == IPY_GameWorld.gnotPet:
- PetControl.SetPetDead(curNPC)
- return
+ #if curNPC_GameNPCObjType == IPY_GameWorld.gnotPet:
+ # PetControl.SetPetDead(curNPC)
+ # return
#---通用死亡逻辑---
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index be4e983..58f8200 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -344,7 +344,7 @@
if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
PlayerFB.DoExitCustomScene(curPlayer)
- PetControl.DoLogic_PetLoadMapOK(curPlayer)
+ #PetControl.DoLogic_PetLoadMapOK(curPlayer)
# 恢复视野,刷新自己的视野
curPlayer.SetVisible(True)
@@ -566,7 +566,7 @@
DataRecordPack.DR_PlayerLogin(curPlayer)
EventReport.WriteEvent_login(curPlayer)
#---玩家上线, 宠物逻辑处理---
- PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
+ #PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
PlayerFamily.FamilyPlayerOnLoginCross(curPlayer)
@@ -652,7 +652,7 @@
PlayerRefineStove.DoOnLogin(curPlayer, tick)
#---玩家上线, 宠物逻辑处理---
- PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
+ #PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
PlayerPet.OnPlayerPetLogin(curPlayer)
#要在SetCanMove之后做这个事情, 否则OnEnter不会卡住玩家
@@ -1483,7 +1483,7 @@
#===========================================================================
#初始化宠物 通知客户端
- PetControl.Sync_PetInfo_ChangeMap(curPlayer, tick)
+ #PetControl.Sync_PetInfo_ChangeMap(curPlayer, tick)
#通知GameServer自己现在的地图
curPlayer.Sync_GameServer_MapID()
@@ -1742,7 +1742,7 @@
EventShell.EventResponse_OnMapEx(curPlayer)
#触发切换地图宠物逻辑
- PetControl.DoLogic_PetLoadMapOK(curPlayer)
+ #PetControl.DoLogic_PetLoadMapOK(curPlayer)
#---检查是否卡障碍---
curMap = GameWorld.GetMap()
@@ -2249,7 +2249,7 @@
return
#出战宠物同时移动
- PetControl.FightPetFollowMove(curPlayer, sendPack_StartX, sendPack_StartY)
+ #PetControl.FightPetFollowMove(curPlayer, sendPack_StartX, sendPack_StartY)
return
@@ -4510,7 +4510,7 @@
#直接取db中配置的复活点
PlayerControl.PlayerResetWorldPos(curPlayer, gameMap.GetRebornMapID(), gameMap.GetRebornMapX(), gameMap.GetRebornMapY(), False)
#重新召唤宠物
- PlayerPet.AutoSummonPet(curPlayer)
+ #PlayerPet.AutoSummonPet(curPlayer)
#复活成功,重置状态
PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
@@ -6160,7 +6160,7 @@
#出战宠物同时移动
if moveType == 0 or tick - fightPet.GetActionTick() > 300:
- PetControl.FightPetFollowMove(curPlayer,sendPack_SeverPosX, sendPack_SeverPosY)
+ #PetControl.FightPetFollowMove(curPlayer,sendPack_SeverPosX, sendPack_SeverPosY)
fightPet.SetCurAction(IPY_GameWorld.laNPCNull)
return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py
index 371a3c2..08b1acd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py
@@ -22,150 +22,17 @@
#IPY_RolePetMgr.PetList_Find\GetFightPet\PetList_At -> IPY_RolePet;
#IPY_RolePet.GetRolePet -> tagIPY_RolePet(结构体);
#IPY_RolePet.GetPetData -> IPY_Pet;
-#
-#
#---------------------------------------------------------------------
import IPY_GameWorld
-import ChConfig
import GameWorld
-import BuffSkill
-import SkillShell
import PlayerPet
import PlayerControl
import NPCCommon
-import SkillCommon
-import GameMap
-import OperControlManager
-import ShareDefine
-import random
-import copy
-import math
import GameObj
-import AICommon
-import BaseAttack
import PassiveBuffEffMng
-import ChNetSendPack
import IpyGameDataPY
-#---------------------------------------------------------------------
-
-DefPetRebornHPRate = 100 # 宠物死亡复活血量百分比
-
-#---------------------------------------------------------------------
-## 检查宠物是否出战中
-# @param curPlayer 玩家对象
-# @param curPetID 宠物ID
-# @return True or False 是否出战中
-# @remarks 检查宠物是否出战中
-def CheckPetIsFight(curPlayer, curPetID):
- petMgr = curPlayer.GetPetMgr()
- #出战的宠物对象
- fightPetObj = petMgr.GetFightPet()
-
- if fightPetObj == None:
- return False
-
- if fightPetObj.GetRolePet().PetID == curPetID:
- return True
-
- return False
-
-
-
-
-# 宠物跟随人物同时攻击
-def PetFight(curPlayer, tick):
-
- rolePet = curPlayer.GetPetMgr().GetFightPet()
- #无出战宠物
- if rolePet == None:
- return
- rolePetControl = NPCCommon.NPCControl(rolePet)
-
- useSkillTagID = curPlayer.GetUseSkillTagID()
- useSkillTagType = curPlayer.GetUseSkillTagType()
-
- curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
- if not curTag or GameObj.GetHP(curTag) <= 0:
- # 没有主目标就从仇恨中找
- for i in range(curPlayer.GetAngryNPCCount()):
- curTag = curPlayer.GetAngryNPCByIndex(i)
- if not curTag or GameObj.GetHP(curTag) <= 0:
- continue
-
- if not curTag or GameObj.GetHP(curTag) <= 0:
- return
-
- #tagDist = GameWorld.GetDist(rolePet.GetPosX(), rolePet.GetPosY(), curTag.GetPosX(), curTag.GetPosY())
- tagDist = 0
- #---优先释放技能---
- if AICommon.DoAutoUseSkill(rolePet, curTag, tagDist, tick):
- return
-
- #---释放普通攻击--- 边走边攻击纠正一次位置
- #if tagDist > rolePet.GetAtkDist():
- # rolePetControl.MoveToObj_Detel(curTag)
-
- #普通攻击
- BaseAttack.Attack(rolePet, curTag, None, tick)
- return
-
-
-#---------------------------------------------------------------------
-##出战宠物跟随移动
-# @param curPlayer 玩家实例
-# @param destPosX 移动目标X点
-# @param destPosY 移动目标Y点
-# @return 返回值无意义
-# @remarks 出战宠物跟随移动
-def FightPetFollowMove(curPlayer, destPosX, destPosY):
- #主人在战斗中, 宠物不跟随移动
-
- fightPet = curPlayer.GetPetMgr().GetFightPet()
- #无出战宠物
- if fightPet == None:
- return
-
- petControl = NPCCommon.NPCControl(fightPet)
- movePosX, movePosY = petControl.GetMoveNearPos(destPosX, destPosY, 2)
- # 执行一次重置位置,避免快速发包导致无法移动
- fightPet.ChangePos(movePosX, movePosY)
-
- #movePosX, movePosY = petControl.GetMoveNearPos(destPosX, destPosY, 1)
- PetMove(fightPet, movePosX, movePosY)
- return
-
-
-def PetMove(fightPet, posX, posY):
-
- sendPack = ChNetSendPack.tagObjMove()
-
- sendPack.Clear()
- sendPack.ObjID = fightPet.GetID()
- sendPack.ObjType = IPY_GameWorld.gotNPC
- sendPack.MoveType = IPY_GameWorld.mtNormal
- sendPack.DestPosX = posX
- sendPack.DestPosY = posY
- sendPack.Speed = fightPet.GetSpeed()
- sendPack.StartPosX = fightPet.GetPosX()
- sendPack.StartPosY = fightPet.GetPosY()
-
- fightPet.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
- return
-#---------------------------------------------------------------------
-##清除出战宠物仇恨.
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 清除出战宠物仇恨
-def ClearFightPetAngry(curPlayer):
- fightPet = curPlayer.GetPetMgr().GetFightPet()
- #无出战宠物
- if fightPet == None:
- return
-
- petControl = NPCCommon.NPCControl(fightPet)
- petControl.ClearNPCAngry()
- return
+import ChConfig
#---------------------------------------------------------------------
##获得宠物的拥有者
@@ -206,6 +73,44 @@
return False
#---------------------------------------------------------------------
+
+def IsPetNPC(curObj):
+ ''' 是否灵宠NPC,召唤兽类型,玩家、玩家镜像、NPC通用,均可有灵宠召唤兽
+ 区别于 IsPet 为旧版的 PY_GameWorld.gnotPet 实例对象,仅玩家实例有
+ '''
+ curObjType = curObj.GetGameObjType()
+ if curObjType != IPY_GameWorld.gotNPC:
+ return False
+ npcObjType = curObj.GetGameNPCObjType()
+ if npcObjType != IPY_GameWorld.gnotSummon:
+ return False
+ return curObj.GetType() == IPY_GameWorld.ntPet
+
+def GetPetNPCOwner(curPet):
+ ''' 获得宠物的拥有者,可能为玩家、玩家镜像、NPC
+ 区别于 GetPetOwner 为旧版的 PY_GameWorld.gnotPet 归属者仅支持玩家
+ '''
+ if curPet == None:
+ return
+
+ atkObjType = curPet.GetGameObjType()
+ if atkObjType != IPY_GameWorld.gotNPC:
+ return
+
+ summonOwner = None
+ npcObjType = curPet.GetGameNPCObjType()
+ # 判断召唤兽主人
+ if npcObjType == IPY_GameWorld.gnotSummon:
+ curNPCDetail = GameWorld.GetObjDetail(curPet)
+ if curNPCDetail:
+ curNPCOwner = curNPCDetail.GetOwner()
+ if curNPCOwner:
+ summonOwner = GameWorld.GetObjDetail(curNPCOwner)
+ # 召唤兽主人为玩家
+ #if summonOwner and summonOwner.GetGameObjType() == IPY_GameWorld.gotPlayer:
+ # return summonOwner, npcObjType
+ return summonOwner
+
##清空宠物身上所有buff
# @param curPet 宠物对象
# @return None
@@ -217,225 +122,92 @@
buffState.Clear()
return
-#---------------------------------------------------------------------
-##召唤宠物
-# @param curPet 宠物对象
-# @param curPosX 宠物出身点位置
-# @param curPosY 宠物出身点位置
-# @return None
-# @remarks 召唤宠物,初始化宠物所有属性(C++处理)
-def SummonPet(curPet, curPosX, curPosY):
- #出现(出战逻辑在C++, 将清空宠物的相关信息)
- curPet.Summon(curPosX, curPosY)
- #记录该宠物被召回
- curPet.SetIsBattle(True)
- #初始化宠物
- InitRolePet(curPet)
- PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPet)
- return
+
#---------------------------------------------------------------------
-##初始化宠物属性
-# @param rolePet 宠物实例
-# @param canSyncClient 是否通知客户端
-# @return 返回值无意义
-# @remarks 初始化宠物属性
-def InitRolePet(rolePet, canSyncClient=True):
- #---初始化时钟---
- NPCCommon.InitNPC(rolePet)
+def CalloutFightPet(curObj, petCacheInfo=None):
+ ## 出战上阵的灵宠
+ # @param petCacheInfo: 玩家灵宠功能缓存信息
+ # @return: [第1位置实例, 第2, ...] 按位置顺序,实例可能为None
- #---初始化仇恨列表---
- npcAngry = rolePet.GetNPCAngry()
- if npcAngry.GetAngryCount() == 0:
- npcAngry.Init(ChConfig.Def_Pet_Angry_Count)
- else:
- npcAngry.Clear()
+ fightPlaceCount = len(IpyGameDataPY.GetFuncEvalCfg("PetGoOutFight", 1)) # 战斗位置数
+ fightPetObjList = [None] * fightPlaceCount
+ if petCacheInfo == None and curObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+ petCacheInfo = PlayerPet.GetPetCacheInfo(curObj)
+ if not petCacheInfo: # 没有灵宠
+ return fightPetObjList
+
+ fightPetDict = {} # 上阵的灵宠
+ for cacheInfo in petCacheInfo:
+ state = cacheInfo.get("state", 0)
+ if not state:
+ continue
+ fightPetDict[state] = cacheInfo
+
+ if not fightPetDict: # 没有上阵的
+ return fightPetObjList
+
+ posX, posY = curObj.GetPosX(), curObj.GetPosY()
+ for index in range(fightPlaceCount):
+ placeNum = index + 1
+ if placeNum not in fightPetDict:
+ continue
+ petInfo = fightPetDict[placeNum]
+ petNPCID = petInfo.get("npcID", 0)
+ if not petNPCID:
+ continue
+ quality = petInfo.get("quality", 0)
+ skillIDList = petInfo.get("skills", [])
+ petObj = NPCCommon.SummonNPC(curObj, petNPCID, posX, posY, skillIDList)
+ if not petObj:
+ continue
+ petObj.SetDict(ChConfig.Def_Obj_Dict_FightPetPlaceNum, placeNum)
+ petObj.SetDict(ChConfig.Def_Obj_Dict_FightPetQuality, quality)
+ fightPetObjList[index] = petObj
+ return fightPetObjList
- #---初始化宠物属性---
- petControl = NPCCommon.NPCControl(rolePet)
- petControl.RefreshNPCState(canSyncClient)
-
- #加一个防御措施, 如果宠物血为0, 不可召唤出来, 默认为宠物召回时候的血量
- if GameObj.GetHP(rolePet) <= 0:
- PetDead_ReStoreHP(rolePet, GameObj.GetMaxHP(rolePet))
- GameWorld.ErrLog('宠物重生血量为0, PetID = %s' % (rolePet.GetRolePet().PetID))
-
- return
-#---------------------------------------------------------------------
##召回出战的宠物
# @param curPlayer 玩家实例
# @return 布尔值
# @remarks 召回出战的宠物
def ReCallFightPet(curPlayer):
- rolePetMgr = curPlayer.GetPetMgr()
- #获得战斗的宠物
- fightPet = rolePetMgr.GetFightPet()
-
- if fightPet == None:
- return False
-
- #清空宠物身上附加的buff
- ClearPetBuff(fightPet)
- #记录该宠物被召回
- fightPet.SetIsBattle(False)
- #此死亡接口(C++将重置所有战斗属性, 要在刷一次)
- NPCCommon.SetDeadEx(fightPet)
- #刷新宠物属性
- petControl = NPCCommon.NPCControl(fightPet)
- petControl.RefreshNPCState(canSyncClient=True)
-
- #宠物数据物品状态变更
- petItemIndex = PlayerPet.GetPetObjItemIndex(fightPet)
- petItem = PlayerPet.GetPetDataItemByIndex(curPlayer, petItemIndex)
- if petItem:
- petItem.SetUserAttr(ShareDefine.Def_IudetPet_State, ShareDefine.Def_PetState_Null)
-
- petID = fightPet.GetRolePet().PetID
- npcID = fightPet.GetRolePet().NPCID
- rolePetMgr.PetList_SetFree(petID) # 永恒召回后默认放生, 最多只存在一个出战宠物实例
- GameWorld.DebugLog("随从召回后默认放生, petID=%s, npcID=%s" % (petID, npcID))
return True
-#---------------------------------------------------------------------
-## 设置宠物死亡
-# @param curPet 宠物对象
-# @return None
-# @remarks 设置宠物死亡
-def SetPetDead(curPet):
- #---执行死亡惩罚逻辑---
-
- #宠物主人
- curPetOwner = GetPetOwner(curPet)
- if not curPetOwner:
- return
- ReCallFightPet(curPetOwner)
- return
-#---------------------------------------------------------------------
-##宠物死亡恢复血量
-# @param index 玩家索引
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 宠物死亡恢复血量
-def PetDead_ReStoreHP(curPet, maxHP):
- #设置宠物当前血量为其上限的30%
- SetPetHP(curPet, int(maxHP * DefPetRebornHPRate / 100))
- return
-#---------------------------------------------------------------------
-
-#---------------------------------------------------------------------
-##设置宠物HP
-# @param rolePet 玩家宠物
-# @param 值
-# @param canSyncClient是否通知客户端
-# @return 返回值无意义
-# @remarks 设置宠物HP
def SetPetHP(rolePet, value, canSyncClient=True):
+ ##设置宠物HP
GameObj.SetHP(rolePet, value, canSyncClient)
-
if not canSyncClient:
return
-
#rolePet.Sync_RefreshProp(IPY_GameWorld.PetInfoRefresh_HP, value, True)
return
-#---------------------------------------------------------------------
-##增加宠物HP
-# @param rolePet 玩家宠物
-# @param 值
-# @return 返回值无意义
-# @remarks 加宠物HP
+
def AddPetHP(rolePet, value):
- remainValue = min(GameObj.GetHP(rolePet) + value, GameObj.GetMaxHP(rolePet))
- SetPetHP(rolePet, remainValue)
+ ##增加宠物HP
+ #remainValue = min(GameObj.GetHP(rolePet) + value, GameObj.GetMaxHP(rolePet))
+ #SetPetHP(rolePet, remainValue)
return
-#---------------------------------------------------------------------
-##刷新宠物的属性
-# @param rolePet 玩家宠物
-# @param canSyncClient 是否通知客户端(默认为True)
-# @return 返回值无意义
-# @remarks 刷新宠物的属性
-def RefurbishPetAttr(rolePet, canSyncClient=True):
- curPlayer = GetPetOwner(rolePet)
- if not curPlayer:
+def RefurbishPetAttr(curPet):
+ ##刷新宠物的属性,仅支持召唤兽,废弃原 IPY_GameWorld.gnotPet
+ if not IsPetNPC(curPet):
+ return
+ petOwner = GetPetNPCOwner(curPet)
+ if not petOwner:
return
- petDataItem = PlayerPet.GetPetDataItem(curPlayer, rolePet)
- if not petDataItem:
- return
+ #宠物不可被攻击, 灵宠继承人物的 百分百攻击和攻速
+ curPet.SetMinAtk(petOwner.GetMinAtk())
+ curPet.SetMaxAtk(petOwner.GetMaxAtk())
+ GameObj.SetAtkSpeed(curPet, GameObj.GetAtkSpeed(petOwner))
- # 变更需要同步的信息配置, 客户端取宠物信息全部以宠物物品数据为准
- syncList = [
- [lambda petObj:petObj.GetMaxAtk(), IPY_GameWorld.PetInfoRefresh_PhysicAtk], #攻击
- #[lambda petObj:petObj.GetQualityLV(), IPY_GameWorld.PetInfoRefresh_QualityLV], #品质
- ]
- beforeValueList = []
- for syncInfo in syncList:
- beforeValueList.append(syncInfo[0](rolePet))
+ #allAttrList = [{} for i in range(4)]
+ ##计算技能对战斗属性的影响
+ #PlayerPet.CalcSkill_PetBattleEffect(curPlayer, rolePet, allAttrList)
+ ##计算Buff对战斗属性的影响
+ #PlayerPet.CalcBuffer_PetBattleEffect(rolePet, allAttrList)
- #添加Buff到宠物身上
- #AddPlayerPetSkillBuff(rolePet)
-
- #计算Buff对基础属性的影响
- #SkillShell.CalcBuffer_NPCBaseEffect(rolePet)
-
- #宠物不可被攻击, 命中与攻速直接继承主人攻击属性,攻击取等级阶级加成
- rolePet.SetMinAtk(PlayerControl.GetPetMinAtk(curPlayer))
- rolePet.SetMaxAtk(PlayerControl.GetPetMaxAtk(curPlayer))
- rolePet.SetSkillAtkRate(PlayerControl.GetPetSkillAtkRate(curPlayer))
- GameObj.SetPetDamPer(rolePet, GameObj.GetPetDamPer(curPlayer))
- #rolePet.SetMAtkMin(curPlayer.GetMAtkMin())
- #rolePet.SetMAtkMax(curPlayer.GetMAtkMax())
- rolePet.SetHit(curPlayer.GetHit())
- rolePet.SetSpeed(curPlayer.GetSpeed())
-
- allAttrList = [{} for i in range(4)]
- #计算技能对战斗属性的影响
- PlayerPet.CalcSkill_PetBattleEffect(curPlayer, rolePet, allAttrList)
- #计算Buff对战斗属性的影响
- PlayerPet.CalcBuffer_PetBattleEffect(rolePet, allAttrList)
-
- GameWorld.DebugLog("RefurbishPetAttr ID=%s,npcID=%s,atk=%s,hit=%s,skillAtkRate=%s"
- % (rolePet.GetID(), rolePet.GetNPCID(), rolePet.GetMaxAtk(), rolePet.GetHit(), rolePet.GetSkillAtkRate()))
-
- #是否需要通知客户端属性刷新
- if not canSyncClient:
- return
-
- #===========================================================================
- # for i, syncInfo in enumerate(syncList):
- # nowValue = syncInfo[0](rolePet)
- # if beforeValueList[i] != nowValue:
- # rolePet.Sync_RefreshProp(syncInfo[1], nowValue, True)
- # #GameWorld.DebugLog("Sync_RefreshProp i=%s,befValue=%s,nowValue=%s,type=%s" % (i, beforeValueList[i], nowValue, syncInfo[1]))
- #===========================================================================
+ GameWorld.DebugLog("RefurbishPetAttr ID=%s,npcID=%s,maxAtk=%s,atkSpeed=%s"
+ % (curPet.GetID(), curPet.GetNPCID(), curPet.GetMaxAtk(), curPet.GetMaxAtk()))
return
-
-#---------------------------------------------------------------------
-##添加宠物技能Buff
-# @param rolePet 宠物实例
-# @return 返回值无意义
-# @remarks 添加宠物技能Buff
-#===============================================================================
-# def AddPlayerPetSkillBuff(rolePet):
-# tick = GameWorld.GetGameWorld().GetTick()
-#
-# #---先清掉---
-# passiveBuffManager = rolePet.GetPassiveBuf()
-# passiveBuffManager.Clear()
-#
-# #---在加上---
-# rolePetSkillManager = rolePet.GetSkillManager()
-#
-# for i in range(0, rolePetSkillManager.GetSkillCount()):
-# learnSkill = rolePetSkillManager.GetSkillByIndex(i)
-# #只添加被动技能
-# if not SkillCommon.isPassiveBuffSkill(learnSkill):
-# continue
-#
-# #加上buff不刷新状态
-# BuffSkill.AddBuffNoRefreshState(rolePet, IPY_GameWorld.btPassiveBuf, learnSkill, tick)
-#
-# return
-#===============================================================================
#---------------------------------------------------------------------
def DoLogic_PlayerPetLearnSkillList(rolePet, learnSkillList):
#GameWorld.DebugLog("DoLogic_PlayerPetLearnSkillList----%s"%learnSkillList)
@@ -454,144 +226,6 @@
#rolePet.Sync_SkillList()
return
-#---------------------------------------------------------------------
-##检查当前指定宠物是否可出战
-# @param curPlayer 玩家实例
-# @param curPetObj 指定宠物实例
-# @return BOOL 是否可出战
-# @remarks 检查当前指定宠物是否可出战
-def CheckPetCanFight(curPlayer, curPetObj):
- if not GetMapCanOutPet(curPlayer):
- #Pet_liubo_314885 此地图禁止宠物
- #PlayerControl.NotifyCode(curPlayer, "Pet_liubo_314885")
- return False
-
- petData = curPetObj.GetPetData()
-
- #防沉迷
- if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_Wallow_LV) > ChConfig.Def_GameWallow_LV_First:
- PlayerControl.NotifyCode(curPlayer, "AvoidSink09")
- return False
-
- if GameObj.GetHP(curPlayer) <= 0:
- #死亡状态无法出战宠物
- return False
-
-# if curPlayer.GetLV() < petData.GetBringLV():
-# #Pet_hgg_442426 对不起,您尚未到达该宠物的携带等级.
-# PlayerControl.NotifyCode(curPlayer, "Pet_hgg_442426")
-# return False
-#
-# if curPetObj.GetLV() - curPlayer.GetLV() > ChConfig.Def_PetRoleGapLVMax:
-# #Pet_liubo_570355 对不起,您不能出战超过人物5级的宠物!
-# PlayerControl.NotifyCode(curPlayer, "Pet_liubo_570355", [ChConfig.Def_PetRoleGapLVMax])
-# return False
-
- #---是否已有宠物出战---
- #fightPetObj = curPlayer.GetPetMgr().GetFightPet() # 出战的宠物对象
-
- #if fightPetObj != None:
- # #Pet_hgg_892377 对不起,您只能同时出战一只宠物,请先召回出战的宠物!
- # PlayerControl.NotifyCode(curPlayer, "Pet_hgg_892377")
- # return False
-
- #GameWorld.Log('宠物血量:%s,宠物ID:%s'%(curPetStruct.HP,curPetStruct.PetID))
- return True
-#---------------------------------------------------------------------
-
-#---------------------------------------------------------------------
-##玩家离开服务器通知宠物信息
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 玩家离开服务器通知宠物信息
-def DoLogic_PetInfo_OnLeaveServer(curPlayer, tick):
- return
-
-#---------------------------------------------------------------------
-##玩家登陆通知宠物信息
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 玩家登陆通知宠物信息
-def DoLogic_PetInfo_OnLogin(curPlayer, tick):
-
- petMgr = curPlayer.GetPetMgr()
- if GameWorld.IsCrossServer():
- ''' 0435宠物出现包同步的ID是根据宠物的列表位置来的,比如在第2位发的就是2,而地图的可能是1,会导致ID不一致
- 所以跨服服务器登录时先清除出战宠物列表,确保登录地图成功后都是从1开始的即可
- '''
- petList = []
- for index in range(0, petMgr.PetList_Cnt()):
- rolePet = petMgr.PetList_At(index)
- petList.append(rolePet)
- for rolePet in petList:
- petMgr.PetList_SetFree(rolePet.GetRolePet().PetID)
- else:
- for index in range(0, petMgr.PetList_Cnt()):
- rolePet = petMgr.PetList_At(index)
- #刷新宠物信息并通知客户端
- __RefreshAndSyncPetInfo(rolePet)
- #自动出战宠物
- __AutoSummonPet_OnLogin(curPlayer, rolePet)
-
- return
-#---------------------------------------------------------------------
-##玩家上线, 自动出战宠物
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 玩家上线, 自动出战宠物
-def __AutoSummonPet_OnLogin(curPlayer, rolePet):
- #是否有出战标志
- if not rolePet.GetIsBattle():
- return
-
- if not GetMapCanOutPet(curPlayer):
- #此地图禁止宠物
- return
- #召唤宠物出战
- resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist)
-
- SummonPet(rolePet, resultPos.GetPosX(), resultPos.GetPosY())
- return
-
-#---------------------------------------------------------------------
-##玩家切换地图通知宠物信息.
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 玩家切换地图通知宠物信息.
-def Sync_PetInfo_ChangeMap(curPlayer, tick):
- petMgr = curPlayer.GetPetMgr()
-
- for index in range(0, petMgr.PetList_Cnt()):
- rolePet = petMgr.PetList_At(index)
- #刷新宠物信息并通知客户端
- __RefreshAndSyncPetInfo(rolePet)
-
- return
-
-#---------------------------------------------------------------------
-##玩家携带宠物登陆地图
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks
-def DoLogic_PetLoadMapOK(curPlayer):
-
- if GetMapCanOutPet(curPlayer):
- #此地图宠物可以上
- PlayerPet.AutoSummonPet(curPlayer)
- return
-
- #此地图禁止宠物, 召回出战的宠物
- if not ReCallFightPet(curPlayer):
- return
-
- #Pet_liubo_314885 此地图禁止宠物
- #PlayerControl.NotifyCode(curPlayer, "Pet_liubo_314885")
- return
-
def GetMapCanOutPet(curPlayer):
## 检查本地图可否出战宠物,支持前端自定义场景
customMapID = PlayerControl.GetCustomMapID(curPlayer)
@@ -601,18 +235,4 @@
else:
canOutPet = GameWorld.GetMap().GetMapCanOutPet()
return canOutPet
-
-#---------------------------------------------------------------------
-## 刷新宠物信息并通知客户端
-# @param rolePet 宠物实例
-# @return 无返回值
-# @remarks 刷新宠物信息并通知客户端
-def __RefreshAndSyncPetInfo(rolePet):
- #---刷新宠物信息(不通知客户端)---
- InitRolePet(rolePet, False)
-
- return
-
-#---------------------------------------------------------------------
-
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 b218ef8..9d80ec4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -1431,7 +1431,7 @@
# @remarks 玩家离开服务器
def PlayerLeaveServer(curPlayer, tick):
#宠物下线逻辑, 这里要进行排行榜, 优先做, 避免玩家光环等属性影响宠物属性失效
- PetControl.DoLogic_PetInfo_OnLeaveServer(curPlayer, tick)
+ #PetControl.DoLogic_PetInfo_OnLeaveServer(curPlayer, tick)
#清除下线消失的buff, 在更新排行榜之前
__DisconnectClearBuff(curPlayer, tick)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
index 43243ff..c6b3359 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFB.py
@@ -514,7 +514,7 @@
NPCCommon.ClearPriWoodPile(curPlayer)
GameWorld.Log("玩家开始自定义场景!mapID=%s,lineID=%s" % (mapID, lineID), playerID)
if mapID:
- PetControl.DoLogic_PetLoadMapOK(curPlayer)
+ #PetControl.DoLogic_PetLoadMapOK(curPlayer)
FBLogic.OnEnterCustomScene(curPlayer, mapID, lineID)
#默认回满血
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPet.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPet.py
index 8021f3a..9a5614c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPet.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPet.py
@@ -34,57 +34,36 @@
import GameWorld
import IpyGameDataPY
import PlayerAttrFruit
-import GameMap
import OpenServerCampaign
-import PlayerMagicWeapon
import PlayerWeekParty
import CalcNoLineEffect
-import PassiveBuffEffMng
-import CrossPlayerData
import CalcLineEffect
import PlayerActivity
import ChPyNetSendPack
import NetPackCommon
-import PlayerHorse
-import GameObj
import random
import math
-#---------------------------------------------------------------------
def DoLogic_PetInfo_OnDay(curPlayer):
-
return
-#---------------------------------------------------------------------
-## 宠物功能开启
-# @return: 是否激活成功
+def OnPlayerPetLogin(curPlayer):
+ ## 登录处理
+ if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Pet):
+ return
+
+ # 培养是后面加的功能,每次登录补检查一下功能开始时设置为培养1级
+ for trainType in xrange(1, GetPetTrainTypes() + 1):
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PetTrainLV % trainType) == 0:
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PetTrainLV % trainType, 1)
+
+ Sync_PetTrainData(curPlayer)
+ return
+
def DoPetOpen(curPlayer):
GameWorld.DebugLog("DoPetOpen...", curPlayer.GetPlayerID())
-
-# firstPetData = ReadChConfig.GetEvalChConfig("FirstPet")
-# petNPCID = firstPetData[0]
-# isAutoFight = firstPetData[1]
-# if petNPCID <= 0:
-# return
-#
-# # 如果已经有该宠物, 不再给
-# if GetPetDataItemIndexByNPCID(curPlayer, petNPCID) < 0:
-# newPetItem = GetNewPetDataItem(curPlayer, petNPCID)
-# if not newPetItem:
-# return
-#
-# if not ItemControler.PlayerItemControler(curPlayer).PutInItem(ShareDefine.rptPet, newPetItem):
-# return
-#
-# petData = newPetItem.GetUserData()
-# DataRecordPack.DR_UsePetEgg(curPlayer, 0, petNPCID, petData)
-#
-# if isAutoFight and not curPlayer.GetPetMgr().GetFightPet():
-# petItemIndex = GetPetDataItemIndexByNPCID(curPlayer, petNPCID)
-# GameWorld.DebugLog("自动出战新手宠!petNPCID=%s,petItemIndex=%s" % (petNPCID, petItemIndex))
-# DoChangePetState(curPlayer, petItemIndex, ShareDefine.Def_PetState_Fight)
for trainType in xrange(1, GetPetTrainTypes() + 1):
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PetTrainLV % trainType, 1)
@@ -116,62 +95,28 @@
return
newPetItem.SetUserAttr(ShareDefine.Def_IudetPet_NPCID, petNPCID)
- newPetItem.SetUserAttr(ShareDefine.Def_IudetPet_State, ShareDefine.Def_PetState_Null)
+ newPetItem.SetUserAttr(ShareDefine.Def_IudetPet_State, 0)
initClass = petIpyData.GetInitRank() if classlv == -1 else classlv#初始阶级
newPetItem.SetUserAttr(ShareDefine.Def_IudetPet_ClassLV, max(0, initClass - 1)) #代码里从0开始
newPetItem.SetUserAttr(ShareDefine.Def_IudetPet_QualityLV, petIpyData.GetQuality()) # 宠物品质
- petSkillList = petIpyData.GetSkillID()
- petSkillUnLockList = petIpyData.GetSkillUnLock()
-
- for i, skillid in enumerate(petSkillList):
- limitPetClassLV = petSkillUnLockList[i] # 学习此技能所需宠物阶级
- if initClass < limitPetClassLV:
- continue
- curSkilData = GameWorld.GetGameData().GetSkillBySkillID(skillid)
- if not curSkilData:
- continue
- if curSkilData.GetFuncType() == ChConfig.Def_SkillFuncType_PetOwnerSkill:
- __GiveOwnerSkill(curPlayer, skillid)
- continue
- newPetItem.AddUserAttr(ShareDefine.Def_IudetPet_Skill, skillid)
-
+ __UpdPetItemSkillByClass(curPlayer, newPetItem, False)
return newPetItem
-
-# 从称号获得技能
-def __GiveOwnerSkill(curPlayer, skillResID):
- GameWorld.DebugLog("给灵宠主人技能: skillResID=%s" % skillResID)
- skillData = GameWorld.GetGameData().FindSkillByType(skillResID, 1)
- if skillData == None:
- GameWorld.DebugLog(" not find skill(%s)" % skillResID)
- return
- if not SkillCommon.CheckSkillJob(curPlayer, skillData):
- return
- if not SkillShell.CheckLearnSkillCondition(curPlayer, skillData):
- GameWorld.DebugLog(" learn skill condition isn't enough! skillResID=%s" % skillResID)
- return
- skillManager = curPlayer.GetSkillManager()
- if skillManager.FindSkillBySkillTypeID(skillResID):
- GameWorld.DebugLog(" have learned skill(%s)" % skillResID)
- return
-
- skillManager.LVUpSkillBySkillTypeID(skillResID)
- PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillResID)
- PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResID, 0)
- return
## 获取宠物实例对应的宠物数据物品
def GetPetDataItem(curPetOwner, rolePet):
if not curPetOwner:
return
- packItemIndex = GetPetObjItemIndex(rolePet)
+ packItemIndex = GetPetDataItemByNPCID(curPetOwner, rolePet.GetNPCID())
return GetPetDataItemByIndex(curPetOwner, packItemIndex)
## 获取宠物数据物品
def GetPetDataItemByIndex(curPlayer, petItemIndex):
petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
+ if petItemIndex < 0 or petItemIndex >= petDataPack.GetCount():
+ return
petDataItem = petDataPack.GetAt(petItemIndex)
if not ItemCommon.CheckItemCanUse(petDataItem):
GameWorld.DebugLog("PetDataItem is none! PetItemIndex=%s" % petItemIndex, curPlayer.GetPlayerID())
@@ -190,10 +135,6 @@
return petItem
return
-## 永恒暂用友好度来存储该宠物所属的宠物背包物品索引
-def GetPetObjItemIndex(rolePet): return rolePet.GetRolePet().Friendliness
-def SetPetObjItemIndex(petStruct, petItemIndex): petStruct.Friendliness = petItemIndex
-
## 根据宠物NPCID获取宠物数据物品在背包中的索引
def GetPetDataItemIndexByNPCID(curPlayer, petNPCID):
petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
@@ -206,8 +147,33 @@
return -1
-#===================================================================================================
-# //////////////////////////////////////////////////////////////
+def GetPetItemCacheDict(petItem):
+ ## 单个灵宠物品缓存信息
+ npcID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
+ state = petItem.GetUserAttr(ShareDefine.Def_IudetPet_State)
+ classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
+ quality = petItem.GetUserAttr(ShareDefine.Def_IudetPet_QualityLV)
+ star = petItem.GetUserAttr(ShareDefine.Def_IudetPet_Star)
+ skills = [petItem.GetUserAttrByIndex(ShareDefine.Def_IudetPet_Skill, i) for i in xrange(petItem.GetUserAttrCount(ShareDefine.Def_IudetPet_Skill))]
+ cacheDict = {"npcID":npcID}
+ state and cacheDict.update({"state":state})
+ classLV and cacheDict.update({"classLV":classLV})
+ quality and cacheDict.update({"quality":quality})
+ star and cacheDict.update({"star":star})
+ skills and cacheDict.update({"skills":skills})
+ return cacheDict
+
+def GetPetCacheInfo(curPlayer):
+ ## 获取灵宠功能缓存信息,暂时缓存全部,如果有需要改为仅缓存上阵的
+ itemCacheList = []
+ petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
+ for petDataIndex in range(petDataPack.GetCount()):
+ petItem = petDataPack.GetAt(petDataIndex)
+ if petItem.IsEmpty():
+ continue
+ itemCacheList.append(GetPetItemCacheDict(petItem))
+ return itemCacheList
+
# //16 03 宠物出战/召回#tagCPetStateChange
# tagCPetStateChange * GettagCPetStateChange();
#
@@ -219,203 +185,77 @@
# // 状态.0-召回;1-出战;2xx-守护(守护+目标守护位)
# int GetState(); 0~255
# };
-#===================================================================================================
-##客户端封包响应
-#@param index 玩家索引
-#@param tick 时间戳
-#@return 返回值无意义
-#@remarks 客户端封包响应 //16 03 宠物出战/召回#tagCPetStateChange
def PetStateChange(index, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
pack = IPY_GameWorld.IPY_CPetStateChange()
petItemIndex = pack.GetPetID()
state = pack.GetState()
-
- #时间间隔未到,不处理(2010-06-23 16:20 策划刘鸿生说无须系统提示)
- if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_ChangePetState) \
- < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_ChangePetState]:
- #没有到刷新间隔
- return
-
- curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_ChangePetState, tick)
-
DoChangePetState(curPlayer, petItemIndex, state)
return
## 宠物战斗状态变更; 0-收回;1-出战 (手游版本只能出战)
-def DoChangePetState(curPlayer, petItemIndex, tagState, isRefresh=True):
- if petItemIndex < 0:
- return
+def DoChangePetState(curPlayer, petItemIndex, tagState):
+ # @param tagState: 0-收回;>=1-出战在第几个位置
- if tagState not in ShareDefine.Def_PetStateList:
- return
-
petItem = GetPetDataItemByIndex(curPlayer, petItemIndex)
if not petItem:
return
+ playerID = curPlayer.GetPlayerID()
+ petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
+ curState = petItem.GetUserAttr(ShareDefine.Def_IudetPet_State)
+ GameWorld.DebugLog("宠物状态变更! petItemIndex=%s,petNPCID=%s,curState=%s,tagState=%s"
+ % (petItemIndex, petNPCID, curState, tagState), playerID)
+ # 收回
+ if tagState <= 0:
+ SetPetState(curPlayer, petItem, tagState)
+ return
+
+ gooutFightRealmList = IpyGameDataPY.GetFuncEvalCfg("PetGoOutFight", 1)
+ if tagState > len(gooutFightRealmList):
+ GameWorld.DebugLog(" 不存在该灵宠上阵位置! tagState=%s" % tagState, playerID)
+ return
+ needRealmLV = gooutFightRealmList[tagState - 1]
+ curRealmLV = curPlayer.GetOfficialRank()
+ if curRealmLV < needRealmLV:
+ GameWorld.DebugLog(" 境界不足,无法上阵灵兽! curRealmLV=%s < %s, tagState=%s" % (curRealmLV, curRealmLV, tagState), playerID)
+ return
+
#判断是否达到可切换的阶数
curClasslv = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
- petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
ipyData = GetPetIpydata(petNPCID)
if not ipyData:
return
needClasslv = ipyData.GetUseNeedRank()
if curClasslv < needClasslv - 1: #配置的阶级从1开始
- GameWorld.DebugLog(' 灵兽切换外观,阶级不足%s,不可切换!' % needClasslv)
+ GameWorld.DebugLog(' 灵兽切换外观,阶级不足%s,不可切换!' % needClasslv, playerID)
return
-
- curState = petItem.GetUserAttr(ShareDefine.Def_IudetPet_State) # 当前状态
-
- GameWorld.DebugLog("宠物状态变更!petItemIndex=%s,curState=%s,tagState=%s"
- % (petItemIndex, curState, tagState))
-
- # 当前状态处理
- if curState == ShareDefine.Def_PetState_Fight:
-# curPet = curPlayer.GetPetMgr().GetFightPet()
-# if curPet:
-# #已是出战状态, C++召唤坐标和人重叠
-# resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist)
-# curPet.ResetPos(resultPos.GetPosX(), resultPos.GetPosY())
-# PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPet)
-# PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveBuff(curPet)
-# return
- #18/10/15 因为某种未知原因宠物物品的状态是出战(实际场景中未出战),导致该宠物无法出战,故再次发包出战时,此处不拦!
- PetControl.ReCallFightPet(curPlayer)
-
+ SetPetState(curPlayer, petItem, tagState)
+ return
+
+def SetPetState(curPlayer, petItem, tagState):
+ ## 设置灵宠出战状态
+ # @param tagState: 0-收回;>=1-出战在第几个位置
+ npcID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
+ if tagState <= 0:
+ GameWorld.DebugLog(" 灵宠下阵: npcID=%s" % npcID, curPlayer.GetPlayerID())
else:
- pass
-
- # 目标状态处理
- if tagState == ShareDefine.Def_PetState_Null:
- #这里可不再宠物设置Null状态
- #petItem.SetUserAttr(ShareDefine.Def_IudetPet_State, ShareDefine.Def_PetState_Null)
- pass
- elif tagState == ShareDefine.Def_PetState_Fight:
- __DoPetGoOutToFight(curPlayer, petItem)
-
-
- if isRefresh:
- RefreshPetItemAddAttr(curPlayer, True) # 不刷排行榜
-
-# if petItem.GetUserAttr(ShareDefine.Def_IudetPet_State) != tagState:
-# petItem.SetUserAttr(ShareDefine.Def_IudetPet_State, tagState)
-# GameWorld.DebugLog("切换宠物状态异常防范! curState=%s,tagState=%s" % (curState, tagState))
-
- if not GameWorld.IsCrossServer():
- dataList = [petNPCID, curClasslv, tagState]
- CrossPlayerData.SendDataToCrossServer(curPlayer, CrossPlayerData.CrossData_PetState, dataList)
-
+ petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
+ for index in range(petDataPack.GetCount()):
+ item = petDataPack.GetAt(index)
+ if item.IsEmpty():
+ continue
+ if item.GetUserAttr(ShareDefine.Def_IudetPet_State) == tagState:
+ SetPetState(curPlayer, item, 0)
+ GameWorld.DebugLog(" 灵宠上阵: npcID=%s,tagState=%s" % (npcID, tagState), curPlayer.GetPlayerID())
+ petItem.SetUserAttr(ShareDefine.Def_IudetPet_State, tagState)
return
def CrossServer_DoChangePetState(curPlayer, dataList):
## 跨服处理 宠物战斗状态变更
- petNPCID, curClasslv, tagState = dataList
- petItem = GetPetDataItemByNPCID(curPlayer, petNPCID)
- if not petItem:
- newPetItem = GetNewPetDataItem(curPlayer, petNPCID)
- if not newPetItem:
- return
- if not ItemControler.PlayerItemControler(curPlayer).PutInItem(ShareDefine.rptPet, newPetItem):
- return
- petItem = GetPetDataItemByNPCID(curPlayer, petNPCID)
- if not petItem:
- return
-
- curItemClasslv = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
- # 处理技能问题,暂不处理
- if curClasslv > curItemClasslv:
- pass
-
- curState = petItem.GetUserAttr(ShareDefine.Def_IudetPet_State) # 当前状态
- if curState == ShareDefine.Def_PetState_Fight:
- PetControl.ReCallFightPet(curPlayer)
-
- if tagState == ShareDefine.Def_PetState_Fight:
- __DoPetGoOutToFight(curPlayer, petItem)
-
return
-
-## 执行宠物出战逻辑
-def __DoPetGoOutToFight(curPlayer, petItem):
- npcID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
-
- petNpcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
- if not petNpcData:
- GameWorld.Log("PetStateChange FindNPCDataByID, pet npcID = %s" % (npcID))
- return
-
- petMgr = curPlayer.GetPetMgr()
- rolePet = petMgr.PetList_Add(npcID)
- if rolePet == None:
- GameWorld.ErrLog("PetStateChange PetList_Add, 添加宠物 = %s失败" % (npcID))
- return
-
- #---初始化宠物属性---
- petStruct = rolePet.GetRolePet()
- petID = petStruct.PetID
- petStruct.BindType = petItem.GetIsBind()
- petStruct.Name = str(petStruct.PetID)#petNpcData.GetName() 配表不是UTF8会导致报错,默认用ID当名字
- petStruct.DailyTrainCnt = PlayerHorse.GetHorsePetSkinIndex(curPlayer, 2, npcID)
- # 宠物lv 改为 阶级 用于客户端显示名字颜色用
-# classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
-# rolePet.SetLV(classLV)
-
- #位置.1, 在宠物列表; 2, 在物品背包
- petStruct.Pos = 1
-
- petItemIndex = petItem.GetItemPlaceIndex()
- SetPetObjItemIndex(petStruct, petItemIndex)
- rolePet.SetRolePet(petStruct)
-
- learnSkillList, passiveSkillList = GetPetLearnSkill(curPlayer)
- PetControl.DoLogic_PlayerPetLearnSkillList(rolePet, learnSkillList)
-
- #---刷新属性(不通知)---
- #GameWorld.DebugLog("刷前: petID=%s,playerID=%s,npcID=%s,BindType=%s,AIMode=%s,PetIndex=%s,grade=%s,qualLV=%s,"
- # % (petStruct.PetID, petStruct.PlayerID, petStruct.NPCID, petStruct.BindType, petStruct.AIMode, petStruct.PetIndex,
- # rolePet.GetGrade(), rolePet.GetQualityLV()))
- petControl = NPCCommon.NPCControl(rolePet)
- petControl.RefreshNPCState(canSyncClient=False)
- #GameWorld.DebugLog("刷后: petID=%s,playerID=%s,npcID=%s,BindType=%s,AIMode=%s,PetIndex=%s,grade=%s,qualLV=%s,"
- # % (petStruct.PetID, petStruct.PlayerID, petStruct.NPCID, petStruct.BindType, petStruct.AIMode, petStruct.PetIndex,
- # rolePet.GetGrade(), rolePet.GetQualityLV()))
-
- #当前血量(不通知)
- PetControl.SetPetHP(rolePet, GameObj.GetMaxHP(rolePet), False)
-
- #---通知客户端---
- #rolePet.Sync_PetInfo()
- #刷新技能栏
- #rolePet.Sync_SkillList()
-
- #---收到"宠物出战"请求---
- #检查是否可出战
- if not PetControl.CheckPetCanFight(curPlayer, rolePet):
- GameWorld.DebugLog("不可出战!PetList_SetFree petID=%s" % petID)
- petMgr.PetList_SetFree(petID)
- return
-
- # 先招回出战中的宠物
- PetControl.ReCallFightPet(curPlayer)
-
- #召唤宠物出战
- resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist)
- PetControl.SummonPet(rolePet, resultPos.GetPosX(), resultPos.GetPosY())
- petItem.SetUserAttr(ShareDefine.Def_IudetPet_State, ShareDefine.Def_PetState_Fight)
-
- #记录出战的宠物索引 默认+1 0则代表没有
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPetIndex, petItemIndex + 1)
- rolePet.SetSightLevel(curPlayer.GetSightLevel())
- return True
-
def AutoSummonPet(curPlayer):
- #重新召唤之前的宠物,复活、切换地图时调用
- fightPetIndex = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPetIndex)
- if not fightPetIndex:
- return
- DoChangePetState(curPlayer, fightPetIndex - 1, ShareDefine.Def_PetState_Fight)
return
## 获取出战宠物要学的技能
@@ -508,16 +348,7 @@
EventShell.EventRespons_OnActivatePet(curPlayer, petNPCID)
sysMark = ipyData.GetUnlockSys() or 'GetPet'
PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), petNPCID])
- rolePet = curPlayer.GetPetMgr().GetFightPet()
- if not rolePet:
- petItemIndex = GetPetDataItemIndexByNPCID(curPlayer, petNPCID)
- GameWorld.DebugLog("没有宠物出战,获得新宠物,默认出战该宠物!petNPCID=%s,petItemIndex=%s" % (petNPCID, petItemIndex))
- DoChangePetState(curPlayer, petItemIndex, ShareDefine.Def_PetState_Fight)
- else:
-
- if rolePet:
- learnSkillList, passiveSkillList = GetPetLearnSkill(curPlayer)
- PetControl.DoLogic_PlayerPetLearnSkillList(rolePet, learnSkillList)
+
RefreshPetItemAddAttr(curPlayer, True)
# 开服活动数据
@@ -550,6 +381,7 @@
packItem.SetUserAttr(ShareDefine.Def_IudetPet_ClassLV, max(0, min(classlv, maxClassLV) - 1))
packItem.SetUserAttr(ShareDefine.Def_IudetPet_QualityLV, quality) # 宠物品质
GameWorld.DebugLog("已经拥有该宠物! i=%s,petItemNPCID=%s,petNPCID=%s" % (i, petItemNPCID, petNPCID))
+ __UpdPetItemSkillByClass(curPlayer, packItem, True)
return True
if classlv == None:
@@ -564,25 +396,8 @@
return
if not refresh:
return True
- petItemIndex = GetPetDataItemIndexByNPCID(curPlayer, petNPCID)
- DoChangePetState(curPlayer, petItemIndex, ShareDefine.Def_PetState_Fight)
RefreshPetItemAddAttr(curPlayer, True)
return True
-#===============================================================================
-
-
-## 获取已激活的灵兽ID
-def GetActivePetID(curPlayer):
- petIDList = []
- petPackIndex = ShareDefine.rptPet
- petPack = curPlayer.GetItemManager().GetPack(petPackIndex)
- for i in range(petPack.GetCount()):
- packItem = petPack.GetAt(i)
- if packItem.IsEmpty():
- continue
- petItemNPCID = packItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
- petIDList.append(petItemNPCID)
- return petIDList
#// A7 04 宠物升阶 #tagCMPetClassUP
#
@@ -676,35 +491,22 @@
if lackCnt > 0:
return
- #===========================================================================================
- # if not isAutoBuy:
- # return
- # lackCost = ItemCommon.GetAutoBuyItemNeedGold({autoBuyItemID:lackCnt})
- # if lackCost <= 0:
- # return
- # itemData = GameWorld.GetGameData().GetItemByTypeID(autoBuyItemID)
- # itemName = autoBuyItemID if not itemData else itemData.GetName()
- # infoDict = {ChConfig.Def_Cost_Reason_SonKey:itemName}
- # if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
- # ChConfig.Def_Cost_PetClassUP, infoDict, lackCnt):
- # return
- #===========================================================================================
-
+
playerName = curPlayer.GetName()
curEff = curItem.GetEffectByIndex(0)
addExp = curEff.GetEffectValue(0) * costItemCount
updExp = curPetClassExp + addExp
updClassLV = classLV
- for lv in xrange(classLV, maxClassLV-1):
- ipyData = IpyGameDataPY.GetIpyGameData("PetClassCost", petNPCID, lv+1)
+ for lv in xrange(classLV, maxClassLV - 1):
+ ipyData = IpyGameDataPY.GetIpyGameData("PetClassCost", petNPCID, lv + 1)
if not ipyData:
break
upNeedExp = ipyData.GetUpNeedExp()
if updExp < upNeedExp:
break
updExp -= upNeedExp
- updClassLV +=1
+ updClassLV += 1
#扣除物品
@@ -713,42 +515,14 @@
ItemCommon.ReduceItem(curPlayer, curItemPack, itemIndexList, delCnt, True, ChConfig.ItemDel_Pet)
# 更新经验值
- if updClassLV+1 >=maxClassLV:
- updExp =0
+ if updClassLV + 1 >= maxClassLV:
+ updExp = 0
petDataItem.SetUserAttr(ShareDefine.Def_IudetPet_Exp, updExp)
if updClassLV > classLV:
petDataItem.SetUserAttr(ShareDefine.Def_IudetPet_ClassLV, updClassLV)
- # 升阶开启技能
- petIpyData = GetPetIpydata(petNPCID)
- petSkillList = petIpyData.GetSkillID()
- petSkillUnLockList = petIpyData.GetSkillUnLock()
- sysMarkList = petIpyData.GetSkillUnLockSys()
- learnSkillList = []
- for i, skillid in enumerate(petSkillList):
- limitPetClassLV = petSkillUnLockList[i] # 学习此技能所需宠物阶级
- #上一阶已经处理过的技能不再处理
- if updClassLV >= limitPetClassLV:
- continue
- # 未达到所需阶级
- if updClassLV + 1 < limitPetClassLV:
- continue
- curSkilData = GameWorld.GetGameData().GetSkillBySkillID(skillid)
- if not curSkilData:
- continue
- if curSkilData.GetFuncType() == ChConfig.Def_SkillFuncType_PetOwnerSkill:
- __GiveOwnerSkill(curPlayer, skillid)
- continue
- petDataItem.AddUserAttr(ShareDefine.Def_IudetPet_Skill, skillid)
- if not SkillCommon.isPassiveAttr(curSkilData):
- #被动技能不学
- learnSkillList.append(skillid)
- #广播
- sysMark = sysMarkList[i] if i < len(sysMarkList) else 'PetUpLv'
- PlayerControl.WorldNotify(0, sysMark, [playerName, petNPCID, limitPetClassLV, skillid])
- #增加升级活跃点效果
- PlayerActivity.AddActivityByLVOnLearnSkill(curPlayer, skillid)
-
+ learnSkillList = __UpdPetItemSkillByClass(curPlayer, petDataItem, True)
+
if not learnSkillList and updClassLV + 1 == maxClassLV:
PlayerControl.WorldNotify(0, 'PetUpLvMax', [playerName, petNPCID])
# 如果是当前出战的宠物, 则该宠物学习技能
@@ -769,6 +543,65 @@
#EventReport.WriteEvent_pet_class(curPlayer, petNpcData.GetName(), classLV, petClassExp, updClassLV, newClassExp)
return
+
+def __UpdPetItemSkillByClass(curPlayer, petDataItem, isNotify=False):
+ # 升阶更新灵宠技能,支持同skillTypeID技能升级
+ playerName = curPlayer.GetName()
+ petNPCID = petDataItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
+ classLV = petDataItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV) + 1
+ alreadyLearnSkillInfo = {}
+ for i in xrange(petDataItem.GetUserAttrCount(ShareDefine.Def_IudetPet_Skill)):
+ skillID = petDataItem.GetUserAttrByIndex(ShareDefine.Def_IudetPet_Skill, i)
+ skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not skillData:
+ continue
+ skillTypeID = skillData.GetSkillTypeID()
+ alreadyLearnSkillInfo[skillTypeID] = [skillID, i]
+ #GameWorld.DebugLog("开始更新灵宠技能: petNPCID=%s,classLV=%s,alreadyLearnSkillInfo=%s" % (petNPCID, classLV, alreadyLearnSkillInfo))
+
+ petIpyData = GetPetIpydata(petNPCID)
+ petSkillList = petIpyData.GetSkillID()
+ petSkillUnLockList = petIpyData.GetSkillUnLock()
+ sysMarkList = petIpyData.GetSkillUnLockSys()
+ learnSkillList = []
+ for i, skillID in enumerate(petSkillList):
+ limitPetClassLV = petSkillUnLockList[i] # 学习此技能所需宠物阶级
+ if classLV < limitPetClassLV:
+ #GameWorld.DebugLog(" 未满足学习阶级: i=%s,skillID=%s,limitPetClassLV=%s" % (i, skillID, limitPetClassLV))
+ break
+ skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not skillData:
+ continue
+ skillTypeID = skillData.GetSkillTypeID()
+ alreadyLearnSkillID, skillIndex = alreadyLearnSkillInfo.get(skillTypeID, [0, -1])
+ if skillID <= alreadyLearnSkillID:
+ #GameWorld.DebugLog(" 技能已经学习过: i=%s,skillID=%s <= alreadyLearnSkillID=%s" % (i, skillID, alreadyLearnSkillID))
+ continue
+ if skillData.GetFuncType() == ChConfig.Def_SkillFuncType_PetOwnerSkill:
+ #GameWorld.DebugLog(" 主人学习技能: i=%s,skillID=%s" % (i, skillID))
+ SkillCommon.GivePlayerSkillByJobSkill(curPlayer, [skillID])
+ continue
+ if not alreadyLearnSkillID:
+ #GameWorld.DebugLog(" 学习新的技能: i=%s,skillID=%s" % (i, skillID))
+ petDataItem.AddUserAttr(ShareDefine.Def_IudetPet_Skill, skillID)
+ else:
+ #GameWorld.DebugLog(" 学习升级技能: i=%s,skillID=%s,skillIndex=%s" % (i, skillID, skillIndex))
+ petDataItem.UpdataUserAttrByIndex(ShareDefine.Def_IudetPet_Skill, skillIndex, skillID)
+ if not SkillCommon.isPassiveAttr(skillData):
+ #被动技能不学
+ learnSkillList.append(skillID)
+ #广播
+ sysMark = sysMarkList[i] if i < len(sysMarkList) else 'PetUpLv'
+ if isNotify and sysMark:
+ PlayerControl.WorldNotify(0, sysMark, [playerName, petNPCID, limitPetClassLV, skillID])
+ #增加升级活跃点效果
+ PlayerActivity.AddActivityByLVOnLearnSkill(curPlayer, skillID)
+
+ nowSkillIDList = []
+ for i in xrange(petDataItem.GetUserAttrCount(ShareDefine.Def_IudetPet_Skill)):
+ nowSkillIDList.append(petDataItem.GetUserAttrByIndex(ShareDefine.Def_IudetPet_Skill, i))
+ GameWorld.DebugLog("灵宠最新技能: nowSkillIDList=%s" % nowSkillIDList)
+ return learnSkillList
def GetTotalPetLV(curPlayer):
totalPetLV = 0
@@ -801,18 +634,6 @@
totalPetCount += 1
return totalPetCount
-def IsPetMaxLV(curPlayer, petNPCID):
- petItem = GetPetDataItemByNPCID(curPlayer, petNPCID)
- if not petItem:
- return
- petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
- classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
- petIpyData = GetPetIpydata(petNPCID)
- if not petIpyData:
- return
- maxClassLV = petIpyData.GetMaxRank()
- return classLV + 2 > maxClassLV
-
## 刷新宠物数据物品增加的属性
def RefreshPetItemAddAttr(curPlayer, isUpdBillboard):
CalcPetItemAddPlayerAttr(curPlayer)
@@ -823,9 +644,9 @@
else:
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState(isForce=True)
- fightPet = curPlayer.GetPetMgr().GetFightPet()
- if fightPet:
- PetControl.RefurbishPetAttr(fightPet)
+ #fightPet = curPlayer.GetPetMgr().GetFightPet()
+ #if fightPet:
+ # PetControl.RefurbishPetAttr(fightPet)
return
def CalcSkill_PetBattleEffect(curPlayer, rolePet, allAttrListPet):
@@ -968,7 +789,7 @@
fpExTotal += petIpyData.GetInitFightPower() # 初始战力
#觉醒战力
skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (2, petItemNPCID), 0)
- skinIpyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', 2, petItemNPCID, skinData/100)
+ skinIpyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', 2, petItemNPCID, skinData / 100)
if skinIpyData:
for attrID, attrValue in skinIpyData.GetAttrInfo().items():
PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListPetSkin)
@@ -1020,19 +841,6 @@
totalMinAtk = classAddAtk
totalMaxAtk = classAddAtk
return totalMinAtk, totalMaxAtk, qualityAttrInfo
-
-def OnPlayerPetLogin(curPlayer):
- ## 登录处理
- if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Pet):
- return
-
- # 培养是后面加的功能,每次登录补检查一下功能开始时设置为培养1级
- for trainType in xrange(1, GetPetTrainTypes() + 1):
- if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PetTrainLV % trainType) == 0:
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PetTrainLV % trainType, 1)
-
- Sync_PetTrainData(curPlayer)
- return
def GetPetTrainTypes():
return len(IpyGameDataPY.GetFuncEvalCfg("PetUpItem", 3))
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index c66182b..bb61405 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -141,7 +141,7 @@
if useSkillData and useSkillData.GetSkillID() != ChConfig.Def_SkillID_Somersault:
# 跟随玩家同频率攻击
- PetControl.PetFight(curPlayer, tick)
+ #PetControl.PetFight(curPlayer, tick)
SummonFollowAtk(curPlayer, tick)
#===========================================================================
# if not result:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py
index fa6ba4e..4196229 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py
@@ -35,6 +35,7 @@
import PyGameData
import PlayerTJG
import SkillShell
+import PlayerPet
import GameObj
import time
@@ -161,6 +162,8 @@
return json.dumps(classItemDataDict, ensure_ascii=False).replace(" ", "")
def UpdPlayerPropPlusCache(curPlayer):
+ if not curPlayer:
+ return
curPlayerPropDict = {}
curPlayerPropDict["AccID"] = curPlayer.GetAccID()
curPlayerPropDict["LV"] = curPlayer.GetLV()
@@ -247,9 +250,12 @@
curPlayerPlusDict["TotalStoneLV"] = Operate_EquipStone.GetTotalStoneLV(curPlayer)
curPlayerPlusDict["TotalEquipWashLV"] = Operate_EquipWash.GetTotalEquipWashLV(curPlayer)
#主动技能总等级
- curPlayerPlusDict["TotalSkillLV"] = SkillShell.GetAllSkillLV(curPlayer, ChConfig.Def_SkillFuncType_FbSkill)
+ skillInfo = SkillShell.GetAllSkillInfo(curPlayer, [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack])
+ curPlayerPlusDict["SkillInfo"] = skillInfo
+ curPlayerPlusDict["TotalSkillLV"] = sum(skillInfo.get(ChConfig.Def_SkillFuncType_FbSkill, {}).values())
+
#灵宠数据
- curPlayerPlusDict["Pet"] = __GetPetInfo(curPlayer)
+ curPlayerPlusDict["Pet"] = PlayerPet.GetPetCacheInfo(curPlayer)
#坐骑数据
curPlayerPlusDict["Horse"] = __GetHorseInfo(curPlayer)
@@ -273,16 +279,23 @@
def GetPlayerPropPlusCache(curPlayer):
#玩家属性缓存
UpdPlayerPropPlusCache(curPlayer)
- return GetPlayerPropPlusCacheByID(curPlayer.GetPlayerID())
+ return GetPlayerPropPlusCacheByID(curPlayer.GetPlayerID(), False)
-def GetPlayerPropPlusCacheByID(playerID):
+def GetPlayerPropPlusCacheByID(playerID, checkUpd=False):
#玩家属性缓存
- viewCache = PyGameData.g_playerViewCache.get(playerID, {})
- curPlayerPropDict = viewCache.get("PropData", {})
- curPlayerPlusDict = viewCache.get("PlusData", {})
- PropData = json.dumps(curPlayerPropDict, ensure_ascii=False).replace(" ", "")
- PlusData = json.dumps(curPlayerPlusDict, ensure_ascii=False).replace(" ", "")
+ PropDict, PlusDict = GetPlayerPropPlusDictByID(playerID, checkUpd)
+ PropData = json.dumps(PropDict, ensure_ascii=False).replace(" ", "")
+ PlusData = json.dumps(PlusDict, ensure_ascii=False).replace(" ", "")
return PropData, PlusData
+
+def GetPlayerPropPlusDictByID(playerID, checkUpd=False):
+ #玩家属性字典
+ if checkUpd:
+ UpdPlayerPropPlusCache(GameWorld.GetPlayerManager().FindPlayerByID(playerID))
+ viewCache = PyGameData.g_playerViewCache.get(playerID, {})
+ PropDict = viewCache.get("PropData", {})
+ PlusDict = viewCache.get("PlusData", {})
+ return PropDict, PlusDict
def __GetEquipShowIDList(curPlayer):
## 获取外观装备ID列表
@@ -295,23 +308,6 @@
continue
equipShowIDList.append(curEquip.GetItemTypeID())
return equipShowIDList
-
-## 灵宠信息
-def __GetPetInfo(curPlayer):
- petInfo = {}
- petClassLVList = []
- equipPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
- for index in xrange(equipPack.GetCount()):
- packItem = equipPack.GetAt(index)
- if not packItem or packItem.IsEmpty():
- continue
- petNPCID = packItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
- classLV = packItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
- petClassLVList.append({"id":petNPCID, 'lv':classLV})
-
- petInfo["PetLV"] = petClassLVList
- petInfo["AtkSpeed"] = GameObj.GetAtkSpeed(curPlayer)
- return petInfo
## 坐骑信息
def __GetHorseInfo(curPlayer):
@@ -414,16 +410,14 @@
NetPackCommon.SendPyPackToGameServer(sendPack)
return
-def GetPlayerPropData(findPlayerID):
- ## 获取玩家战斗属性数据 UpdPlayerPropPlusCache
- viewCache = PyGameData.g_playerViewCache.get(findPlayerID, {})
- return viewCache.get("PropData", {})
-
-def GetPlayerPropDataCall(curPlayer, findPlayerID, callFunc, callData=None, syncClient=True):
+def GetPlayerPropDataCall(curPlayer, findPlayerID, callFunc, callData=None, syncClient=False):
## 获取玩家战斗属性数据 - 支持callback,因为地图可能暂时没有离线玩家缓存数据
+ # @param callFunc: 获取到玩家数据后回调函数,可能地图没有数据,会等向GameServer同步过后再回调
+ # @param callData: 回调函数扩展参数,透传参数
+ # @param syncClient: 是否附带通知前端该玩家数据,一般如果有需要前端配合展示的,需要直接传给前端,如镜像PK类功能
playerID = curPlayer.GetPlayerID()
- dataDict = GetPlayerPropData(findPlayerID)
+ dataDict = GetPlayerPropPlusDictByID(findPlayerID, True)[0]
if dataDict:
if syncClient:
Sync_PlayerCache(curPlayer, findPlayerID)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 9d5fe12..16e4852 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -624,11 +624,11 @@
if skillTag != ChConfig.Def_UseSkillTag_PetMaster:
return False
- if not PetControl.IsPet(curNPC):
+ if not PetControl.IsPetNPC(curNPC):
GameWorld.ErrLog("NPCID %s AI %s 非宠物,无法获得主人释放技能"%(curNPC.GetNPCID(), curNPC.GetAIType()))
return False
- petOwner = PetControl.GetPetOwner(curNPC)
+ petOwner = PetControl.GetPetNPCOwner(curNPC)
if petOwner == None:
GameWorld.ErrLog("宠物(%s)对主人释放技能,找不到主人"%curNPC.GetRolePet().PetID)
@@ -1757,11 +1757,11 @@
# 宠物对主人释放技能
elif skillAffectTag == ChConfig.Def_UseSkillTag_PetMaster:
- if not PetControl.IsPet(attacker):
+ if not PetControl.IsPetNPC(attacker):
GameWorld.ErrLog("该NPC非宠物,无法获得主人释放技能")
return False
- petOwner = PetControl.GetPetOwner(attacker)
+ petOwner = PetControl.GetPetNPCOwner(attacker)
if petOwner == None:
GameWorld.ErrLog("宠物(%s)对主人释放技能,找不到主人"%attacker.GetRolePet().PetID)
@@ -3844,10 +3844,10 @@
else:
if affectTag == ChConfig.Def_UseSkillTag_PetMaster:
- if not PetControl.IsPet(attacker):
+ if not PetControl.IsPetNPC(attacker):
return False
- petOwner = PetControl.GetPetOwner(attacker)
+ petOwner = PetControl.GetPetNPCOwner(attacker)
if petOwner == None:
return False
@@ -3898,15 +3898,19 @@
## 获取技能总等级
# @param curPlayer
# @return allSkillLV:总技能等级
-def GetAllSkillLV(curPlayer, funcType):
- allSkillLV = 0
+def GetAllSkillInfo(curPlayer, funcTypeList):
+ # @return: {funcType:{skillID:skillLV, ...}, ...}
+ skillDict = {}
skillManager = curPlayer.GetSkillManager()
for i in xrange(skillManager.GetSkillCount()):
curPlayerSkill = skillManager.GetSkillByIndex(i)
if curPlayerSkill == None:
continue
- if curPlayerSkill.GetFuncType() != funcType:
+ funcType = curPlayerSkill.GetFuncType()
+ if funcType not in funcTypeList:
continue
- skillLV = curPlayerSkill.GetSkillLV()
- allSkillLV += skillLV
- return allSkillLV
+ if funcType not in skillDict:
+ skillDict[funcType] = {}
+ skillLVDict = skillDict[funcType]
+ skillLVDict[curPlayerSkill.GetSkillID()] = curPlayerSkill.GetSkillLV()
+ return skillDict
--
Gitblit v1.8.0